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	<title>
	Comments on: Story Does Matter	</title>
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	<link>https://unwinnable.com/2012/02/17/story-does-matter/</link>
	<description>Stories about Culture</description>
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		<title>
		By: soup		</title>
		<link>https://unwinnable.com/2012/02/17/story-does-matter/#comment-31231</link>

		<dc:creator><![CDATA[soup]]></dc:creator>
		<pubDate>Sat, 25 Feb 2012 16:53:21 +0000</pubDate>
		<guid isPermaLink="false">https://unwinnable.com/?p=27294#comment-31231</guid>

					<description><![CDATA[The extent of what you describe in your article is encapsulated completely by Koster&#039;s article - as suggested above maybe you should actually read it. When you use story and framing elements the way you advocate in your article, in the game designer speak that means you&#039;re using them as feedback.

Koster&#039;s position was more that your feedback devices should match up with the depth and significance of the game system and player input that produces it. You should not try to paint him as anti-narrative when he isn&#039;t.]]></description>
			<content:encoded><![CDATA[<p>The extent of what you describe in your article is encapsulated completely by Koster&#8217;s article &#8211; as suggested above maybe you should actually read it. When you use story and framing elements the way you advocate in your article, in the game designer speak that means you&#8217;re using them as feedback.</p>
<p>Koster&#8217;s position was more that your feedback devices should match up with the depth and significance of the game system and player input that produces it. You should not try to paint him as anti-narrative when he isn&#8217;t.</p>
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		<title>
		By: John Brindle		</title>
		<link>https://unwinnable.com/2012/02/17/story-does-matter/#comment-30691</link>

		<dc:creator><![CDATA[John Brindle]]></dc:creator>
		<pubDate>Sun, 19 Feb 2012 23:48:23 +0000</pubDate>
		<guid isPermaLink="false">https://unwinnable.com/?p=27294#comment-30691</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://unwinnable.com/2012/02/17/story-does-matter/#comment-30575&quot;&gt;JuntMonkey&lt;/a&gt;.

There is also a legitimate argument that scores used in such a way are an aesthetic disappointment, but that scores /can be done better/. Surely this is just an argument well-rehearsed in recent gaming debates: stories in games can be overbearing, mawkish, tacked-on or ridiculous, but that does not mean they need to be, nor does it imply much about their fundamental relationship with the form. ]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://unwinnable.com/2012/02/17/story-does-matter/#comment-30575">JuntMonkey</a>.</p>
<p>There is also a legitimate argument that scores used in such a way are an aesthetic disappointment, but that scores /can be done better/. Surely this is just an argument well-rehearsed in recent gaming debates: stories in games can be overbearing, mawkish, tacked-on or ridiculous, but that does not mean they need to be, nor does it imply much about their fundamental relationship with the form. </p>
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		<item>
		<title>
		By: Jon		</title>
		<link>https://unwinnable.com/2012/02/17/story-does-matter/#comment-30630</link>

		<dc:creator><![CDATA[Jon]]></dc:creator>
		<pubDate>Sat, 18 Feb 2012 15:39:01 +0000</pubDate>
		<guid isPermaLink="false">https://unwinnable.com/?p=27294#comment-30630</guid>

					<description><![CDATA[An anti-story guy myself, I have to say the argument for just &#034;a dollop&#034; is convincing. But for me, the more current gen HD games I play, the less patience I have for the endless sequence of cutscenes and gameplay-interrupting chatter. When I start a game and I don&#039;t control the action for the first 15 minutes? Drives me crazy. Let me play, please. 
(Speaking of talking...  Wasn&#039;t the &#034;Talk&#034; in that Boingboing piece referring to focus group analysis and boardroom meetings, not in-game dialogue? Whereas the &#034;Rock&#034; was the thing itself, the making of the game. Gettin&#039; down to it. Just like you do, Gus. Much cross-country platonic love.) ]]></description>
			<content:encoded><![CDATA[<p>An anti-story guy myself, I have to say the argument for just &quot;a dollop&quot; is convincing. But for me, the more current gen HD games I play, the less patience I have for the endless sequence of cutscenes and gameplay-interrupting chatter. When I start a game and I don&#039;t control the action for the first 15 minutes? Drives me crazy. Let me play, please.<br />
(Speaking of talking&#8230;  Wasn&#039;t the &quot;Talk&quot; in that Boingboing piece referring to focus group analysis and boardroom meetings, not in-game dialogue? Whereas the &quot;Rock&quot; was the thing itself, the making of the game. Gettin&#039; down to it. Just like you do, Gus. Much cross-country platonic love.) </p>
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