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	<title>Comments on: Digital Cowboys: Episode 140</title>
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	<link>http://thedigitalcowboys.com/2010/01/digital-cowboys-episode-140/</link>
	<description>Unbridled, uncensored views on the world of video gaming.</description>
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		<title>By: Steven Jones</title>
		<link>http://thedigitalcowboys.com/2010/01/digital-cowboys-episode-140/comment-page-1/#comment-588</link>
		<dc:creator>Steven Jones</dc:creator>
		<pubDate>Mon, 25 Jan 2010 09:02:07 +0000</pubDate>
		<guid isPermaLink="false">http://thedigitalcowboys.com/?p=893#comment-588</guid>
		<description>OK, have a few points to make (as always ;) ) so here I go.

On Choice. The problem with a lot of choices in games is that your are rewarded with the fruits of that choice almost immediately, leading to that problem that you can save just before and try out both options to see what happens. Games would do better to extend the time between choice and conclusion to obscure the direct analysis of those choices. If the results of a choice made didn&#039;t come into play until you&#039;d made three other choices things would feel a lot more organic and your wish to go back and try the other option would be ofset by having to loose maybe an hour or so of game play time to go back to it. The other aspect, which was mentioned on the show, is to remove the material rewards from choices, have them more related to changing the story of the characters rather than make a choice based on which weapon up upgrade you can get from that choice.

Another aspect that was mentioned was the difference between playing Mass Effect and Fallout, with ME being third person with a preset look to your Shepard. I feel that approach makes it easier to play Shepard as his/her own character. Often we choose the &#039;good&#039; choices as we are effectively playing ourselves and we like to think of ourselves as good people, by making Shepard his/her own character you feel freer to play them as something other than yourself.</description>
		<content:encoded><![CDATA[<p>OK, have a few points to make (as always <img src='http://thedigitalcowboys.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  ) so here I go.</p>
<p>On Choice. The problem with a lot of choices in games is that your are rewarded with the fruits of that choice almost immediately, leading to that problem that you can save just before and try out both options to see what happens. Games would do better to extend the time between choice and conclusion to obscure the direct analysis of those choices. If the results of a choice made didn&#8217;t come into play until you&#8217;d made three other choices things would feel a lot more organic and your wish to go back and try the other option would be ofset by having to loose maybe an hour or so of game play time to go back to it. The other aspect, which was mentioned on the show, is to remove the material rewards from choices, have them more related to changing the story of the characters rather than make a choice based on which weapon up upgrade you can get from that choice.</p>
<p>Another aspect that was mentioned was the difference between playing Mass Effect and Fallout, with ME being third person with a preset look to your Shepard. I feel that approach makes it easier to play Shepard as his/her own character. Often we choose the &#8216;good&#8217; choices as we are effectively playing ourselves and we like to think of ourselves as good people, by making Shepard his/her own character you feel freer to play them as something other than yourself.</p>
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