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	<title>Comments on: Final fantasies</title>
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		<title>By: Marsh</title>
		<link>http://www.rotational.co.uk/2009/07/final-fantasies/comment-page-1/#comment-14</link>
		<dc:creator>Marsh</dc:creator>
		<pubDate>Sun, 05 Jul 2009 10:15:25 +0000</pubDate>
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		<description>I very rarely dotted back and forth between saves while I played Fallout, although I revisited a few key decisions when the game was over. Mostly this was because, with a few exceptions, the choices available were blandly defined by moralaity, and I knew what kind of character I wanted to be. The only time I&#039;d jump back to an earlier game was when I made what I deemed to be a mistake - like letting Grace Jones Lookalike die. Although, even then, I quickly gave up and left her corpse in a lonely corner of the Nuka Cola factory.

Of course, there are no mistakes in a narrative, except perhaps those which end it prematurely. I think games should strive to let the player embrace consequence, whatever that may be, as part of a perfectly valid ongoing experience. One way they can do this is by avoiding a moral slalom, in which the player already perceives the route he wishes to take from the off, and feels like he&#039;s failed if he doesn&#039;t stick to it. I think Far Cry 2 did this well with its buddies, even if the significance of their life and death was limited to the last half-hour of the game. I was hoping Heavy Rain might offer this as well, but it seems like the choice you get in each character is simply whether she/he dies or survives.</description>
		<content:encoded><![CDATA[<p>I very rarely dotted back and forth between saves while I played Fallout, although I revisited a few key decisions when the game was over. Mostly this was because, with a few exceptions, the choices available were blandly defined by moralaity, and I knew what kind of character I wanted to be. The only time I&#8217;d jump back to an earlier game was when I made what I deemed to be a mistake &#8211; like letting Grace Jones Lookalike die. Although, even then, I quickly gave up and left her corpse in a lonely corner of the Nuka Cola factory.</p>
<p>Of course, there are no mistakes in a narrative, except perhaps those which end it prematurely. I think games should strive to let the player embrace consequence, whatever that may be, as part of a perfectly valid ongoing experience. One way they can do this is by avoiding a moral slalom, in which the player already perceives the route he wishes to take from the off, and feels like he&#8217;s failed if he doesn&#8217;t stick to it. I think Far Cry 2 did this well with its buddies, even if the significance of their life and death was limited to the last half-hour of the game. I was hoping Heavy Rain might offer this as well, but it seems like the choice you get in each character is simply whether she/he dies or survives.</p>
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		<title>By: Cakes</title>
		<link>http://www.rotational.co.uk/2009/07/final-fantasies/comment-page-1/#comment-11</link>
		<dc:creator>Cakes</dc:creator>
		<pubDate>Fri, 03 Jul 2009 20:50:00 +0000</pubDate>
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		<description>I can&#039;t believe you&#039;re using multiple saves! That&#039;s wrong wrong WRONG! You should play it first as a good and righteous citizen with absolute consistency ALL THE WAY THROUGH. Then, once you&#039;ve finished, you should put do it again but through the E-VIL filter. Obviously!</description>
		<content:encoded><![CDATA[<p>I can&#8217;t believe you&#8217;re using multiple saves! That&#8217;s wrong wrong WRONG! You should play it first as a good and righteous citizen with absolute consistency ALL THE WAY THROUGH. Then, once you&#8217;ve finished, you should put do it again but through the E-VIL filter. Obviously!</p>
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