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	<title>Comments on: Food and interactive story</title>
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		<title>By: Steve</title>
		<link>http://www.steveersinghaus.com/archives/487/comment-page-1#comment-1026</link>
		<dc:creator>Steve</dc:creator>
		<pubDate>Tue, 16 Aug 2005 01:32:31 +0000</pubDate>
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		<description>I&#039;d really like to see that.</description>
		<content:encoded><![CDATA[<p>I&#8217;d really like to see that.</p>
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		<title>By: susan</title>
		<link>http://www.steveersinghaus.com/archives/487/comment-page-1#comment-1023</link>
		<dc:creator>susan</dc:creator>
		<pubDate>Mon, 15 Aug 2005 20:59:44 +0000</pubDate>
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		<description>It is by no means a story with any real depth or future or maybe it lost it after several sessions.  It also, as you note, is affected in story by technological blips. A thought just occurred to me to write up the story of Grace and Trip and see what it looks like on paper...as an experiment and test of its strengths and weaknesses.</description>
		<content:encoded><![CDATA[<p>It is by no means a story with any real depth or future or maybe it lost it after several sessions.  It also, as you note, is affected in story by technological blips. A thought just occurred to me to write up the story of Grace and Trip and see what it looks like on paper&#8230;as an experiment and test of its strengths and weaknesses.</p>
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		<title>By: Steve</title>
		<link>http://www.steveersinghaus.com/archives/487/comment-page-1#comment-1022</link>
		<dc:creator>Steve</dc:creator>
		<pubDate>Mon, 15 Aug 2005 16:00:22 +0000</pubDate>
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		<description>But is the desired end flavorful enough?  I, indeed, do see Facade&#039;s success more in terms of story rather than as game. I&#039;d like to see a deeper and stronger aesthetic to the &quot;story.&quot; The most successful story I can think of in a game is Syberia, a work that blurs game, novel, and cinema. I found the whole graceful and quite moving.  The work sticks to a tradtional story mode, though, which grounds the user, and is still very much goal oriented.

Facade makes story happen, but the discontinuities are damaging to the sustained experience.  I just don&#039;t think it&#039;s a very interesting, responsive, or subtle story.</description>
		<content:encoded><![CDATA[<p>But is the desired end flavorful enough?  I, indeed, do see Facade&#8217;s success more in terms of story rather than as game. I&#8217;d like to see a deeper and stronger aesthetic to the &#8220;story.&#8221; The most successful story I can think of in a game is Syberia, a work that blurs game, novel, and cinema. I found the whole graceful and quite moving.  The work sticks to a tradtional story mode, though, which grounds the user, and is still very much goal oriented.</p>
<p>Facade makes story happen, but the discontinuities are damaging to the sustained experience.  I just don&#8217;t think it&#8217;s a very interesting, responsive, or subtle story.</p>
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		<title>By: susan</title>
		<link>http://www.steveersinghaus.com/archives/487/comment-page-1#comment-1021</link>
		<dc:creator>susan</dc:creator>
		<pubDate>Mon, 15 Aug 2005 14:02:24 +0000</pubDate>
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		<description>It may come from the fact that to date, while so much has been accomplished in game-playing that almost everyone approaching the new concepts and development along the line of something such as &lt;em&gt;Facade&lt;/em&gt; bring with them the experience of games.  I am glad that I hadn&#039;t in fact come to Facade after just playing around in Silent Hill or Still Life.  I&#039;m sure I would have been affected by them and in turn, it would have played a part in my attitude, rather than coming directly from tons of short-story readings.  I still, however, must admit that I saw it at some level as a &quot;game,&quot; something to navigate to a desired end, rather than navigating story to simply arrive at one.</description>
		<content:encoded><![CDATA[<p>It may come from the fact that to date, while so much has been accomplished in game-playing that almost everyone approaching the new concepts and development along the line of something such as <em>Facade</em> bring with them the experience of games.  I am glad that I hadn&#8217;t in fact come to Facade after just playing around in Silent Hill or Still Life.  I&#8217;m sure I would have been affected by them and in turn, it would have played a part in my attitude, rather than coming directly from tons of short-story readings.  I still, however, must admit that I saw it at some level as a &#8220;game,&#8221; something to navigate to a desired end, rather than navigating story to simply arrive at one.</p>
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