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	<title>Comments on: Stories within Games</title>
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	<link>http://doycetesterman.com/index.php/2010/03/stories-within-games/</link>
	<description>Perpetual projects and daily obsessions.</description>
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		<title>By: Mass Effect 2: Lessons Learned &#124; Transmythology</title>
		<link>http://doycetesterman.com/index.php/2010/03/stories-within-games/comment-page-1/#comment-6535</link>
		<dc:creator>Mass Effect 2: Lessons Learned &#124; Transmythology</dc:creator>
		<pubDate>Thu, 21 Oct 2010 22:10:09 +0000</pubDate>
		<guid isPermaLink="false">http://doycetesterman.com/?p=2600#comment-6535</guid>
		<description>[...] Doyce Testerman on the same subject. [...]</description>
		<content:encoded><![CDATA[<p>[...] Doyce Testerman on the same subject. [...]</p>
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	<item>
		<title>By: Transmedia: Dirty Commie Creativity &#8211; doyce testerman</title>
		<link>http://doycetesterman.com/index.php/2010/03/stories-within-games/comment-page-1/#comment-6450</link>
		<dc:creator>Transmedia: Dirty Commie Creativity &#8211; doyce testerman</dc:creator>
		<pubDate>Tue, 12 Oct 2010 23:05:14 +0000</pubDate>
		<guid isPermaLink="false">http://doycetesterman.com/?p=2600#comment-6450</guid>
		<description>[...] I was going to write about Mass Effect 2 a little bit, but I&#8217;ve done that before, more than a few [...]</description>
		<content:encoded><![CDATA[<p>[...] I was going to write about Mass Effect 2 a little bit, but I&#8217;ve done that before, more than a few [...]</p>
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		<title>By: Musing about Great Stories &#8211; doyce testerman</title>
		<link>http://doycetesterman.com/index.php/2010/03/stories-within-games/comment-page-1/#comment-4482</link>
		<dc:creator>Musing about Great Stories &#8211; doyce testerman</dc:creator>
		<pubDate>Fri, 26 Mar 2010 19:20:36 +0000</pubDate>
		<guid isPermaLink="false">http://doycetesterman.com/?p=2600#comment-4482</guid>
		<description>[...] A couple days ago, I blogged/reposted a comment I made about Games and Stories and Could One Be the Other and Other Big Questions Like That. [...]</description>
		<content:encoded><![CDATA[<p>[...] A couple days ago, I blogged/reposted a comment I made about Games and Stories and Could One Be the Other and Other Big Questions Like That. [...]</p>
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		<title>By: Once Upon A Playtime III: Return To The Gamestory Lagoon!</title>
		<link>http://doycetesterman.com/index.php/2010/03/stories-within-games/comment-page-1/#comment-4477</link>
		<dc:creator>Once Upon A Playtime III: Return To The Gamestory Lagoon!</dc:creator>
		<pubDate>Fri, 26 Mar 2010 12:04:22 +0000</pubDate>
		<guid isPermaLink="false">http://doycetesterman.com/?p=2600#comment-4477</guid>
		<description>[...] I mean is&#8230; well, look at Doyce&#8217;s post from the other day. Doyce says something interesting (well, he says a lot of interesting things, but I want to focus [...]</description>
		<content:encoded><![CDATA[<p>[...] I mean is&#8230; well, look at Doyce&#8217;s post from the other day. Doyce says something interesting (well, he says a lot of interesting things, but I want to focus [...]</p>
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		<title>By: Chuck</title>
		<link>http://doycetesterman.com/index.php/2010/03/stories-within-games/comment-page-1/#comment-4457</link>
		<dc:creator>Chuck</dc:creator>
		<pubDate>Wed, 24 Mar 2010 20:22:17 +0000</pubDate>
		<guid isPermaLink="false">http://doycetesterman.com/?p=2600#comment-4457</guid>
		<description>Ultimately, that&#039;s all I&#039;m saying. You rely on the old tools and the standard structure(s) of storytelling, you&#039;re going to create a staid, unengaging game even if the *story itself* is good.

Games, then, might be less about the story and more about the experience -- some alchemical combination of situation, character, dialogue. Similar parts, but different arrangement, different measurements of significance.

-- c.
.-= Chuck´s last blog ..&lt;a href=&quot;http://terribleminds.com/ramble/2010/03/24/painting-with-shotguns-xviii/&quot; rel=&quot;nofollow&quot;&gt;Painting With Shotguns XVIII&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>Ultimately, that&#8217;s all I&#8217;m saying. You rely on the old tools and the standard structure(s) of storytelling, you&#8217;re going to create a staid, unengaging game even if the *story itself* is good.</p>
<p>Games, then, might be less about the story and more about the experience &#8212; some alchemical combination of situation, character, dialogue. Similar parts, but different arrangement, different measurements of significance.</p>
<p>&#8211; c.<br />
.-= Chuck´s last blog ..<a href="http://terribleminds.com/ramble/2010/03/24/painting-with-shotguns-xviii/" rel="nofollow">Painting With Shotguns XVIII</a> =-.</p>
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		<title>By: Doyce</title>
		<link>http://doycetesterman.com/index.php/2010/03/stories-within-games/comment-page-1/#comment-4456</link>
		<dc:creator>Doyce</dc:creator>
		<pubDate>Wed, 24 Mar 2010 20:16:36 +0000</pubDate>
		<guid isPermaLink="false">http://doycetesterman.com/?p=2600#comment-4456</guid>
		<description>I don&#039;t know if we&#039;re disagreeing so much as talking about slightly different things, because when I read what you&#039;re saying here, I do totally agree.

They&#039;re different animals, these stories and games, but they can accomplish some/a lot of the same tasks, in different ways, and using different methods to get them to perform? Something like that? Maybe?

It&#039;s still kind of exciting to think about, from the creation side of things.</description>
		<content:encoded><![CDATA[<p>I don&#8217;t know if we&#8217;re disagreeing so much as talking about slightly different things, because when I read what you&#8217;re saying here, I do totally agree.</p>
<p>They&#8217;re different animals, these stories and games, but they can accomplish some/a lot of the same tasks, in different ways, and using different methods to get them to perform? Something like that? Maybe?</p>
<p>It&#8217;s still kind of exciting to think about, from the creation side of things.</p>
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		<title>By: Chuck</title>
		<link>http://doycetesterman.com/index.php/2010/03/stories-within-games/comment-page-1/#comment-4455</link>
		<dc:creator>Chuck</dc:creator>
		<pubDate>Wed, 24 Mar 2010 20:10:55 +0000</pubDate>
		<guid isPermaLink="false">http://doycetesterman.com/?p=2600#comment-4455</guid>
		<description>I think we&#039;re going to have to agree to disagree on this one. :)

See, I don&#039;t think what I said is contradictory. Storytelling remains passive, even if the internal world (my mind) is active. No matter how much I fantasize, no matter how many details I create in my mind, I have not changed the story. Not one whit. Lord of the Rings? Still the same story no matter what I think about it. Mass Effect? Different story every time. Even a game with &quot;one story&quot; (say, Grim Fandango, to go old school) changes a little bit in the playing. 

To comment on the other stuff, I&#039;ll just pull my commented response from terribleminds --


&#039;I think we’re going to have to disagree — or, at least, agree that we’re coming at this issue from two different angles. Mass Effect 2 is a game I liked a lot. I don’t know that it’s a story I liked a lot, though — in fact, it’s overall story is largely incomprehensible or silly, so generic I can barely commit much attention to it. And part of me wonders if that’s a necessary thing. What you describe — “Great action movie!” “Cheering and shouting!” are not the earmarks of a good story. They’re marks of a good experience. And ME2 is very much that. It’s a great experience. And it takes special crafting to come up with that level of experience. It’s a dumb story in a rich storyworld — a generic adventure amidst great characters, fascinating situations, and troubling moral quandaries.

And, to be clear, I don’t consider that a bad thing.

Now, when you talk about options — Frodo dies, Sauron wins, Eowyn falls down a well and is eaten by piranha — that’s great, and that’s part of the consideration that a *game* designer needs to think about. It’s a different toolset. Hell, it’s a different mindset.

But, but, but! Tolkien probably would’ve shot himself if he thought that’s what people wanted from his story. A well-crafted story makes all the elements as they happen critical to the piece. Frodo making it all the way is important to the story. Aragorn’s choices matter. They all matter. Everything matters. But in a story where everything is *optional* then nothing can matter, not from the creator-driven, author-described experience.

That’s a very big difference. It puts a lot of power in the player’s hands, and takes a lot of power away from the author. And *that’s okay* — but it’s an important realization on the road toward creating good game stories.&#039;

-- c.
.-= Chuck´s last blog ..&lt;a href=&quot;http://terribleminds.com/ramble/2010/03/24/painting-with-shotguns-xviii/&quot; rel=&quot;nofollow&quot;&gt;Painting With Shotguns XVIII&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>I think we&#8217;re going to have to agree to disagree on this one. :)</p>
<p>See, I don&#8217;t think what I said is contradictory. Storytelling remains passive, even if the internal world (my mind) is active. No matter how much I fantasize, no matter how many details I create in my mind, I have not changed the story. Not one whit. Lord of the Rings? Still the same story no matter what I think about it. Mass Effect? Different story every time. Even a game with &#8220;one story&#8221; (say, Grim Fandango, to go old school) changes a little bit in the playing. </p>
<p>To comment on the other stuff, I&#8217;ll just pull my commented response from terribleminds &#8211;</p>
<p>&#8216;I think we’re going to have to disagree — or, at least, agree that we’re coming at this issue from two different angles. Mass Effect 2 is a game I liked a lot. I don’t know that it’s a story I liked a lot, though — in fact, it’s overall story is largely incomprehensible or silly, so generic I can barely commit much attention to it. And part of me wonders if that’s a necessary thing. What you describe — “Great action movie!” “Cheering and shouting!” are not the earmarks of a good story. They’re marks of a good experience. And ME2 is very much that. It’s a great experience. And it takes special crafting to come up with that level of experience. It’s a dumb story in a rich storyworld — a generic adventure amidst great characters, fascinating situations, and troubling moral quandaries.</p>
<p>And, to be clear, I don’t consider that a bad thing.</p>
<p>Now, when you talk about options — Frodo dies, Sauron wins, Eowyn falls down a well and is eaten by piranha — that’s great, and that’s part of the consideration that a *game* designer needs to think about. It’s a different toolset. Hell, it’s a different mindset.</p>
<p>But, but, but! Tolkien probably would’ve shot himself if he thought that’s what people wanted from his story. A well-crafted story makes all the elements as they happen critical to the piece. Frodo making it all the way is important to the story. Aragorn’s choices matter. They all matter. Everything matters. But in a story where everything is *optional* then nothing can matter, not from the creator-driven, author-described experience.</p>
<p>That’s a very big difference. It puts a lot of power in the player’s hands, and takes a lot of power away from the author. And *that’s okay* — but it’s an important realization on the road toward creating good game stories.&#8217;</p>
<p>&#8211; c.<br />
.-= Chuck´s last blog ..<a href="http://terribleminds.com/ramble/2010/03/24/painting-with-shotguns-xviii/" rel="nofollow">Painting With Shotguns XVIII</a> =-.</p>
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