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	<title>Adam Lederer&#039;s Game Design Thoughts</title>
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	<link>http://www.adamlederer.com/blog</link>
	<description>always more questions than answers</description>
	<lastBuildDate>Fri, 20 Jan 2012 05:59:10 +0000</lastBuildDate>
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		<title>Listen to a Story While You Play! (Bastion)</title>
		<link>http://www.adamlederer.com/blog/?p=9</link>
		<comments>http://www.adamlederer.com/blog/?p=9#comments</comments>
		<pubDate>Fri, 20 Jan 2012 04:33:41 +0000</pubDate>
		<dc:creator>Adam Lederer</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.adamlederer.com/blog/?p=9</guid>
		<description><![CDATA[That&#8217;s a dig at Bastion&#8216;s story-telling, yes, but more like a jealous back-handed complement.  It works well.  It works so well.  I&#8217;m not a writer by trade, so I feel I&#8217;m at liberty to express myself here by means of &#8220;OMFG&#8220;. I honestly wonder what the experience of Bastion would be like on mute.  For [...]]]></description>
			<content:encoded><![CDATA[<p>That&#8217;s a dig at <a title="Bastion" href="http://supergiantgames.com/?page_id=242" target="_blank">Bastion</a>&#8216;s story-telling, yes, but more like a jealous back-handed complement.  It works well.  <strong>It works so well.</strong>  I&#8217;m not a writer by trade, so I feel I&#8217;m at liberty to express myself here by means of &#8220;<strong>OMFG</strong>&#8220;.</p>
<p><iframe width="500" height="281" src="http://www.youtube.com/embed/TptJHeWngJs?fs=1&#038;feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>I honestly wonder what the experience of Bastion would be like on mute.  For those not in the know, one of the things that sets Bastion apart is its use of an ever-present narrator.  What initially seems like a gag (albeit an excellent one) turns into a remarkably deep voice (literally and figuratively) that serves to characterize what otherwise could be considered fairly repetitive environments and encounters.  And by characterize, I mean <em>I&#8217;m holding back tears here, man, please, I&#8217;m trying to fight a bunch of blue guys</em>.</p>
<p>So we&#8217;ve established that it works (I know it doesn&#8217;t work for everyone, so if you disagree, please comment as to why!)</p>
<h2>But is it cheating?<img title="More..." src="http://adamlederer.wordpress.com/wp-includes/js/tinymce/plugins/wordpress/img/trans.gif" alt="" /></h2>
<p><span id="more-9"></span>I mean basically I&#8217;m listening to an audio-book that&#8217;s talking at me with story points and history and tidbits while I wander and kill things.  Make no mistake, the execution is genius, it&#8217;s not easy to make it so seamless and connected to the contours of each level and plot point.  This isn&#8217;t an ethical question &#8211; I&#8217;m just asking does it sacrifice potentially more involving options for game narrative?</p>
<p>The reason I ask this is that because it works so well (it works <em>so</em> well), why don&#8217;t we all start using narrator voice-over during gameplay?  It&#8217;s efficient in terms of asset creation time/cost, it&#8217;s efficient in terms of delivering story at a constant pace, it keeps boring sections of the game interesting and heightens the experience of the more atmospheric sections.  God knows there&#8217;s probably more fiction writing experience out there than drama writing [<em>this is probably a bad assumption, but I'll allow it - ed. (who is also me)</em>].</p>
<p><strong>So let&#8217;s all do narrative voice-over like Bastion.</strong></p>
<p>Right?  Or not?  If I have a flash of insight on the subject maybe I&#8217;ll come across an answer for myself, but I&#8217;d love to hear some thoughts.</p>
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		<title>Dark Souls (&#8220;Austerity Measures&#8221;)</title>
		<link>http://www.adamlederer.com/blog/?p=7</link>
		<comments>http://www.adamlederer.com/blog/?p=7#comments</comments>
		<pubDate>Fri, 20 Jan 2012 04:33:24 +0000</pubDate>
		<dc:creator>Adam Lederer</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.adamlederer.com/blog/?p=7</guid>
		<description><![CDATA[In the past month I&#8217;ve spent the most time playing Arkham City and Dark Souls. Arkham City is a zealously polished game with clever combat, detailed environments, meticulously-tested encounters and difficulty curve, damn fine writing/narrative engagement, and is a big ball of glistening visceral joy.  Dark Souls in comparison is so much less explicitly/deliberately engaging [...]]]></description>
			<content:encoded><![CDATA[<p>In the past month I&#8217;ve spent the most time playing <a title="Arkham City" href="http://community.batmanarkhamcity.com/" target="_blank">Arkham City</a> and <a title="Dark Souls" href="http://www.fromsoftware.jp/darksouls/contents/index_en.html" target="_blank">Dark Souls</a>.</p>
<p><iframe width="500" height="281" src="http://www.youtube.com/embed/hBXDHznD83g?fs=1&#038;feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>Arkham City is a zealously polished game with clever combat, detailed environments, meticulously-tested encounters and difficulty curve, damn fine writing/narrative engagement, and is a big ball of glistening visceral joy.  Dark Souls in comparison is so much less explicitly/deliberately engaging on a moment-to-moment basis, is unfriendly to the player (downright nasty, really), and has a much lighter and more awkward touch with story.</p>
<p><iframe width="500" height="281" src="http://www.youtube.com/embed/GuG4FZNnuBA?fs=1&#038;feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>Why does Dark Souls captivate me so much more?  Why does it worm its way into the emotional vine of my mind grapes, flooding me with what could be called nostalgia or yearning,  when I&#8217;m away from it?</p>
<p><span id="more-7"></span>I don&#8217;t want to bore you (or myself), so let&#8217;s give only a brief head-nod to some very valid factors that aren&#8217;t actually what I feel like discussing today:</p>
<ol>
<li>Dungeon-crawler loot mechanics at their finest &#8211; addiction central.  Dreaming new builds in my sleep.  Fantasizing about upgrading and feeling just a little more powerful.</li>
<li>Risk/reward of the souls system &#8211; the intensity and investment is just through the roof.  Aftershocks are only expected.</li>
<li><em>Ridiculous</em> environment design chops.  It feels real, and it feels <em>spectacular</em>.</li>
<li>Much grander (and vaguer) scope.  Let&#8217;s focus in on this vagueness concept&#8230;</li>
</ol>
<p>And that brings us to my word of the day!</p>
<h2><strong>Austerity</strong></h2>
<p>Yes, that&#8217;s right, <strong>austerity</strong>!  Capital A, rhymes with parity, <strong>austerity</strong>.  Capitalization optional.  For now.  One day&#8230;</p>
<p>Dark Souls isn&#8217;t telling me what to do all the damn time.  And if it ever does&#8230; should I even trust it?  It&#8217;s <em>my</em> experience to have, <em>my</em> way.  There&#8217;s no invisible hand that&#8217;s guaranteeing I always have a mission and some thugs to beat up nearby, and that I can retry if I miss an objective.  Now, you may be saying, &#8220;Of course there&#8217;s an invisible hand, you moron!  It&#8217;s called <em>game design</em>.&#8221;</p>
<p>While I may be a moron, my point stands &#8211; the player feels free and independent, like an acrobat with no net, performing for an empty room.  It&#8217;s the incredible artistry that From Software has woven that makes us feel that we are picking up bits and pieces of a story never meant to be understood, making our way past undead throngs that were otherwise content to continue their days unslain.</p>
<blockquote><p>The true role of an auteur is not to deliver a vision, but to let the audience experience their own personal vision.</p>
<p>- me, just now</p></blockquote>
<p>So yeah, that&#8217;s it.  Arkham City, freaking amazing and all.  But I find it fascinating how much more Dark Souls has stuck with me.  Thoughts?</p>
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		<title>Why is there a blog here, instead of nothing?</title>
		<link>http://www.adamlederer.com/blog/?p=5</link>
		<comments>http://www.adamlederer.com/blog/?p=5#comments</comments>
		<pubDate>Fri, 20 Jan 2012 04:32:43 +0000</pubDate>
		<dc:creator>Adam Lederer</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.adamlederer.com/blog/?p=5</guid>
		<description><![CDATA[Mysterious! I&#8217;ve already thought of several explanations. Magic.  I find this the most likely. Sometimes I think thoughts.  And when I do, I like to share them with others, or at the very least remember them for myself. Why would there not be a blog here?  Look at you, pretending to be the sole arbiter of blog [...]]]></description>
			<content:encoded><![CDATA[<p>Mysterious! I&#8217;ve already thought of several explanations.</p>
<ul>
<li>Magic.  I find this the most likely.</li>
<li>Sometimes I think thoughts.  And when I do, I like to share them with others, or at the very least remember them for myself.</li>
<li>Why would there <em>not</em> be a blog here?  Look at you, pretending to be the sole arbiter of blog existence and perception, with your fancy robes and flowing locks&#8230; et cetera.</li>
<li>When a man and a woman love each other very much&#8230;</li>
</ul>
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