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	<title>Comments on: Thoughts: The Walking Dead.</title>
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	<description>Science, gaming, and all things in between.</description>
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		<title>By: Thoughts: Tales From The Borderlands &#187; The Scientific Gamer The Scientific Gamer</title>
		<link>https://scientificgamer.com/thoughts-the-walking-dead/#comment-25596</link>
		<dc:creator><![CDATA[Thoughts: Tales From The Borderlands &#187; The Scientific Gamer The Scientific Gamer]]></dc:creator>
		<pubDate>Tue, 27 Oct 2015 11:01:26 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.wordpress.com/?p=1876#comment-25596</guid>
		<description><![CDATA[[&#8230;] might be wondering why, after the relatively superlative  review of episodes 1 &amp; 2  of The Walking Dead on here three years ago, you never saw a followup review of episodes 3 through [&#8230;]]]></description>
		<content:encoded><![CDATA[<p>[&#8230;] might be wondering why, after the relatively superlative  review of episodes 1 &amp; 2  of The Walking Dead on here three years ago, you never saw a followup review of episodes 3 through [&#8230;]</p>
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		<title>By: innokenti</title>
		<link>https://scientificgamer.com/thoughts-the-walking-dead/#comment-775</link>
		<dc:creator><![CDATA[innokenti]]></dc:creator>
		<pubDate>Tue, 24 Jul 2012 14:41:56 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.wordpress.com/?p=1876#comment-775</guid>
		<description><![CDATA[Damn right *adds more spit*]]></description>
		<content:encoded><![CDATA[<p>Damn right *adds more spit*</p>
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		<title>By: Darren</title>
		<link>https://scientificgamer.com/thoughts-the-walking-dead/#comment-774</link>
		<dc:creator><![CDATA[Darren]]></dc:creator>
		<pubDate>Tue, 24 Jul 2012 13:32:22 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.wordpress.com/?p=1876#comment-774</guid>
		<description><![CDATA[I&#039;m not convinced that only big studios can focus on narrative.  I used the SuckerPunch example because the Sly series is a pretty conventional video game franchise:  action-adventure-stealth gameplay (that is essentially a prototype of Assassin&#039;s Creed and Arkham City) populated by family-friendly cartoon animals.  The games are pretty linear and never really hit it big, although they did well enough that a fourth game is coming out.  

What makes the difference, I think, is if there are people working at the company who can approach both the mechanical and narrative side of things.  Part of why the Sly games worked is that the plots were heavily tied to the gameplay; Bentley&#039;s characterization had as much to do with his animations and abilities as his dialogue.  Compare this to Bioware, which often segregates the two; consider the fact that in Dragon Age II being a blood mage has no effect on the plot, despite blood mages being one of the crucial pieces of the story.]]></description>
		<content:encoded><![CDATA[<p>I&#8217;m not convinced that only big studios can focus on narrative.  I used the SuckerPunch example because the Sly series is a pretty conventional video game franchise:  action-adventure-stealth gameplay (that is essentially a prototype of Assassin&#8217;s Creed and Arkham City) populated by family-friendly cartoon animals.  The games are pretty linear and never really hit it big, although they did well enough that a fourth game is coming out.  </p>
<p>What makes the difference, I think, is if there are people working at the company who can approach both the mechanical and narrative side of things.  Part of why the Sly games worked is that the plots were heavily tied to the gameplay; Bentley&#8217;s characterization had as much to do with his animations and abilities as his dialogue.  Compare this to Bioware, which often segregates the two; consider the fact that in Dragon Age II being a blood mage has no effect on the plot, despite blood mages being one of the crucial pieces of the story.</p>
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		<title>By: aosher</title>
		<link>https://scientificgamer.com/thoughts-the-walking-dead/#comment-773</link>
		<dc:creator><![CDATA[aosher]]></dc:creator>
		<pubDate>Tue, 24 Jul 2012 11:04:05 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.wordpress.com/?p=1876#comment-773</guid>
		<description><![CDATA[Bioware *spit*]]></description>
		<content:encoded><![CDATA[<p>Bioware *spit*</p>
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		<title>By: hentzau</title>
		<link>https://scientificgamer.com/thoughts-the-walking-dead/#comment-772</link>
		<dc:creator><![CDATA[hentzau]]></dc:creator>
		<pubDate>Tue, 24 Jul 2012 09:42:37 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.wordpress.com/?p=1876#comment-772</guid>
		<description><![CDATA[Sounds like the sort of thing I might encounter on a CONSOLE to me.

Seriously though, I think the problem with videogames is their action movie mentality. I think perhaps it&#039;s correct to think &quot;We should get the gameplay right and the writing should be a secondary consideration.&quot; in *some* cases -- after all, I can think of many great games with garbage plots, whereas the list of games with great plots and awful gameplay is populated by critical darlings that were, nevertheless, commercial failures -- but the problem with applying that approach across the board is that there is simply very little development room for a title like Walking Dead. And so it&#039;s only the really big companies like the ones you mention (and Obsidian) who really have the latitude and the inclination to even try to make a decent job of it.]]></description>
		<content:encoded><![CDATA[<p>Sounds like the sort of thing I might encounter on a CONSOLE to me.</p>
<p>Seriously though, I think the problem with videogames is their action movie mentality. I think perhaps it&#8217;s correct to think &#8220;We should get the gameplay right and the writing should be a secondary consideration.&#8221; in *some* cases &#8212; after all, I can think of many great games with garbage plots, whereas the list of games with great plots and awful gameplay is populated by critical darlings that were, nevertheless, commercial failures &#8212; but the problem with applying that approach across the board is that there is simply very little development room for a title like Walking Dead. And so it&#8217;s only the really big companies like the ones you mention (and Obsidian) who really have the latitude and the inclination to even try to make a decent job of it.</p>
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		<title>By: hentzau</title>
		<link>https://scientificgamer.com/thoughts-the-walking-dead/#comment-771</link>
		<dc:creator><![CDATA[hentzau]]></dc:creator>
		<pubDate>Tue, 24 Jul 2012 08:54:15 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.wordpress.com/?p=1876#comment-771</guid>
		<description><![CDATA[Arguably it&#039;s other games that aren&#039;t good games because they don&#039;t. I shouldn&#039;t be able to predict the outcome of a given situation in a game given my prior experience with other, unrelated games, and the more VGL is used the more video games become their own little worlds that have no connection to the actual, real world.]]></description>
		<content:encoded><![CDATA[<p>Arguably it&#8217;s other games that aren&#8217;t good games because they don&#8217;t. I shouldn&#8217;t be able to predict the outcome of a given situation in a game given my prior experience with other, unrelated games, and the more VGL is used the more video games become their own little worlds that have no connection to the actual, real world.</p>
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		<title>By: innokenti</title>
		<link>https://scientificgamer.com/thoughts-the-walking-dead/#comment-770</link>
		<dc:creator><![CDATA[innokenti]]></dc:creator>
		<pubDate>Mon, 23 Jul 2012 20:33:17 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.wordpress.com/?p=1876#comment-770</guid>
		<description><![CDATA[Guess I&#039;ll have to pick that up in the Steam autumn sale then... :D]]></description>
		<content:encoded><![CDATA[<p>Guess I&#8217;ll have to pick that up in the Steam autumn sale then&#8230; <img src='https://scientificgamer.com/blog/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
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		<title>By: Darren</title>
		<link>https://scientificgamer.com/thoughts-the-walking-dead/#comment-769</link>
		<dc:creator><![CDATA[Darren]]></dc:creator>
		<pubDate>Mon, 23 Jul 2012 19:36:51 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.wordpress.com/?p=1876#comment-769</guid>
		<description><![CDATA[Quality aside, how many other developers put such an emphasis on writing as Telltale?  Bioware, Obsidian, Rockstar, and Valve are the only big ones that come to my mind.  

What are some other companies that consistently do much (or try to do much) with their writing?  I nominate SuckerPunch based solely on the first three Sly Cooper titles (seriously, I think Bentley may be the most well-developed character I&#039;ve encountered in a video game series, and he&#039;s a CARTOON TURTLE).]]></description>
		<content:encoded><![CDATA[<p>Quality aside, how many other developers put such an emphasis on writing as Telltale?  Bioware, Obsidian, Rockstar, and Valve are the only big ones that come to my mind.  </p>
<p>What are some other companies that consistently do much (or try to do much) with their writing?  I nominate SuckerPunch based solely on the first three Sly Cooper titles (seriously, I think Bentley may be the most well-developed character I&#8217;ve encountered in a video game series, and he&#8217;s a CARTOON TURTLE).</p>
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		<title>By: Adam Benton</title>
		<link>https://scientificgamer.com/thoughts-the-walking-dead/#comment-768</link>
		<dc:creator><![CDATA[Adam Benton]]></dc:creator>
		<pubDate>Mon, 23 Jul 2012 19:27:21 +0000</pubDate>
		<guid isPermaLink="false">http://scientificgamer.wordpress.com/?p=1876#comment-768</guid>
		<description><![CDATA[So essentially it&#039;s a good game because it isn&#039;t good as a game (as in, it subverts video game logic (tm))? I may have to look into it then, I do grow weary of using VGL on a situation, rather than real life logic.]]></description>
		<content:encoded><![CDATA[<p>So essentially it&#8217;s a good game because it isn&#8217;t good as a game (as in, it subverts video game logic &#8482;)? I may have to look into it then, I do grow weary of using VGL on a situation, rather than real life logic.</p>
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