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	<title>Comments on: Gameplay is King: Story is Distant Second</title>
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	<link>http://thegameprodigy.com/gameplay-is-king-story-is-distant-second/</link>
	<description>The Source for Game Design</description>
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		<title>By: Why the Game is the Thing, Even for Uncharted 2 [Weekend Reader] &#8211; 153th Edition&#160;&#124;&#160;Level Ups Game News</title>
		<link>http://thegameprodigy.com/gameplay-is-king-story-is-distant-second/comment-page-1/#comment-439</link>
		<dc:creator>Why the Game is the Thing, Even for Uncharted 2 [Weekend Reader] &#8211; 153th Edition&#160;&#124;&#160;Level Ups Game News</dc:creator>
		<pubDate>Sat, 03 Apr 2010 03:24:37 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=353#comment-439</guid>
		<description>[...] Morrison, who writes The Game Prodigy, looks at Uncharted 2 and finds a triumph of action-oriented gameplay that gives players the kinds of things they want to [...]</description>
		<content:encoded><![CDATA[<p>[...] Morrison, who writes The Game Prodigy, looks at Uncharted 2 and finds a triumph of action-oriented gameplay that gives players the kinds of things they want to [...]</p>
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		<title>By: Design Analysis: Heavy Rain &#124; The Game Prodigy</title>
		<link>http://thegameprodigy.com/gameplay-is-king-story-is-distant-second/comment-page-1/#comment-432</link>
		<dc:creator>Design Analysis: Heavy Rain &#124; The Game Prodigy</dc:creator>
		<pubDate>Sun, 21 Mar 2010 08:12:34 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=353#comment-432</guid>
		<description>[...] written about Quantic Dream’s spiritual predecessor to Heavy Rain, Indigo Prophecy (Fahrenheit) several times.  It was an interesting experiment in my mind, but from a gameplay design standpoint, I argued [...]</description>
		<content:encoded><![CDATA[<p>[...] written about Quantic Dream’s spiritual predecessor to Heavy Rain, Indigo Prophecy (Fahrenheit) several times.  It was an interesting experiment in my mind, but from a gameplay design standpoint, I argued [...]</p>
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		<title>By: Gameplay is Not Always King &#171; Digital Kicks</title>
		<link>http://thegameprodigy.com/gameplay-is-king-story-is-distant-second/comment-page-1/#comment-363</link>
		<dc:creator>Gameplay is Not Always King &#171; Digital Kicks</dc:creator>
		<pubDate>Tue, 16 Feb 2010 02:13:38 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=353#comment-363</guid>
		<description>[...] Gameplay is King Story a Distant Second [...]</description>
		<content:encoded><![CDATA[<p>[...] Gameplay is King Story a Distant Second [...]</p>
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		<title>By: Why the Game is the Thing, Even for Uncharted 2 [Weekend Reader] &#124; Amazonys - Wii Games</title>
		<link>http://thegameprodigy.com/gameplay-is-king-story-is-distant-second/comment-page-1/#comment-358</link>
		<dc:creator>Why the Game is the Thing, Even for Uncharted 2 [Weekend Reader] &#124; Amazonys - Wii Games</dc:creator>
		<pubDate>Mon, 15 Feb 2010 06:00:39 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=353#comment-358</guid>
		<description>[...] Morrison, who writes The Game Prodigy, looks at Uncharted 2 and finds a triumph of action-oriented gameplay that gives players the kinds of things they want to [...]</description>
		<content:encoded><![CDATA[<p>[...] Morrison, who writes The Game Prodigy, looks at Uncharted 2 and finds a triumph of action-oriented gameplay that gives players the kinds of things they want to [...]</p>
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	<item>
		<title>By: Fraser Ntukula</title>
		<link>http://thegameprodigy.com/gameplay-is-king-story-is-distant-second/comment-page-1/#comment-356</link>
		<dc:creator>Fraser Ntukula</dc:creator>
		<pubDate>Sun, 14 Feb 2010 23:57:25 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=353#comment-356</guid>
		<description>The points you&#039;ve raised are especially true in the upcoming game by the same developers of Indigo Prophecy, Heavy Rain (PS3).

After playing the Demo, I was instantly convinced. Unlike Indigo Prophecy, Heavy Rain rectifies all the errors in design you wrote about.

It is a detective film-noire type mystery game, which allows you to play through the cutscenes/action as opposed to just watching them. The controls are &#039;quick time events&#039; but are designed in such a way that correspond to the onscreen action, you don&#039;t just mash &#039;X&#039; at the right time and die if you miss... events play out differently depending on how you performed during the sequences. I think it&#039;s safe to say that the gameplay is a perfect match for the story.

 The thing that stood out for me, was that you can&#039;t run. It felt odd the first time, kinda like not being able to jump in a platformer game because we are so used to running and gunning. But as a detective game, running around like in Uncharted 2 wouldn&#039;t be a suitable match for this game.

I know am getting all this a demo, but reading your points and comparing it to what I&#039;ve already played (all three games)... I can&#039;t help but be excited. I&#039;d like to read your take on the game.</description>
		<content:encoded><![CDATA[<p>The points you&#8217;ve raised are especially true in the upcoming game by the same developers of Indigo Prophecy, Heavy Rain (PS3).</p>
<p>After playing the Demo, I was instantly convinced. Unlike Indigo Prophecy, Heavy Rain rectifies all the errors in design you wrote about.</p>
<p>It is a detective film-noire type mystery game, which allows you to play through the cutscenes/action as opposed to just watching them. The controls are &#8216;quick time events&#8217; but are designed in such a way that correspond to the onscreen action, you don&#8217;t just mash &#8216;X&#8217; at the right time and die if you miss&#8230; events play out differently depending on how you performed during the sequences. I think it&#8217;s safe to say that the gameplay is a perfect match for the story.</p>
<p> The thing that stood out for me, was that you can&#8217;t run. It felt odd the first time, kinda like not being able to jump in a platformer game because we are so used to running and gunning. But as a detective game, running around like in Uncharted 2 wouldn&#8217;t be a suitable match for this game.</p>
<p>I know am getting all this a demo, but reading your points and comparing it to what I&#8217;ve already played (all three games)&#8230; I can&#8217;t help but be excited. I&#8217;d like to read your take on the game.</p>
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		<title>By: Why The Game Is The Thing, Even For Uncharted 2 &#124; Kotaku Australia</title>
		<link>http://thegameprodigy.com/gameplay-is-king-story-is-distant-second/comment-page-1/#comment-355</link>
		<dc:creator>Why The Game Is The Thing, Even For Uncharted 2 &#124; Kotaku Australia</dc:creator>
		<pubDate>Sun, 14 Feb 2010 23:27:16 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=353#comment-355</guid>
		<description>[...] Morrison, who writes The Game Prodigy, looks at Uncharted 2 and finds a triumph of action-oriented gameplay that gives players the kinds of things they want to [...]</description>
		<content:encoded><![CDATA[<p>[...] Morrison, who writes The Game Prodigy, looks at Uncharted 2 and finds a triumph of action-oriented gameplay that gives players the kinds of things they want to [...]</p>
]]></content:encoded>
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	<item>
		<title>By: Brice</title>
		<link>http://thegameprodigy.com/gameplay-is-king-story-is-distant-second/comment-page-1/#comment-354</link>
		<dc:creator>Brice</dc:creator>
		<pubDate>Sun, 14 Feb 2010 22:26:08 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=353#comment-354</guid>
		<description>@alastair: &quot;gameplay&quot; is a noun that refers to the actual activity of the player while playing the game.  &quot;Game&quot; refers to the entire package, the sound, the artwork, the animation, etc, none of which are included in &quot;gameplay&quot;.  It&#039;s often useful in design discussions to distinguish between the game, the gameplay of a game, and play in general.

@Paul Lam: I haven&#039;t gotten a chance to check out Heavy Rain yet.  Sounds very interesting.

@bobkirk: I&#039;m not saying everything needs to be easy.  But I am saying that the things that they player expects to be easy should be easier, and the more difficult aspects the player wants to focus on should be more difficult.  For example, if you&#039;re making a game that involves navigating a mansion, then you probably don&#039;t want to be focusing on the gameplay of opening a doorknob.  That should be easy; it should happen automatically.  In Uncharted, they did a good job of knocking out enemies easy because it would have been easy for Drake.  If I had to do a complex and difficult minigame every time I tried to choke someone, and sometimes failed, that wouldn&#039;t make me feel like I was skilled; it would me me feel like a fool.

Linearity is a choice of the game.  Choice can be built into the game, so long as it&#039;s supported correctly (see my recent post on the ingredients of choice: http://thegameprodigy.com/to-be-or-not-to-be-ingredients-for-meaningful-choice-in-games/)</description>
		<content:encoded><![CDATA[<p>@alastair: &#8220;gameplay&#8221; is a noun that refers to the actual activity of the player while playing the game.  &#8220;Game&#8221; refers to the entire package, the sound, the artwork, the animation, etc, none of which are included in &#8220;gameplay&#8221;.  It&#8217;s often useful in design discussions to distinguish between the game, the gameplay of a game, and play in general.</p>
<p>@Paul Lam: I haven&#8217;t gotten a chance to check out Heavy Rain yet.  Sounds very interesting.</p>
<p>@bobkirk: I&#8217;m not saying everything needs to be easy.  But I am saying that the things that they player expects to be easy should be easier, and the more difficult aspects the player wants to focus on should be more difficult.  For example, if you&#8217;re making a game that involves navigating a mansion, then you probably don&#8217;t want to be focusing on the gameplay of opening a doorknob.  That should be easy; it should happen automatically.  In Uncharted, they did a good job of knocking out enemies easy because it would have been easy for Drake.  If I had to do a complex and difficult minigame every time I tried to choke someone, and sometimes failed, that wouldn&#8217;t make me feel like I was skilled; it would me me feel like a fool.</p>
<p>Linearity is a choice of the game.  Choice can be built into the game, so long as it&#8217;s supported correctly (see my recent post on the ingredients of choice: <a href="http://thegameprodigy.com/to-be-or-not-to-be-ingredients-for-meaningful-choice-in-games/)" rel="nofollow">http://thegameprodigy.com/to-be-or-not-to-be-ingredients-for-meaningful-choice-in-games/)</a></p>
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	<item>
		<title>By: Why the Game is the Thing, Even for Uncharted 2 : NAMK</title>
		<link>http://thegameprodigy.com/gameplay-is-king-story-is-distant-second/comment-page-1/#comment-353</link>
		<dc:creator>Why the Game is the Thing, Even for Uncharted 2 : NAMK</dc:creator>
		<pubDate>Sun, 14 Feb 2010 21:40:29 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=353#comment-353</guid>
		<description>[...] Morrison, who writes The Game Prodigy, looks at Uncharted 2 and finds a triumph of action-oriented gameplay that gives players the kinds of things they want to [...]</description>
		<content:encoded><![CDATA[<p>[...] Morrison, who writes The Game Prodigy, looks at Uncharted 2 and finds a triumph of action-oriented gameplay that gives players the kinds of things they want to [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: bobkirk</title>
		<link>http://thegameprodigy.com/gameplay-is-king-story-is-distant-second/comment-page-1/#comment-351</link>
		<dc:creator>bobkirk</dc:creator>
		<pubDate>Sun, 14 Feb 2010 20:05:08 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=353#comment-351</guid>
		<description>So we need to make every thing easy, linear and don&#039;t have to think about anything? Gotcha.</description>
		<content:encoded><![CDATA[<p>So we need to make every thing easy, linear and don&#8217;t have to think about anything? Gotcha.</p>
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		<title>By: Paul Lam</title>
		<link>http://thegameprodigy.com/gameplay-is-king-story-is-distant-second/comment-page-1/#comment-350</link>
		<dc:creator>Paul Lam</dc:creator>
		<pubDate>Sun, 14 Feb 2010 20:03:00 +0000</pubDate>
		<guid isPermaLink="false">http://thegameprodigy.com/?p=353#comment-350</guid>
		<description>I am really interested to hear what you think of Quantic Dream&#039;s latest game &quot;Heavy Rain&quot; because they seem to have refined the QTE in a way that player interaction during the action scenes do matter.</description>
		<content:encoded><![CDATA[<p>I am really interested to hear what you think of Quantic Dream&#8217;s latest game &#8220;Heavy Rain&#8221; because they seem to have refined the QTE in a way that player interaction during the action scenes do matter.</p>
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