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	<title>Comments on: Gameplay and Story, Hand in Hand</title>
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	<link>http://infiniteammo.ca/blog/gameplay-and-story-hand-in-hand/</link>
	<description>Indie Game Devs from Winnipeg, Canada</description>
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		<title>By: // Write something witty here &#187; Blog Archive &#187; A Jam and a Rant</title>
		<link>http://infiniteammo.ca/blog/gameplay-and-story-hand-in-hand/comment-page-1/#comment-5060</link>
		<dc:creator>// Write something witty here &#187; Blog Archive &#187; A Jam and a Rant</dc:creator>
		<pubDate>Mon, 01 Mar 2010 19:56:31 +0000</pubDate>
		<guid isPermaLink="false">http://infiniteammo.ca/?p=1079#comment-5060</guid>
		<description>[...] a great core mechanic, and I think that by being short-sighted you can loose a lot of great ideas. Alec Holowka touched upon this awhile ago. I do not really buy into the whole &#8220;If a game idea is not fun [...]</description>
		<content:encoded><![CDATA[<p>[...] a great core mechanic, and I think that by being short-sighted you can loose a lot of great ideas. Alec Holowka touched upon this awhile ago. I do not really buy into the whole &#8220;If a game idea is not fun [...]</p>
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		<title>By: Nightmare</title>
		<link>http://infiniteammo.ca/blog/gameplay-and-story-hand-in-hand/comment-page-1/#comment-523</link>
		<dc:creator>Nightmare</dc:creator>
		<pubDate>Sat, 20 Jun 2009 23:00:28 +0000</pubDate>
		<guid isPermaLink="false">http://infiniteammo.ca/?p=1079#comment-523</guid>
		<description>This really hit a note with me.  As a gamer, too often you see the story and gameplay just acting as separate entities...but in Aquaria, you really live, and feel the story.  The ominous laughter when you first enter open waters doesn&#039;t add to the gameplay, but it really makes you connect with Naija...you feel just as apprehensive and curious as she does.  My personal favorite moment is where Naija and a...special friend(spoiler avoided) can cuddle together...it serves no purpose whatsoever, but it made Naija feel so much more alive.

This sort of game design is sorely missing from mainstream gaming.  Rather than just telling a story, alot like older rpg&#039;s, you could live the story, but Aquaria takes it to another level entirely.

I&#039;m always impressed by your work Alec...and i can&#039;t wait to see what&#039;s next.  This sort of article just wets my appetite, because it shows you know what truly makes a game live and breathe.  You know how to make it more than a game.  You know how to make it magical.</description>
		<content:encoded><![CDATA[<p>This really hit a note with me.  As a gamer, too often you see the story and gameplay just acting as separate entities&#8230;but in Aquaria, you really live, and feel the story.  The ominous laughter when you first enter open waters doesn&#8217;t add to the gameplay, but it really makes you connect with Naija&#8230;you feel just as apprehensive and curious as she does.  My personal favorite moment is where Naija and a&#8230;special friend(spoiler avoided) can cuddle together&#8230;it serves no purpose whatsoever, but it made Naija feel so much more alive.</p>
<p>This sort of game design is sorely missing from mainstream gaming.  Rather than just telling a story, alot like older rpg&#8217;s, you could live the story, but Aquaria takes it to another level entirely.</p>
<p>I&#8217;m always impressed by your work Alec&#8230;and i can&#8217;t wait to see what&#8217;s next.  This sort of article just wets my appetite, because it shows you know what truly makes a game live and breathe.  You know how to make it more than a game.  You know how to make it magical.</p>
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		<title>By: George</title>
		<link>http://infiniteammo.ca/blog/gameplay-and-story-hand-in-hand/comment-page-1/#comment-522</link>
		<dc:creator>George</dc:creator>
		<pubDate>Mon, 08 Jun 2009 05:21:25 +0000</pubDate>
		<guid isPermaLink="false">http://infiniteammo.ca/?p=1079#comment-522</guid>
		<description>20: Thank you, Alec!

I think this is an area where indie devs have an advantage; with smaller teams (or even just flying solo), we have a better chance of remaining true to our visions, without having to sacrifice our creative ideals to the demands of others.

Oh god, I&#039;m preaching. Somebody stop me before I start quoting Ayn Rand!

...

Again.</description>
		<content:encoded><![CDATA[<p>20: Thank you, Alec!</p>
<p>I think this is an area where indie devs have an advantage; with smaller teams (or even just flying solo), we have a better chance of remaining true to our visions, without having to sacrifice our creative ideals to the demands of others.</p>
<p>Oh god, I&#8217;m preaching. Somebody stop me before I start quoting Ayn Rand!</p>
<p>&#8230;</p>
<p>Again.</p>
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		<title>By: Alec Holowka</title>
		<link>http://infiniteammo.ca/blog/gameplay-and-story-hand-in-hand/comment-page-1/#comment-521</link>
		<dc:creator>Alec Holowka</dc:creator>
		<pubDate>Wed, 03 Jun 2009 17:43:16 +0000</pubDate>
		<guid isPermaLink="false">http://infiniteammo.ca/?p=1079#comment-521</guid>
		<description>7: George: Awesome article!

http://www.burningnorth.com/2009/04/say-it-like-you-mean-it-and-mean-it/

I agree with a lot of your points. I like feeling like I&#039;m experiencing someone else&#039;s distinct, personal vision - not a vision that was designed by committee.

Mainstream games can work when the whole team gets behind a visionary designers. I guess this is another argument for auteur theory in games.</description>
		<content:encoded><![CDATA[<p>7: George: Awesome article!</p>
<p><a href="http://www.burningnorth.com/2009/04/say-it-like-you-mean-it-and-mean-it/" rel="nofollow">http://www.burningnorth.com/2009/04/say-it-like-you-mean-it-and-mean-it/</a></p>
<p>I agree with a lot of your points. I like feeling like I&#8217;m experiencing someone else&#8217;s distinct, personal vision &#8211; not a vision that was designed by committee.</p>
<p>Mainstream games can work when the whole team gets behind a visionary designers. I guess this is another argument for auteur theory in games.</p>
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		<title>By: Two Jacks</title>
		<link>http://infiniteammo.ca/blog/gameplay-and-story-hand-in-hand/comment-page-1/#comment-520</link>
		<dc:creator>Two Jacks</dc:creator>
		<pubDate>Wed, 03 Jun 2009 09:21:38 +0000</pubDate>
		<guid isPermaLink="false">http://infiniteammo.ca/?p=1079#comment-520</guid>
		<description>I agree with the holistic approach.  Instead of haveing the game tell you, &quot;Hey look at this, now look at this, oh and this thing too.&quot;  you&#039;re left to take the game in as a whole, any way you like.   I recently started playing the game Okami, and it does this very well.  The whole game is based around your connection to the world.  Connection to the game equals replayability for me.  A level editor for a game, I think is the ultimate form of this. I hope more game developers take this approach, indie or not.  Alec&#039;s done a good job of it thus far.</description>
		<content:encoded><![CDATA[<p>I agree with the holistic approach.  Instead of haveing the game tell you, &#8220;Hey look at this, now look at this, oh and this thing too.&#8221;  you&#8217;re left to take the game in as a whole, any way you like.   I recently started playing the game Okami, and it does this very well.  The whole game is based around your connection to the world.  Connection to the game equals replayability for me.  A level editor for a game, I think is the ultimate form of this. I hope more game developers take this approach, indie or not.  Alec&#8217;s done a good job of it thus far.</p>
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		<title>By: Alec Holowka</title>
		<link>http://infiniteammo.ca/blog/gameplay-and-story-hand-in-hand/comment-page-1/#comment-519</link>
		<dc:creator>Alec Holowka</dc:creator>
		<pubDate>Tue, 02 Jun 2009 18:36:21 +0000</pubDate>
		<guid isPermaLink="false">http://infiniteammo.ca/?p=1079#comment-519</guid>
		<description>16: Shadow of the Colossus was built around one piece of concept art. They basically used it as the inspiration for all levels of the development of the game.

I think what we&#039;re getting at is that games that take a holistic approach are generally deeper and more affecting.</description>
		<content:encoded><![CDATA[<p>16: Shadow of the Colossus was built around one piece of concept art. They basically used it as the inspiration for all levels of the development of the game.</p>
<p>I think what we&#8217;re getting at is that games that take a holistic approach are generally deeper and more affecting.</p>
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		<title>By: Chibi</title>
		<link>http://infiniteammo.ca/blog/gameplay-and-story-hand-in-hand/comment-page-1/#comment-518</link>
		<dc:creator>Chibi</dc:creator>
		<pubDate>Tue, 02 Jun 2009 16:19:33 +0000</pubDate>
		<guid isPermaLink="false">http://infiniteammo.ca/?p=1079#comment-518</guid>
		<description>I couldn&#039;t agree with you more, Alec. If every game developer read your essay and acted on it, the world of gaming would be a better place. ^_^</description>
		<content:encoded><![CDATA[<p>I couldn&#8217;t agree with you more, Alec. If every game developer read your essay and acted on it, the world of gaming would be a better place. ^_^</p>
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		<title>By: Aerendyll</title>
		<link>http://infiniteammo.ca/blog/gameplay-and-story-hand-in-hand/comment-page-1/#comment-517</link>
		<dc:creator>Aerendyll</dc:creator>
		<pubDate>Mon, 01 Jun 2009 21:46:44 +0000</pubDate>
		<guid isPermaLink="false">http://infiniteammo.ca/?p=1079#comment-517</guid>
		<description>Agreed.

I always like playing games for their story, but also gameplay. I&#039;ve tried some shots at making small games using engines like RPG Maker or Adventure Game Studio (AGS), but I always missed a little customization. Sadly I lack the skill to code complex things, so I never had the chance to start from complete scratch.

I always like to start with art, characters and story. (I can&#039;t compose, so I can&#039;t include that one here...) Gameplay is more fun when it&#039;s tied to the aformentioned factors of a game - it makes them go hand-in-hand. I also love the games ICO and Shadow Of The Colossus a lot because they also seem to use this concept, although I sometimes find those games a little too empty. They have more or less established the same emotional bond with me as Naija has, but I have to admit I like Naija a little more. ;3

Long post, but my main point: I think you have a better view on game development than most people out there, Alec.</description>
		<content:encoded><![CDATA[<p>Agreed.</p>
<p>I always like playing games for their story, but also gameplay. I&#8217;ve tried some shots at making small games using engines like RPG Maker or Adventure Game Studio (AGS), but I always missed a little customization. Sadly I lack the skill to code complex things, so I never had the chance to start from complete scratch.</p>
<p>I always like to start with art, characters and story. (I can&#8217;t compose, so I can&#8217;t include that one here&#8230;) Gameplay is more fun when it&#8217;s tied to the aformentioned factors of a game &#8211; it makes them go hand-in-hand. I also love the games ICO and Shadow Of The Colossus a lot because they also seem to use this concept, although I sometimes find those games a little too empty. They have more or less established the same emotional bond with me as Naija has, but I have to admit I like Naija a little more. ;3</p>
<p>Long post, but my main point: I think you have a better view on game development than most people out there, Alec.</p>
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		<title>By: Nava</title>
		<link>http://infiniteammo.ca/blog/gameplay-and-story-hand-in-hand/comment-page-1/#comment-516</link>
		<dc:creator>Nava</dc:creator>
		<pubDate>Mon, 01 Jun 2009 11:43:06 +0000</pubDate>
		<guid isPermaLink="false">http://infiniteammo.ca/?p=1079#comment-516</guid>
		<description>Cross-pollination.... Patrick Swayze....
The combination makes me giggle. It&#039;s late...early?</description>
		<content:encoded><![CDATA[<p>Cross-pollination&#8230;. Patrick Swayze&#8230;.<br />
The combination makes me giggle. It&#8217;s late&#8230;early?</p>
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		<title>By: Samantha</title>
		<link>http://infiniteammo.ca/blog/gameplay-and-story-hand-in-hand/comment-page-1/#comment-515</link>
		<dc:creator>Samantha</dc:creator>
		<pubDate>Mon, 01 Jun 2009 03:10:41 +0000</pubDate>
		<guid isPermaLink="false">http://infiniteammo.ca/?p=1079#comment-515</guid>
		<description>Sorry you felt you needed to defend your process. How you reach a point is supposed to be unique; and one way for someone isn&#039;t the only way for everyone. I like how you start with the personal aspects first and then go to the mechanics. You wouldn&#039;t want to decorate a cake only to find there is no cake underneath the rectangular shape. I have found that in creating music there are a few different paths to the finished product I take. By changing things up I find which one I&#039;m most comfortable with and where I&#039;d like to experiment more.

By the way, the first picture certainly got my attention.</description>
		<content:encoded><![CDATA[<p>Sorry you felt you needed to defend your process. How you reach a point is supposed to be unique; and one way for someone isn&#8217;t the only way for everyone. I like how you start with the personal aspects first and then go to the mechanics. You wouldn&#8217;t want to decorate a cake only to find there is no cake underneath the rectangular shape. I have found that in creating music there are a few different paths to the finished product I take. By changing things up I find which one I&#8217;m most comfortable with and where I&#8217;d like to experiment more.</p>
<p>By the way, the first picture certainly got my attention.</p>
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