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	<title>
	Comments on: The Aesthetic Failure of Okami	</title>
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	<link>https://unwinnable.com/2012/06/18/okami/</link>
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		<title>
		By: John Brindle		</title>
		<link>https://unwinnable.com/2012/06/18/okami/#comment-38264</link>

		<dc:creator><![CDATA[John Brindle]]></dc:creator>
		<pubDate>Sun, 01 Jul 2012 21:16:57 +0000</pubDate>
		<guid isPermaLink="false">https://unwinnable.com/?p=31945#comment-38264</guid>

					<description><![CDATA[Mammo only used Okaiden to illustrate two examples, which were relatively unimportant in the article, and which are replicated at many points in the three or four hours of Okami I remember. 
 
This all pretty much chimes with my experience of Okami. Behind its elegant art style it simply wouldn&#039;t stop talking at me and making me collect things; I&#039;d hoped the game would be as formally interesting as its aesthetics. While I stopped playing it for a few hours (and correct me if it suddenly becomes amazing later on), it reminded me a little of Psychonauts, which has a similar problem, only less extreme: beneath its joyful invention and sharp writing it is on one level a fun but merely competent platformer with an extremely inelegant reward system involving  way too many random trinkets to pick up and way too little to do with them. ]]></description>
			<content:encoded><![CDATA[<p>Mammo only used Okaiden to illustrate two examples, which were relatively unimportant in the article, and which are replicated at many points in the three or four hours of Okami I remember. </p>
<p>This all pretty much chimes with my experience of Okami. Behind its elegant art style it simply wouldn&#039;t stop talking at me and making me collect things; I&#039;d hoped the game would be as formally interesting as its aesthetics. While I stopped playing it for a few hours (and correct me if it suddenly becomes amazing later on), it reminded me a little of Psychonauts, which has a similar problem, only less extreme: beneath its joyful invention and sharp writing it is on one level a fun but merely competent platformer with an extremely inelegant reward system involving  way too many random trinkets to pick up and way too little to do with them. </p>
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		<title>
		By: Jo Jo		</title>
		<link>https://unwinnable.com/2012/06/18/okami/#comment-37910</link>

		<dc:creator><![CDATA[Jo Jo]]></dc:creator>
		<pubDate>Thu, 21 Jun 2012 23:39:22 +0000</pubDate>
		<guid isPermaLink="false">https://unwinnable.com/?p=31945#comment-37910</guid>

					<description><![CDATA[Lame article.  Misses the point.  Why should a designer adhere to these strict &#034;rules&#034; if ultimately they produce a fun and beautiful game.  After playing many games for many years Okami still stands out in my mind as a uniquely enjoyable experience.  It accomplishes the difficult task of building its own distinctive world, aesthetic, and tone. IMHO it succeefs on many levels. ]]></description>
			<content:encoded><![CDATA[<p>Lame article.  Misses the point.  Why should a designer adhere to these strict &quot;rules&quot; if ultimately they produce a fun and beautiful game.  After playing many games for many years Okami still stands out in my mind as a uniquely enjoyable experience.  It accomplishes the difficult task of building its own distinctive world, aesthetic, and tone. IMHO it succeefs on many levels. </p>
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		<item>
		<title>
		By: rmharman		</title>
		<link>https://unwinnable.com/2012/06/18/okami/#comment-37757</link>

		<dc:creator><![CDATA[rmharman]]></dc:creator>
		<pubDate>Tue, 19 Jun 2012 06:00:40 +0000</pubDate>
		<guid isPermaLink="false">https://unwinnable.com/?p=31945#comment-37757</guid>

					<description><![CDATA[I had a conversation once with one of the designers of Dead Space -- the guy who origianlly developed the dismemberable ragdoll models that were fundamental to the creepiness of the necromorphs.  He was frustrated that his game had been dumbed down, having the game remind people, well into the game, that, duh, they had to dismember enemies to kill them.  But apparently in play-testing, some significant portion of the audience was having problems with that. 
 
Ultimately, for-profit game companies are not designing for people who read game blogs, let alone for people who write for them.  They&#039;re designing for the median gamer.  The median gamer, it turns out, enjoys a constant stream of rewards (even if they don&#039;t go completionist on finding all of them), and often needs reminders and instructions.  I appreciate it when a game gives me the option to nuke some of its hand-holding -- e.g. Skyward Sword at least let you kill the giant representation of the controller that hogged a big chunk of screen space -- but I can&#039;t get too upset at the designers for doing what lets them sell more copies.  They&#039;re trying to make a living, as well as making art.  And Okami was some pretty spectacular art. ]]></description>
			<content:encoded><![CDATA[<p>I had a conversation once with one of the designers of Dead Space &#8212; the guy who origianlly developed the dismemberable ragdoll models that were fundamental to the creepiness of the necromorphs.  He was frustrated that his game had been dumbed down, having the game remind people, well into the game, that, duh, they had to dismember enemies to kill them.  But apparently in play-testing, some significant portion of the audience was having problems with that. </p>
<p>Ultimately, for-profit game companies are not designing for people who read game blogs, let alone for people who write for them.  They&#039;re designing for the median gamer.  The median gamer, it turns out, enjoys a constant stream of rewards (even if they don&#039;t go completionist on finding all of them), and often needs reminders and instructions.  I appreciate it when a game gives me the option to nuke some of its hand-holding &#8212; e.g. Skyward Sword at least let you kill the giant representation of the controller that hogged a big chunk of screen space &#8212; but I can&#039;t get too upset at the designers for doing what lets them sell more copies.  They&#039;re trying to make a living, as well as making art.  And Okami was some pretty spectacular art. </p>
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