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	<title>Comments on: Genre and storytelling in video games</title>
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		<title>By: Jason R</title>
		<link>http://futurismic.com/2009/03/04/genre-and-storytelling-in-video-games/comment-page-1/#comment-21594</link>
		<dc:creator>Jason R</dc:creator>
		<pubDate>Thu, 19 Mar 2009 08:33:58 +0000</pubDate>
		<guid isPermaLink="false">http://futurismic.com/?p=6332#comment-21594</guid>
		<description>Also see: Eternal Darkness. Though not as radical or revolutionary as BioShock, this game&#039;s gameplay is also directly affected by the theme of insanity that the story and game both center around.</description>
		<content:encoded><![CDATA[<p>Also see: Eternal Darkness. Though not as radical or revolutionary as BioShock, this game&#8217;s gameplay is also directly affected by the theme of insanity that the story and game both center around.</p>
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		<title>By: Jason R</title>
		<link>http://futurismic.com/2009/03/04/genre-and-storytelling-in-video-games/comment-page-1/#comment-21591</link>
		<dc:creator>Jason R</dc:creator>
		<pubDate>Thu, 19 Mar 2009 08:24:01 +0000</pubDate>
		<guid isPermaLink="false">http://futurismic.com/?p=6332#comment-21591</guid>
		<description>Have you actually played through BioShock? Because judging from your comments, I would say not. I&#039;m not criticizing you like an angry fanboy, merely suggesting that you actually play through the entire thing and THEN say what you will about it. The reason is because the game deals with a lot of what you are talking about, and despite a lot of conventions common to many shooters, such as lots and lots of killing, ultimately the gameplay of BioShock is intrinsically tied into its theme and there is no separation of the two. This seems to be exactly what you are looking for and is in fact why I personally consider BioShock the most pure form of a video game as a work of art because it exploits conventions that are relative to the medium of video games alone.</description>
		<content:encoded><![CDATA[<p>Have you actually played through BioShock? Because judging from your comments, I would say not. I&#8217;m not criticizing you like an angry fanboy, merely suggesting that you actually play through the entire thing and THEN say what you will about it. The reason is because the game deals with a lot of what you are talking about, and despite a lot of conventions common to many shooters, such as lots and lots of killing, ultimately the gameplay of BioShock is intrinsically tied into its theme and there is no separation of the two. This seems to be exactly what you are looking for and is in fact why I personally consider BioShock the most pure form of a video game as a work of art because it exploits conventions that are relative to the medium of video games alone.</p>
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		<title>By: Jonathan M</title>
		<link>http://futurismic.com/2009/03/04/genre-and-storytelling-in-video-games/comment-page-1/#comment-20554</link>
		<dc:creator>Jonathan M</dc:creator>
		<pubDate>Fri, 06 Mar 2009 22:56:00 +0000</pubDate>
		<guid isPermaLink="false">http://futurismic.com/?p=6332#comment-20554</guid>
		<description>Actually what I&#039;d say about Silent Hill is that it&#039;s not really that different to your average shooter/action game other than in level or difficulty and in art direction.  I recently started playing BioShock and was impressed by the art direction at the beginning of the game and the sense of tangible dread when you step out into this ruined and creaky underwater city.  However, within 10 minutes I was back in my comfort zone and realised that the game is really no different to any other shooter... it just doesn&#039;t have manly space marines fighting aliens.

Silent Hill is a game with very very good art direction (the first one I mean, never played the others) but beyond that, it&#039;s essentially telling the same story as Resident Evil (kill monsters, run from monsters, solve puzzles).</description>
		<content:encoded><![CDATA[<p>Actually what I&#8217;d say about Silent Hill is that it&#8217;s not really that different to your average shooter/action game other than in level or difficulty and in art direction.  I recently started playing BioShock and was impressed by the art direction at the beginning of the game and the sense of tangible dread when you step out into this ruined and creaky underwater city.  However, within 10 minutes I was back in my comfort zone and realised that the game is really no different to any other shooter&#8230; it just doesn&#8217;t have manly space marines fighting aliens.</p>
<p>Silent Hill is a game with very very good art direction (the first one I mean, never played the others) but beyond that, it&#8217;s essentially telling the same story as Resident Evil (kill monsters, run from monsters, solve puzzles).</p>
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		<title>By: Peter Tupper</title>
		<link>http://futurismic.com/2009/03/04/genre-and-storytelling-in-video-games/comment-page-1/#comment-20450</link>
		<dc:creator>Peter Tupper</dc:creator>
		<pubDate>Thu, 05 Mar 2009 17:35:01 +0000</pubDate>
		<guid isPermaLink="false">http://futurismic.com/?p=6332#comment-20450</guid>
		<description>Interesting thought that, once you strip all the cutscenes and fluff away, all videogames are basically the same. I don&#039;t think it is always a matter of &quot;kill kill kill&quot; or &quot;kill people, take their stuff.&quot;

The gameplay of &quot;Silent Hill&quot;, for example, involves exploring a hostile environment, looking for weapons and clues. However, instead of a sense of mastery, the experience is one of fear and dread, knowing that there are ugly, disturbing things out there in the dark, stalking you, and as the game progresses, you remain an ordinary schmoe with a gun and a crackling radio. 

The mental state of &quot;Silent Hill&quot; is paranoia rather than psychotic egomania, but it does suggest that gameplay can produce different feelings and emotions.</description>
		<content:encoded><![CDATA[<p>Interesting thought that, once you strip all the cutscenes and fluff away, all videogames are basically the same. I don&#8217;t think it is always a matter of &#8220;kill kill kill&#8221; or &#8220;kill people, take their stuff.&#8221;</p>
<p>The gameplay of &#8220;Silent Hill&#8221;, for example, involves exploring a hostile environment, looking for weapons and clues. However, instead of a sense of mastery, the experience is one of fear and dread, knowing that there are ugly, disturbing things out there in the dark, stalking you, and as the game progresses, you remain an ordinary schmoe with a gun and a crackling radio. </p>
<p>The mental state of &#8220;Silent Hill&#8221; is paranoia rather than psychotic egomania, but it does suggest that gameplay can produce different feelings and emotions.</p>
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