<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Nintendogs continues the distortion of reality</title>
	<atom:link href="http://toase.net/2005/08/24/nintendogs-continues-the-distortion-of-reality/feed/" rel="self" type="application/rss+xml" />
	<link>http://toase.net/2005/08/24/nintendogs-continues-the-distortion-of-reality/</link>
	<description>Love/Hate Video Games.</description>
	<lastBuildDate>Sun, 02 Oct 2011 11:05:47 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.2.1</generator>
	<item>
		<title>By: gatmog</title>
		<link>http://toase.net/2005/08/24/nintendogs-continues-the-distortion-of-reality/#comment-364</link>
		<dc:creator>gatmog</dc:creator>
		<pubDate>Tue, 30 Aug 2005 18:23:39 +0000</pubDate>
		<guid isPermaLink="false">http://toase.net/wp/?p=307#comment-364</guid>
		<description>Except for the part in Fable where you can visit a magic shrine that washes away all of your evil (or good) deeds if you can spare the gold.

I understand that you have to &lt;i&gt;get&lt;/i&gt; to the point where you&#039;re evil or good, but to have the option in there to erase everything that has been done lets players think that there are no consequences - they can go ahead and kill the mayor&#039;s daughter, because tomorrow they can be free and clear.

This same problem is afflicting MMORPGs, and given how the basic gameplay hasn&#039;t changed since UO I&#039;m suprised hasn&#039;t been implemented already. Why aren&#039;t there alignment choices when you create a character, aside from cut and dry factions? Taking World of Warcraft as an example, you&#039;re either Alliance or Horde, and this has little affect on you from a non-PvP standpoint. Even then, a duel or raid is just a discrete event - it&#039;s not like the town will be held tomorrow. Humans aren&#039;t that coordinated. Why not allow an Alliance character to kill a townsperson, only to be exiled or labeled as some kind of outlaw? Going back to Fable, it would be interesting to let players take a quest with the Defias Brotherhood instead of being asked to kill them.

Star Wars Galaxies hints at a grey area between the Rebellion and the Empire: credit-hungry bounty hunters and smugglers that are willing to do anything as long as they&#039;re well paid. Developing this part of the game further would make it that much more interesting to play, especially from a roleplaying perspective. The bounty hunter that just delivered a key Imperial operative to you could be just using it to get further into your organization. Or does the callous smuggler sympathize with the Rebllion, protecting the secret Imperial plans aboard his ship intead of reporting them to the Imperial garrison. These types of moral choices should be part of the gameplay, because the grind isn&#039;t good enough anymore.


</description>
		<content:encoded><![CDATA[<p>Except for the part in Fable where you can visit a magic shrine that washes away all of your evil (or good) deeds if you can spare the gold.</p>
<p>I understand that you have to <i>get</i> to the point where you&#8217;re evil or good, but to have the option in there to erase everything that has been done lets players think that there are no consequences &#8211; they can go ahead and kill the mayor&#8217;s daughter, because tomorrow they can be free and clear.</p>
<p>This same problem is afflicting MMORPGs, and given how the basic gameplay hasn&#8217;t changed since UO I&#8217;m suprised hasn&#8217;t been implemented already. Why aren&#8217;t there alignment choices when you create a character, aside from cut and dry factions? Taking World of Warcraft as an example, you&#8217;re either Alliance or Horde, and this has little affect on you from a non-PvP standpoint. Even then, a duel or raid is just a discrete event &#8211; it&#8217;s not like the town will be held tomorrow. Humans aren&#8217;t that coordinated. Why not allow an Alliance character to kill a townsperson, only to be exiled or labeled as some kind of outlaw? Going back to Fable, it would be interesting to let players take a quest with the Defias Brotherhood instead of being asked to kill them.</p>
<p>Star Wars Galaxies hints at a grey area between the Rebellion and the Empire: credit-hungry bounty hunters and smugglers that are willing to do anything as long as they&#8217;re well paid. Developing this part of the game further would make it that much more interesting to play, especially from a roleplaying perspective. The bounty hunter that just delivered a key Imperial operative to you could be just using it to get further into your organization. Or does the callous smuggler sympathize with the Rebllion, protecting the secret Imperial plans aboard his ship intead of reporting them to the Imperial garrison. These types of moral choices should be part of the gameplay, because the grind isn&#8217;t good enough anymore.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Tony Walsh</title>
		<link>http://toase.net/2005/08/24/nintendogs-continues-the-distortion-of-reality/#comment-363</link>
		<dc:creator>Tony Walsh</dc:creator>
		<pubDate>Thu, 25 Aug 2005 14:12:51 +0000</pubDate>
		<guid isPermaLink="false">http://toase.net/wp/?p=307#comment-363</guid>
		<description>Great post.  I think most games are awful at portraying consequence.  &quot;Fable&quot; comes to mind as an example of consequence done reasonably.
</description>
		<content:encoded><![CDATA[<p>Great post.  I think most games are awful at portraying consequence.  &#8220;Fable&#8221; comes to mind as an example of consequence done reasonably.</p>
]]></content:encoded>
	</item>
</channel>
</rss>

