<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/'><id>tag:blogger.com,1999:blog-3352155589322140093.post5697092936487402080..comments</id><updated>2009-12-22T21:54:52.990-05:00</updated><category term='cyanide&apos;s blood bowl'/><category term='rpgs'/><category term='league of legends'/><category term='combat'/><category term='jade dynasty'/><category term='global agenda'/><category term='news'/><category term='mmorpg genre progression'/><category term='dark age of camelot'/><category term='metaphor'/><category term='death'/><category term='community'/><category term='everquest'/><category term='mechanic assessment'/><category term='privacy'/><category term='wow'/><category term='loot'/><category term='prizes'/><category term='train'/><category term='survival'/><category term='business of MMOs'/><category term='travel'/><category term='Terrible Idea'/><category term='dr twixt'/><category term='guilds'/><category term='resources'/><category term='player as hero'/><category term='character progression'/><category term='guild wars'/><category term='Brenda Brathwaite'/><category term='fighting genre'/><category term='mmorpg revolution'/><category term='GNS Theory'/><category term='dynamic world'/><category term='skill-based systems'/><category term='leveling'/><category term='team fortress 2'/><category term='dota'/><category term='facebook'/><category term='story'/><category term='pay-to-play'/><category term='procedurally generated content'/><category term='choice'/><category term='emergent gameplay'/><category term='game concept'/><category term='information'/><category term='dungeons and dragons'/><category term='camping'/><category term='grinding'/><category term='solo play'/><category term='emotional games'/><category term='ted'/><category term='philosophy'/><category term='permadeath'/><category term='blizzard'/><category term='gui'/><category term='minimalism'/><category term='beta'/><category term='lord of the rings online'/><category term='rationality'/><category term='losing'/><category term='game design'/><category term='world of warcraft'/><category term='opinion'/><category term='innovation'/><category term='fps'/><category term='blood bowl'/><category term='local scope'/><category term='game mechanics'/><category term='Dwarf Fortress'/><category term='ambiguous rules'/><category term='raiding'/><category term='mobas'/><category term='sandbox'/><category term='ffxi'/><category term='tabletop games'/><category term='free-to-play'/><category term='role-playing'/><category term='ff14'/><category term='crafting'/><category term='hybridization'/><category term='eve'/><category term='game reviews'/><category term='pvp'/><category term='mmo revolution'/><category term='social networking'/><category term='brainstorming'/><category term='mmorpgs'/><category term='balancing'/><category term='swtor'/><category term='concentration points'/><category term='darkfall'/><category term='aion'/><category term='player motivation'/><category term='happiness'/><category term='class-based systems'/><category term='group play'/><category term='game layers'/><category term='team play'/><category term='quests'/><category term='call of duty 4'/><category term='city of heroes'/><category term='time sinks'/><category term='luminary'/><category term='gdc'/><category term='diablo'/><category term='play'/><category term='chance'/><category term='iPad'/><category term='world pvp'/><category term='rambling'/><category term='vanguard'/><title type='text'>Comments on That's a Terrible Idea: Liberate the Narrative!</title><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://www.thatsaterribleidea.com/feeds/5697092936487402080/comments/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/5697092936487402080/comments/default'/><link rel='alternate' type='text/html' href='http://www.thatsaterribleidea.com/2009/12/liberate-narrative.html'/><author><name>motstandet</name><uri>http://www.blogger.com/profile/06296441082624422375</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_DcR3gp5eA8o/StSkYk_sfXI/AAAAAAAAAkA/TrZrLkaT19M/S220/kid_shocked_steam.jpg'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>7</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-3352155589322140093.post-3700997726520973026</id><published>2009-12-22T21:54:52.990-05:00</published><updated>2009-12-22T21:54:52.990-05:00</updated><title type='text'>Nice post.

I agree that player-generated stories ...</title><content type='html'>Nice post.&lt;br /&gt;&lt;br /&gt;I agree that player-generated stories are the way to go in MMOs.  In fact, I was just thinking about this issue in light of &lt;a href="http://www.keenandgraev.com/?p=3259" rel="nofollow"&gt;Keen&amp;#39;s recent post&lt;/a&gt; about a dramatic keep defense in Dark Age of Camelot.  I had similar experiences in the Ettenmoors in LotRO.&lt;br /&gt;&lt;br /&gt;Even in WoW there was quite a bit of informal story-telling, often in the form of player-made videos.  Leeroy Jenkins is one obvious example.  I also recall a popular video about a battle against a dragon that had been kited to Ironforge.&lt;br /&gt;&lt;br /&gt;I think stories like that would be most interesting to other players if they had some sort of lasting effect on the world.  In games where players&amp;#39; actions have only short-term effects (e.g. keep-swapping), it&amp;#39;s not as interesting to read about them unless you&amp;#39;re personally involved.</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/5697092936487402080/comments/default/3700997726520973026'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/5697092936487402080/comments/default/3700997726520973026'/><link rel='alternate' type='text/html' href='http://www.thatsaterribleidea.com/2009/12/liberate-narrative.html?showComment=1261536892990#c3700997726520973026' title=''/><author><name>Tolthir</name><uri>http://www.blogger.com/profile/08186401981818820178</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.thatsaterribleidea.com/2009/12/liberate-narrative.html' ref='tag:blogger.com,1999:blog-3352155589322140093.post-5697092936487402080' source='http://www.blogger.com/feeds/3352155589322140093/posts/default/5697092936487402080' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-922531439'/></entry><entry><id>tag:blogger.com,1999:blog-3352155589322140093.post-5828405929726535830</id><published>2009-12-22T17:01:15.398-05:00</published><updated>2009-12-22T17:01:15.398-05:00</updated><title type='text'>Almost every great story revolves around tragedy. ...</title><content type='html'>Almost every great story revolves around tragedy. Georges Polti&amp;#39;s 36 Dramatic Situations is neck deep in victims and abusers. All the great stories of EVE, and the few I consistently retell from my time in UO, are similarly grim and destructive. History is written by winners, but it includes losers... and in a PvP MMO those people will be paying a monthly fee for that bad press.&lt;br /&gt;&lt;br /&gt;The tools that provide access to most narratives are precisely the tools most easily turned to grief.</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/5697092936487402080/comments/default/5828405929726535830'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/5697092936487402080/comments/default/5828405929726535830'/><link rel='alternate' type='text/html' href='http://www.thatsaterribleidea.com/2009/12/liberate-narrative.html?showComment=1261519275398#c5828405929726535830' title=''/><author><name>pxib</name><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img1.blogblog.com/img/blank.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.thatsaterribleidea.com/2009/12/liberate-narrative.html' ref='tag:blogger.com,1999:blog-3352155589322140093.post-5697092936487402080' source='http://www.blogger.com/feeds/3352155589322140093/posts/default/5697092936487402080' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-1175518061'/></entry><entry><id>tag:blogger.com,1999:blog-3352155589322140093.post-7323055016886365884</id><published>2009-12-22T14:27:58.878-05:00</published><updated>2009-12-22T14:27:58.878-05:00</updated><title type='text'>&amp;quot;Second life was more an example of how the c...</title><content type='html'>&amp;quot;Second life was more an example of how the content of the stories is what matters, not so much the tools.&amp;quot;&lt;br /&gt;&lt;br /&gt;SL doesn&amp;#39;t give you the tools. You can change your environment arbitrarily, which renders environment changing meaningless. There&amp;#39;s also no real game rules in SL. SL doesn&amp;#39;t have accessible event tracking so even if there was something interesting to track, it would most likely go unnoticed.&lt;br /&gt;&lt;br /&gt;&amp;quot;I don&amp;#39;t know about the impact of stories Evi. EVE talks a lot about the big stories it has, but playing it shows that they are rare, and surprisingly remote from many players or corp&amp;#39;s experience. The Goons are the biggest alliance in 0.0, but their impact on the average player specifically is minimal, and I haven&amp;#39;t even seen one apart from forum posts. EVE bank failing didn&amp;#39;t affect all that much either.&amp;quot;&lt;br /&gt;&lt;br /&gt;How do you get to &amp;quot;player stories are irrelevant&amp;quot; from &amp;quot;in one enormous game that doesn&amp;#39;t even implement a player-story system, player stories don&amp;#39;t affect me&amp;quot;?&lt;br /&gt;&lt;br /&gt;It&amp;#39;s a complete non-sequitur.&lt;br /&gt;&lt;br /&gt;&amp;quot;I think for it to work players would have to step up seriously and be worthy of the tools provided.&amp;quot;&lt;br /&gt;&lt;br /&gt;If your game actually encourages and makes visible storytellers&amp;#39; efforts, I bet it would see a lot more storytelling than you expect. Most games do not encourage such story-telling because their mechanics lead to unexciting play most of the time and even when play is exciting it has little effect on anyone anyway. EVE included.</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/5697092936487402080/comments/default/7323055016886365884'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/5697092936487402080/comments/default/7323055016886365884'/><link rel='alternate' type='text/html' href='http://www.thatsaterribleidea.com/2009/12/liberate-narrative.html?showComment=1261510078878#c7323055016886365884' title=''/><author><name>evizaer</name><uri>http://www.blogger.com/profile/09836136474835816824</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://4.bp.blogspot.com/_-JcTgDESjmo/StDjZmTr8PI/AAAAAAAAAB8/csM8m-u1EvI/S220/Howard+Roarke.jpg'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.thatsaterribleidea.com/2009/12/liberate-narrative.html' ref='tag:blogger.com,1999:blog-3352155589322140093.post-5697092936487402080' source='http://www.blogger.com/feeds/3352155589322140093/posts/default/5697092936487402080' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-1624094739'/></entry><entry><id>tag:blogger.com,1999:blog-3352155589322140093.post-3748096779856937876</id><published>2009-12-22T13:58:22.915-05:00</published><updated>2009-12-22T13:58:22.915-05:00</updated><title type='text'>Second life was more an example of how the content...</title><content type='html'>Second life was more an example of how the content of the stories is what matters, not so much the tools. I don&amp;#39;t think you can get more refined than having complete control over a local environment to create the kind of story you want, or even the kind of game.&lt;br /&gt;&lt;br /&gt;I don&amp;#39;t know about the impact of stories Evi. EVE talks a lot about the big stories it has, but playing it shows that they are rare, and surprisingly remote from many players or corp&amp;#39;s experience. The Goons are the biggest alliance in 0.0, but their impact on the average player specifically is minimal, and I haven&amp;#39;t even seen one apart from forum posts. EVE bank failing didn&amp;#39;t affect all that much either.&lt;br /&gt;&lt;br /&gt;I think for it to work players would have to step up seriously and be worthy of the tools provided.</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/5697092936487402080/comments/default/3748096779856937876'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/5697092936487402080/comments/default/3748096779856937876'/><link rel='alternate' type='text/html' href='http://www.thatsaterribleidea.com/2009/12/liberate-narrative.html?showComment=1261508302915#c3748096779856937876' title=''/><author><name>Dblade</name><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img1.blogblog.com/img/blank.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.thatsaterribleidea.com/2009/12/liberate-narrative.html' ref='tag:blogger.com,1999:blog-3352155589322140093.post-5697092936487402080' source='http://www.blogger.com/feeds/3352155589322140093/posts/default/5697092936487402080' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-463157520'/></entry><entry><id>tag:blogger.com,1999:blog-3352155589322140093.post-3958767617897412600</id><published>2009-12-22T04:41:38.177-05:00</published><updated>2009-12-22T04:41:38.177-05:00</updated><title type='text'>I long had the idea that players should have the o...</title><content type='html'>I long had the idea that players should have the opportunity to kind of &amp;quot;record&amp;quot; all incomming data from the server and the ability to &amp;quot;play it back&amp;quot; with the game client in offline mode. Not much is needed to make this happen, really, and it would be a tremendous step towards player driven storytelling.&lt;br /&gt;&lt;br /&gt;Tho this is a form of metagaming and as all metagaming, I do not agree with it - but presenting these in-game would create more problems than it would add content.</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/5697092936487402080/comments/default/3958767617897412600'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/5697092936487402080/comments/default/3958767617897412600'/><link rel='alternate' type='text/html' href='http://www.thatsaterribleidea.com/2009/12/liberate-narrative.html?showComment=1261474898177#c3958767617897412600' title=''/><author><name>Kenny</name><uri>http://www.blogger.com/profile/06250677802223077326</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.thatsaterribleidea.com/2009/12/liberate-narrative.html' ref='tag:blogger.com,1999:blog-3352155589322140093.post-5697092936487402080' source='http://www.blogger.com/feeds/3352155589322140093/posts/default/5697092936487402080' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-917905630'/></entry><entry><id>tag:blogger.com,1999:blog-3352155589322140093.post-2654932231823320382</id><published>2009-12-21T17:55:21.565-05:00</published><updated>2009-12-21T17:55:21.565-05:00</updated><title type='text'>Second Life has nothing to do with what I&amp;#39;m ta...</title><content type='html'>Second Life has nothing to do with what I&amp;#39;m talking about here. I don&amp;#39;t know how SL would be relevant to suggesting that RPG mechanics should be further refined as building blocks for stories.&lt;br /&gt;&lt;br /&gt;You don&amp;#39;t need even a 10% participation rate in the storytelling aspect to have enough story to make the game a rich experience. A surprising amount of story-related work is done by a small minority of users in games like EVE. When the story is actually useful to you and informs your gameplay decisions (as the political maps created by players clearly show) people will take it seriously and put a surprising amount of work into it.</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/5697092936487402080/comments/default/2654932231823320382'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/5697092936487402080/comments/default/2654932231823320382'/><link rel='alternate' type='text/html' href='http://www.thatsaterribleidea.com/2009/12/liberate-narrative.html?showComment=1261436121565#c2654932231823320382' title=''/><author><name>evizaer</name><uri>http://www.blogger.com/profile/09836136474835816824</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://4.bp.blogspot.com/_-JcTgDESjmo/StDjZmTr8PI/AAAAAAAAAB8/csM8m-u1EvI/S220/Howard+Roarke.jpg'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.thatsaterribleidea.com/2009/12/liberate-narrative.html' ref='tag:blogger.com,1999:blog-3352155589322140093.post-5697092936487402080' source='http://www.blogger.com/feeds/3352155589322140093/posts/default/5697092936487402080' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-1624094739'/></entry><entry><id>tag:blogger.com,1999:blog-3352155589322140093.post-1448599178482531989</id><published>2009-12-21T17:00:25.690-05:00</published><updated>2009-12-21T17:00:25.690-05:00</updated><title type='text'>Heh, its a case of be careful what you wish for. S...</title><content type='html'>Heh, its a case of be careful what you wish for. Second Life isn&amp;#39;t a game, but it lets people create their own stories by manipulating the game itself, and it has a rep as a place for flying genitalia and deviant sexuality.&lt;br /&gt;&lt;br /&gt;Most players simply won&amp;#39;t be able to create a rich enough story to make a game like you suggest transformative. Its not their fault, not everyone is a storyteller. They can create porn, do bad twilight-style RP, and recycle 4chan memes though.</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/5697092936487402080/comments/default/1448599178482531989'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/5697092936487402080/comments/default/1448599178482531989'/><link rel='alternate' type='text/html' href='http://www.thatsaterribleidea.com/2009/12/liberate-narrative.html?showComment=1261432825690#c1448599178482531989' title=''/><author><name>Dblade</name><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img1.blogblog.com/img/blank.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.thatsaterribleidea.com/2009/12/liberate-narrative.html' ref='tag:blogger.com,1999:blog-3352155589322140093.post-5697092936487402080' source='http://www.blogger.com/feeds/3352155589322140093/posts/default/5697092936487402080' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-746618643'/></entry></feed>
