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	<title>Comments on: A Little Girl and Some Big Ideas</title>
	<link>http://www.heroine-sheik.com/2005/10/26/a-little-girl-and-some-big-ideas/</link>
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	<pubDate>Sat, 11 Oct 2008 01:28:27 +0000</pubDate>
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		<title>By: Hi there</title>
		<link>http://www.heroine-sheik.com/2005/10/26/a-little-girl-and-some-big-ideas/#comment-17659</link>
		<dc:creator>Hi there</dc:creator>
		<pubDate>Thu, 07 Sep 2006 09:05:12 +0000</pubDate>
		<guid>http://www.heroine-sheik.com/2005/10/26/a-little-girl-and-some-big-ideas/#comment-17659</guid>
		<description>&lt;strong&gt;Are you there?&lt;/strong&gt;

Thanks for clearing this up .</description>
		<content:encoded><![CDATA[<p><strong>Are you there?</strong></p>
<p>Thanks for clearing this up .</p>
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		<title>By: MDÂ²</title>
		<link>http://www.heroine-sheik.com/2005/10/26/a-little-girl-and-some-big-ideas/#comment-385</link>
		<dc:creator>MDÂ²</dc:creator>
		<pubDate>Sat, 05 Nov 2005 23:49:54 +0000</pubDate>
		<guid>http://www.heroine-sheik.com/2005/10/26/a-little-girl-and-some-big-ideas/#comment-385</guid>
		<description>Sorry, that last paragraph wast meant to go in another thread, but I'm a bit exhausted, and not too much in exact control of what I'm doing anymore.
Plus I've just realised the point had already been made by someone else.</description>
		<content:encoded><![CDATA[<p>Sorry, that last paragraph wast meant to go in another thread, but I&#8217;m a bit exhausted, and not too much in exact control of what I&#8217;m doing anymore.<br />
Plus I&#8217;ve just realised the point had already been made by someone else.</p>
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		<title>By: MDÂ²</title>
		<link>http://www.heroine-sheik.com/2005/10/26/a-little-girl-and-some-big-ideas/#comment-384</link>
		<dc:creator>MDÂ²</dc:creator>
		<pubDate>Sat, 05 Nov 2005 23:10:29 +0000</pubDate>
		<guid>http://www.heroine-sheik.com/2005/10/26/a-little-girl-and-some-big-ideas/#comment-384</guid>
		<description>Hum, first, hello, and then thanks for the blog, made nice reading. Now onto the main display rant:

I've been toying with the same ideas myself for quite some time now. The best thing I can think of is an RPG like game (easier to dwell heavy on narration without bothring players) that goes something like this:
You start up as the quintessential boy-ish japanese RPG hero, first stealth job in a team of mercenaries. By end of "chapter 3", the hero dies. Volontarily violent and meaningless death, headshot by a sniper, on the job.
Narration then switches of to the rest of the team (men and women), with no particular character being given spotlight. Main storyline start to be intertwined more and more with private life of the protagonists and their relationships.

I think it's important to use a group of characters rather than one because it allows to create enough dirt to avoid being trapped in types [just using reverted types is a pleasing idea, but might not be an efficient one because said types are already boring and overdone, when not overtly despised, by a lot of players. The only advantage would be the reversal, and it can only take you so far].  All women can be "badass" enough, but one can be a really harsh killer with a twisted legist approach while another would be a bitter perfectionist trapped in a life she does hate yet is thriving in. One man can be an emotional wreck, unable to cope with any form of social life more complex than a nuclear military-like faction, while another could be stern fatherly figure... till you start digging deeper and find out he's nothing more than a self-conscious charismatic bastard.
Taking use of one of the main strengh of video game as a narrative media, the semi-non-linearity, you could then start to weave alternate possible devellopements of the relationships around a main storyline, using possibilities offered by the Erasmatron incorporated seamlessly into what might otherwise play like a conventional scripted RPG. Pleasing to both sexes, and different factions in it.

That's the main idea, anyway, but then I find the sheer scope of it somewhat intimidating.


I cannot but think one oft-overlooked characteristic defining the relationship between a male player and his female avatar happens to be the (sometimes guilty, often unconscious) pleasure of blurring social coding (our sex, and the features that come with it may be genetic, but most of our sexual identity is ensnared in social coding).

Sorry if it was too long.</description>
		<content:encoded><![CDATA[<p>Hum, first, hello, and then thanks for the blog, made nice reading. Now onto the main display rant:</p>
<p>I&#8217;ve been toying with the same ideas myself for quite some time now. The best thing I can think of is an RPG like game (easier to dwell heavy on narration without bothring players) that goes something like this:<br />
You start up as the quintessential boy-ish japanese RPG hero, first stealth job in a team of mercenaries. By end of &#8220;chapter 3&#8243;, the hero dies. Volontarily violent and meaningless death, headshot by a sniper, on the job.<br />
Narration then switches of to the rest of the team (men and women), with no particular character being given spotlight. Main storyline start to be intertwined more and more with private life of the protagonists and their relationships.</p>
<p>I think it&#8217;s important to use a group of characters rather than one because it allows to create enough dirt to avoid being trapped in types [just using reverted types is a pleasing idea, but might not be an efficient one because said types are already boring and overdone, when not overtly despised, by a lot of players. The only advantage would be the reversal, and it can only take you so far].  All women can be &#8220;badass&#8221; enough, but one can be a really harsh killer with a twisted legist approach while another would be a bitter perfectionist trapped in a life she does hate yet is thriving in. One man can be an emotional wreck, unable to cope with any form of social life more complex than a nuclear military-like faction, while another could be stern fatherly figure&#8230; till you start digging deeper and find out he&#8217;s nothing more than a self-conscious charismatic bastard.<br />
Taking use of one of the main strengh of video game as a narrative media, the semi-non-linearity, you could then start to weave alternate possible devellopements of the relationships around a main storyline, using possibilities offered by the Erasmatron incorporated seamlessly into what might otherwise play like a conventional scripted RPG. Pleasing to both sexes, and different factions in it.</p>
<p>That&#8217;s the main idea, anyway, but then I find the sheer scope of it somewhat intimidating.</p>
<p>I cannot but think one oft-overlooked characteristic defining the relationship between a male player and his female avatar happens to be the (sometimes guilty, often unconscious) pleasure of blurring social coding (our sex, and the features that come with it may be genetic, but most of our sexual identity is ensnared in social coding).</p>
<p>Sorry if it was too long.</p>
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		<title>By: Someone</title>
		<link>http://www.heroine-sheik.com/2005/10/26/a-little-girl-and-some-big-ideas/#comment-347</link>
		<dc:creator>Someone</dc:creator>
		<pubDate>Wed, 02 Nov 2005 23:26:44 +0000</pubDate>
		<guid>http://www.heroine-sheik.com/2005/10/26/a-little-girl-and-some-big-ideas/#comment-347</guid>
		<description>Great. Instead of striving towards mature and balanced games, you want to go straight to the other extreme end of the spectrum and do the same bullshit that you supposedly oppose, except that your bullshit isn't even grounded in reality, it's grounded in angry feminist revenge fantasies.

Have you ever played Max Payne 2? The male and female characters are both strong, but they don't make a scene about it (they're too old for that, I suppose), and they work together. I suppose the same could be said about Resident Evil 0.</description>
		<content:encoded><![CDATA[<p>Great. Instead of striving towards mature and balanced games, you want to go straight to the other extreme end of the spectrum and do the same bullshit that you supposedly oppose, except that your bullshit isn&#8217;t even grounded in reality, it&#8217;s grounded in angry feminist revenge fantasies.</p>
<p>Have you ever played Max Payne 2? The male and female characters are both strong, but they don&#8217;t make a scene about it (they&#8217;re too old for that, I suppose), and they work together. I suppose the same could be said about Resident Evil 0.</p>
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		<title>By: Bonnie</title>
		<link>http://www.heroine-sheik.com/2005/10/26/a-little-girl-and-some-big-ideas/#comment-342</link>
		<dc:creator>Bonnie</dc:creator>
		<pubDate>Wed, 02 Nov 2005 22:04:48 +0000</pubDate>
		<guid>http://www.heroine-sheik.com/2005/10/26/a-little-girl-and-some-big-ideas/#comment-342</guid>
		<description>Ah, the "mansel".  Good call on the foil character.  RE4 reversed - the effeminate man tries to bat his eyelashes and get into his female saviors pants... Nice.</description>
		<content:encoded><![CDATA[<p>Ah, the &#8220;mansel&#8221;.  Good call on the foil character.  RE4 reversed - the effeminate man tries to bat his eyelashes and get into his female saviors pants&#8230; Nice.</p>
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		<title>By: TrueTallus</title>
		<link>http://www.heroine-sheik.com/2005/10/26/a-little-girl-and-some-big-ideas/#comment-335</link>
		<dc:creator>TrueTallus</dc:creator>
		<pubDate>Wed, 02 Nov 2005 16:29:00 +0000</pubDate>
		<guid>http://www.heroine-sheik.com/2005/10/26/a-little-girl-and-some-big-ideas/#comment-335</guid>
		<description>I think your game idea would be hilarious.  Particularly if no punches were pulled.  I suggest that  the main character doesn't overtly attempt to come on to the mansel in distress, you need a much more blatant foil character to really lay on the completely innapropriate innuendo, sort of like Louise(spelling?) in Resident Evil 4.   Would you put in the super sexualized mid level evil boss character (now male of course)?  Seriously thats really funny, I can just immagine RE 4's ending reversed...</description>
		<content:encoded><![CDATA[<p>I think your game idea would be hilarious.  Particularly if no punches were pulled.  I suggest that  the main character doesn&#8217;t overtly attempt to come on to the mansel in distress, you need a much more blatant foil character to really lay on the completely innapropriate innuendo, sort of like Louise(spelling?) in Resident Evil 4.   Would you put in the super sexualized mid level evil boss character (now male of course)?  Seriously thats really funny, I can just immagine RE 4&#8217;s ending reversed&#8230;</p>
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		<title>By: Bonnie</title>
		<link>http://www.heroine-sheik.com/2005/10/26/a-little-girl-and-some-big-ideas/#comment-300</link>
		<dc:creator>Bonnie</dc:creator>
		<pubDate>Sun, 30 Oct 2005 19:37:17 +0000</pubDate>
		<guid>http://www.heroine-sheik.com/2005/10/26/a-little-girl-and-some-big-ideas/#comment-300</guid>
		<description>That sounds fascinating (Erasmatazz, that is).  I'll definitely check that out.

For the Escapist column, I'll be focusing on (surprise, surprise) gender and sexuality issues within gaming culture.  I have a piece coming out on Tuesday on female monsters in survival horror games.  I'm not sure I should release the details on the rest of the line-up :-), but suffice to say there'll be a lot of (hopefully interesting) exploration of less traditional topics.</description>
		<content:encoded><![CDATA[<p>That sounds fascinating (Erasmatazz, that is).  I&#8217;ll definitely check that out.</p>
<p>For the Escapist column, I&#8217;ll be focusing on (surprise, surprise) gender and sexuality issues within gaming culture.  I have a piece coming out on Tuesday on female monsters in survival horror games.  I&#8217;m not sure I should release the details on the rest of the line-up :-), but suffice to say there&#8217;ll be a lot of (hopefully interesting) exploration of less traditional topics.</p>
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		<title>By: Patrick Dugan</title>
		<link>http://www.heroine-sheik.com/2005/10/26/a-little-girl-and-some-big-ideas/#comment-298</link>
		<dc:creator>Patrick Dugan</dc:creator>
		<pubDate>Sat, 29 Oct 2005 22:28:15 +0000</pubDate>
		<guid>http://www.heroine-sheik.com/2005/10/26/a-little-girl-and-some-big-ideas/#comment-298</guid>
		<description>www.erasmatazz.com

Thats Chris Crawford's Website, a status report and updates are at the top. The crux of the engine is the linguistic interface Crawford came up with, the idea is that all storybuilders will have access to a growing library of verbs with which to construct their gameplay, and then at different causal nodes the user has a range of verbs with which to construct their sentances. Theoretically its possible to build a front-end program that lets you set-up cinematic visuals and possibly even real-time segements interwoven with the turn-based dramatic gameplay. The beauty of this is that you don't have to be confined to traditional gameplay verbs of run, shoot, use, ect. All kinds of social behavior will be possible with the core library and you can devise custom verbs for your particular storyworld's needs, allowing to create gameplay that more directly gets at your intended themes, rather than merely subverting old forms. 

   By the way I too am trying to write for the Escapist, I'd like to hear what you're working on in regards to your column.</description>
		<content:encoded><![CDATA[<p><a href="http://www.erasmatazz.com" rel="nofollow">www.erasmatazz.com</a></p>
<p>Thats Chris Crawford&#8217;s Website, a status report and updates are at the top. The crux of the engine is the linguistic interface Crawford came up with, the idea is that all storybuilders will have access to a growing library of verbs with which to construct their gameplay, and then at different causal nodes the user has a range of verbs with which to construct their sentances. Theoretically its possible to build a front-end program that lets you set-up cinematic visuals and possibly even real-time segements interwoven with the turn-based dramatic gameplay. The beauty of this is that you don&#8217;t have to be confined to traditional gameplay verbs of run, shoot, use, ect. All kinds of social behavior will be possible with the core library and you can devise custom verbs for your particular storyworld&#8217;s needs, allowing to create gameplay that more directly gets at your intended themes, rather than merely subverting old forms. </p>
<p>   By the way I too am trying to write for the Escapist, I&#8217;d like to hear what you&#8217;re working on in regards to your column.</p>
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		<title>By: Bonnie</title>
		<link>http://www.heroine-sheik.com/2005/10/26/a-little-girl-and-some-big-ideas/#comment-296</link>
		<dc:creator>Bonnie</dc:creator>
		<pubDate>Sat, 29 Oct 2005 16:44:04 +0000</pubDate>
		<guid>http://www.heroine-sheik.com/2005/10/26/a-little-girl-and-some-big-ideas/#comment-296</guid>
		<description>Hi Anonymous, whoever you are - I hear what you're saying, and as I've mentioned above, I would strive to put something together that is, in the overall, fun and far less in your face than the ideas mentioned in this post.  With that said, you have to keep in mind that not all game consumers are men - we women gamers do exist, and we buy games too.

Patrick, you had me at Evangelion.  Seriously though, I'm quite familiar with Eva and Brazil (two of my all-time favorites), but I don't know Erasmatron.  I'd love to learn more though.  Any links to info?</description>
		<content:encoded><![CDATA[<p>Hi Anonymous, whoever you are - I hear what you&#8217;re saying, and as I&#8217;ve mentioned above, I would strive to put something together that is, in the overall, fun and far less in your face than the ideas mentioned in this post.  With that said, you have to keep in mind that not all game consumers are men - we women gamers do exist, and we buy games too.</p>
<p>Patrick, you had me at Evangelion.  Seriously though, I&#8217;m quite familiar with Eva and Brazil (two of my all-time favorites), but I don&#8217;t know Erasmatron.  I&#8217;d love to learn more though.  Any links to info?</p>
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		<title>By: Patrick Dugan</title>
		<link>http://www.heroine-sheik.com/2005/10/26/a-little-girl-and-some-big-ideas/#comment-294</link>
		<dc:creator>Patrick Dugan</dc:creator>
		<pubDate>Sat, 29 Oct 2005 05:00:03 +0000</pubDate>
		<guid>http://www.heroine-sheik.com/2005/10/26/a-little-girl-and-some-big-ideas/#comment-294</guid>
		<description>It would be interesting to have a de-phallicized male protagonist or vice versa. Terry Gilliam's Brazil or Evangelion are good examples of this sort of gender role inversion. Chris Crawford's Erasmatron engine might be a good tool to test out some interactive stories that play with these boundaries. With a few weeks of scripting and a little bit of art and animation you could demonstrate what you're proposing with something playable. </description>
		<content:encoded><![CDATA[<p>It would be interesting to have a de-phallicized male protagonist or vice versa. Terry Gilliam&#8217;s Brazil or Evangelion are good examples of this sort of gender role inversion. Chris Crawford&#8217;s Erasmatron engine might be a good tool to test out some interactive stories that play with these boundaries. With a few weeks of scripting and a little bit of art and animation you could demonstrate what you&#8217;re proposing with something playable.</p>
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