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	<title>Comments on: Life, the Universe and Games: The Meaning of Play</title>
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	<description>The Adrenaline Vault is an independent site providing uninfluenced and unbiased video game information.</description>
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		<title>By: Ian Davis</title>
		<link>http://www.avault.com/blogs/davis/life-universe-games-meaning-play/comment-page-1/#comment-118320</link>
		<dc:creator>Ian Davis</dc:creator>
		<pubDate>Sat, 30 Mar 2013 15:13:10 +0000</pubDate>
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		<description>Adam, the trick with Spec Ops: The Line is that it played within genre expectations. In games like those, you generally shoot or activate everything in front of you to progress. Did it force you to make those horrible choices? Yes, but if you played it as a third-person-shooter, you were going to do those things anyways.</description>
		<content:encoded><![CDATA[<p>Adam, the trick with Spec Ops: The Line is that it played within genre expectations. In games like those, you generally shoot or activate everything in front of you to progress. Did it force you to make those horrible choices? Yes, but if you played it as a third-person-shooter, you were going to do those things anyways.</p>
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		<title>By: Ymarsakar</title>
		<link>http://www.avault.com/blogs/davis/life-universe-games-meaning-play/comment-page-1/#comment-118310</link>
		<dc:creator>Ymarsakar</dc:creator>
		<pubDate>Sat, 30 Mar 2013 08:53:37 +0000</pubDate>
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		<description>Two notable examples, one from the West and one from the East, are Planescape Torment and Fate Stay/Night.

Both have an immersion ability that totally sucks in the player, often times using nothing more than the mechanism of text and novel like constructions. Unlike the text adventures of the past, these weren&#039;t particularly hard to play. The player is challenged not in terms of twitch reflexes, strategic calculations, or one line dialogues for questing. The player is challenged to the limits of their human capacity for emotion and intellectual advancement. Their choices matter, for it has transcended the artificial veil between a simulation of life and the player&#039;s life.</description>
		<content:encoded><![CDATA[<p>Two notable examples, one from the West and one from the East, are Planescape Torment and Fate Stay/Night.</p>
<p>Both have an immersion ability that totally sucks in the player, often times using nothing more than the mechanism of text and novel like constructions. Unlike the text adventures of the past, these weren&#8217;t particularly hard to play. The player is challenged not in terms of twitch reflexes, strategic calculations, or one line dialogues for questing. The player is challenged to the limits of their human capacity for emotion and intellectual advancement. Their choices matter, for it has transcended the artificial veil between a simulation of life and the player&#8217;s life.</p>
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		<title>By: Adam</title>
		<link>http://www.avault.com/blogs/davis/life-universe-games-meaning-play/comment-page-1/#comment-113068</link>
		<dc:creator>Adam</dc:creator>
		<pubDate>Wed, 21 Nov 2012 04:37:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.avault.com/?p=77032#comment-113068</guid>
		<description>I am playing my way through the Medal of Honor campaign now.  It seems to suffer the affliction of the modern FPS games of today: trying to have the most cinematic and over the top visual experience.  In order to get those wile ride visuals, a lot of control is wrested from the player, which in turn mutes a lot of the experience.  I might be wrong, but I think the precedent for this was originally set by Call of Duty: Modern Warfare, which put style over substance in its single player game play.

Spec Ops: The Line has the same conflict between narrative and game play.  It tries to hide the fact that it routinely forces the player into making questionable choices at key decisions by requiring input from the player.  No matter what you do, the story outcome is the same at key junctions and the game won&#039;t progress until the player gives the consent either.  If you pay close attention, you can tell at which points in the game where the developers force the players hand.  It just outright ruined the emotional experience for me in that game.</description>
		<content:encoded><![CDATA[<p>I am playing my way through the Medal of Honor campaign now.  It seems to suffer the affliction of the modern FPS games of today: trying to have the most cinematic and over the top visual experience.  In order to get those wile ride visuals, a lot of control is wrested from the player, which in turn mutes a lot of the experience.  I might be wrong, but I think the precedent for this was originally set by Call of Duty: Modern Warfare, which put style over substance in its single player game play.</p>
<p>Spec Ops: The Line has the same conflict between narrative and game play.  It tries to hide the fact that it routinely forces the player into making questionable choices at key decisions by requiring input from the player.  No matter what you do, the story outcome is the same at key junctions and the game won&#8217;t progress until the player gives the consent either.  If you pay close attention, you can tell at which points in the game where the developers force the players hand.  It just outright ruined the emotional experience for me in that game.</p>
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	<item>
		<title>By: z</title>
		<link>http://www.avault.com/blogs/davis/life-universe-games-meaning-play/comment-page-1/#comment-113038</link>
		<dc:creator>z</dc:creator>
		<pubDate>Mon, 05 Nov 2012 23:55:20 +0000</pubDate>
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		<description>nice</description>
		<content:encoded><![CDATA[<p>nice</p>
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