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	<title>Comments on: Not Playing by the Rules</title>
	<link>http://www.heroine-sheik.com/2006/05/28/not-playing-by-the-rules/</link>
	<description></description>
	<pubDate>Sat, 11 Oct 2008 01:31:23 +0000</pubDate>
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		<title>By: FerrousBuller</title>
		<link>http://www.heroine-sheik.com/2006/05/28/not-playing-by-the-rules/#comment-6297</link>
		<dc:creator>FerrousBuller</dc:creator>
		<pubDate>Tue, 06 Jun 2006 19:03:26 +0000</pubDate>
		<guid>http://www.heroine-sheik.com/2006/05/28/not-playing-by-the-rules/#comment-6297</guid>
		<description>I remember reading a column where the writer described his ten-year-old having an absolute blast in World of Warcraft, doing stuff that had absolutely nothing to do with levelling or fighting: fishing, mining, giving stuff away to new players, etc.  As games become more open-ended, then gamers will find ways to explore (and exploit) those gameworlds in ways which the developers never intended.  Or more precisely, some people will enjoy the "pointless" activities more than the main gameplay or narrative.

One of the big frustrations of games like WoW for me is I'm severely restricted in where I'm allowed to go: stray too far early in the game and you'll get your ass soundly trounced by high-level monsters.  You're given this vast world to play in, but you're not allowed to see all of it without doin' the level grindin' time.  Part of why I like Oblivion's scaled difficulty - vs fixed placements of monsters a la WoW - is that (in theory) it allows you to go anywhere in the world at any time without fear of getting your ass kicked.

"It&apos;s like reading to finish a book, instead of for the enjoyment of reading. Any game I really like, I dread finishing. A clear ending forces you out of the game world, out of the environment &#34;" which, for me, is far more powerful than any linear progression."

And yet, to continue that analogy, your approach is akin to never finishing a book in the first place: instead, you linger on favorite passages, reread certain sections, and so forth, without completing your narrative journey; you prefer to draw out your stay, even if you never see how the story ends.  Nothing wrong with that, as long as you enjoy it, but it does kinda defeat the creators' purpose in providing a narrative in the first place.  :-)

Me, I want to see how the story ends.  I want to know how I save the day, how I find true love, how I live happily ever after.  My time in, say, an RPG or adventure game feels "wasted" if I don't see how it ends.  But to each their own.</description>
		<content:encoded><![CDATA[<p>I remember reading a column where the writer described his ten-year-old having an absolute blast in World of Warcraft, doing stuff that had absolutely nothing to do with levelling or fighting: fishing, mining, giving stuff away to new players, etc.  As games become more open-ended, then gamers will find ways to explore (and exploit) those gameworlds in ways which the developers never intended.  Or more precisely, some people will enjoy the &#8220;pointless&#8221; activities more than the main gameplay or narrative.</p>
<p>One of the big frustrations of games like WoW for me is I&#8217;m severely restricted in where I&#8217;m allowed to go: stray too far early in the game and you&#8217;ll get your ass soundly trounced by high-level monsters.  You&#8217;re given this vast world to play in, but you&#8217;re not allowed to see all of it without doin&#8217; the level grindin&#8217; time.  Part of why I like Oblivion&#8217;s scaled difficulty - vs fixed placements of monsters a la WoW - is that (in theory) it allows you to go anywhere in the world at any time without fear of getting your ass kicked.</p>
<p>&#8220;It&apos;s like reading to finish a book, instead of for the enjoyment of reading. Any game I really like, I dread finishing. A clear ending forces you out of the game world, out of the environment &quot;&#8221; which, for me, is far more powerful than any linear progression.&#8221;</p>
<p>And yet, to continue that analogy, your approach is akin to never finishing a book in the first place: instead, you linger on favorite passages, reread certain sections, and so forth, without completing your narrative journey; you prefer to draw out your stay, even if you never see how the story ends.  Nothing wrong with that, as long as you enjoy it, but it does kinda defeat the creators&#8217; purpose in providing a narrative in the first place.  :-)</p>
<p>Me, I want to see how the story ends.  I want to know how I save the day, how I find true love, how I live happily ever after.  My time in, say, an RPG or adventure game feels &#8220;wasted&#8221; if I don&#8217;t see how it ends.  But to each their own.</p>
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		<title>By: Bonnie</title>
		<link>http://www.heroine-sheik.com/2006/05/28/not-playing-by-the-rules/#comment-6084</link>
		<dc:creator>Bonnie</dc:creator>
		<pubDate>Fri, 02 Jun 2006 17:40:02 +0000</pubDate>
		<guid>http://www.heroine-sheik.com/2006/05/28/not-playing-by-the-rules/#comment-6084</guid>
		<description>&lt;b&gt;When I only get a limited amount of content, I tend to want to explore it fully, testing its limits. Conversely, huge games with long, basically linear story arcs see me exploring the least, as I want to finish them.&lt;/b&gt;
Personally, I'm always bothered when I don't explore thoroughly.  What if I missed something cool?  Even in linear games, the idea of "winning" seems somehow absurd to me (as opposed to winning in, let's say, a multiplayer match).  It's like reading to finish a book, instead of for the enjoyment of reading.  Any game I really like, I dread finishing.  A clear ending forces you out of the game world, out of the environment -- which, for me, is far more powerful than any linear progression.

&lt;b&gt;I&apos;ve been noticing the constraints and linearity even in most MMORPG&apos;s of late since the emphasis is on Leveling.&lt;/b&gt;
Another interesting topic along the same vein is the idea of social "leveling."  In a game like &lt;i&gt;Second Life&lt;/i&gt; for example, there's only a very loose built-in system of hierarchy (arguably, if any).  Yet different social expectations and pressures set a clear precedent for what you need to "succeed," to be an upper-level player.</description>
		<content:encoded><![CDATA[<p><b>When I only get a limited amount of content, I tend to want to explore it fully, testing its limits. Conversely, huge games with long, basically linear story arcs see me exploring the least, as I want to finish them.</b><br />
Personally, I&#8217;m always bothered when I don&#8217;t explore thoroughly.  What if I missed something cool?  Even in linear games, the idea of &#8220;winning&#8221; seems somehow absurd to me (as opposed to winning in, let&#8217;s say, a multiplayer match).  It&#8217;s like reading to finish a book, instead of for the enjoyment of reading.  Any game I really like, I dread finishing.  A clear ending forces you out of the game world, out of the environment &#8212; which, for me, is far more powerful than any linear progression.</p>
<p><b>I&apos;ve been noticing the constraints and linearity even in most MMORPG&apos;s of late since the emphasis is on Leveling.</b><br />
Another interesting topic along the same vein is the idea of social &#8220;leveling.&#8221;  In a game like <i>Second Life</i> for example, there&#8217;s only a very loose built-in system of hierarchy (arguably, if any).  Yet different social expectations and pressures set a clear precedent for what you need to &#8220;succeed,&#8221; to be an upper-level player.</p>
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		<title>By: Gwen</title>
		<link>http://www.heroine-sheik.com/2006/05/28/not-playing-by-the-rules/#comment-5968</link>
		<dc:creator>Gwen</dc:creator>
		<pubDate>Thu, 01 Jun 2006 17:29:37 +0000</pubDate>
		<guid>http://www.heroine-sheik.com/2006/05/28/not-playing-by-the-rules/#comment-5968</guid>
		<description>The Elder Scrolls series of games all support your method of play, your character advances just by doing anything (which dictates your type of growth), and if you follow the main plot you are working towards the end of the game.  In such I always avoid anything related to main plot like its the plague and kill anyone I think might further involve me in it (the main plot is a plot to get you out of their world) :D

I've been noticing the constraints and linearity even in most MMORPG's of late since the emphasis is on Leveling.  You may be able to go anywhere, but you'll only advance yourself if you go the right places for your Level.  And doing anything other than Leveling will leave you behind.

Ultima 7 and Ultima Online have been the only games I've played where freedom seemed possible to me.</description>
		<content:encoded><![CDATA[<p>The Elder Scrolls series of games all support your method of play, your character advances just by doing anything (which dictates your type of growth), and if you follow the main plot you are working towards the end of the game.  In such I always avoid anything related to main plot like its the plague and kill anyone I think might further involve me in it (the main plot is a plot to get you out of their world) :D</p>
<p>I&#8217;ve been noticing the constraints and linearity even in most MMORPG&#8217;s of late since the emphasis is on Leveling.  You may be able to go anywhere, but you&#8217;ll only advance yourself if you go the right places for your Level.  And doing anything other than Leveling will leave you behind.</p>
<p>Ultima 7 and Ultima Online have been the only games I&#8217;ve played where freedom seemed possible to me.</p>
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		<title>By: Player1</title>
		<link>http://www.heroine-sheik.com/2006/05/28/not-playing-by-the-rules/#comment-5774</link>
		<dc:creator>Player1</dc:creator>
		<pubDate>Tue, 30 May 2006 06:59:25 +0000</pubDate>
		<guid>http://www.heroine-sheik.com/2006/05/28/not-playing-by-the-rules/#comment-5774</guid>
		<description>I find that I most often play outside of the intended rule sets in game demos. When I only get a limited amount of content, I tend to want to explore it fully, testing its limits. Conversely, huge games with long, basically linear story arcs see me exploring the least, as I want to finish them.

I think that this is related to the amount of time I have available. Now that I have less time than I used to as a student to explore games, my experience is more focused, and goal driven (and that goal usually aligns with the game makers' intentions). After I have finished a game's story arc, that is when I am most likely to wander off the beaten path and explore and generally try and subvert the ruleset. Except in driving games, where the first thing I do is to see if you can drive backwards around the track and see what happens...</description>
		<content:encoded><![CDATA[<p>I find that I most often play outside of the intended rule sets in game demos. When I only get a limited amount of content, I tend to want to explore it fully, testing its limits. Conversely, huge games with long, basically linear story arcs see me exploring the least, as I want to finish them.</p>
<p>I think that this is related to the amount of time I have available. Now that I have less time than I used to as a student to explore games, my experience is more focused, and goal driven (and that goal usually aligns with the game makers&#8217; intentions). After I have finished a game&#8217;s story arc, that is when I am most likely to wander off the beaten path and explore and generally try and subvert the ruleset. Except in driving games, where the first thing I do is to see if you can drive backwards around the track and see what happens&#8230;</p>
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		<title>By: Scott Jon Siegel</title>
		<link>http://www.heroine-sheik.com/2006/05/28/not-playing-by-the-rules/#comment-5757</link>
		<dc:creator>Scott Jon Siegel</dc:creator>
		<pubDate>Mon, 29 May 2006 22:20:05 +0000</pubDate>
		<guid>http://www.heroine-sheik.com/2006/05/28/not-playing-by-the-rules/#comment-5757</guid>
		<description>&lt;b&gt;I guess the question is, if a game abandoned game logic and implemented a more counter-intuitive system of exploration, would people play?&lt;/b&gt;

&lt;i&gt;I&lt;/i&gt; would play.  I think the idea of creating a new logic for game progression is super nifty, but the real question is can a game divorce itself from the pre-existing metaphors and tools of linear play?

&lt;b&gt;...I&apos;m wondering if anyone else plays the way I do (with only minimal care for linearity, getting caught up in &#34;useless&#34; details).  My sense is that, for one reason or another, it might be one of those things that&apos;s influenced by gender.&lt;/b&gt;

It's possible that it's a gender thing (considering the popularity of non-linear, "do-nothing" titles like The Sims among female gamers).  What's interesting about your approach is that rather than not caring about linearity in non-linear games, you seem to not care about linearity in &lt;i&gt;linear&lt;/i&gt; games.  I usuallly react to that with impatience, which is interesting in of itself.  Maybe it's a male thing, constantly looking towards the final destination instead of enjoying the trip, if you know what I mean.  &lt;i&gt;-sj&lt;/i&gt;</description>
		<content:encoded><![CDATA[<p><b>I guess the question is, if a game abandoned game logic and implemented a more counter-intuitive system of exploration, would people play?</b></p>
<p><i>I</i> would play.  I think the idea of creating a new logic for game progression is super nifty, but the real question is can a game divorce itself from the pre-existing metaphors and tools of linear play?</p>
<p><b>&#8230;I&apos;m wondering if anyone else plays the way I do (with only minimal care for linearity, getting caught up in &quot;useless&quot; details).  My sense is that, for one reason or another, it might be one of those things that&apos;s influenced by gender.</b></p>
<p>It&#8217;s possible that it&#8217;s a gender thing (considering the popularity of non-linear, &#8220;do-nothing&#8221; titles like The Sims among female gamers).  What&#8217;s interesting about your approach is that rather than not caring about linearity in non-linear games, you seem to not care about linearity in <i>linear</i> games.  I usuallly react to that with impatience, which is interesting in of itself.  Maybe it&#8217;s a male thing, constantly looking towards the final destination instead of enjoying the trip, if you know what I mean.  <i>-sj</i></p>
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		<title>By: Bonnie</title>
		<link>http://www.heroine-sheik.com/2006/05/28/not-playing-by-the-rules/#comment-5724</link>
		<dc:creator>Bonnie</dc:creator>
		<pubDate>Mon, 29 May 2006 12:40:02 +0000</pubDate>
		<guid>http://www.heroine-sheik.com/2006/05/28/not-playing-by-the-rules/#comment-5724</guid>
		<description>I guess the question is, if a game abandoned game logic and implemented a more counter-intuitive system of exploration, would people play?  I mean, I personally would think it's the shit's pajamas (Sorry, I blame Scott for that phrase), but would your average gamer be willing to learn a new logic, or abandon logic completely?

Also, back to the larger issue of non-participation, I'm wondering if anyone else plays the way I do (with only minimal care for linearity, getting caught up in "useless" details).  My sense is that, for one reason or another, it might be one of those things that's influenced by gender.</description>
		<content:encoded><![CDATA[<p>I guess the question is, if a game abandoned game logic and implemented a more counter-intuitive system of exploration, would people play?  I mean, I personally would think it&#8217;s the shit&#8217;s pajamas (Sorry, I blame Scott for that phrase), but would your average gamer be willing to learn a new logic, or abandon logic completely?</p>
<p>Also, back to the larger issue of non-participation, I&#8217;m wondering if anyone else plays the way I do (with only minimal care for linearity, getting caught up in &#8220;useless&#8221; details).  My sense is that, for one reason or another, it might be one of those things that&#8217;s influenced by gender.</p>
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		<title>By: BrainFromArous</title>
		<link>http://www.heroine-sheik.com/2006/05/28/not-playing-by-the-rules/#comment-5720</link>
		<dc:creator>BrainFromArous</dc:creator>
		<pubDate>Mon, 29 May 2006 06:22:42 +0000</pubDate>
		<guid>http://www.heroine-sheik.com/2006/05/28/not-playing-by-the-rules/#comment-5720</guid>
		<description>I agree with John H; the storyline missions are the weakest part of GTA3/VC. They're mostly frustrating, boring and nothing more than a hassle which must be endured to unlock more goodies for the sandbox.</description>
		<content:encoded><![CDATA[<p>I agree with John H; the storyline missions are the weakest part of GTA3/VC. They&#8217;re mostly frustrating, boring and nothing more than a hassle which must be endured to unlock more goodies for the sandbox.</p>
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		<title>By: Player1</title>
		<link>http://www.heroine-sheik.com/2006/05/28/not-playing-by-the-rules/#comment-5719</link>
		<dc:creator>Player1</dc:creator>
		<pubDate>Mon, 29 May 2006 02:04:06 +0000</pubDate>
		<guid>http://www.heroine-sheik.com/2006/05/28/not-playing-by-the-rules/#comment-5719</guid>
		<description>Having played games for 20 years now, I am unfortunately set in my understanding of game logic. However, my fiance isn't so geek educated (not that I haven't tried...) and so sees me playing a game, and suggests actions that I 'know' are impossible, but using real world logic, really aren't that impossible. This always makes me see how limiting and limited games still are, and depresses me. It's about the direction gaming is taking - all that current and next generation processing power going towards making that wall look even prettier, rather than letting me climb it, blow it up, or place a box near it and jump over it. And if a game DOES allow me to do this, it usually ddoes more than allow me to do this, it makes it a precondition of 'winning', once again removing my choice.</description>
		<content:encoded><![CDATA[<p>Having played games for 20 years now, I am unfortunately set in my understanding of game logic. However, my fiance isn&#8217;t so geek educated (not that I haven&#8217;t tried&#8230;) and so sees me playing a game, and suggests actions that I &#8216;know&#8217; are impossible, but using real world logic, really aren&#8217;t that impossible. This always makes me see how limiting and limited games still are, and depresses me. It&#8217;s about the direction gaming is taking - all that current and next generation processing power going towards making that wall look even prettier, rather than letting me climb it, blow it up, or place a box near it and jump over it. And if a game DOES allow me to do this, it usually ddoes more than allow me to do this, it makes it a precondition of &#8216;winning&#8217;, once again removing my choice.</p>
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		<title>By: Bonnie</title>
		<link>http://www.heroine-sheik.com/2006/05/28/not-playing-by-the-rules/#comment-5718</link>
		<dc:creator>Bonnie</dc:creator>
		<pubDate>Mon, 29 May 2006 00:38:42 +0000</pubDate>
		<guid>http://www.heroine-sheik.com/2006/05/28/not-playing-by-the-rules/#comment-5718</guid>
		<description>&lt;b&gt;So how can we retain a sense of direction &#34;" and of the challenge in moving in that direction &#34;" without such tools?&lt;/b&gt;
Fah, I say fah on linearity and fah on caring about the pre-existing ideas of what makes "good game design."  New worlds should be about exploring and discovering virtual space, not repeating learned patterns for success.  But don't ask me to be objective on this one :-).</description>
		<content:encoded><![CDATA[<p><b>So how can we retain a sense of direction &quot;&#8221; and of the challenge in moving in that direction &quot;&#8221; without such tools?</b><br />
Fah, I say fah on linearity and fah on caring about the pre-existing ideas of what makes &#8220;good game design.&#8221;  New worlds should be about exploring and discovering virtual space, not repeating learned patterns for success.  But don&#8217;t ask me to be objective on this one :-).</p>
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		<title>By: Scott Jon Siegel</title>
		<link>http://www.heroine-sheik.com/2006/05/28/not-playing-by-the-rules/#comment-5717</link>
		<dc:creator>Scott Jon Siegel</dc:creator>
		<pubDate>Mon, 29 May 2006 00:26:02 +0000</pubDate>
		<guid>http://www.heroine-sheik.com/2006/05/28/not-playing-by-the-rules/#comment-5717</guid>
		<description>Why don't you ever just go through the fricking door?  There's nothing left in those bushes!

On a more relevant note, game logic seems to exist largely on easy-to-understand metaphors, which can exist cross-generationally to create a sort of "language" for linear progression.  It's astonishing when you think of the sheer number of game titles that depend on that ultimate barrier against linearity: "the locked door."

The obvious answer would be to combat the classic tools of linearity -- doors, keys, switches, buttons, levers -- but where does that leave us?  "Open-ended," I suppose, as John H. has said.  Without these metaphors we lose linearity.  So how can we retain a sense of direction -- and of the challenge in moving in that direction -- without such tools?  &lt;i&gt;-sj&lt;/i&gt;</description>
		<content:encoded><![CDATA[<p>Why don&#8217;t you ever just go through the fricking door?  There&#8217;s nothing left in those bushes!</p>
<p>On a more relevant note, game logic seems to exist largely on easy-to-understand metaphors, which can exist cross-generationally to create a sort of &#8220;language&#8221; for linear progression.  It&#8217;s astonishing when you think of the sheer number of game titles that depend on that ultimate barrier against linearity: &#8220;the locked door.&#8221;</p>
<p>The obvious answer would be to combat the classic tools of linearity &#8212; doors, keys, switches, buttons, levers &#8212; but where does that leave us?  &#8220;Open-ended,&#8221; I suppose, as John H. has said.  Without these metaphors we lose linearity.  So how can we retain a sense of direction &#8212; and of the challenge in moving in that direction &#8212; without such tools?  <i>-sj</i></p>
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