<?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: Saying Something</title>
	<atom:link href="http://www.spectrecollie.com/archives/2010/01/saying-something/feed" rel="self" type="application/rss+xml" />
	<link>http://www.spectrecollie.com/archives/2010/01/saying-something</link>
	<description>The Journal of Poorly-Explained Phenomena</description>
	<lastBuildDate>Thu, 09 Feb 2012 08:52:37 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
	<item>
		<title>By: Lena_P</title>
		<link>http://www.spectrecollie.com/archives/2010/01/saying-something/comment-page-1#comment-574</link>
		<dc:creator>Lena_P</dc:creator>
		<pubDate>Fri, 15 Jan 2010 20:22:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.spectrecollie.com/?p=1659#comment-574</guid>
		<description>Is that really what the game is about?  Really?  I thought it was a game about how the perceptions of others greatly affect our personal identities, shown by the fact that in the end the Zombie&#039;s realizes that he wasn&#039;t a Space Marine after all, but Anthony Bourdain who was killed while filming on location and who merely resembled the dead Martian marine.  Sure, all the sarcastic comments about how badly cooked the cockroaches were made the ending a little obvious, but it was played beautifully when Anthony realized what was important was not his past, but how he was going to deal with his future.  Having the option of grilling OR steaming the Princess was a bold choice I feel really paid off emotionally.</description>
		<content:encoded><![CDATA[<p>Is that really what the game is about?  Really?  I thought it was a game about how the perceptions of others greatly affect our personal identities, shown by the fact that in the end the Zombie&#8217;s realizes that he wasn&#8217;t a Space Marine after all, but Anthony Bourdain who was killed while filming on location and who merely resembled the dead Martian marine.  Sure, all the sarcastic comments about how badly cooked the cockroaches were made the ending a little obvious, but it was played beautifully when Anthony realized what was important was not his past, but how he was going to deal with his future.  Having the option of grilling OR steaming the Princess was a bold choice I feel really paid off emotionally.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Chuck</title>
		<link>http://www.spectrecollie.com/archives/2010/01/saying-something/comment-page-1#comment-573</link>
		<dc:creator>Chuck</dc:creator>
		<pubDate>Fri, 15 Jan 2010 08:00:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.spectrecollie.com/?p=1659#comment-573</guid>
		<description>&lt;blockquote&gt;just to be clear, my entire “what is this game about” thing is really more about establishing an internal set of rules on the part of the developer in order to create a cohesive and potentially meaningful thing.&lt;/blockquote&gt;
Right, and I totally agree with the sentiment. I think that basically I was saying the same thing as you and Chris Remo and Chris Hecker and probably dozens if not hundreds of other people. I was just commenting on the use of the word &quot;about&quot; specifically, since I think it implies a certain type of game.

&lt;blockquote&gt;I still think the “Why did I make this game?&quot; question is a valid one. After all, it’s not like movies or books are always made for purely artistic reasons; see “Transformers 2″ or any Chicken Soup book. And unless publishers micromanage to a horrifying degree (which they could of course, since I have no idea what the industry&#039;s like personally), I don’t see why you can’t make a shooter with two ice levels and three different flame throwers that still tells a story that means something.&lt;/blockquote&gt;
That&#039;s kind of the point I was trying to get at. Take your example game:

Why am I making this game?: Because &lt;i&gt;Flame Thrower 2: The Reckoning&lt;/i&gt; made so much money, the publishers want one with ice levels and RPG elements.
What is this game about?: It&#039;s about a space marine who, after raiding the beach at Normandy, becomes a zombie with no memory of his past, so he has to collect the five shards of the Life Crystal in order to save the princess.

You&#039;ve answered both questions, but haven&#039;t done anything to raise the state of the art. But if you ask &quot;What am I trying to say?&quot; and &quot;Why am I saying it with a game?&quot; then I believe you&#039;re getting closer to making the game &lt;em&gt;meaningful&lt;/em&gt; instead of &quot;just&quot; a diversion.</description>
		<content:encoded><![CDATA[<blockquote><p>just to be clear, my entire “what is this game about” thing is really more about establishing an internal set of rules on the part of the developer in order to create a cohesive and potentially meaningful thing.</p></blockquote>
<p>Right, and I totally agree with the sentiment. I think that basically I was saying the same thing as you and Chris Remo and Chris Hecker and probably dozens if not hundreds of other people. I was just commenting on the use of the word &#8220;about&#8221; specifically, since I think it implies a certain type of game.</p>
<blockquote><p>I still think the “Why did I make this game?&#8221; question is a valid one. After all, it’s not like movies or books are always made for purely artistic reasons; see “Transformers 2″ or any Chicken Soup book. And unless publishers micromanage to a horrifying degree (which they could of course, since I have no idea what the industry&#8217;s like personally), I don’t see why you can’t make a shooter with two ice levels and three different flame throwers that still tells a story that means something.</p></blockquote>
<p>That&#8217;s kind of the point I was trying to get at. Take your example game:</p>
<p>Why am I making this game?: Because <i>Flame Thrower 2: The Reckoning</i> made so much money, the publishers want one with ice levels and RPG elements.<br />
What is this game about?: It&#8217;s about a space marine who, after raiding the beach at Normandy, becomes a zombie with no memory of his past, so he has to collect the five shards of the Life Crystal in order to save the princess.</p>
<p>You&#8217;ve answered both questions, but haven&#8217;t done anything to raise the state of the art. But if you ask &#8220;What am I trying to say?&#8221; and &#8220;Why am I saying it with a game?&#8221; then I believe you&#8217;re getting closer to making the game <em>meaningful</em> instead of &#8220;just&#8221; a diversion.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Chuck</title>
		<link>http://www.spectrecollie.com/archives/2010/01/saying-something/comment-page-1#comment-572</link>
		<dc:creator>Chuck</dc:creator>
		<pubDate>Fri, 15 Jan 2010 07:46:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.spectrecollie.com/?p=1659#comment-572</guid>
		<description>You know who else said that games should be &quot;about&quot; something? Hitler.</description>
		<content:encoded><![CDATA[<p>You know who else said that games should be &#8220;about&#8221; something? Hitler.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Andrew Langley</title>
		<link>http://www.spectrecollie.com/archives/2010/01/saying-something/comment-page-1#comment-571</link>
		<dc:creator>Andrew Langley</dc:creator>
		<pubDate>Fri, 15 Jan 2010 06:50:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.spectrecollie.com/?p=1659#comment-571</guid>
		<description>You and Sean should have a public debate. It would be intellectually stimulating. Just remember the key to winning any debate is to make sure your opponent&#039;s viewpoint always somehow leads to the apocalypse.</description>
		<content:encoded><![CDATA[<p>You and Sean should have a public debate. It would be intellectually stimulating. Just remember the key to winning any debate is to make sure your opponent&#8217;s viewpoint always somehow leads to the apocalypse.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Lena_P</title>
		<link>http://www.spectrecollie.com/archives/2010/01/saying-something/comment-page-1#comment-570</link>
		<dc:creator>Lena_P</dc:creator>
		<pubDate>Thu, 14 Jan 2010 23:33:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.spectrecollie.com/?p=1659#comment-570</guid>
		<description>As a complete outsider who really has no right to make any comments, I still think the &quot;Why did I make this game question?&quot; is a valid one.  After all, it&#039;s not like movies or books are always made for purely artistic reasons; see &quot;Transformers 2&quot; or any Chicken Soup book.  And unless publisher&#039;s micromanage to a horrifying degree (which they could of course, since I have no idea what the industries like personally), I don&#039;t see why you can&#039;t make a shooter with two ice levels and a three different flame throwers that still tells a story that means something.

I also think that there are games out there that already tell meaningful stories, like Psychonauts. I watched my brother play through the game in his usual rushing way, and I saw the &quot;main&quot; story.  Then I played through myself, collecting everything I could, because that&#039;s how I play.  That&#039;s when I realized there&#039;s a deeper, &quot;second&quot; story to the game, the one you only see when you take time to spend with the other characters and collect the hidden memories.  The main story is about a ten year old kid saving the day and realizing his father really did love him after all.  The second story is about how we&#039;re all messed up in the head; everyone suffers from past trauma or phobias, and it&#039;s how we deal with our problems that makes us mentally healthy or ill.  I found the second story moving, not just because of it&#039;s surprisingly delicate touch in analyzing mental illness in a humorous way, but also because it&#039;s a story you don&#039;t get if you don&#039;t take the time with the characters, lending another layer of meaning through the telling.

And everyone, you should go read Sean&#039;s blog.  He talks about how an old man told him to make babies, very hilarious.</description>
		<content:encoded><![CDATA[<p>As a complete outsider who really has no right to make any comments, I still think the &#8220;Why did I make this game question?&#8221; is a valid one.  After all, it&#8217;s not like movies or books are always made for purely artistic reasons; see &#8220;Transformers 2&#8243; or any Chicken Soup book.  And unless publisher&#8217;s micromanage to a horrifying degree (which they could of course, since I have no idea what the industries like personally), I don&#8217;t see why you can&#8217;t make a shooter with two ice levels and a three different flame throwers that still tells a story that means something.</p>
<p>I also think that there are games out there that already tell meaningful stories, like Psychonauts. I watched my brother play through the game in his usual rushing way, and I saw the &#8220;main&#8221; story.  Then I played through myself, collecting everything I could, because that&#8217;s how I play.  That&#8217;s when I realized there&#8217;s a deeper, &#8220;second&#8221; story to the game, the one you only see when you take time to spend with the other characters and collect the hidden memories.  The main story is about a ten year old kid saving the day and realizing his father really did love him after all.  The second story is about how we&#8217;re all messed up in the head; everyone suffers from past trauma or phobias, and it&#8217;s how we deal with our problems that makes us mentally healthy or ill.  I found the second story moving, not just because of it&#8217;s surprisingly delicate touch in analyzing mental illness in a humorous way, but also because it&#8217;s a story you don&#8217;t get if you don&#8217;t take the time with the characters, lending another layer of meaning through the telling.</p>
<p>And everyone, you should go read Sean&#8217;s blog.  He talks about how an old man told him to make babies, very hilarious.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Sean</title>
		<link>http://www.spectrecollie.com/archives/2010/01/saying-something/comment-page-1#comment-569</link>
		<dc:creator>Sean</dc:creator>
		<pubDate>Wed, 13 Jan 2010 08:58:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.spectrecollie.com/?p=1659#comment-569</guid>
		<description>Heyo, good post -- just to be clear, my entire &quot;what is this game about&quot; thing is really more about establishing an internal set of rules on the part of the developer in order to create a cohesive and potentially meaningful thing.  I agree, I don&#039;t think it holds up from a critical studies perspective.  I might not make a joke in this comment and considering your readership dwarfs mine like that fat Sim clown next to that poor baby, that makes me sad.</description>
		<content:encoded><![CDATA[<p>Heyo, good post &#8212; just to be clear, my entire &#8220;what is this game about&#8221; thing is really more about establishing an internal set of rules on the part of the developer in order to create a cohesive and potentially meaningful thing.  I agree, I don&#8217;t think it holds up from a critical studies perspective.  I might not make a joke in this comment and considering your readership dwarfs mine like that fat Sim clown next to that poor baby, that makes me sad.</p>
]]></content:encoded>
	</item>
</channel>
</rss>

