<article>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#article09_11_23_149240</id>
	<title>Writing For Video Game Genres</title>
	<author>samzenpus</author>
	<datestamp>1258999500000</datestamp>
	<htmltext>Aeonite writes <i>"The third book in a pseudo-trilogy, <em>Writing for Video Game Genres: From FPS to RPG</em>, offers advice from 21 experts in the field of video game writing, pulled from the ranks of the IGDA's Game Writers Special Interest Group and wrangled together by editor Wendy Despain. It follows in the footsteps of <em>Professional Techniques for Video Game Writing</em> and <em>Game Writing: Narrative Skills for Videogames</em>, and in keeping with the trend, offers the most specific, targeted advice for how to write for an assortment of game genres."</i> Read below for the rest of Michael's review.</htmltext>
<tokenext>Aeonite writes " The third book in a pseudo-trilogy , Writing for Video Game Genres : From FPS to RPG , offers advice from 21 experts in the field of video game writing , pulled from the ranks of the IGDA 's Game Writers Special Interest Group and wrangled together by editor Wendy Despain .
It follows in the footsteps of Professional Techniques for Video Game Writing and Game Writing : Narrative Skills for Videogames , and in keeping with the trend , offers the most specific , targeted advice for how to write for an assortment of game genres .
" Read below for the rest of Michael 's review .</tokentext>
<sentencetext>Aeonite writes "The third book in a pseudo-trilogy, Writing for Video Game Genres: From FPS to RPG, offers advice from 21 experts in the field of video game writing, pulled from the ranks of the IGDA's Game Writers Special Interest Group and wrangled together by editor Wendy Despain.
It follows in the footsteps of Professional Techniques for Video Game Writing and Game Writing: Narrative Skills for Videogames, and in keeping with the trend, offers the most specific, targeted advice for how to write for an assortment of game genres.
" Read below for the rest of Michael's review.</sentencetext>
</article>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30206672</id>
	<title>Re:Writing For Video Games</title>
	<author>Blakey Rat</author>
	<datestamp>1258973760000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>You're selling video games short.</p><p>For example, there's usually amnesia involved also.</p></htmltext>
<tokenext>You 're selling video games short.For example , there 's usually amnesia involved also .</tokentext>
<sentencetext>You're selling video games short.For example, there's usually amnesia involved also.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204456</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204446</id>
	<title>LoK</title>
	<author>Anonymous</author>
	<datestamp>1259005080000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext>Let me know when there is a book written by who ever wrote the dialog for the Legacy of Kain series. That series had some of the best monologues and character dialog I've seen in games to date.</htmltext>
<tokenext>Let me know when there is a book written by who ever wrote the dialog for the Legacy of Kain series .
That series had some of the best monologues and character dialog I 've seen in games to date .</tokentext>
<sentencetext>Let me know when there is a book written by who ever wrote the dialog for the Legacy of Kain series.
That series had some of the best monologues and character dialog I've seen in games to date.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204364</id>
	<title>Hardly Writing</title>
	<author>Anonymous</author>
	<datestamp>1259004660000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>1. Find enemy<br>2. Point weapon<br>3. Pull trigger<br>4. Steal items from dead enemy<br>5. Flee scene of crime-victory<br>=<br>6. Profit</p><p>P.S. Your site visits are dropping tremendously.</p><p>Yours In Baikonur,<br>Kilgore Trout</p></htmltext>
<tokenext>1 .
Find enemy2 .
Point weapon3 .
Pull trigger4 .
Steal items from dead enemy5 .
Flee scene of crime-victory = 6 .
ProfitP.S. Your site visits are dropping tremendously.Yours In Baikonur,Kilgore Trout</tokentext>
<sentencetext>1.
Find enemy2.
Point weapon3.
Pull trigger4.
Steal items from dead enemy5.
Flee scene of crime-victory=6.
ProfitP.S. Your site visits are dropping tremendously.Yours In Baikonur,Kilgore Trout</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30205264</id>
	<title>Re:Writing For Video Games</title>
	<author>Anonymous</author>
	<datestamp>1258966860000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>I love the part where they create a side-kick for you, who wanders in near the beginning of the game, and then kill him off later on, when you're "emotionally" attached to him/her/it.</p><p>W</p></htmltext>
<tokenext>I love the part where they create a side-kick for you , who wanders in near the beginning of the game , and then kill him off later on , when you 're " emotionally " attached to him/her/it.W</tokentext>
<sentencetext>I love the part where they create a side-kick for you, who wanders in near the beginning of the game, and then kill him off later on, when you're "emotionally" attached to him/her/it.W</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204456</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30205386</id>
	<title>Re:Game story</title>
	<author>nedlohs</author>
	<datestamp>1258967760000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Except that, by definition, only one player can be "the best pizza maker in the world". So what happens when thousands of people play pizza makers?</p><p>And spending my recreation time doing something that "higher level players found boring" doesn't seem like a great idea to me. I'd rather spend it doing something not boring thanks all the same.</p><p>See ultima online for what happens with that model of gameplay.</p></htmltext>
<tokenext>Except that , by definition , only one player can be " the best pizza maker in the world " .
So what happens when thousands of people play pizza makers ? And spending my recreation time doing something that " higher level players found boring " does n't seem like a great idea to me .
I 'd rather spend it doing something not boring thanks all the same.See ultima online for what happens with that model of gameplay .</tokentext>
<sentencetext>Except that, by definition, only one player can be "the best pizza maker in the world".
So what happens when thousands of people play pizza makers?And spending my recreation time doing something that "higher level players found boring" doesn't seem like a great idea to me.
I'd rather spend it doing something not boring thanks all the same.See ultima online for what happens with that model of gameplay.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204098</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204636</id>
	<title>The Publisher is AK Peters...</title>
	<author>RobotRunAmok</author>
	<datestamp>1259006100000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>...the fine scientific-publishing folks who brought you "Algebraic Combinatorics and Coinvariant Spaces," "Symbolic Dynamics and Geometry: Using D* in Graphics and Game Programming," and "Realistic Image Synthesis Using Photon Mapping."  So, for them, what you see on the cover of this book is practically Michael Whelan.</p></htmltext>
<tokenext>...the fine scientific-publishing folks who brought you " Algebraic Combinatorics and Coinvariant Spaces , " " Symbolic Dynamics and Geometry : Using D * in Graphics and Game Programming , " and " Realistic Image Synthesis Using Photon Mapping .
" So , for them , what you see on the cover of this book is practically Michael Whelan .</tokentext>
<sentencetext>...the fine scientific-publishing folks who brought you "Algebraic Combinatorics and Coinvariant Spaces," "Symbolic Dynamics and Geometry: Using D* in Graphics and Game Programming," and "Realistic Image Synthesis Using Photon Mapping.
"  So, for them, what you see on the cover of this book is practically Michael Whelan.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204184</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30205580</id>
	<title>I see a problem...</title>
	<author>puroresu</author>
	<datestamp>1258968840000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Games writing is certainly a new field in the grand scheme of things. Can there really be enough established work of sufficient quality that you can point to it in a textbook?
<br> <br>
I mean, how many games are full of one dimensional characters, predictable plots and cookie cutter settings? I remember hearing Bioshock lauded as an excellent example of originality and quality in writing and conceptualisation, but having been thoroughly disappointed with it, I'd much rather play something with a minimal plot and more focus on gameplay.
<br> <br>
Probably on a SNES emulator.</htmltext>
<tokenext>Games writing is certainly a new field in the grand scheme of things .
Can there really be enough established work of sufficient quality that you can point to it in a textbook ?
I mean , how many games are full of one dimensional characters , predictable plots and cookie cutter settings ?
I remember hearing Bioshock lauded as an excellent example of originality and quality in writing and conceptualisation , but having been thoroughly disappointed with it , I 'd much rather play something with a minimal plot and more focus on gameplay .
Probably on a SNES emulator .</tokentext>
<sentencetext>Games writing is certainly a new field in the grand scheme of things.
Can there really be enough established work of sufficient quality that you can point to it in a textbook?
I mean, how many games are full of one dimensional characters, predictable plots and cookie cutter settings?
I remember hearing Bioshock lauded as an excellent example of originality and quality in writing and conceptualisation, but having been thoroughly disappointed with it, I'd much rather play something with a minimal plot and more focus on gameplay.
Probably on a SNES emulator.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204412</id>
	<title>Writing is not a central element to gaming...</title>
	<author>decipher\_saint</author>
	<datestamp>1259004900000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>but, it's important.</p><p>I can think of a lot of games that are fun, have awful stories and clumsy dialogue but it's <i>just enough</i> flavour to make things interesting.</p><p>What kills me sometimes is that a game developer might create some elaborate for a game thinking it's important for users to encounter "Wall o' Text" every so many minutes.</p><p>I really appreciate video game writing when it's all co-ordinated into one package. <i>Portal</i> was one example where the game mechanic, the puzzle elements and some clever storytelling combined together to form an awesome yet simple game. Nothing groundbreaking, just all the elements came together nicely.</p><p>In fact, that should be the goal of most game designers, to bring gameplay and storytelling elements together.</p></htmltext>
<tokenext>but , it 's important.I can think of a lot of games that are fun , have awful stories and clumsy dialogue but it 's just enough flavour to make things interesting.What kills me sometimes is that a game developer might create some elaborate for a game thinking it 's important for users to encounter " Wall o ' Text " every so many minutes.I really appreciate video game writing when it 's all co-ordinated into one package .
Portal was one example where the game mechanic , the puzzle elements and some clever storytelling combined together to form an awesome yet simple game .
Nothing groundbreaking , just all the elements came together nicely.In fact , that should be the goal of most game designers , to bring gameplay and storytelling elements together .</tokentext>
<sentencetext>but, it's important.I can think of a lot of games that are fun, have awful stories and clumsy dialogue but it's just enough flavour to make things interesting.What kills me sometimes is that a game developer might create some elaborate for a game thinking it's important for users to encounter "Wall o' Text" every so many minutes.I really appreciate video game writing when it's all co-ordinated into one package.
Portal was one example where the game mechanic, the puzzle elements and some clever storytelling combined together to form an awesome yet simple game.
Nothing groundbreaking, just all the elements came together nicely.In fact, that should be the goal of most game designers, to bring gameplay and storytelling elements together.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30206888</id>
	<title>The parable of the monkies...</title>
	<author>micromuncher</author>
	<datestamp>1258974780000</datestamp>
	<modclass>Troll</modclass>
	<modscore>0</modscore>
	<htmltext><p>We knew they'd bang out this book sooner or later, and look, they even got to do the cover!</p></htmltext>
<tokenext>We knew they 'd bang out this book sooner or later , and look , they even got to do the cover !</tokentext>
<sentencetext>We knew they'd bang out this book sooner or later, and look, they even got to do the cover!</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30225006</id>
	<title>Re:Because it doesn't work</title>
	<author>WillAdams</author>
	<datestamp>1257170640000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>That's why C.J. Cherryh's ``Morgaine'' universe would be perfect --- it's a story of gates which lead to different worlds, each of which must be closed before heading on to the next, but almost all of which were manipulated by an all-but extinct precursor race, so repetitive elements would make sense --- basically a world would remain until played out, then the last character would close the gate on leaving, instantiating a new world which they went to.</p><p>William</p></htmltext>
<tokenext>That 's why C.J .
Cherryh 's ` ` Morgaine' ' universe would be perfect --- it 's a story of gates which lead to different worlds , each of which must be closed before heading on to the next , but almost all of which were manipulated by an all-but extinct precursor race , so repetitive elements would make sense --- basically a world would remain until played out , then the last character would close the gate on leaving , instantiating a new world which they went to.William</tokentext>
<sentencetext>That's why C.J.
Cherryh's ``Morgaine'' universe would be perfect --- it's a story of gates which lead to different worlds, each of which must be closed before heading on to the next, but almost all of which were manipulated by an all-but extinct precursor race, so repetitive elements would make sense --- basically a world would remain until played out, then the last character would close the gate on leaving, instantiating a new world which they went to.William</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30207472</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204142</id>
	<title>How about some normal shit for once?</title>
	<author>Anonymous</author>
	<datestamp>1259003400000</datestamp>
	<modclass>Flamebait</modclass>
	<modscore>-1</modscore>
	<htmltext><p>So many games out there revolve around crazy Japanese themes and shit. Frankly, I want none of that. I don't want characters with unpronounceable names. I don't want characters who look like anime. I don't want characters who talk like anime characters. I don't want tentacle rape.</p></htmltext>
<tokenext>So many games out there revolve around crazy Japanese themes and shit .
Frankly , I want none of that .
I do n't want characters with unpronounceable names .
I do n't want characters who look like anime .
I do n't want characters who talk like anime characters .
I do n't want tentacle rape .</tokentext>
<sentencetext>So many games out there revolve around crazy Japanese themes and shit.
Frankly, I want none of that.
I don't want characters with unpronounceable names.
I don't want characters who look like anime.
I don't want characters who talk like anime characters.
I don't want tentacle rape.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204246</id>
	<title>It's all quite simply, really.</title>
	<author>Anonymous</author>
	<datestamp>1259004000000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>"Scantily Clothed Girls with Guns."</p></htmltext>
<tokenext>" Scantily Clothed Girls with Guns .
"</tokentext>
<sentencetext>"Scantily Clothed Girls with Guns.
"</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30218614</id>
	<title>Re:Game story</title>
	<author>Simetrical</author>
	<datestamp>1259056980000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p><div class="quote"><p>
I have always wondered why MMO's actually have a more dynamic world. It doesn't even need to be something where you can interact with <i>everything</i>, but where your actions have actual effects on the world.</p></div><p>Try <i>EVE Online</i>.  It's a space setting, not fantasy, but it's in line with this.  You use spaceships to gather ore, which gives you money.  You can build things, make capital investments, form corporations with private armies, sell shares in your corporation.  Or be employed by someone else's corporation, or become a pirate, or whatever.  I haven't played it, but my impression is most things are run by players, and it pulls it off pretty successfully.</p></div>
	</htmltext>
<tokenext>I have always wondered why MMO 's actually have a more dynamic world .
It does n't even need to be something where you can interact with everything , but where your actions have actual effects on the world.Try EVE Online .
It 's a space setting , not fantasy , but it 's in line with this .
You use spaceships to gather ore , which gives you money .
You can build things , make capital investments , form corporations with private armies , sell shares in your corporation .
Or be employed by someone else 's corporation , or become a pirate , or whatever .
I have n't played it , but my impression is most things are run by players , and it pulls it off pretty successfully .</tokentext>
<sentencetext>
I have always wondered why MMO's actually have a more dynamic world.
It doesn't even need to be something where you can interact with everything, but where your actions have actual effects on the world.Try EVE Online.
It's a space setting, not fantasy, but it's in line with this.
You use spaceships to gather ore, which gives you money.
You can build things, make capital investments, form corporations with private armies, sell shares in your corporation.
Or be employed by someone else's corporation, or become a pirate, or whatever.
I haven't played it, but my impression is most things are run by players, and it pulls it off pretty successfully.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204098</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30208000</id>
	<title>Re:It's all quite simply, really.</title>
	<author>grahamwest</author>
	<datestamp>1258979220000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>It may also be that there was an entirely different game called Project Eden released in the USA in 2002 or so.</p></htmltext>
<tokenext>It may also be that there was an entirely different game called Project Eden released in the USA in 2002 or so .</tokentext>
<sentencetext>It may also be that there was an entirely different game called Project Eden released in the USA in 2002 or so.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204392</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30212580</id>
	<title>Re:Why not get successful writers instead?</title>
	<author>One Monkey</author>
	<datestamp>1259071920000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>I bet the meeting lasted a heck of a lot less time than it would have taken all the attendees to read the book... writers need to get over themselves.</htmltext>
<tokenext>I bet the meeting lasted a heck of a lot less time than it would have taken all the attendees to read the book... writers need to get over themselves .</tokentext>
<sentencetext>I bet the meeting lasted a heck of a lot less time than it would have taken all the attendees to read the book... writers need to get over themselves.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204360</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30206282</id>
	<title>Puuulease</title>
	<author>Anonymous</author>
	<datestamp>1258972140000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>"Shoot everything that moves and everything that doesn't" is all you need to know.</p></htmltext>
<tokenext>" Shoot everything that moves and everything that does n't " is all you need to know .</tokentext>
<sentencetext>"Shoot everything that moves and everything that doesn't" is all you need to know.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204456</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204360</id>
	<title>Re:Why not get successful writers instead?</title>
	<author>Anonymous</author>
	<datestamp>1259004660000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>4</modscore>
	<htmltext><p>An RPG writer I know of tells a story he got from from Mike Stackpole, where a Hollywood studio flew him out to meet their creative team and asked him all kinds of questions about his book property. In the end they decided not to go with the property, but there wasn't one question they asked him they wouldn't have known the answer to if any of them had actually read the book.</p></htmltext>
<tokenext>An RPG writer I know of tells a story he got from from Mike Stackpole , where a Hollywood studio flew him out to meet their creative team and asked him all kinds of questions about his book property .
In the end they decided not to go with the property , but there was n't one question they asked him they would n't have known the answer to if any of them had actually read the book .</tokentext>
<sentencetext>An RPG writer I know of tells a story he got from from Mike Stackpole, where a Hollywood studio flew him out to meet their creative team and asked him all kinds of questions about his book property.
In the end they decided not to go with the property, but there wasn't one question they asked him they wouldn't have known the answer to if any of them had actually read the book.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204172</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204456</id>
	<title>Writing For Video Games</title>
	<author>Anonymous</author>
	<datestamp>1259005080000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>5</modscore>
	<htmltext>There is an impending disaster perpetrated by an insane villain. You rise from complete obscurity. You single-handedly (or with the help of characters with whom you have a love interest) defeat the entire opposing army, which attacks you in waves. Conveniently, they save the hardest opponents for the end when you are strongest.
<br> <br>
For added depth give your character a dark past, such as your village and parents being killed by the opposing forces and making you a real lone wolf. Rinse and repeat.</htmltext>
<tokenext>There is an impending disaster perpetrated by an insane villain .
You rise from complete obscurity .
You single-handedly ( or with the help of characters with whom you have a love interest ) defeat the entire opposing army , which attacks you in waves .
Conveniently , they save the hardest opponents for the end when you are strongest .
For added depth give your character a dark past , such as your village and parents being killed by the opposing forces and making you a real lone wolf .
Rinse and repeat .</tokentext>
<sentencetext>There is an impending disaster perpetrated by an insane villain.
You rise from complete obscurity.
You single-handedly (or with the help of characters with whom you have a love interest) defeat the entire opposing army, which attacks you in waves.
Conveniently, they save the hardest opponents for the end when you are strongest.
For added depth give your character a dark past, such as your village and parents being killed by the opposing forces and making you a real lone wolf.
Rinse and repeat.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30205406</id>
	<title>Re:Game story</title>
	<author>dfm3</author>
	<datestamp>1258967880000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>You created a new account just to post <b>pizza</b> analogies? Wow, and I thought my extended period of unemployment was making <i>me</i> go crazy from boredom!</htmltext>
<tokenext>You created a new account just to post pizza analogies ?
Wow , and I thought my extended period of unemployment was making me go crazy from boredom !</tokentext>
<sentencetext>You created a new account just to post pizza analogies?
Wow, and I thought my extended period of unemployment was making me go crazy from boredom!</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204098</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30207010</id>
	<title>Re:Good thing it's covering writing...</title>
	<author>Anonymous</author>
	<datestamp>1258975200000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Video game writing is pretty much on par with the quality of that cover art.</p></htmltext>
<tokenext>Video game writing is pretty much on par with the quality of that cover art .</tokentext>
<sentencetext>Video game writing is pretty much on par with the quality of that cover art.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204184</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30206548</id>
	<title>WoW backstory</title>
	<author>fishbowl</author>
	<datestamp>1258973280000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>2</modscore>
	<htmltext><p>The backstory in WoW actually has some potential.  Unfortunately, the story is revealed 512 characters at a time, and nobody actaully reads it.  They get the quest pane, and dismiss it, and then maybe look to see what they have to kill/gather/find.   If there's a question that needs to be answered at the end of the quest, it comes from thottbott, not from actual immersion in the quest.</p><p>The first time my character ran Scarlet Monastery, I actually read the books in the library, much to the scorn of my impatient party.  At the end of the quest, I was the only one with the answer to the quest giver's question -- everyone else looked up the answer on thott.  I found that experience genuinely gratifying.  I read the quest logs, even though many of them are silly and boring.  I think the whole epic Azeroth story is pretty good, easily as compelling as something Cherryh or Jordan might have developed.  It's kind of sad that it's lost on the average WoW player, who seems to be more intent on getting the game over with so they can get to lvl80 and harass other players in the cities, or try to out-do each other on the marginal benefits among the various purples.</p><p>The game is fun at low levels, if you actually play it instead of blindly skipping it.</p></htmltext>
<tokenext>The backstory in WoW actually has some potential .
Unfortunately , the story is revealed 512 characters at a time , and nobody actaully reads it .
They get the quest pane , and dismiss it , and then maybe look to see what they have to kill/gather/find .
If there 's a question that needs to be answered at the end of the quest , it comes from thottbott , not from actual immersion in the quest.The first time my character ran Scarlet Monastery , I actually read the books in the library , much to the scorn of my impatient party .
At the end of the quest , I was the only one with the answer to the quest giver 's question -- everyone else looked up the answer on thott .
I found that experience genuinely gratifying .
I read the quest logs , even though many of them are silly and boring .
I think the whole epic Azeroth story is pretty good , easily as compelling as something Cherryh or Jordan might have developed .
It 's kind of sad that it 's lost on the average WoW player , who seems to be more intent on getting the game over with so they can get to lvl80 and harass other players in the cities , or try to out-do each other on the marginal benefits among the various purples.The game is fun at low levels , if you actually play it instead of blindly skipping it .</tokentext>
<sentencetext>The backstory in WoW actually has some potential.
Unfortunately, the story is revealed 512 characters at a time, and nobody actaully reads it.
They get the quest pane, and dismiss it, and then maybe look to see what they have to kill/gather/find.
If there's a question that needs to be answered at the end of the quest, it comes from thottbott, not from actual immersion in the quest.The first time my character ran Scarlet Monastery, I actually read the books in the library, much to the scorn of my impatient party.
At the end of the quest, I was the only one with the answer to the quest giver's question -- everyone else looked up the answer on thott.
I found that experience genuinely gratifying.
I read the quest logs, even though many of them are silly and boring.
I think the whole epic Azeroth story is pretty good, easily as compelling as something Cherryh or Jordan might have developed.
It's kind of sad that it's lost on the average WoW player, who seems to be more intent on getting the game over with so they can get to lvl80 and harass other players in the cities, or try to out-do each other on the marginal benefits among the various purples.The game is fun at low levels, if you actually play it instead of blindly skipping it.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30206198</id>
	<title>If a Game has a Great Storyline</title>
	<author>Wowlapalooza</author>
	<datestamp>1258971840000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>, which is engaging and critically-important to the whole game experience, would we still call it a "video game" (a label I've never been fond of attaching to, say, RPGs)? Seems like "video game" refers to a game which is mainly about, er, the video. In this sense, it's an oxymoron to have a "video game" with a strong and central storyline.</p><p>Discuss</p></htmltext>
<tokenext>, which is engaging and critically-important to the whole game experience , would we still call it a " video game " ( a label I 've never been fond of attaching to , say , RPGs ) ?
Seems like " video game " refers to a game which is mainly about , er , the video .
In this sense , it 's an oxymoron to have a " video game " with a strong and central storyline.Discuss</tokentext>
<sentencetext>, which is engaging and critically-important to the whole game experience, would we still call it a "video game" (a label I've never been fond of attaching to, say, RPGs)?
Seems like "video game" refers to a game which is mainly about, er, the video.
In this sense, it's an oxymoron to have a "video game" with a strong and central storyline.Discuss</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30208660</id>
	<title>wtf</title>
	<author>ascari</author>
	<datestamp>1258982940000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>WTF is a "pseudo trilogy" anyway?</htmltext>
<tokenext>WTF is a " pseudo trilogy " anyway ?</tokentext>
<sentencetext>WTF is a "pseudo trilogy" anyway?</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204392</id>
	<title>Re:It's all quite simply, really.</title>
	<author>Anonymous</author>
	<datestamp>1259004840000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>So why wasn't there ever a Dirty Pair video game?  Well, aside from Project Eden which apparently a) sucked and b) was never released outside Japan, probably because of a).</p></htmltext>
<tokenext>So why was n't there ever a Dirty Pair video game ?
Well , aside from Project Eden which apparently a ) sucked and b ) was never released outside Japan , probably because of a ) .</tokentext>
<sentencetext>So why wasn't there ever a Dirty Pair video game?
Well, aside from Project Eden which apparently a) sucked and b) was never released outside Japan, probably because of a).</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204246</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30206804</id>
	<title>NO plot ends @ X hours of gameplay - cutscenes</title>
	<author>turtleshadow</author>
	<datestamp>1258974360000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>2</modscore>
	<htmltext><p>I think the hardest thing for gamers and writers to face is that the plot has to end in some forced timeframe.<br>Reviews kill game houses that end the game with only 6 hours. Others pan a game for having 40 hrs of in game content.</p><p>WOW, EVE and others you can play for man months if not years as the outcome of the plot is injected and/or generates over time.</p><p>For RPGs go for a multiple (but less than 4) story arcs that are solid. B5, Trek and other successful series use this method as hopefully at least one will captivate the playing audience and immerse themselves into the story.</p><p>The best "trick" was Star Wars and the Boba Fett/Biggs or HL's Freemen sparse &amp; unwritten arcs. How much fun was it to have the players/readers live that out for themselves and then build entire mod's or experiences around just a few ideas of a character. -- Thats the Role Play in RPG.</p><p>Even Halo's abrupt end due to budget cuts was like having your favorite serial TV show have a cliffhanger midseason!</p></htmltext>
<tokenext>I think the hardest thing for gamers and writers to face is that the plot has to end in some forced timeframe.Reviews kill game houses that end the game with only 6 hours .
Others pan a game for having 40 hrs of in game content.WOW , EVE and others you can play for man months if not years as the outcome of the plot is injected and/or generates over time.For RPGs go for a multiple ( but less than 4 ) story arcs that are solid .
B5 , Trek and other successful series use this method as hopefully at least one will captivate the playing audience and immerse themselves into the story.The best " trick " was Star Wars and the Boba Fett/Biggs or HL 's Freemen sparse &amp; unwritten arcs .
How much fun was it to have the players/readers live that out for themselves and then build entire mod 's or experiences around just a few ideas of a character .
-- Thats the Role Play in RPG.Even Halo 's abrupt end due to budget cuts was like having your favorite serial TV show have a cliffhanger midseason !</tokentext>
<sentencetext>I think the hardest thing for gamers and writers to face is that the plot has to end in some forced timeframe.Reviews kill game houses that end the game with only 6 hours.
Others pan a game for having 40 hrs of in game content.WOW, EVE and others you can play for man months if not years as the outcome of the plot is injected and/or generates over time.For RPGs go for a multiple (but less than 4) story arcs that are solid.
B5, Trek and other successful series use this method as hopefully at least one will captivate the playing audience and immerse themselves into the story.The best "trick" was Star Wars and the Boba Fett/Biggs or HL's Freemen sparse &amp; unwritten arcs.
How much fun was it to have the players/readers live that out for themselves and then build entire mod's or experiences around just a few ideas of a character.
-- Thats the Role Play in RPG.Even Halo's abrupt end due to budget cuts was like having your favorite serial TV show have a cliffhanger midseason!</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204456</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204916</id>
	<title>Re:Writing For Video Games</title>
	<author>kitsunewarlock</author>
	<datestamp>1259007840000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext>Don't forget that no one ever vocalizes your name unless its a sequel or part of an already established franchise.</htmltext>
<tokenext>Do n't forget that no one ever vocalizes your name unless its a sequel or part of an already established franchise .</tokentext>
<sentencetext>Don't forget that no one ever vocalizes your name unless its a sequel or part of an already established franchise.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204456</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204332</id>
	<title>Because most can't write for games.</title>
	<author>EWAdams</author>
	<datestamp>1259004540000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>3</modscore>
	<htmltext><p>Writing for the interactive medium is very different, depending on the level of agency the game offers. If a game provides a fixed linear story, then a conventional writer can learn to do it; but many games offer the player the opportunity to affect the plot, and that severely wrings the withers of a lot of writers.</p><p>Writers are under the impression that it's "their" story. In a video game, it ain't.</p></htmltext>
<tokenext>Writing for the interactive medium is very different , depending on the level of agency the game offers .
If a game provides a fixed linear story , then a conventional writer can learn to do it ; but many games offer the player the opportunity to affect the plot , and that severely wrings the withers of a lot of writers.Writers are under the impression that it 's " their " story .
In a video game , it ai n't .</tokentext>
<sentencetext>Writing for the interactive medium is very different, depending on the level of agency the game offers.
If a game provides a fixed linear story, then a conventional writer can learn to do it; but many games offer the player the opportunity to affect the plot, and that severely wrings the withers of a lot of writers.Writers are under the impression that it's "their" story.
In a video game, it ain't.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204172</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30205310</id>
	<title>Re:Writing For Video Games</title>
	<author>elrous0</author>
	<datestamp>1258967100000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>A "chosen one," destined to save all mankind? That could never work as a videogame.</htmltext>
<tokenext>A " chosen one , " destined to save all mankind ?
That could never work as a videogame .</tokentext>
<sentencetext>A "chosen one," destined to save all mankind?
That could never work as a videogame.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204456</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30206154</id>
	<title>Experts?</title>
	<author>Anonymous</author>
	<datestamp>1258971660000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>I would say with the current state of video game writing I would be suspicious of anyone who calls themselves an expert.</p></htmltext>
<tokenext>I would say with the current state of video game writing I would be suspicious of anyone who calls themselves an expert .</tokentext>
<sentencetext>I would say with the current state of video game writing I would be suspicious of anyone who calls themselves an expert.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204650</id>
	<title>Re:Writing is not a central element to gaming...</title>
	<author>Anonymous</author>
	<datestamp>1259006160000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>2</modscore>
	<htmltext><p>I personally cannot think of a Single Player only game to have come out in the last 3 years which has failed to do just that. Any game that focuses on the immersive 1 player experience does it rather well, the story-telling is something like reading a book (for those who enjoy reading books) or like watching a movie (for those who... yeah you get the idea). Single player games really do tailor it to the user so their gameplay always seems to line up with the story rather well, mostly because there are no other elements to cloud it up.</p><p>I kind of prefer it that way, it seems like a 1 on 1 with the developers. I felt like I got to know Valve and their new acquisitions when I played Portal. I could tell they had a good sense of humour, and really loved mystery. And I don't know about the rest of people, but I feel awkward playing that type of game with someone watching. Even now, I'm going through Dragon-Age on the 360, which means its on the TV in the living room - and I can honestly say I don't enjoy playing the game when someone is watching. I know that when my room mates played it they skipped the dialogue. They did things differently, sometimes in an easier way. They feel the need to interject a joke in the midst of my playing. Maybe I'm just insecure, but I prefer it when I'm immersed so deeply into a game that I lose track of time. But when someone is there I can't help but feel like I should try to make it entertaining for them too, which is sometimes different then what I find entertaining.</p><p>And when you throw in a multiplayer experience - all storyline kind of gets tossed out the window. Its no longer about you and the designers, its now about you and your friends. You don't care about the characters story so long as their stats are better then your team mates. You are no longer playing a role, but rather playing a game.</p><p>And when a game feels like just a game, you couldn't care less how it ends.</p></htmltext>
<tokenext>I personally can not think of a Single Player only game to have come out in the last 3 years which has failed to do just that .
Any game that focuses on the immersive 1 player experience does it rather well , the story-telling is something like reading a book ( for those who enjoy reading books ) or like watching a movie ( for those who... yeah you get the idea ) .
Single player games really do tailor it to the user so their gameplay always seems to line up with the story rather well , mostly because there are no other elements to cloud it up.I kind of prefer it that way , it seems like a 1 on 1 with the developers .
I felt like I got to know Valve and their new acquisitions when I played Portal .
I could tell they had a good sense of humour , and really loved mystery .
And I do n't know about the rest of people , but I feel awkward playing that type of game with someone watching .
Even now , I 'm going through Dragon-Age on the 360 , which means its on the TV in the living room - and I can honestly say I do n't enjoy playing the game when someone is watching .
I know that when my room mates played it they skipped the dialogue .
They did things differently , sometimes in an easier way .
They feel the need to interject a joke in the midst of my playing .
Maybe I 'm just insecure , but I prefer it when I 'm immersed so deeply into a game that I lose track of time .
But when someone is there I ca n't help but feel like I should try to make it entertaining for them too , which is sometimes different then what I find entertaining.And when you throw in a multiplayer experience - all storyline kind of gets tossed out the window .
Its no longer about you and the designers , its now about you and your friends .
You do n't care about the characters story so long as their stats are better then your team mates .
You are no longer playing a role , but rather playing a game.And when a game feels like just a game , you could n't care less how it ends .</tokentext>
<sentencetext>I personally cannot think of a Single Player only game to have come out in the last 3 years which has failed to do just that.
Any game that focuses on the immersive 1 player experience does it rather well, the story-telling is something like reading a book (for those who enjoy reading books) or like watching a movie (for those who... yeah you get the idea).
Single player games really do tailor it to the user so their gameplay always seems to line up with the story rather well, mostly because there are no other elements to cloud it up.I kind of prefer it that way, it seems like a 1 on 1 with the developers.
I felt like I got to know Valve and their new acquisitions when I played Portal.
I could tell they had a good sense of humour, and really loved mystery.
And I don't know about the rest of people, but I feel awkward playing that type of game with someone watching.
Even now, I'm going through Dragon-Age on the 360, which means its on the TV in the living room - and I can honestly say I don't enjoy playing the game when someone is watching.
I know that when my room mates played it they skipped the dialogue.
They did things differently, sometimes in an easier way.
They feel the need to interject a joke in the midst of my playing.
Maybe I'm just insecure, but I prefer it when I'm immersed so deeply into a game that I lose track of time.
But when someone is there I can't help but feel like I should try to make it entertaining for them too, which is sometimes different then what I find entertaining.And when you throw in a multiplayer experience - all storyline kind of gets tossed out the window.
Its no longer about you and the designers, its now about you and your friends.
You don't care about the characters story so long as their stats are better then your team mates.
You are no longer playing a role, but rather playing a game.And when a game feels like just a game, you couldn't care less how it ends.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204412</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204098</id>
	<title>Game story</title>
	<author>PizzaAnalogyGuy</author>
	<datestamp>1259003160000</datestamp>
	<modclass>Funny</modclass>
	<modscore>5</modscore>
	<htmltext><p><div class="quote"><p>The chapter on MMOs, for example, discusses the fact that MMOs have stories that never end, worlds with millions of chosen ones, and a complete inability to control pacing or quest flow.</p></div><p>
I have always wondered why MMO's actually have a more dynamic world. It doesn't even need to be something where you can interact with <i>everything</i>, but where your actions have actual effects on the world.<br>
<br>
Interesting concept would be have two or three nations. Every nation would be having it's hierarchy, starting from a single king to ministers and then to army wiht its generals and lower level players.<br>
<br>
For those who wouldn't want to fight, there would be an economical system based on the same idea. Lets say you wanted to be a level 80 pizza baker. But as with life, you wont get to the top right away. Your life would start as an abandoned-by-his-father, homeless boy on the streets of Naples, Italy. As a kid you didn't have any money and had to live on the cold streets. There were lots of fine italian pizza restaurants. After closing time you went on their back doors and sneaked some already cold pizza from the trash. Pizza that was too rotten to be eaten by the classy rich people. Tasting and mixing the different kinds of pizzas you found from the trash actually teached you about different kinds of flavors in pizza and sooner or later you dinged your first level.<br>
<br>
Now the economy could be nicely mixed in. As a low level character without any gold, you have to start from the bottom, doing work that higher level players found boring. You set up your own little corner where you would take quick pizza orders from people walking past you. From soldiers injured by the enemy forces. Because you didn't have any start-up cash, you would took an order and walk behind the other pizza place and hope they've just thrown something out. Perfect, almost the pizza that the customer ordered. You just take out the pepperoni with your fingers and deliver the pizza to the customer. GZ first quest done, level 2 dinged, made some cash and even improved your skills. Eventually your grant level 80 quest would be to create the largest pizza in the world - larger than anyone has ever done.<br>
<br>
This is also why the world should be SKILL BASED, not level based. You do something and you learn. Eventually you would be the best pizza maker in the world.<br>
<br>
That is what i want to see in a game. Maybe this book helps me get in to gaming industry as a game story writer.</p></div>
	</htmltext>
<tokenext>The chapter on MMOs , for example , discusses the fact that MMOs have stories that never end , worlds with millions of chosen ones , and a complete inability to control pacing or quest flow .
I have always wondered why MMO 's actually have a more dynamic world .
It does n't even need to be something where you can interact with everything , but where your actions have actual effects on the world .
Interesting concept would be have two or three nations .
Every nation would be having it 's hierarchy , starting from a single king to ministers and then to army wiht its generals and lower level players .
For those who would n't want to fight , there would be an economical system based on the same idea .
Lets say you wanted to be a level 80 pizza baker .
But as with life , you wont get to the top right away .
Your life would start as an abandoned-by-his-father , homeless boy on the streets of Naples , Italy .
As a kid you did n't have any money and had to live on the cold streets .
There were lots of fine italian pizza restaurants .
After closing time you went on their back doors and sneaked some already cold pizza from the trash .
Pizza that was too rotten to be eaten by the classy rich people .
Tasting and mixing the different kinds of pizzas you found from the trash actually teached you about different kinds of flavors in pizza and sooner or later you dinged your first level .
Now the economy could be nicely mixed in .
As a low level character without any gold , you have to start from the bottom , doing work that higher level players found boring .
You set up your own little corner where you would take quick pizza orders from people walking past you .
From soldiers injured by the enemy forces .
Because you did n't have any start-up cash , you would took an order and walk behind the other pizza place and hope they 've just thrown something out .
Perfect , almost the pizza that the customer ordered .
You just take out the pepperoni with your fingers and deliver the pizza to the customer .
GZ first quest done , level 2 dinged , made some cash and even improved your skills .
Eventually your grant level 80 quest would be to create the largest pizza in the world - larger than anyone has ever done .
This is also why the world should be SKILL BASED , not level based .
You do something and you learn .
Eventually you would be the best pizza maker in the world .
That is what i want to see in a game .
Maybe this book helps me get in to gaming industry as a game story writer .</tokentext>
<sentencetext>The chapter on MMOs, for example, discusses the fact that MMOs have stories that never end, worlds with millions of chosen ones, and a complete inability to control pacing or quest flow.
I have always wondered why MMO's actually have a more dynamic world.
It doesn't even need to be something where you can interact with everything, but where your actions have actual effects on the world.
Interesting concept would be have two or three nations.
Every nation would be having it's hierarchy, starting from a single king to ministers and then to army wiht its generals and lower level players.
For those who wouldn't want to fight, there would be an economical system based on the same idea.
Lets say you wanted to be a level 80 pizza baker.
But as with life, you wont get to the top right away.
Your life would start as an abandoned-by-his-father, homeless boy on the streets of Naples, Italy.
As a kid you didn't have any money and had to live on the cold streets.
There were lots of fine italian pizza restaurants.
After closing time you went on their back doors and sneaked some already cold pizza from the trash.
Pizza that was too rotten to be eaten by the classy rich people.
Tasting and mixing the different kinds of pizzas you found from the trash actually teached you about different kinds of flavors in pizza and sooner or later you dinged your first level.
Now the economy could be nicely mixed in.
As a low level character without any gold, you have to start from the bottom, doing work that higher level players found boring.
You set up your own little corner where you would take quick pizza orders from people walking past you.
From soldiers injured by the enemy forces.
Because you didn't have any start-up cash, you would took an order and walk behind the other pizza place and hope they've just thrown something out.
Perfect, almost the pizza that the customer ordered.
You just take out the pepperoni with your fingers and deliver the pizza to the customer.
GZ first quest done, level 2 dinged, made some cash and even improved your skills.
Eventually your grant level 80 quest would be to create the largest pizza in the world - larger than anyone has ever done.
This is also why the world should be SKILL BASED, not level based.
You do something and you learn.
Eventually you would be the best pizza maker in the world.
That is what i want to see in a game.
Maybe this book helps me get in to gaming industry as a game story writer.
	</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30217682</id>
	<title>Re:WoW backstory</title>
	<author>Reapy</author>
	<datestamp>1259095860000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Actually most people post about wow saying how they read the story and nobody else did. Then a bunch of other people chime in saying they read it and nobody else did. I think most people did read the story or get a little bit out of it...but still overall, while wow has a story, fun world design and great artistry, the plot is still very shallow and unchanging. I know in the last expansion they finally figured out a way for you to effect the world, which is great, but at the end of the day, if you want plot, you are better served playing a true RPG game, or reading a book.</p><p>Also, WOW is 4 years old, meaning many players have leveled up multiple characters through all the zones in the game and have done most all quest lines already, so there is no reason to stop and smell the roses.</p><p>Every player has their way to play the game. While I enjoy exploring and seeing new areas in the game, I find the plots somewhat boring and repetitive after having played games for most of my life. Up above people managed to pretty much sum up every game plot cliche off the top of their head. We've all seen it before.  So, if a player wants to rush up and get into raiding and improve their character, that is just fine. It may not be your style, but it doesn't hurt you that they are playing that way.</p><p>I know some players really enjoy finding holes in game geometry and getting outside the gameworld. For me, this is not so exciting, since you can just fire up most games in a level editor and see what it is like, and getting outside the gameworld in one game is pretty much the same in every other world, more often then not annoying me. In assassin's creed 2 I accidentally got stuck in a corner and got pushed outside the level. This annoyed me rather then excited me, as I had to restart to continue playing. But other players really love finding those gaps and messing around underneath cities walking around on the 'floor' of the 3dspace. Good on them.</p><p>To each their own, really. Life is more relaxing that way...try it!</p></htmltext>
<tokenext>Actually most people post about wow saying how they read the story and nobody else did .
Then a bunch of other people chime in saying they read it and nobody else did .
I think most people did read the story or get a little bit out of it...but still overall , while wow has a story , fun world design and great artistry , the plot is still very shallow and unchanging .
I know in the last expansion they finally figured out a way for you to effect the world , which is great , but at the end of the day , if you want plot , you are better served playing a true RPG game , or reading a book.Also , WOW is 4 years old , meaning many players have leveled up multiple characters through all the zones in the game and have done most all quest lines already , so there is no reason to stop and smell the roses.Every player has their way to play the game .
While I enjoy exploring and seeing new areas in the game , I find the plots somewhat boring and repetitive after having played games for most of my life .
Up above people managed to pretty much sum up every game plot cliche off the top of their head .
We 've all seen it before .
So , if a player wants to rush up and get into raiding and improve their character , that is just fine .
It may not be your style , but it does n't hurt you that they are playing that way.I know some players really enjoy finding holes in game geometry and getting outside the gameworld .
For me , this is not so exciting , since you can just fire up most games in a level editor and see what it is like , and getting outside the gameworld in one game is pretty much the same in every other world , more often then not annoying me .
In assassin 's creed 2 I accidentally got stuck in a corner and got pushed outside the level .
This annoyed me rather then excited me , as I had to restart to continue playing .
But other players really love finding those gaps and messing around underneath cities walking around on the 'floor ' of the 3dspace .
Good on them.To each their own , really .
Life is more relaxing that way...try it !</tokentext>
<sentencetext>Actually most people post about wow saying how they read the story and nobody else did.
Then a bunch of other people chime in saying they read it and nobody else did.
I think most people did read the story or get a little bit out of it...but still overall, while wow has a story, fun world design and great artistry, the plot is still very shallow and unchanging.
I know in the last expansion they finally figured out a way for you to effect the world, which is great, but at the end of the day, if you want plot, you are better served playing a true RPG game, or reading a book.Also, WOW is 4 years old, meaning many players have leveled up multiple characters through all the zones in the game and have done most all quest lines already, so there is no reason to stop and smell the roses.Every player has their way to play the game.
While I enjoy exploring and seeing new areas in the game, I find the plots somewhat boring and repetitive after having played games for most of my life.
Up above people managed to pretty much sum up every game plot cliche off the top of their head.
We've all seen it before.
So, if a player wants to rush up and get into raiding and improve their character, that is just fine.
It may not be your style, but it doesn't hurt you that they are playing that way.I know some players really enjoy finding holes in game geometry and getting outside the gameworld.
For me, this is not so exciting, since you can just fire up most games in a level editor and see what it is like, and getting outside the gameworld in one game is pretty much the same in every other world, more often then not annoying me.
In assassin's creed 2 I accidentally got stuck in a corner and got pushed outside the level.
This annoyed me rather then excited me, as I had to restart to continue playing.
But other players really love finding those gaps and messing around underneath cities walking around on the 'floor' of the 3dspace.
Good on them.To each their own, really.
Life is more relaxing that way...try it!</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30206548</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204172</id>
	<title>Why not get successful writers instead?</title>
	<author>WillAdams</author>
	<datestamp>1259003520000</datestamp>
	<modclass>Informativ</modclass>
	<modscore>3</modscore>
	<htmltext><p>C.J. Cherryh for instance, two of her universes --- the Morgaine series and her Alliance-Union (``Merchanter'') series both seem purpose-built to have RPGs built out of them --- and both have a sufficiently large canvas as to make a Massively Multiplayer game work very, very well.</p><p>The Gates in the Morgaine series in particular would translate well into RPG mechanics of restarting a game w/ an extant character.</p><p>William</p></htmltext>
<tokenext>C.J .
Cherryh for instance , two of her universes --- the Morgaine series and her Alliance-Union ( ` ` Merchanter' ' ) series both seem purpose-built to have RPGs built out of them --- and both have a sufficiently large canvas as to make a Massively Multiplayer game work very , very well.The Gates in the Morgaine series in particular would translate well into RPG mechanics of restarting a game w/ an extant character.William</tokentext>
<sentencetext>C.J.
Cherryh for instance, two of her universes --- the Morgaine series and her Alliance-Union (``Merchanter'') series both seem purpose-built to have RPGs built out of them --- and both have a sufficiently large canvas as to make a Massively Multiplayer game work very, very well.The Gates in the Morgaine series in particular would translate well into RPG mechanics of restarting a game w/ an extant character.William</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204708</id>
	<title>Re:Good thing it's covering writing...</title>
	<author>Ihmhi</author>
	<datestamp>1259006520000</datestamp>
	<modclass>Funny</modclass>
	<modscore>2</modscore>
	<htmltext><p>You have to wait for the companion second volume to come out, <em>Drawing covers for books on Writing for Video Game Genres</em>. It really mixes things up by having a brilliantly-drawn cover but 200 pages of half-assed, nonsensical rambling.</p><p>So basically, it's ghost-written by Rush Limbaugh.</p></htmltext>
<tokenext>You have to wait for the companion second volume to come out , Drawing covers for books on Writing for Video Game Genres .
It really mixes things up by having a brilliantly-drawn cover but 200 pages of half-assed , nonsensical rambling.So basically , it 's ghost-written by Rush Limbaugh .</tokentext>
<sentencetext>You have to wait for the companion second volume to come out, Drawing covers for books on Writing for Video Game Genres.
It really mixes things up by having a brilliantly-drawn cover but 200 pages of half-assed, nonsensical rambling.So basically, it's ghost-written by Rush Limbaugh.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204184</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204354</id>
	<title>Re:Game story</title>
	<author>Anonymous</author>
	<datestamp>1259004660000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>2</modscore>
	<htmltext><p><div class="quote"><p> As a low level character without any gold, you have to start from the bottom, doing work that higher level players found boring.</p></div><p>This it the thing that kills the MMO concept, IMO.  Everything in the game is in there by design, so why would the designers deliberately put in bits that are "too boring for high level players"  and how could that possibly be "acceptible level of boring for low level players"</p><p>MMO game economies have raw materials invariably going for higher prices than the finished goods for a reason, and the reason is that XP makes doing a job more valuable than buying the output, and that due to the variety of activities available to them, there is nothing that is more boring for a high level character than a low level character.</p></div>
	</htmltext>
<tokenext>As a low level character without any gold , you have to start from the bottom , doing work that higher level players found boring.This it the thing that kills the MMO concept , IMO .
Everything in the game is in there by design , so why would the designers deliberately put in bits that are " too boring for high level players " and how could that possibly be " acceptible level of boring for low level players " MMO game economies have raw materials invariably going for higher prices than the finished goods for a reason , and the reason is that XP makes doing a job more valuable than buying the output , and that due to the variety of activities available to them , there is nothing that is more boring for a high level character than a low level character .</tokentext>
<sentencetext> As a low level character without any gold, you have to start from the bottom, doing work that higher level players found boring.This it the thing that kills the MMO concept, IMO.
Everything in the game is in there by design, so why would the designers deliberately put in bits that are "too boring for high level players"  and how could that possibly be "acceptible level of boring for low level players"MMO game economies have raw materials invariably going for higher prices than the finished goods for a reason, and the reason is that XP makes doing a job more valuable than buying the output, and that due to the variety of activities available to them, there is nothing that is more boring for a high level character than a low level character.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204098</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204380</id>
	<title>Be careful with those RPGs!</title>
	<author>NoYob</author>
	<datestamp>1259004780000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Rocket Propelled Grenade games can cause quite a bit of damage and even the death of people.<p>So be careful kids!</p></htmltext>
<tokenext>Rocket Propelled Grenade games can cause quite a bit of damage and even the death of people.So be careful kids !</tokentext>
<sentencetext>Rocket Propelled Grenade games can cause quite a bit of damage and even the death of people.So be careful kids!</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204416</id>
	<title>Re:It's all quite simply, really.</title>
	<author>NoYob</author>
	<datestamp>1259004960000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p><div class="quote"><p>"Scantily Clothed Girls with Guns."</p></div><p>Only if you want a <a href="http://www.imdb.com/title/tt0146316/" title="imdb.com" rel="nofollow">sucky movie</a> [imdb.com] made based on the game.</p></div>
	</htmltext>
<tokenext>" Scantily Clothed Girls with Guns .
" Only if you want a sucky movie [ imdb.com ] made based on the game .</tokentext>
<sentencetext>"Scantily Clothed Girls with Guns.
"Only if you want a sucky movie [imdb.com] made based on the game.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204246</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204970</id>
	<title>you 1nsensitive clod!</title>
	<author>Anonymous</author>
	<datestamp>1259008140000</datestamp>
	<modclass>Troll</modclass>
	<modscore>-1</modscore>
	<htmltext><A HREF="http://goat.cx/" title="goat.cx" rel="nofollow">same year, BSD Already aware, *BSD</a> [goat.cx]</htmltext>
<tokenext>same year , BSD Already aware , * BSD [ goat.cx ]</tokentext>
<sentencetext>same year, BSD Already aware, *BSD [goat.cx]</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204184</id>
	<title>Good thing it's covering writing...</title>
	<author>Microlith</author>
	<datestamp>1259003580000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>5</modscore>
	<htmltext><p>...and not artistic design. Whoever drew a cover should stay very, very far away from any sort of real work.</p></htmltext>
<tokenext>...and not artistic design .
Whoever drew a cover should stay very , very far away from any sort of real work .</tokentext>
<sentencetext>...and not artistic design.
Whoever drew a cover should stay very, very far away from any sort of real work.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30230228</id>
	<title>Re:Because it doesn't work</title>
	<author>uncledrax</author>
	<datestamp>1257154500000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>"To get to your examples: Nations having hierarchies sounds good when you're the first player, but not as the guy who started on a 5 year old game and where every rank above you is fillled with people who seemingly never quit. Some group of fucktards somewhere will make it their goal in life to get those postions just so they can then leave their account running without ever logging in, just so \_you\_ can't get them."</p><p>For a while there I forgot you were talking about a Mmmmogprrrr...</p></htmltext>
<tokenext>" To get to your examples : Nations having hierarchies sounds good when you 're the first player , but not as the guy who started on a 5 year old game and where every rank above you is fillled with people who seemingly never quit .
Some group of fucktards somewhere will make it their goal in life to get those postions just so they can then leave their account running without ever logging in , just so \ _you \ _ ca n't get them .
" For a while there I forgot you were talking about a Mmmmogprrrr.. .</tokentext>
<sentencetext>"To get to your examples: Nations having hierarchies sounds good when you're the first player, but not as the guy who started on a 5 year old game and where every rank above you is fillled with people who seemingly never quit.
Some group of fucktards somewhere will make it their goal in life to get those postions just so they can then leave their account running without ever logging in, just so \_you\_ can't get them.
"For a while there I forgot you were talking about a Mmmmogprrrr...</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30207472</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30206384</id>
	<title>Re:Writing For Video Games</title>
	<author>selven</author>
	<datestamp>1258972620000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>4</modscore>
	<htmltext><p>-The main character is usually a kid. The kid's parents are usually dead or are killed at the beginning of the story. The kid was raised by an aunt, uncle or some other "guardian"<br>-Even if the main character is a soldier in the king's army, he's still a kid.<br>-The hero usually lives in some small village, which is often destroyed at the beginning of the game or somewhere in the first act.<br>-The plot usually involves something that will ultimately destroy the world.<br>-Any damsel in distress is invariably beautiful.<br>-Even when villains claim to want peace and a solution appears to be offered, it's never true. Even if one tries to cut a deal, there's always a shadowy overlord who will stab him in the back and return to the festivities of taking over or destroying the world.<br>-If the hero is ever put in jail, there is always a convenient way to escape - by talking with another inmate who has an escape plan, by stealing the guard's keys...</p><p>It's pretty sad how often these are true in any modern fantasy story.</p></htmltext>
<tokenext>-The main character is usually a kid .
The kid 's parents are usually dead or are killed at the beginning of the story .
The kid was raised by an aunt , uncle or some other " guardian " -Even if the main character is a soldier in the king 's army , he 's still a kid.-The hero usually lives in some small village , which is often destroyed at the beginning of the game or somewhere in the first act.-The plot usually involves something that will ultimately destroy the world.-Any damsel in distress is invariably beautiful.-Even when villains claim to want peace and a solution appears to be offered , it 's never true .
Even if one tries to cut a deal , there 's always a shadowy overlord who will stab him in the back and return to the festivities of taking over or destroying the world.-If the hero is ever put in jail , there is always a convenient way to escape - by talking with another inmate who has an escape plan , by stealing the guard 's keys...It 's pretty sad how often these are true in any modern fantasy story .</tokentext>
<sentencetext>-The main character is usually a kid.
The kid's parents are usually dead or are killed at the beginning of the story.
The kid was raised by an aunt, uncle or some other "guardian"-Even if the main character is a soldier in the king's army, he's still a kid.-The hero usually lives in some small village, which is often destroyed at the beginning of the game or somewhere in the first act.-The plot usually involves something that will ultimately destroy the world.-Any damsel in distress is invariably beautiful.-Even when villains claim to want peace and a solution appears to be offered, it's never true.
Even if one tries to cut a deal, there's always a shadowy overlord who will stab him in the back and return to the festivities of taking over or destroying the world.-If the hero is ever put in jail, there is always a convenient way to escape - by talking with another inmate who has an escape plan, by stealing the guard's keys...It's pretty sad how often these are true in any modern fantasy story.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204456</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30216526</id>
	<title>Re:Writing For Video Games</title>
	<author>DNS-and-BIND</author>
	<datestamp>1259090160000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>These are tropes and an essential part of storytelling.  Calling them "sad" just exposes how little you know, and makes you look like a total moron.  Go back to consuming stories, and don't try to talk up to people who know more than you.  Thanks, bye!</htmltext>
<tokenext>These are tropes and an essential part of storytelling .
Calling them " sad " just exposes how little you know , and makes you look like a total moron .
Go back to consuming stories , and do n't try to talk up to people who know more than you .
Thanks , bye !</tokentext>
<sentencetext>These are tropes and an essential part of storytelling.
Calling them "sad" just exposes how little you know, and makes you look like a total moron.
Go back to consuming stories, and don't try to talk up to people who know more than you.
Thanks, bye!</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30206384</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30206600</id>
	<title>Re:Good thing it's covering writing...</title>
	<author>Blakey Rat</author>
	<datestamp>1258973400000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Maybe it's a homage to the first Mega Man box art: <a href="http://www.somethingawful.com/d/video-game-article/mega-box-art.php" title="somethingawful.com">http://www.somethingawful.com/d/video-game-article/mega-box-art.php</a> [somethingawful.com]</p><p>(But I doubt it.)</p></htmltext>
<tokenext>Maybe it 's a homage to the first Mega Man box art : http : //www.somethingawful.com/d/video-game-article/mega-box-art.php [ somethingawful.com ] ( But I doubt it .
)</tokentext>
<sentencetext>Maybe it's a homage to the first Mega Man box art: http://www.somethingawful.com/d/video-game-article/mega-box-art.php [somethingawful.com](But I doubt it.
)</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204184</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30207472</id>
	<title>Because it doesn't work</title>
	<author>Moraelin</author>
	<datestamp>1258976880000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>The short version is that the MMO genre started there, but basically that's not what most people want. And that like communism or anarchy, it requires a different kind of human to work than the ones we actually have.</p><p>E.g., UO tried hard to have a world where animals have realistic reproduction cycles, and you need two wolves to get one more wolf. But some people then made it their quest and goal in life to make wolves extinct, just so they can shaft the other players that way.</p><p>E.g., UO tried hard to have a realistic econom, with finite resources like ore. Though they did have the foresight to create more ore when items made of that metal are removed from the game (including sold to vendors.) You know, so a realistic supply and demand would work. But some players took it upon themselves to ruin it for the others, e.g., by hoarding iron items in their bank, just so ore wouldn't spawn for the crafters any more. Not to corner the market later or anything, but just to be the fuckwit who keeps others from enjoying the game they paid for.</p><p>E.g., UO tried hard to have a player-based justice. Except they had to eventually grudgingly admit that there is nothing you can do in character, to someone who sees their character as just a disposable harrassment tool.</p><p>To get to your examples: Nations having hierarchies sounds good when you're the first player, but not as the guy who started on a 5 year old game and where every rank above you is fillled with people who seemingly never quit. Some group of fucktards somewhere will make it their goal in life to get those postions just so they can then leave their account running without ever logging in, just so \_you\_ can't get them.</p><p>(And if you think they wouldn't pay money just to inconvenience someone else, in UO there was a brisk trade where people just kept buying accounts to scam, cheat and grief and get banned. Sure, they lost the money, but they made a few people miserable.)</p><p>Additionally, you don't seem to talk about quests for example. Sure, if your MMO is just a mindless repetitive work simulator, like in the pizza example, it's easy. But that's been done already. See, UO again. Most players these days want lots and lots of quests and \_story\_. Double so the casual gang. And no, "you're a pizza boy, now go grind and ding" doesn't quite cut it.</p><p>And those story quests don't mix well with persistent world changes. If someone saved the princess and she doesn't respawn right back in the tower, now what? There are 10,000 other players on the server. What will \_those\_ get instead of that quest? Are you planning to pay designers to write 10,000 different quests there, so the other players get something of comparable difficulty to do? Didn't think so.</p><p>Basically until we have an AI Dungeon Master which can generate passable story arcs and quests on the fly, a different one for each player, that idea is really a no go.</p></htmltext>
<tokenext>The short version is that the MMO genre started there , but basically that 's not what most people want .
And that like communism or anarchy , it requires a different kind of human to work than the ones we actually have.E.g. , UO tried hard to have a world where animals have realistic reproduction cycles , and you need two wolves to get one more wolf .
But some people then made it their quest and goal in life to make wolves extinct , just so they can shaft the other players that way.E.g. , UO tried hard to have a realistic econom , with finite resources like ore. Though they did have the foresight to create more ore when items made of that metal are removed from the game ( including sold to vendors .
) You know , so a realistic supply and demand would work .
But some players took it upon themselves to ruin it for the others , e.g. , by hoarding iron items in their bank , just so ore would n't spawn for the crafters any more .
Not to corner the market later or anything , but just to be the fuckwit who keeps others from enjoying the game they paid for.E.g. , UO tried hard to have a player-based justice .
Except they had to eventually grudgingly admit that there is nothing you can do in character , to someone who sees their character as just a disposable harrassment tool.To get to your examples : Nations having hierarchies sounds good when you 're the first player , but not as the guy who started on a 5 year old game and where every rank above you is fillled with people who seemingly never quit .
Some group of fucktards somewhere will make it their goal in life to get those postions just so they can then leave their account running without ever logging in , just so \ _you \ _ ca n't get them .
( And if you think they would n't pay money just to inconvenience someone else , in UO there was a brisk trade where people just kept buying accounts to scam , cheat and grief and get banned .
Sure , they lost the money , but they made a few people miserable .
) Additionally , you do n't seem to talk about quests for example .
Sure , if your MMO is just a mindless repetitive work simulator , like in the pizza example , it 's easy .
But that 's been done already .
See , UO again .
Most players these days want lots and lots of quests and \ _story \ _ .
Double so the casual gang .
And no , " you 're a pizza boy , now go grind and ding " does n't quite cut it.And those story quests do n't mix well with persistent world changes .
If someone saved the princess and she does n't respawn right back in the tower , now what ?
There are 10,000 other players on the server .
What will \ _those \ _ get instead of that quest ?
Are you planning to pay designers to write 10,000 different quests there , so the other players get something of comparable difficulty to do ?
Did n't think so.Basically until we have an AI Dungeon Master which can generate passable story arcs and quests on the fly , a different one for each player , that idea is really a no go .</tokentext>
<sentencetext>The short version is that the MMO genre started there, but basically that's not what most people want.
And that like communism or anarchy, it requires a different kind of human to work than the ones we actually have.E.g., UO tried hard to have a world where animals have realistic reproduction cycles, and you need two wolves to get one more wolf.
But some people then made it their quest and goal in life to make wolves extinct, just so they can shaft the other players that way.E.g., UO tried hard to have a realistic econom, with finite resources like ore. Though they did have the foresight to create more ore when items made of that metal are removed from the game (including sold to vendors.
) You know, so a realistic supply and demand would work.
But some players took it upon themselves to ruin it for the others, e.g., by hoarding iron items in their bank, just so ore wouldn't spawn for the crafters any more.
Not to corner the market later or anything, but just to be the fuckwit who keeps others from enjoying the game they paid for.E.g., UO tried hard to have a player-based justice.
Except they had to eventually grudgingly admit that there is nothing you can do in character, to someone who sees their character as just a disposable harrassment tool.To get to your examples: Nations having hierarchies sounds good when you're the first player, but not as the guy who started on a 5 year old game and where every rank above you is fillled with people who seemingly never quit.
Some group of fucktards somewhere will make it their goal in life to get those postions just so they can then leave their account running without ever logging in, just so \_you\_ can't get them.
(And if you think they wouldn't pay money just to inconvenience someone else, in UO there was a brisk trade where people just kept buying accounts to scam, cheat and grief and get banned.
Sure, they lost the money, but they made a few people miserable.
)Additionally, you don't seem to talk about quests for example.
Sure, if your MMO is just a mindless repetitive work simulator, like in the pizza example, it's easy.
But that's been done already.
See, UO again.
Most players these days want lots and lots of quests and \_story\_.
Double so the casual gang.
And no, "you're a pizza boy, now go grind and ding" doesn't quite cut it.And those story quests don't mix well with persistent world changes.
If someone saved the princess and she doesn't respawn right back in the tower, now what?
There are 10,000 other players on the server.
What will \_those\_ get instead of that quest?
Are you planning to pay designers to write 10,000 different quests there, so the other players get something of comparable difficulty to do?
Didn't think so.Basically until we have an AI Dungeon Master which can generate passable story arcs and quests on the fly, a different one for each player, that idea is really a no go.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204098</parent>
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<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30207476</id>
	<title>Re:Good thing it's covering writing...</title>
	<author>PaganRitual</author>
	<datestamp>1258976880000</datestamp>
	<modclass>Funny</modclass>
	<modscore>2</modscore>
	<htmltext><p>Excuse me, but if you don't instantly recognize a Space Marine from the Mr T 40k Universe ("I pity the genestealer!"), E'Latina'a the Hispanic Night Elf from the further reaches of southern Kalimdor (She is the one that gives you the quest to kidnap the rich daughter of King Varian for ransom, you know, the "My white powdered goods are of the highest quality" chick) and<nobr> <wbr></nobr>... and<nobr> <wbr></nobr>... that game with the psychopathic purple rat wearing the ammo belt<nobr> <wbr></nobr>... I think it's a character from Everquest (surely one of the millions of expansions must have dealt with mutation in lab mice), then I really don't know how to help you out here.</p></htmltext>
<tokenext>Excuse me , but if you do n't instantly recognize a Space Marine from the Mr T 40k Universe ( " I pity the genestealer !
" ) , E'Latina'a the Hispanic Night Elf from the further reaches of southern Kalimdor ( She is the one that gives you the quest to kidnap the rich daughter of King Varian for ransom , you know , the " My white powdered goods are of the highest quality " chick ) and ... and ... that game with the psychopathic purple rat wearing the ammo belt ... I think it 's a character from Everquest ( surely one of the millions of expansions must have dealt with mutation in lab mice ) , then I really do n't know how to help you out here .</tokentext>
<sentencetext>Excuse me, but if you don't instantly recognize a Space Marine from the Mr T 40k Universe ("I pity the genestealer!
"), E'Latina'a the Hispanic Night Elf from the further reaches of southern Kalimdor (She is the one that gives you the quest to kidnap the rich daughter of King Varian for ransom, you know, the "My white powdered goods are of the highest quality" chick) and ... and ... that game with the psychopathic purple rat wearing the ammo belt ... I think it's a character from Everquest (surely one of the millions of expansions must have dealt with mutation in lab mice), then I really don't know how to help you out here.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204184</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30207566</id>
	<title>Re:Writing For Video Games</title>
	<author>PaganRitual</author>
	<datestamp>1258977180000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>You can tell the villian is insane because he gives his troops random armor and weaponry, and his orders to glue guns and armor to their bodies were ignored by some of the goons meaning that the main character can occasionally remove them from dead enemies and use them himself, because of course he entered the fight originally with a sharp stick and some rags.</p><p>The one thing you will never find though is a setting in which the black plague is rife. Kinda hard when all your heroes spend their formative years destroying the rat population.</p></htmltext>
<tokenext>You can tell the villian is insane because he gives his troops random armor and weaponry , and his orders to glue guns and armor to their bodies were ignored by some of the goons meaning that the main character can occasionally remove them from dead enemies and use them himself , because of course he entered the fight originally with a sharp stick and some rags.The one thing you will never find though is a setting in which the black plague is rife .
Kinda hard when all your heroes spend their formative years destroying the rat population .</tokentext>
<sentencetext>You can tell the villian is insane because he gives his troops random armor and weaponry, and his orders to glue guns and armor to their bodies were ignored by some of the goons meaning that the main character can occasionally remove them from dead enemies and use them himself, because of course he entered the fight originally with a sharp stick and some rags.The one thing you will never find though is a setting in which the black plague is rife.
Kinda hard when all your heroes spend their formative years destroying the rat population.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204456</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30208966</id>
	<title>Re:How about some normal shit for once?</title>
	<author>Anonymous</author>
	<datestamp>1258984980000</datestamp>
	<modclass>Funny</modclass>
	<modscore>1</modscore>
	<htmltext><p>Madden.</p></htmltext>
<tokenext>Madden .</tokentext>
<sentencetext>Madden.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204142</parent>
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<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment09_11_23_149240.30204108</id>
	<title>The question is</title>
	<author>Anonymous</author>
	<datestamp>1259003220000</datestamp>
	<modclass>Funny</modclass>
	<modscore>3</modscore>
	<htmltext><p>can they teach me to write a good first post?</p></htmltext>
<tokenext>can they teach me to write a good first post ?</tokentext>
<sentencetext>can they teach me to write a good first post?</sentencetext>
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