<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Player Freedom vs. Narrative Cohesion</title>
	<atom:link href="http://www.andremonserrat.com/2010/02/21/player-freedom-vs-narrative-cohesion/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.andremonserrat.com/2010/02/21/player-freedom-vs-narrative-cohesion/</link>
	<description>Scattered pages from an apocryphal diary</description>
	<lastBuildDate>Sat, 03 Dec 2011 00:02:11 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
	<item>
		<title>By: Echo</title>
		<link>http://www.andremonserrat.com/2010/02/21/player-freedom-vs-narrative-cohesion/#comment-606</link>
		<dc:creator>Echo</dc:creator>
		<pubDate>Tue, 23 Feb 2010 00:41:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.andremonserrat.com/?p=2098#comment-606</guid>
		<description>Though I haven&#039;t given it anywhere near this kind of thought, I agree with you. Another type of game is the type that has attempted to map a myriad of player choices into separate and distinct narratives. This, when well done, has phenomenal replay value; you need to go back and reply time after time to find out what happens when you make different choices.

This seems like such a good idea, and yet I often find myself shying away from such games. Once I have felt the tension of the narrative and lived through its resolution, I don&#039;t necessarily WANT to experience it again. I want to move on. I want to find a new narrative. I&#039;m not a big re-reader of books either :-p.

Therefore, I tend to lean toward games that either have very shallow narratives and infinite freedom or games that are completely linear. I can play Oblivion until I get tired of it, and I don&#039;t have to feel as if I missed anything of importance in the narrative, even if I only explored a small fraction of my choices. OTOH, in a game like the Final Fantasy series, I&#039;m perfectly fine with viewing it as a series of puzzles or quests rewarded by the next installment of a compelling story. What I don&#039;t want to face is the regret of my choices when I don&#039;t have the attention span to go play over again.</description>
		<content:encoded><![CDATA[<p>Though I haven&#8217;t given it anywhere near this kind of thought, I agree with you. Another type of game is the type that has attempted to map a myriad of player choices into separate and distinct narratives. This, when well done, has phenomenal replay value; you need to go back and reply time after time to find out what happens when you make different choices.</p>
<p>This seems like such a good idea, and yet I often find myself shying away from such games. Once I have felt the tension of the narrative and lived through its resolution, I don&#8217;t necessarily WANT to experience it again. I want to move on. I want to find a new narrative. I&#8217;m not a big re-reader of books either :-p.</p>
<p>Therefore, I tend to lean toward games that either have very shallow narratives and infinite freedom or games that are completely linear. I can play Oblivion until I get tired of it, and I don&#8217;t have to feel as if I missed anything of importance in the narrative, even if I only explored a small fraction of my choices. OTOH, in a game like the Final Fantasy series, I&#8217;m perfectly fine with viewing it as a series of puzzles or quests rewarded by the next installment of a compelling story. What I don&#8217;t want to face is the regret of my choices when I don&#8217;t have the attention span to go play over again.</p>
]]></content:encoded>
	</item>
</channel>
</rss>

