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	<title>Comments on: Video games should be more like albums.</title>
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	<link>http://numberless.net/blog/2008/01/14/video-games-should-be-more-like-albums/</link>
	<description>by Scott Jon Siegel</description>
	<lastBuildDate>Wed, 21 Jul 2010 20:19:29 +0000</lastBuildDate>
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		<title>By: Shpoogen</title>
		<link>http://numberless.net/blog/2008/01/14/video-games-should-be-more-like-albums/comment-page-1/#comment-518</link>
		<dc:creator>Shpoogen</dc:creator>
		<pubDate>Sat, 22 Mar 2008 17:00:15 +0000</pubDate>
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		<description>when you were young you were the king of carrot flowers.</description>
		<content:encoded><![CDATA[<p>when you were young you were the king of carrot flowers.</p>
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		<title>By: A. Ortiz</title>
		<link>http://numberless.net/blog/2008/01/14/video-games-should-be-more-like-albums/comment-page-1/#comment-517</link>
		<dc:creator>A. Ortiz</dc:creator>
		<pubDate>Mon, 14 Jan 2008 21:29:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.numberless.net/blog/2008/01/14/video-games-should-be-more-like-albums/#comment-517</guid>
		<description>I agree for the most part--I loved Everyday Shooter, and the beauty with which it handles visuals, sounds and gameplay in order to make such a simple and yet elegant and wonderfully enjoyable challenge.

Yet, when it comes to the length of games, I&#039;m never sure of how best to approach designing one. Sure, having a game that stands like a music album is gorgeous, and if players want to come back to it again and again, wonderful... but what about the difference between music albums and works of literature?

I know I read the Great Gatsby in far more than an hour. It might have taken me three, but it was still an immersive, enjoyable experience. And analyzing it afterwards took me a lot longer, as well. I&#039;d say I put about 30 hours into the experience as a whole. Now, if I want to appeal to the casual reader who isn&#039;t so much interested in literature, I&#039;m sure making a music album would be much more approachable, but what if I want to make a game for a literary buff who doesn&#039;t have that much taste for music?
Or what if I&#039;d like to appeal to both?

A game that follows a literary path in its storytelling and composition is usually very long and requires a lot of elements to keep a player entranced and focused. Games like Half-Life, System Shock 2, and Silent Hill are like reading novels that spring to life and assault you.

I keep dwelling on that idea. Making short and sweet games is wonderful. But I don&#039;t just want to entertain--I want to expand. It would be wonderful if your gameplay experience could make people think profoundly. And that can be done in a short and sweet experience, like we all saw in Passage, yes. But Passage was a beautiful poem. I&#039;d love to write a beautiful book.</description>
		<content:encoded><![CDATA[<p>I agree for the most part&#8211;I loved Everyday Shooter, and the beauty with which it handles visuals, sounds and gameplay in order to make such a simple and yet elegant and wonderfully enjoyable challenge.</p>
<p>Yet, when it comes to the length of games, I&#8217;m never sure of how best to approach designing one. Sure, having a game that stands like a music album is gorgeous, and if players want to come back to it again and again, wonderful&#8230; but what about the difference between music albums and works of literature?</p>
<p>I know I read the Great Gatsby in far more than an hour. It might have taken me three, but it was still an immersive, enjoyable experience. And analyzing it afterwards took me a lot longer, as well. I&#8217;d say I put about 30 hours into the experience as a whole. Now, if I want to appeal to the casual reader who isn&#8217;t so much interested in literature, I&#8217;m sure making a music album would be much more approachable, but what if I want to make a game for a literary buff who doesn&#8217;t have that much taste for music?<br />
Or what if I&#8217;d like to appeal to both?</p>
<p>A game that follows a literary path in its storytelling and composition is usually very long and requires a lot of elements to keep a player entranced and focused. Games like Half-Life, System Shock 2, and Silent Hill are like reading novels that spring to life and assault you.</p>
<p>I keep dwelling on that idea. Making short and sweet games is wonderful. But I don&#8217;t just want to entertain&#8211;I want to expand. It would be wonderful if your gameplay experience could make people think profoundly. And that can be done in a short and sweet experience, like we all saw in Passage, yes. But Passage was a beautiful poem. I&#8217;d love to write a beautiful book.</p>
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		<title>By: Darius K.</title>
		<link>http://numberless.net/blog/2008/01/14/video-games-should-be-more-like-albums/comment-page-1/#comment-516</link>
		<dc:creator>Darius K.</dc:creator>
		<pubDate>Mon, 14 Jan 2008 17:20:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.numberless.net/blog/2008/01/14/video-games-should-be-more-like-albums/#comment-516</guid>
		<description>The picture you include reminds me of playing Neutral Milk Hotel songs in &lt;i&gt;Phase&lt;/i&gt;.</description>
		<content:encoded><![CDATA[<p>The picture you include reminds me of playing Neutral Milk Hotel songs in <i>Phase</i>.</p>
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