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	<title>Comments on: Through the Looking Glass</title>
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	<description>Taking Videogames Too Seriously Since 1988</description>
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		<title>By: thephotoshopwhore</title>
		<link>http://thephotoshopwhore.wordpress.com/2008/04/02/31/#comment-4</link>
		<dc:creator>thephotoshopwhore</dc:creator>
		<pubDate>Tue, 08 Apr 2008 02:50:00 +0000</pubDate>
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		<description>I can agree with you on the point of the fetch-quests; most of The Longest Journey and Dreamfall were simply moving from area to area, using the right item on the right object then sitting back and listening to a scripted conversation. Dialogue branches were almost non-existent in The Longest Journey but Dreamfall did at least give you a few interesting and polar conversation choices along the way. Even cutting between three central characters, all with their own points of view, has been done before with films like Go.

As such it could very easily be told as a CGI-heavy film or even series, but personally I just would not get as much out of it. What little actual game mechanics may be present, it is still the interactivity that allows me to move at my own pace and take time to absorb the world and the characters in a way that simply would not be possible with any other medium. Of course, now that I&#039;ve become so in love with the story, I&#039;d be very much open to seeing films or reading books based in the same universe because I&#039;ve already made that initially crucial connection by interacting with the world.

All that said, you&#039;re right; there&#039;s definately room for improvement. I would love to see the depth of a Bloodlines style character and conversation system in the next Chapter installment. I think my favourite part of Dreamfall was April&#039;s first meeting with Kian, and how the game would actually let you control both sides of the conversation with some vastly different conversation options. I&#039;ve never seen that in a game before and it was such a cool thing to do. I&#039;m hoping they include more of this in later titles (or if other developers notice it at all) and are still able to find a happy medium between providing the player some significant choices yet still managing to move through the story that Tournquist wants to tell.</description>
		<content:encoded><![CDATA[<p>I can agree with you on the point of the fetch-quests; most of The Longest Journey and Dreamfall were simply moving from area to area, using the right item on the right object then sitting back and listening to a scripted conversation. Dialogue branches were almost non-existent in The Longest Journey but Dreamfall did at least give you a few interesting and polar conversation choices along the way. Even cutting between three central characters, all with their own points of view, has been done before with films like Go.</p>
<p>As such it could very easily be told as a CGI-heavy film or even series, but personally I just would not get as much out of it. What little actual game mechanics may be present, it is still the interactivity that allows me to move at my own pace and take time to absorb the world and the characters in a way that simply would not be possible with any other medium. Of course, now that I&#8217;ve become so in love with the story, I&#8217;d be very much open to seeing films or reading books based in the same universe because I&#8217;ve already made that initially crucial connection by interacting with the world.</p>
<p>All that said, you&#8217;re right; there&#8217;s definately room for improvement. I would love to see the depth of a Bloodlines style character and conversation system in the next Chapter installment. I think my favourite part of Dreamfall was April&#8217;s first meeting with Kian, and how the game would actually let you control both sides of the conversation with some vastly different conversation options. I&#8217;ve never seen that in a game before and it was such a cool thing to do. I&#8217;m hoping they include more of this in later titles (or if other developers notice it at all) and are still able to find a happy medium between providing the player some significant choices yet still managing to move through the story that Tournquist wants to tell.</p>
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		<title>By: Nathan Cocks</title>
		<link>http://thephotoshopwhore.wordpress.com/2008/04/02/31/#comment-3</link>
		<dc:creator>Nathan Cocks</dc:creator>
		<pubDate>Tue, 08 Apr 2008 01:58:19 +0000</pubDate>
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		<description>Nice summation of the importance of The Longest Journey games as an example of strong narrative in games. However I disagree with the notion that Dreamfall (and to a lesser extent The Longest Journey) is a good example of how to use games to tell stories.

They both tell amazing stories that even Roger Ebert would have to admit can be considered &#039;art&#039; but the &#039;art&#039; here isn&#039;t the game. It is the story. It is delivered with wonderfully evocative sights and sounds that obviously would not be present in a book format but this could easily have been made in to a long CGI production and despite the lack of interaction I would enjoy it almost as much.

As I mentioned in my Out to Play last month I should not be going around recommending the game to people because as a game it is pretty ordinary. You spend more time running from place to place than actually engaging in &#039;game&#039;.

I think if we want to acknowledge games being able to tell a good story by virtue of their gaminess we need to look at more experimental titles such as the one I&#039;m racking my mind trying to remember... you are a guest at a couple&#039;s home and a non-linear conversation can develop which gives insight into the couple&#039;s relationship and how they react to you. Can&#039;t remember the game but it is a step in the right direction to get games to establish ways of telling a story unique to the medium.</description>
		<content:encoded><![CDATA[<p>Nice summation of the importance of The Longest Journey games as an example of strong narrative in games. However I disagree with the notion that Dreamfall (and to a lesser extent The Longest Journey) is a good example of how to use games to tell stories.</p>
<p>They both tell amazing stories that even Roger Ebert would have to admit can be considered &#8216;art&#8217; but the &#8216;art&#8217; here isn&#8217;t the game. It is the story. It is delivered with wonderfully evocative sights and sounds that obviously would not be present in a book format but this could easily have been made in to a long CGI production and despite the lack of interaction I would enjoy it almost as much.</p>
<p>As I mentioned in my Out to Play last month I should not be going around recommending the game to people because as a game it is pretty ordinary. You spend more time running from place to place than actually engaging in &#8216;game&#8217;.</p>
<p>I think if we want to acknowledge games being able to tell a good story by virtue of their gaminess we need to look at more experimental titles such as the one I&#8217;m racking my mind trying to remember&#8230; you are a guest at a couple&#8217;s home and a non-linear conversation can develop which gives insight into the couple&#8217;s relationship and how they react to you. Can&#8217;t remember the game but it is a step in the right direction to get games to establish ways of telling a story unique to the medium.</p>
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