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	<title>Comments on: A lecture about how our games are inherently conflicted.</title>
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	<link>https://braid-game.com/news/2008/08/a-lecture-about-how-our-games-are-inherently-conflicted/</link>
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		<title>By: Jonathan Blow</title>
		<link>https://braid-game.com/news/2008/08/a-lecture-about-how-our-games-are-inherently-conflicted/#comment-7874</link>
		<dc:creator><![CDATA[Jonathan Blow]]></dc:creator>
		<pubDate>Wed, 10 Mar 2010 21:56:32 +0000</pubDate>
		<guid isPermaLink="false">https://braid-game.com/news/?p=242#comment-7874</guid>
		<description><![CDATA[But it&#039;s not the same thing.  The idea that the gameplay-story and the story-story can mismatch has been around for a long time... search for the phrase &quot;ludonarrative dissonance&quot; and things like that.

That is different from my main point in this lecture.  I was saying that the very structure of story conflicts with the very structure of gameplay, and that there is likely no way to fix it for most kinds of games.  That is a different concept.]]></description>
		<content:encoded><![CDATA[<p>But it&#8217;s not the same thing.  The idea that the gameplay-story and the story-story can mismatch has been around for a long time&#8230; search for the phrase &#8220;ludonarrative dissonance&#8221; and things like that.</p>
<p>That is different from my main point in this lecture.  I was saying that the very structure of story conflicts with the very structure of gameplay, and that there is likely no way to fix it for most kinds of games.  That is a different concept.</p>
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		<title>By: Roy</title>
		<link>https://braid-game.com/news/2008/08/a-lecture-about-how-our-games-are-inherently-conflicted/#comment-7873</link>
		<dc:creator><![CDATA[Roy]]></dc:creator>
		<pubDate>Wed, 10 Mar 2010 19:31:21 +0000</pubDate>
		<guid isPermaLink="false">https://braid-game.com/news/?p=242#comment-7873</guid>
		<description><![CDATA[Wow, I&#039;m late to the party but I&#039;m definitely going to second Ian&#039;s reply here. Kind of left-field I though.

I don&#039;t even particularly like the Half-Life series, but I surely respect what they&#039;ve done to further the progress of narrative and gameplay juxtoposition in the business. I remember reading about a session at the GDC of &#039;08, actually, in which Kim Swift and Erik Wolpaw of Valve (the former ... formerly of Valve iirc) were basically saying exactly what you&#039;ve said (five months earlier actually) about the whole disconnect bewteen the story-story and the gameplay-story. :/

Braid was awesome, though!]]></description>
		<content:encoded><![CDATA[<p>Wow, I&#8217;m late to the party but I&#8217;m definitely going to second Ian&#8217;s reply here. Kind of left-field I though.</p>
<p>I don&#8217;t even particularly like the Half-Life series, but I surely respect what they&#8217;ve done to further the progress of narrative and gameplay juxtoposition in the business. I remember reading about a session at the GDC of &#8217;08, actually, in which Kim Swift and Erik Wolpaw of Valve (the former &#8230; formerly of Valve iirc) were basically saying exactly what you&#8217;ve said (five months earlier actually) about the whole disconnect bewteen the story-story and the gameplay-story. :/</p>
<p>Braid was awesome, though!</p>
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		<title>By: Braid &#187; Blog Archive &#187; A New Lecture about Story and Game Design</title>
		<link>https://braid-game.com/news/2008/08/a-lecture-about-how-our-games-are-inherently-conflicted/#comment-3780</link>
		<dc:creator><![CDATA[Braid &#187; Blog Archive &#187; A New Lecture about Story and Game Design]]></dc:creator>
		<pubDate>Fri, 21 Nov 2008 16:39:13 +0000</pubDate>
		<guid isPermaLink="false">https://braid-game.com/news/?p=242#comment-3780</guid>
		<description><![CDATA[[...] is problematic. Both pre-authored and dynamic story are discussed. It&#8217;s a revised version of this lecture given a few months ago in Brighton; This new version is probably [...]]]></description>
		<content:encoded><![CDATA[<p>[&#8230;] is problematic. Both pre-authored and dynamic story are discussed. It&#8217;s a revised version of this lecture given a few months ago in Brighton; This new version is probably [&#8230;]</p>
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		<title>By: Ian</title>
		<link>https://braid-game.com/news/2008/08/a-lecture-about-how-our-games-are-inherently-conflicted/#comment-3303</link>
		<dc:creator><![CDATA[Ian]]></dc:creator>
		<pubDate>Sat, 30 Aug 2008 05:26:03 +0000</pubDate>
		<guid isPermaLink="false">https://braid-game.com/news/?p=242#comment-3303</guid>
		<description><![CDATA[I thought your lecture was very insightful. I&#039;ve always enjoyed narrative in games, even if it interrupts the gameplay, however, I&#039;ve often heard others complain about being forced to watch cut scenes, etc. I had always thought of this as a necessary evil however, and never considered how an integration of a story&#039;s purpose and gameplay design could perhaps increase the impact and lessen the annoyance of playing a game.

That being said, I thought you were a little unfair on Alyx Vance. One of the reasons I&#039;ve always liked the Half-Life series is that the story never seems forced, every environment is designed as if it could be a real, used place, and you&#039;re never taken out of actual gameplay for the story. Perhaps my memory is going, but I don&#039;t remember Alyx ever taking particularly long unlocking the doors to explain something other than expressing relief or a similar emotion in one line. All the major story points come at logical breaks after a long sequence of actions. I think the doors provide a more important purpose of directing you towards the current action. It wouldn&#039;t make sense for Alyx to open a door under fire.

Aside from that, Alyx being the only person who can open such doors, being a good shot, and never getting in the way (at least I haven&#039;t encountered it) makes her very attractive from a gameplay rewards perspective as well. In fact, almost all the likable characters in Half-Life 2 are also very helpful, and the game as a whole integrates story and gameplay with minimal interruption better than any other game I can think of. Perhaps some people may still be annoyed with slower sections that don&#039;t involve shooting things in a game packed with such action, but I often doubt those people are looking to take much away from the game. Should the logical and narrative coherence of the game be removed simply for these people to experience non-stop gun-play?

PS Braid was mind-boggling fun, thanks for making it]]></description>
		<content:encoded><![CDATA[<p>I thought your lecture was very insightful. I&#8217;ve always enjoyed narrative in games, even if it interrupts the gameplay, however, I&#8217;ve often heard others complain about being forced to watch cut scenes, etc. I had always thought of this as a necessary evil however, and never considered how an integration of a story&#8217;s purpose and gameplay design could perhaps increase the impact and lessen the annoyance of playing a game.</p>
<p>That being said, I thought you were a little unfair on Alyx Vance. One of the reasons I&#8217;ve always liked the Half-Life series is that the story never seems forced, every environment is designed as if it could be a real, used place, and you&#8217;re never taken out of actual gameplay for the story. Perhaps my memory is going, but I don&#8217;t remember Alyx ever taking particularly long unlocking the doors to explain something other than expressing relief or a similar emotion in one line. All the major story points come at logical breaks after a long sequence of actions. I think the doors provide a more important purpose of directing you towards the current action. It wouldn&#8217;t make sense for Alyx to open a door under fire.</p>
<p>Aside from that, Alyx being the only person who can open such doors, being a good shot, and never getting in the way (at least I haven&#8217;t encountered it) makes her very attractive from a gameplay rewards perspective as well. In fact, almost all the likable characters in Half-Life 2 are also very helpful, and the game as a whole integrates story and gameplay with minimal interruption better than any other game I can think of. Perhaps some people may still be annoyed with slower sections that don&#8217;t involve shooting things in a game packed with such action, but I often doubt those people are looking to take much away from the game. Should the logical and narrative coherence of the game be removed simply for these people to experience non-stop gun-play?</p>
<p>PS Braid was mind-boggling fun, thanks for making it</p>
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		<title>By: Downloadable Quiz Games. &#124; 7Wins.eu</title>
		<link>https://braid-game.com/news/2008/08/a-lecture-about-how-our-games-are-inherently-conflicted/#comment-3208</link>
		<dc:creator><![CDATA[Downloadable Quiz Games. &#124; 7Wins.eu]]></dc:creator>
		<pubDate>Wed, 27 Aug 2008 14:22:15 +0000</pubDate>
		<guid isPermaLink="false">https://braid-game.com/news/?p=242#comment-3208</guid>
		<description><![CDATA[[...] RIAA quiz for university file sharersbetterdays » Blog Archive » Playing IQuizBuzz: Quiz TV TrophiesBraid » Blog Archive » A lecture about how our games are inherently conflicted.   Tags &#038;gt No Tags &#038;lt   This product is also listed in  Fun &#038; Entertainment Games Music New [...]]]></description>
		<content:encoded><![CDATA[<p>[&#8230;] RIAA quiz for university file sharersbetterdays » Blog Archive » Playing IQuizBuzz: Quiz TV TrophiesBraid » Blog Archive » A lecture about how our games are inherently conflicted.   Tags &#38;gt No Tags &#38;lt   This product is also listed in  Fun &amp; Entertainment Games Music New [&#8230;]</p>
]]></content:encoded>
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		<title>By: Peter Park</title>
		<link>https://braid-game.com/news/2008/08/a-lecture-about-how-our-games-are-inherently-conflicted/#comment-3132</link>
		<dc:creator><![CDATA[Peter Park]]></dc:creator>
		<pubDate>Thu, 21 Aug 2008 20:40:40 +0000</pubDate>
		<guid isPermaLink="false">https://braid-game.com/news/?p=242#comment-3132</guid>
		<description><![CDATA[That was a great lecture, more so because it resonates with my thoughts.

I&#039;ve been feeling that today&#039;s games are like watching a movie, but stopping after each and every scene to solve a puzzle or take a quiz before proceeding, just because it&#039;s a &quot;game&quot;. I am approaching games as a way of communication, to soak in whatever devs worked so hard for, and so these challenges are nothing more than obstacles.

Apparently, others don&#039;t feel the same. After peeling open a fresh, new game, they put it in a tray, and start pressing Start button until they can do something, skipping anything devs has placed before the gameplay kicks in. They don&#039;t know what the game is about, they just enjoy shooting people, driving cars off a bridge, or blowing up tanks. For all intents and purposes, games are simply toys for them. Nothing to soak in, nothing to learn from, nothing to reflect on.. Just something to mess around with, and feel &quot;cool.&quot;

Speaking of that, it seems like that&#039;s all game industry really cares about--something &quot;cool&quot;. Cool guns. Cool moves. Cool graphics. Cool this, cool that... I&#039;m sick and tired of hearing that word. I want meanings and purposes in each and every little assets in a work. I hear average age of today&#039;s audience is like 30-something. Isn&#039;t industry mature enough to put more emphasis on something other than something &quot;cool&quot;?]]></description>
		<content:encoded><![CDATA[<p>That was a great lecture, more so because it resonates with my thoughts.</p>
<p>I&#8217;ve been feeling that today&#8217;s games are like watching a movie, but stopping after each and every scene to solve a puzzle or take a quiz before proceeding, just because it&#8217;s a &#8220;game&#8221;. I am approaching games as a way of communication, to soak in whatever devs worked so hard for, and so these challenges are nothing more than obstacles.</p>
<p>Apparently, others don&#8217;t feel the same. After peeling open a fresh, new game, they put it in a tray, and start pressing Start button until they can do something, skipping anything devs has placed before the gameplay kicks in. They don&#8217;t know what the game is about, they just enjoy shooting people, driving cars off a bridge, or blowing up tanks. For all intents and purposes, games are simply toys for them. Nothing to soak in, nothing to learn from, nothing to reflect on.. Just something to mess around with, and feel &#8220;cool.&#8221;</p>
<p>Speaking of that, it seems like that&#8217;s all game industry really cares about&#8211;something &#8220;cool&#8221;. Cool guns. Cool moves. Cool graphics. Cool this, cool that&#8230; I&#8217;m sick and tired of hearing that word. I want meanings and purposes in each and every little assets in a work. I hear average age of today&#8217;s audience is like 30-something. Isn&#8217;t industry mature enough to put more emphasis on something other than something &#8220;cool&#8221;?</p>
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		<title>By: Two great Braid backgrounders &#171; Word Games - Highlighting videogame writing and criticism</title>
		<link>https://braid-game.com/news/2008/08/a-lecture-about-how-our-games-are-inherently-conflicted/#comment-3029</link>
		<dc:creator><![CDATA[Two great Braid backgrounders &#171; Word Games - Highlighting videogame writing and criticism]]></dc:creator>
		<pubDate>Sat, 16 Aug 2008 21:55:06 +0000</pubDate>
		<guid isPermaLink="false">https://braid-game.com/news/?p=242#comment-3029</guid>
		<description><![CDATA[[...] As a fan of writing and games, I have to say it would be nice to see more of the approach Blow is advocating in the future. So often it seems the story and characterization are just quickly reverse-engineered to fit in with what the designers have spent months working on. Also, the entire presentation is available on Blow&#8217;s blog. [...]]]></description>
		<content:encoded><![CDATA[<p>[&#8230;] As a fan of writing and games, I have to say it would be nice to see more of the approach Blow is advocating in the future. So often it seems the story and characterization are just quickly reverse-engineered to fit in with what the designers have spent months working on. Also, the entire presentation is available on Blow&#8217;s blog. [&#8230;]</p>
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		<title>By: Shawn Elliott</title>
		<link>https://braid-game.com/news/2008/08/a-lecture-about-how-our-games-are-inherently-conflicted/#comment-2564</link>
		<dc:creator><![CDATA[Shawn Elliott]]></dc:creator>
		<pubDate>Mon, 11 Aug 2008 01:27:04 +0000</pubDate>
		<guid isPermaLink="false">https://braid-game.com/news/?p=242#comment-2564</guid>
		<description><![CDATA[Wonderful lecture, Jonathan. A response of sorts here:
http://www.1up.com/do/blogEntry?bId=8837234&#038;publicUserId=4551247]]></description>
		<content:encoded><![CDATA[<p>Wonderful lecture, Jonathan. A response of sorts here:<br />
<a href="http://www.1up.com/do/blogEntry?bId=8837234&#038;publicUserId=4551247" rel="nofollow">http://www.1up.com/do/blogEntry?bId=8837234&#038;publicUserId=4551247</a></p>
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		<title>By: Adam deGrandis</title>
		<link>https://braid-game.com/news/2008/08/a-lecture-about-how-our-games-are-inherently-conflicted/#comment-2406</link>
		<dc:creator><![CDATA[Adam deGrandis]]></dc:creator>
		<pubDate>Fri, 08 Aug 2008 17:04:42 +0000</pubDate>
		<guid isPermaLink="false">https://braid-game.com/news/?p=242#comment-2406</guid>
		<description><![CDATA[Awesome lecture!  It&#039;s great to hear a clear, cohesive discussion on these topics as well as a challenge to the industry that we can be so much more than we are.

Earlier this week I was lurking on a forum and stumbled across a thread which was &quot;What was the first game you played&quot;.  Most of the responses were from the playstation/n64 era, and one read &quot;Halo, when I was 6&quot;.  Besides feeling very old, I have to wonder how that will effect an industry push toward a golden age.  New talent coming into games was introduced to the medium during the story-as-crutch, bloated budget, &quot;film+interactivity-human impact&quot; age.  To them, its what games are.  Graphics and story.  

Perhaps the golden age of games will end up more closely resembling a radical art movement than something embraced by the mainstream.]]></description>
		<content:encoded><![CDATA[<p>Awesome lecture!  It&#8217;s great to hear a clear, cohesive discussion on these topics as well as a challenge to the industry that we can be so much more than we are.</p>
<p>Earlier this week I was lurking on a forum and stumbled across a thread which was &#8220;What was the first game you played&#8221;.  Most of the responses were from the playstation/n64 era, and one read &#8220;Halo, when I was 6&#8221;.  Besides feeling very old, I have to wonder how that will effect an industry push toward a golden age.  New talent coming into games was introduced to the medium during the story-as-crutch, bloated budget, &#8220;film+interactivity-human impact&#8221; age.  To them, its what games are.  Graphics and story.  </p>
<p>Perhaps the golden age of games will end up more closely resembling a radical art movement than something embraced by the mainstream.</p>
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		<title>By: Jonathan Blow: Slides Online &#171; Pixel-love</title>
		<link>https://braid-game.com/news/2008/08/a-lecture-about-how-our-games-are-inherently-conflicted/#comment-2403</link>
		<dc:creator><![CDATA[Jonathan Blow: Slides Online &#171; Pixel-love]]></dc:creator>
		<pubDate>Fri, 08 Aug 2008 15:01:09 +0000</pubDate>
		<guid isPermaLink="false">https://braid-game.com/news/?p=242#comment-2403</guid>
		<description><![CDATA[[...] Many more of the slides from Games:EDU will be online soon, but for now I&#8217;d just like to draw your attention to Jonathan Blow&#8217;s blog, where he&#8217;s posted his slides and audio. [...]]]></description>
		<content:encoded><![CDATA[<p>[&#8230;] Many more of the slides from Games:EDU will be online soon, but for now I&#8217;d just like to draw your attention to Jonathan Blow&#8217;s blog, where he&#8217;s posted his slides and audio. [&#8230;]</p>
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