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	<title>Comments on: Playing the Protagonist Part, Partly</title>
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	<link>http://orangeriverstudio.com/monksbrew/2008/08/playing-protagonist-part-partly/</link>
	<description>Anecdotes on the adventure of indie game development</description>
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		<title>By: &#187; Parser Games The Digital Antiquarian</title>
		<link>http://orangeriverstudio.com/monksbrew/2008/08/playing-protagonist-part-partly/comment-page-1/#comment-8230</link>
		<dc:creator>&#187; Parser Games The Digital Antiquarian</dc:creator>
		<pubDate>Mon, 16 Jan 2012 15:31:48 +0000</pubDate>
		<guid isPermaLink="false">http://orangeriverstudio.com/monksbrew/?p=54#comment-8230</guid>
		<description>[...] let me get a bit pretentious and quote an earlier version of myself. I wrote the following as a comment on Mike Rubin&#8217;s blog back in 2008: I think many people, myself included, did indeed play Facade as a comedy, trying ever [...]</description>
		<content:encoded><![CDATA[<p>[...] let me get a bit pretentious and quote an earlier version of myself. I wrote the following as a comment on Mike Rubin&#8217;s blog back in 2008: I think many people, myself included, did indeed play Facade as a comedy, trying ever [...]</p>
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		<title>By: Jimmy Maher</title>
		<link>http://orangeriverstudio.com/monksbrew/2008/08/playing-protagonist-part-partly/comment-page-1/#comment-140</link>
		<dc:creator>Jimmy Maher</dc:creator>
		<pubDate>Thu, 28 Aug 2008 01:16:00 +0000</pubDate>
		<guid isPermaLink="false">http://orangeriverstudio.com/monksbrew/?p=54#comment-140</guid>
		<description>I think many people, myself included, did indeed play Facade as a comedy, trying ever more outrageous actions to see what happens, and, indeed, at some level trying to &quot;break&quot; the system.  I would say, though, that when a player begins to do this it&#039;s a sign that the game designer has failed at some level.  I began to play Facade for laughs after trying several reasonable approaches and having the game respond either not at all or in a way that was clearly inappropriate to my actions.  The mimesis broke down for me then and I began to treat the system as a clever toy rather than an immersive interactive narrative.  There&#039;s no shame in Facade&#039;s failure, of course.  It&#039;s a revolutionary conception, and bound to need many more iterations before even approaching complete believability.&lt;br/&gt;&lt;br/&gt;This does raise a point, though: I don&#039;t think games can maintain their mimesis by scolding the player, telling her in no uncertain terms that she shalt NOT when she attempts to eat her sword or hit her friends.  Rather, we should strive to make our writing so good and our environments so believable and our interactions so smooth that our player is drawn into our story, and it never occurs to her to eat her sword or hit her friends, any more than it would to her avatar.  In other words, we must enable her to truly BECOME her avatar for the little while she plays.  &lt;br/&gt;&lt;br/&gt;As soon as the game starts to break down, so to speak, for the player... that&#039;s when she remembers it&#039;s just a silly text adventure, and that&#039;s when she starts playing it for laughs and trying to break the system even further.  I do it every year with at least a dozen of the Comp games, PURLOINING doors and buildings and generally running amok through the storyworld.  Entertainment is where you find it, after all.&lt;br/&gt;&lt;br/&gt;Some players will of course come to every game determined to break it.  Some might find IF in general more interesting as a system to be played with than as a story, although I think other genres of gaming would scratch this particular itch much better.  To those players, I say, fine, have your fun.  However, I think most people who play IF do come to it wanting to be immersed and to experience a storyworld and, yes, a coherent story through someone else&#039;s eyes for a while.  The rewards of that must be far greater than those of trying random actions to see where the boundaries of the simulation are (entertaining as that can be).</description>
		<content:encoded><![CDATA[<p>I think many people, myself included, did indeed play Facade as a comedy, trying ever more outrageous actions to see what happens, and, indeed, at some level trying to &#8220;break&#8221; the system.  I would say, though, that when a player begins to do this it&#8217;s a sign that the game designer has failed at some level.  I began to play Facade for laughs after trying several reasonable approaches and having the game respond either not at all or in a way that was clearly inappropriate to my actions.  The mimesis broke down for me then and I began to treat the system as a clever toy rather than an immersive interactive narrative.  There&#8217;s no shame in Facade&#8217;s failure, of course.  It&#8217;s a revolutionary conception, and bound to need many more iterations before even approaching complete believability.</p>
<p>This does raise a point, though: I don&#8217;t think games can maintain their mimesis by scolding the player, telling her in no uncertain terms that she shalt NOT when she attempts to eat her sword or hit her friends.  Rather, we should strive to make our writing so good and our environments so believable and our interactions so smooth that our player is drawn into our story, and it never occurs to her to eat her sword or hit her friends, any more than it would to her avatar.  In other words, we must enable her to truly BECOME her avatar for the little while she plays.  </p>
<p>As soon as the game starts to break down, so to speak, for the player&#8230; that&#8217;s when she remembers it&#8217;s just a silly text adventure, and that&#8217;s when she starts playing it for laughs and trying to break the system even further.  I do it every year with at least a dozen of the Comp games, PURLOINING doors and buildings and generally running amok through the storyworld.  Entertainment is where you find it, after all.</p>
<p>Some players will of course come to every game determined to break it.  Some might find IF in general more interesting as a system to be played with than as a story, although I think other genres of gaming would scratch this particular itch much better.  To those players, I say, fine, have your fun.  However, I think most people who play IF do come to it wanting to be immersed and to experience a storyworld and, yes, a coherent story through someone else&#8217;s eyes for a while.  The rewards of that must be far greater than those of trying random actions to see where the boundaries of the simulation are (entertaining as that can be).</p>
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