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	<title>Comments on: Poll Question 055 &#8211; Should players control the storyline with an episode-ending vote?</title>
	<atom:link href="http://www.planetphillip.com/posts/poll-question-055/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.planetphillip.com/posts/poll-question-055/</link>
	<description>Finishing Half-Life is just the beginning!</description>
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		<title>By: Dusty_Lions</title>
		<link>http://www.planetphillip.com/posts/poll-question-055/comment-page-1/#comment-229064</link>
		<dc:creator>Dusty_Lions</dc:creator>
		<pubDate>Wed, 15 Sep 2010 02:33:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/poll-question-055/#comment-229064</guid>
		<description>This might not be inline with the question, but I dood it anyway,lol... Choose your own ending is OK, but in view of playability? How about random endings..the game randomly picks the end. In fact that could really change games period. What if every time you played a a game you had no idea what I am going to call &quot;the randomizer&quot; was going to throw at you at any given point during game play, changes in map, enemies, monsters,terrain...environments?.. Appealing?.. It is to me.</description>
		<content:encoded><![CDATA[<p>This might not be inline with the question, but I dood it anyway,lol&#8230; Choose your own ending is OK, but in view of playability? How about random endings..the game randomly picks the end. In fact that could really change games period. What if every time you played a a game you had no idea what I am going to call &#8220;the randomizer&#8221; was going to throw at you at any given point during game play, changes in map, enemies, monsters,terrain&#8230;environments?.. Appealing?.. It is to me.
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		<title>By: Grey Acumen</title>
		<link>http://www.planetphillip.com/posts/poll-question-055/comment-page-1/#comment-213628</link>
		<dc:creator>Grey Acumen</dc:creator>
		<pubDate>Tue, 01 Dec 2009 19:06:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/poll-question-055/#comment-213628</guid>
		<description>Yeah, there are a couple major problems with this idea:

1) Appeasing the masses generally results in stale storylines and gameplay. Individuals are creative. Groups are predictable.

2) Trying to guess at what comes next is 90% of th eenjoyment of ANY story. you don&#039;t have to guess when you&#039;re the one deciding.

3) Episodes are already taking incredibly long when they know what the story is roughly going to follow from the very beginning. You will either end up with your individual episodes slowed down to a crawl, or you will end up with subpar storylines getting pushed out.

4) Not everyone buys their games on day one. How long are the devs supposed to wait for feedback from the players? One year? 2 years? however long it is, after the choice has been made, your incentive to get the game further down the road has been slashed to pieces, if you don&#039;t get it from day 1, you might as well not bother getting anything in the series.

5) People are going to see those choices and want them all. So no one will be completely satisfied no matter what the choice turned out to be.

Generally, it&#039;s theoretically a cool idea, but not one that will ever work as well in practice as it is in theory.</description>
		<content:encoded><![CDATA[<p>Yeah, there are a couple major problems with this idea:</p>
<p>1) Appeasing the masses generally results in stale storylines and gameplay. Individuals are creative. Groups are predictable.</p>
<p>2) Trying to guess at what comes next is 90% of th eenjoyment of ANY story. you don&#8217;t have to guess when you&#8217;re the one deciding.</p>
<p>3) Episodes are already taking incredibly long when they know what the story is roughly going to follow from the very beginning. You will either end up with your individual episodes slowed down to a crawl, or you will end up with subpar storylines getting pushed out.</p>
<p>4) Not everyone buys their games on day one. How long are the devs supposed to wait for feedback from the players? One year? 2 years? however long it is, after the choice has been made, your incentive to get the game further down the road has been slashed to pieces, if you don&#8217;t get it from day 1, you might as well not bother getting anything in the series.</p>
<p>5) People are going to see those choices and want them all. So no one will be completely satisfied no matter what the choice turned out to be.</p>
<p>Generally, it&#8217;s theoretically a cool idea, but not one that will ever work as well in practice as it is in theory.
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		<title>By: planetphillip</title>
		<link>http://www.planetphillip.com/posts/poll-question-055/comment-page-1/#comment-112971</link>
		<dc:creator>planetphillip</dc:creator>
		<pubDate>Sun, 04 Nov 2007 08:59:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/poll-question-055/#comment-112971</guid>
		<description>&lt;blockquote&gt;as people who made one choice would hate the fact that their choice for the character lost, and they are stuck playing the story path they didn’t choose.&lt;/blockquote&gt;
This is a good point but we end up playing somebody elses story anyway.

Although we get no input in that case, so it is slightly different.

I think it may work for a mod better than a full retail game.</description>
		<content:encoded><![CDATA[<blockquote><p>as people who made one choice would hate the fact that their choice for the character lost, and they are stuck playing the story path they didn’t choose.</p></blockquote>
<p>This is a good point but we end up playing somebody elses story anyway.</p>
<p>Although we get no input in that case, so it is slightly different.</p>
<p>I think it may work for a mod better than a full retail game.
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		<title>By: Oopla</title>
		<link>http://www.planetphillip.com/posts/poll-question-055/comment-page-1/#comment-112883</link>
		<dc:creator>Oopla</dc:creator>
		<pubDate>Sun, 04 Nov 2007 01:47:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/poll-question-055/#comment-112883</guid>
		<description>What annoys me about multiple endings, is that there is normally just 2. A light and a dark. They are just there, and not nuanced in much any way. In the game Advent rising, It was promised to feature a &quot;dynamic branching storyline, based on the choices you make.&quot; your first choice was, who did the aliens kill? Your Brother or your fiencee? Aside from the fact that this was a completely unrealistic binary choice in the story. I found I could nullify the choice realistlicly with my game play stratedy. Of course 1 still died, and I promptly put down the game and have never picked it up. 

Multiple ending gaming can be done well, Like Wing Commander, where you had 4 options, ranging from Win big, to Lose big. It was based on the outcomes of the battles, with the  ability of your battle record even being able to effect the outcome of the game in the middle of it.

What would be an interesting concept for episodic gaming would be to have a multi episode series, each with it&#039;s own choice in it. Light or Dark. and then the next episode is designed around what the majority of users chose in their first run through of the previous episode(which is counted as a vote) I am going to go on record as saying that I don&#039;t see this as a successful episodic model. It would be hemorrhaging users, as people who made one choice would hate the fact that their choice for the character lost, and they are stuck playing the story path they didn&#039;t choose.</description>
		<content:encoded><![CDATA[<p>What annoys me about multiple endings, is that there is normally just 2. A light and a dark. They are just there, and not nuanced in much any way. In the game Advent rising, It was promised to feature a &#8220;dynamic branching storyline, based on the choices you make.&#8221; your first choice was, who did the aliens kill? Your Brother or your fiencee? Aside from the fact that this was a completely unrealistic binary choice in the story. I found I could nullify the choice realistlicly with my game play stratedy. Of course 1 still died, and I promptly put down the game and have never picked it up. </p>
<p>Multiple ending gaming can be done well, Like Wing Commander, where you had 4 options, ranging from Win big, to Lose big. It was based on the outcomes of the battles, with the  ability of your battle record even being able to effect the outcome of the game in the middle of it.</p>
<p>What would be an interesting concept for episodic gaming would be to have a multi episode series, each with it&#8217;s own choice in it. Light or Dark. and then the next episode is designed around what the majority of users chose in their first run through of the previous episode(which is counted as a vote) I am going to go on record as saying that I don&#8217;t see this as a successful episodic model. It would be hemorrhaging users, as people who made one choice would hate the fact that their choice for the character lost, and they are stuck playing the story path they didn&#8217;t choose.
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		<title>By: Matt Glanville</title>
		<link>http://www.planetphillip.com/posts/poll-question-055/comment-page-1/#comment-112762</link>
		<dc:creator>Matt Glanville</dc:creator>
		<pubDate>Sat, 03 Nov 2007 17:51:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/poll-question-055/#comment-112762</guid>
		<description>I know SiN Episodes: Emergence was originally going to include this feature until it was canned. I believe in that game it was going to collect data based on how the players proceeded through the game and base the next episode on that data, so there was no way of really knowing what you were submitting.

However, should we really need such a device? Considering that it is a linear story, the developers should have designed the game in such a way that you would feel a similar reaction to everyone else anyway.</description>
		<content:encoded><![CDATA[<p>I know SiN Episodes: Emergence was originally going to include this feature until it was canned. I believe in that game it was going to collect data based on how the players proceeded through the game and base the next episode on that data, so there was no way of really knowing what you were submitting.</p>
<p>However, should we really need such a device? Considering that it is a linear story, the developers should have designed the game in such a way that you would feel a similar reaction to everyone else anyway.
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		<title>By: firba1</title>
		<link>http://www.planetphillip.com/posts/poll-question-055/comment-page-1/#comment-112453</link>
		<dc:creator>firba1</dc:creator>
		<pubDate>Sat, 03 Nov 2007 03:37:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/poll-question-055/#comment-112453</guid>
		<description>&lt;blockquote&gt;
As for an alternative, does anybody remember the good old-fashioned &quot;Choose Your Own Adventure&quot; book series? Why don&#039;t game developers consider those multiple-ending routes of gameplay anymore?&lt;/blockquote&gt;
I loved Choose Your Own Adventure. Anyways, I think that the only game (mod really) that implements this feature well is Causality Effect. Even though there was one &quot;true&quot; ending,  the one that takes you back to the beginning to Half-Life 2, if the developer decided to do a sequel, it could go from one of the other endings. I think that a game like this that has a sort of alternate storyline would work for something like this though.</description>
		<content:encoded><![CDATA[<blockquote><p>
As for an alternative, does anybody remember the good old-fashioned &#8220;Choose Your Own Adventure&#8221; book series? Why don&#8217;t game developers consider those multiple-ending routes of gameplay anymore?</p></blockquote>
<p>I loved Choose Your Own Adventure. Anyways, I think that the only game (mod really) that implements this feature well is Causality Effect. Even though there was one &#8220;true&#8221; ending,  the one that takes you back to the beginning to Half-Life 2, if the developer decided to do a sequel, it could go from one of the other endings. I think that a game like this that has a sort of alternate storyline would work for something like this though.
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		<title>By: Our Lord and Savior Fluffy The Hamster</title>
		<link>http://www.planetphillip.com/posts/poll-question-055/comment-page-1/#comment-112336</link>
		<dc:creator>Our Lord and Savior Fluffy The Hamster</dc:creator>
		<pubDate>Fri, 02 Nov 2007 21:50:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/poll-question-055/#comment-112336</guid>
		<description>Developers do, and developers have been since the dawn of gaming. Multiple-endings have the problem that, regardless of what ending you get, there&#039;s always a &#039;correct&#039; ending that you needed to obtain in order to really complete the game. Somewhat defeats the purpose.</description>
		<content:encoded><![CDATA[<p>Developers do, and developers have been since the dawn of gaming. Multiple-endings have the problem that, regardless of what ending you get, there&#8217;s always a &#8216;correct&#8217; ending that you needed to obtain in order to really complete the game. Somewhat defeats the purpose.
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		<title>By: Anonymous</title>
		<link>http://www.planetphillip.com/posts/poll-question-055/comment-page-1/#comment-112325</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Fri, 02 Nov 2007 21:18:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/poll-question-055/#comment-112325</guid>
		<description>It would be better to simply include ALL the possible &#039;choices&#039; in the gameplay, as advertising certain features and then suddenly removing them for a majority vote is much to the disdain of any potential gamers.

Plus, while it supposedly adds the specific elements that the &#039;most&#039; people wanted, it removes the rather important element of &#039;surprise&#039; or &#039;suspense.&#039;

People would probably refuse to buy it anyways if their preferred choice was taken out of the game for being the minority.

I&#039;d really prefer that Valve would stop sending out &#039;episodes&#039; of things and revert back to the good ole &#039;sequels&#039; so we can have a decent-sized gameplay with an ending that doesn&#039;t imply &#039;To be Continued&#039;

As for an alternative, does anybody remember the good old-fashioned &quot;Choose Your Own Adventure&quot; book series? Why don&#039;t game developers consider those multiple-ending routes of gameplay anymore?</description>
		<content:encoded><![CDATA[<p>It would be better to simply include ALL the possible &#8216;choices&#8217; in the gameplay, as advertising certain features and then suddenly removing them for a majority vote is much to the disdain of any potential gamers.</p>
<p>Plus, while it supposedly adds the specific elements that the &#8216;most&#8217; people wanted, it removes the rather important element of &#8216;surprise&#8217; or &#8216;suspense.&#8217;</p>
<p>People would probably refuse to buy it anyways if their preferred choice was taken out of the game for being the minority.</p>
<p>I&#8217;d really prefer that Valve would stop sending out &#8216;episodes&#8217; of things and revert back to the good ole &#8216;sequels&#8217; so we can have a decent-sized gameplay with an ending that doesn&#8217;t imply &#8216;To be Continued&#8217;</p>
<p>As for an alternative, does anybody remember the good old-fashioned &#8220;Choose Your Own Adventure&#8221; book series? Why don&#8217;t game developers consider those multiple-ending routes of gameplay anymore?
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		<title>By: Splatzone</title>
		<link>http://www.planetphillip.com/posts/poll-question-055/comment-page-1/#comment-112322</link>
		<dc:creator>Splatzone</dc:creator>
		<pubDate>Fri, 02 Nov 2007 21:14:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/poll-question-055/#comment-112322</guid>
		<description>Another interesting idea. Maybe, it could be a simple form with what you do *not* want to happen, just to give the developers a vague indication without spoiling the plot for everyone.</description>
		<content:encoded><![CDATA[<p>Another interesting idea. Maybe, it could be a simple form with what you do *not* want to happen, just to give the developers a vague indication without spoiling the plot for everyone.
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		<title>By: firba1</title>
		<link>http://www.planetphillip.com/posts/poll-question-055/comment-page-1/#comment-112302</link>
		<dc:creator>firba1</dc:creator>
		<pubDate>Fri, 02 Nov 2007 20:29:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.planetphillip.com/posts/poll-question-055/#comment-112302</guid>
		<description>I don&#039;t think I would want this because a large part of the fun in a game is finding out what happens during the game. Also a big part of it is speculating what will happen in future games. I think that if there were a contest and the winner was announced, people would be able to find out what that person&#039;s idea was. Also, I&#039;m sure that Valve (or any other company, for that matter) do look at things from the community even if they don&#039;t take full stories from them.</description>
		<content:encoded><![CDATA[<p>I don&#8217;t think I would want this because a large part of the fun in a game is finding out what happens during the game. Also a big part of it is speculating what will happen in future games. I think that if there were a contest and the winner was announced, people would be able to find out what that person&#8217;s idea was. Also, I&#8217;m sure that Valve (or any other company, for that matter) do look at things from the community even if they don&#8217;t take full stories from them.
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