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	<title>Comments on: Restricting player choices to make a better tutorial</title>
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	<link>http://spinksville.wordpress.com/2010/03/15/restricting-player-choices-to-make-a-better-tutorial/</link>
	<description>MMOs and game design</description>
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	<item>
		<title>By: boatorious</title>
		<link>http://spinksville.wordpress.com/2010/03/15/restricting-player-choices-to-make-a-better-tutorial/#comment-6668</link>
		<dc:creator><![CDATA[boatorious]]></dc:creator>
		<pubDate>Tue, 16 Mar 2010 16:37:47 +0000</pubDate>
		<guid isPermaLink="false">http://spinksville.wordpress.com/?p=3427#comment-6668</guid>
		<description><![CDATA[You are absolutely correct Spinks.  I wish it was considered more of a ding against games (and MMOs) that do not teach people to play.]]></description>
		<content:encoded><![CDATA[<p>You are absolutely correct Spinks.  I wish it was considered more of a ding against games (and MMOs) that do not teach people to play.</p>
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		<title>By: ivan256</title>
		<link>http://spinksville.wordpress.com/2010/03/15/restricting-player-choices-to-make-a-better-tutorial/#comment-6667</link>
		<dc:creator><![CDATA[ivan256]]></dc:creator>
		<pubDate>Tue, 16 Mar 2010 15:27:00 +0000</pubDate>
		<guid isPermaLink="false">http://spinksville.wordpress.com/?p=3427#comment-6667</guid>
		<description><![CDATA[&quot;It doesn’t hurt that the battle system itself is a thing of genius. You have a lot of control over your group without needing to handhold each one of them personally, and it’s still fast paced and exciting.&quot;

That&#039;s the biggest negative review I&#039;ve seen of the game thus far. I was actually mildly anticipating the arrival of my copy, and now I&#039;m disappointed.

These games are about two things: Plot and Micromanaging your characters. If you don&#039;t get to micromanage your characters, why didn&#039;t they just make a movie? 

I was never concerned about the &quot;railroading&quot;. Plenty of Final Fantasy and FF-like games have a long (dozens of hours) lead-in before you get to make any choices beyond dialog. For some reason people are saying that about FF13 like it&#039;s new and different.]]></description>
		<content:encoded><![CDATA[<p>&#8220;It doesn’t hurt that the battle system itself is a thing of genius. You have a lot of control over your group without needing to handhold each one of them personally, and it’s still fast paced and exciting.&#8221;</p>
<p>That&#8217;s the biggest negative review I&#8217;ve seen of the game thus far. I was actually mildly anticipating the arrival of my copy, and now I&#8217;m disappointed.</p>
<p>These games are about two things: Plot and Micromanaging your characters. If you don&#8217;t get to micromanage your characters, why didn&#8217;t they just make a movie? </p>
<p>I was never concerned about the &#8220;railroading&#8221;. Plenty of Final Fantasy and FF-like games have a long (dozens of hours) lead-in before you get to make any choices beyond dialog. For some reason people are saying that about FF13 like it&#8217;s new and different.</p>
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	<item>
		<title>By: Dusty</title>
		<link>http://spinksville.wordpress.com/2010/03/15/restricting-player-choices-to-make-a-better-tutorial/#comment-6664</link>
		<dc:creator><![CDATA[Dusty]]></dc:creator>
		<pubDate>Mon, 15 Mar 2010 23:41:49 +0000</pubDate>
		<guid isPermaLink="false">http://spinksville.wordpress.com/?p=3427#comment-6664</guid>
		<description><![CDATA[I just wanted to say.. 

I couldn&#039;t agree more! 

I&#039;m just about the same point in the story right now that you are.. just getting into Chapter 4, and thus far the game has done a better job of teaching me exactly what to do, and how to go about it.  At only one point did I frown, and consult the internet for some additional help -- at the first eidelon fight.  and it turns out I was doing exactly the right thing, I just wasn&#039;t doing it fast enough. 

Also, I absolutely love the paradigm shifting mechanic, and it&#039;s given me a ton to think about in terms of party roles, group behavior, and a fresh look at what we think of has the holy trinity template.

Outstanding game design, and breathtaking visuals.  

I also don&#039;t mind the rails.. but then I&#039;m always the sort that only takes a few quests at a time because I like to finish what I&#039;m working on before I tackle more.]]></description>
		<content:encoded><![CDATA[<p>I just wanted to say.. </p>
<p>I couldn&#8217;t agree more! </p>
<p>I&#8217;m just about the same point in the story right now that you are.. just getting into Chapter 4, and thus far the game has done a better job of teaching me exactly what to do, and how to go about it.  At only one point did I frown, and consult the internet for some additional help &#8212; at the first eidelon fight.  and it turns out I was doing exactly the right thing, I just wasn&#8217;t doing it fast enough. </p>
<p>Also, I absolutely love the paradigm shifting mechanic, and it&#8217;s given me a ton to think about in terms of party roles, group behavior, and a fresh look at what we think of has the holy trinity template.</p>
<p>Outstanding game design, and breathtaking visuals.  </p>
<p>I also don&#8217;t mind the rails.. but then I&#8217;m always the sort that only takes a few quests at a time because I like to finish what I&#8217;m working on before I tackle more.</p>
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		<title>By: Tesh</title>
		<link>http://spinksville.wordpress.com/2010/03/15/restricting-player-choices-to-make-a-better-tutorial/#comment-6663</link>
		<dc:creator><![CDATA[Tesh]]></dc:creator>
		<pubDate>Mon, 15 Mar 2010 19:39:02 +0000</pubDate>
		<guid isPermaLink="false">http://spinksville.wordpress.com/?p=3427#comment-6663</guid>
		<description><![CDATA[It definitely brings up questions about authorial intent, gamer agency, and teaching methods.  More rigidly controlled games mean better storytelling, usually as well.

It&#039;s definitely a game that I&#039;d play if I could, but I&#039;d not want all my games to be that rigid.  It&#039;s great sometimes, and it&#039;s good to hear these guys are getting it down (I&#039;ve read it was a conscious choice to use this sort of iron-fisted design) and still making it fun.]]></description>
		<content:encoded><![CDATA[<p>It definitely brings up questions about authorial intent, gamer agency, and teaching methods.  More rigidly controlled games mean better storytelling, usually as well.</p>
<p>It&#8217;s definitely a game that I&#8217;d play if I could, but I&#8217;d not want all my games to be that rigid.  It&#8217;s great sometimes, and it&#8217;s good to hear these guys are getting it down (I&#8217;ve read it was a conscious choice to use this sort of iron-fisted design) and still making it fun.</p>
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	<item>
		<title>By: Jomu</title>
		<link>http://spinksville.wordpress.com/2010/03/15/restricting-player-choices-to-make-a-better-tutorial/#comment-6662</link>
		<dc:creator><![CDATA[Jomu]]></dc:creator>
		<pubDate>Mon, 15 Mar 2010 18:53:56 +0000</pubDate>
		<guid isPermaLink="false">http://spinksville.wordpress.com/?p=3427#comment-6662</guid>
		<description><![CDATA[nooooooo! you are the devil; i want to go buy this now as my first ps3 game evar!]]></description>
		<content:encoded><![CDATA[<p>nooooooo! you are the devil; i want to go buy this now as my first ps3 game evar!</p>
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		<title>By: pndrev</title>
		<link>http://spinksville.wordpress.com/2010/03/15/restricting-player-choices-to-make-a-better-tutorial/#comment-6658</link>
		<dc:creator><![CDATA[pndrev]]></dc:creator>
		<pubDate>Mon, 15 Mar 2010 09:23:14 +0000</pubDate>
		<guid isPermaLink="false">http://spinksville.wordpress.com/?p=3427#comment-6658</guid>
		<description><![CDATA[What, chapter 4 is still tutorial? Damn. I was having so much fun playing that I didn&#039;t even notice! :D FF13 really does a good job in this regard.]]></description>
		<content:encoded><![CDATA[<p>What, chapter 4 is still tutorial? Damn. I was having so much fun playing that I didn&#8217;t even notice! <img src='http://s0.wp.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' />  FF13 really does a good job in this regard.</p>
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	<item>
		<title>By: brett</title>
		<link>http://spinksville.wordpress.com/2010/03/15/restricting-player-choices-to-make-a-better-tutorial/#comment-6657</link>
		<dc:creator><![CDATA[brett]]></dc:creator>
		<pubDate>Mon, 15 Mar 2010 08:48:34 +0000</pubDate>
		<guid isPermaLink="false">http://spinksville.wordpress.com/?p=3427#comment-6657</guid>
		<description><![CDATA[it is my understanding that final fantasy just never opens up.  hope you like those rails.]]></description>
		<content:encoded><![CDATA[<p>it is my understanding that final fantasy just never opens up.  hope you like those rails.</p>
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	<item>
		<title>By: Gazimoff</title>
		<link>http://spinksville.wordpress.com/2010/03/15/restricting-player-choices-to-make-a-better-tutorial/#comment-6656</link>
		<dc:creator><![CDATA[Gazimoff]]></dc:creator>
		<pubDate>Mon, 15 Mar 2010 08:02:11 +0000</pubDate>
		<guid isPermaLink="false">http://spinksville.wordpress.com/?p=3427#comment-6656</guid>
		<description><![CDATA[I think you&#039;re right, and that being able to limit choice and finely tune the experience for that character can prove as a great game introduction. I think it&#039;s why the first few levels of Deathknights in WoW work so well, or why the Destiny questline in Age of Conan was so enjoyable.

Sometimes a tailored experience is all you need to make your character feel heroic again, instead of being lost in the mass of players all doing the same thing.]]></description>
		<content:encoded><![CDATA[<p>I think you&#8217;re right, and that being able to limit choice and finely tune the experience for that character can prove as a great game introduction. I think it&#8217;s why the first few levels of Deathknights in WoW work so well, or why the Destiny questline in Age of Conan was so enjoyable.</p>
<p>Sometimes a tailored experience is all you need to make your character feel heroic again, instead of being lost in the mass of players all doing the same thing.</p>
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