<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Skip to the end.</title>
	<atom:link href="http://www.kiasa.org/2010/01/18/skip-to-the-end/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.kiasa.org/2010/01/18/skip-to-the-end/</link>
	<description>Just these guys, you know.</description>
	<lastBuildDate>Sat, 11 Feb 2012 17:34:47 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
	<item>
		<title>By: nugget</title>
		<link>http://www.kiasa.org/2010/01/18/skip-to-the-end/comment-page-1/#comment-4014</link>
		<dc:creator>nugget</dc:creator>
		<pubDate>Sun, 21 Feb 2010 14:49:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.kiasa.org/?p=3333#comment-4014</guid>
		<description>If you wanted to escape (heehee) the voiceover upon hearing it for the first time, once you had the text in front of you, it means that the voiceover wasn&#039;t good enough.

...I would never have made that statement before playing Sacred 1. Their voiceovers are good enough that I want to hear them read. At least the first time anyway. Sometimes on subsequent visits with other characters I may listen to them. &gt;.&gt; or not.</description>
		<content:encoded><![CDATA[<p>If you wanted to escape (heehee) the voiceover upon hearing it for the first time, once you had the text in front of you, it means that the voiceover wasn&#8217;t good enough.</p>
<p>&#8230;I would never have made that statement before playing Sacred 1. Their voiceovers are good enough that I want to hear them read. At least the first time anyway. Sometimes on subsequent visits with other characters I may listen to them. &gt;.&gt; or not.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Melmoth</title>
		<link>http://www.kiasa.org/2010/01/18/skip-to-the-end/comment-page-1/#comment-3906</link>
		<dc:creator>Melmoth</dc:creator>
		<pubDate>Wed, 20 Jan 2010 07:05:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.kiasa.org/?p=3333#comment-3906</guid>
		<description>The thing that interests me about such choices is how well they will really work in an MMO, and this is why I&#039;ll be interested to see whether Bioware just implement Bioware Standard Dialogue Choice Mechanic or whether they tried to invent something new for MMOs, the problem being as I see it: no save games.

There are numerous reasons why people might want a save game to go back to and take a different choice. For example, imagine your cat or child attacking the keyboard at just the wrong moment and making a dialogue choice that sends your character development or current quest path in entirely the opposite direction to what you had intended. Part of the fun of the Bioware games is that the choices you make in dialogue do often have an impact on the world, but those consequences can also turn out to be &lt;a href=&quot;http://www.kiasa.org/2009/12/02/it-is-your-destiny/&quot; rel=&quot;nofollow&quot;&gt;not what you imagined they would be&lt;/a&gt;.

Will Bioware&#039;s MMO have some sort of save option? It doesn&#039;t seem likely, so I wonder if they have come up with a different way to deal with the fact that most MMO players don&#039;t seem to like being tied to a decision if it turns out to be the wrong one for them.</description>
		<content:encoded><![CDATA[<p>The thing that interests me about such choices is how well they will really work in an MMO, and this is why I&#8217;ll be interested to see whether Bioware just implement Bioware Standard Dialogue Choice Mechanic or whether they tried to invent something new for MMOs, the problem being as I see it: no save games.</p>
<p>There are numerous reasons why people might want a save game to go back to and take a different choice. For example, imagine your cat or child attacking the keyboard at just the wrong moment and making a dialogue choice that sends your character development or current quest path in entirely the opposite direction to what you had intended. Part of the fun of the Bioware games is that the choices you make in dialogue do often have an impact on the world, but those consequences can also turn out to be <a href="http://www.kiasa.org/2009/12/02/it-is-your-destiny/" rel="nofollow">not what you imagined they would be</a>.</p>
<p>Will Bioware&#8217;s MMO have some sort of save option? It doesn&#8217;t seem likely, so I wonder if they have come up with a different way to deal with the fact that most MMO players don&#8217;t seem to like being tied to a decision if it turns out to be the wrong one for them.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Capn John</title>
		<link>http://www.kiasa.org/2010/01/18/skip-to-the-end/comment-page-1/#comment-3904</link>
		<dc:creator>Capn John</dc:creator>
		<pubDate>Tue, 19 Jan 2010 20:24:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.kiasa.org/?p=3333#comment-3904</guid>
		<description>The final bit of your Blog raises an interesting thought. What if you couldn&#039;t just hit Accept at the end, but had to select one of multiple choices? 

Sort of like when you help Volcor in &#039;A Lost Master&#039; in Darkshore. You get a choice of fighting your way out while trying to keep Volcor alive, or sneaking out which, unless you&#039;re a Stealth class, usually means legging it and hoping you survive (because Volcor will nick the Cloak of Invisibility and disappear on you).

So, how about a nice bit of Wensleydale?</description>
		<content:encoded><![CDATA[<p>The final bit of your Blog raises an interesting thought. What if you couldn&#8217;t just hit Accept at the end, but had to select one of multiple choices? </p>
<p>Sort of like when you help Volcor in &#8216;A Lost Master&#8217; in Darkshore. You get a choice of fighting your way out while trying to keep Volcor alive, or sneaking out which, unless you&#8217;re a Stealth class, usually means legging it and hoping you survive (because Volcor will nick the Cloak of Invisibility and disappear on you).</p>
<p>So, how about a nice bit of Wensleydale?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: We Fly Spitfires</title>
		<link>http://www.kiasa.org/2010/01/18/skip-to-the-end/comment-page-1/#comment-3901</link>
		<dc:creator>We Fly Spitfires</dc:creator>
		<pubDate>Mon, 18 Jan 2010 15:51:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.kiasa.org/?p=3333#comment-3901</guid>
		<description>It&#039;s a very interesting topic. When I started playing DA:O, I listened to every word the NPCs said but after about 30 hours, I stuck on subtitles and started skipping it.

I don&#039;t often read quest text in WoW and I remember being annoyed by the slow text when I played the beta. I guess I don&#039;t really care about the quests that I do, I just want to experience the social fun and thrill of rewards when I do them.

Voice acting though, without a doubt, does enhance the immersion of a game. I&#039;d urge anyone to try out Everquest 2 if they disagree. Even just running around a city and hearing NPCs talking and calling out to you is incredible. Once players get past the intitial immersion and roleplay though and enter the &quot;stat grind/competition&quot; element, it&#039;s all meaningless.</description>
		<content:encoded><![CDATA[<p>It&#8217;s a very interesting topic. When I started playing DA:O, I listened to every word the NPCs said but after about 30 hours, I stuck on subtitles and started skipping it.</p>
<p>I don&#8217;t often read quest text in WoW and I remember being annoyed by the slow text when I played the beta. I guess I don&#8217;t really care about the quests that I do, I just want to experience the social fun and thrill of rewards when I do them.</p>
<p>Voice acting though, without a doubt, does enhance the immersion of a game. I&#8217;d urge anyone to try out Everquest 2 if they disagree. Even just running around a city and hearing NPCs talking and calling out to you is incredible. Once players get past the intitial immersion and roleplay though and enter the &#8220;stat grind/competition&#8221; element, it&#8217;s all meaningless.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Andrew</title>
		<link>http://www.kiasa.org/2010/01/18/skip-to-the-end/comment-page-1/#comment-3900</link>
		<dc:creator>Andrew</dc:creator>
		<pubDate>Mon, 18 Jan 2010 15:06:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.kiasa.org/?p=3333#comment-3900</guid>
		<description>&quot;&lt;i&gt;Next we’ll be running around desperately trying to give quests to any NPC that we can find, watching them run off and come running back to us, whereupon we hand them a reward; even that will be too much like hard work though, so we’ll eventually get to the point where we simply log-in to our character who stands stationary and waits for an NPC to come running up and ask for a quest.&lt;/i&gt;&quot;

As previously mentioned, this has been done in the Wiiware title &quot;My Life as a King&quot;.  It&#039;s also dreadfully dull to wait for the NPCs to come back from their dungeon crawling.  An MMO like that would be..... painful at best.</description>
		<content:encoded><![CDATA[<p>&#8220;<i>Next we’ll be running around desperately trying to give quests to any NPC that we can find, watching them run off and come running back to us, whereupon we hand them a reward; even that will be too much like hard work though, so we’ll eventually get to the point where we simply log-in to our character who stands stationary and waits for an NPC to come running up and ask for a quest.</i>&#8221;</p>
<p>As previously mentioned, this has been done in the Wiiware title &#8220;My Life as a King&#8221;.  It&#8217;s also dreadfully dull to wait for the NPCs to come back from their dungeon crawling.  An MMO like that would be&#8230;.. painful at best.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Melmoth</title>
		<link>http://www.kiasa.org/2010/01/18/skip-to-the-end/comment-page-1/#comment-3899</link>
		<dc:creator>Melmoth</dc:creator>
		<pubDate>Mon, 18 Jan 2010 14:02:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.kiasa.org/?p=3333#comment-3899</guid>
		<description>Princess Bride quotes are always splendidly welcome of course, but the righteous will know it also as a quote from the most magnificent British television situation comedy Spaced.</description>
		<content:encoded><![CDATA[<p>Princess Bride quotes are always splendidly welcome of course, but the righteous will know it also as a quote from the most magnificent British television situation comedy Spaced.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ysharros</title>
		<link>http://www.kiasa.org/2010/01/18/skip-to-the-end/comment-page-1/#comment-3898</link>
		<dc:creator>Ysharros</dc:creator>
		<pubDate>Mon, 18 Jan 2010 14:00:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.kiasa.org/?p=3333#comment-3898</guid>
		<description>I&#039;ll have a 3 please Bob.

As for the content locusts, they can bite my caucasian ass. The only problem (though it&#039;s a sizeable one) I have with voice-overs is that they&#039;re lovely THE FIRST TIME. When it&#039;s the second, third or thirty-third time then yes, I am mashing that ESC key right next to the content locusts.

&quot;Enchantment? Enchantment!&quot;

I rest my case.</description>
		<content:encoded><![CDATA[<p>I&#8217;ll have a 3 please Bob.</p>
<p>As for the content locusts, they can bite my caucasian ass. The only problem (though it&#8217;s a sizeable one) I have with voice-overs is that they&#8217;re lovely THE FIRST TIME. When it&#8217;s the second, third or thirty-third time then yes, I am mashing that ESC key right next to the content locusts.</p>
<p>&#8220;Enchantment? Enchantment!&#8221;</p>
<p>I rest my case.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Caspian</title>
		<link>http://www.kiasa.org/2010/01/18/skip-to-the-end/comment-page-1/#comment-3897</link>
		<dc:creator>Caspian</dc:creator>
		<pubDate>Mon, 18 Jan 2010 13:04:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.kiasa.org/?p=3333#comment-3897</guid>
		<description>I&#039;d just like to thank you for using a blog title which now means I&#039;ll think the word &#039;Inconceivable&#039; every ten minutes or so for the next day...

To the pain!</description>
		<content:encoded><![CDATA[<p>I&#8217;d just like to thank you for using a blog title which now means I&#8217;ll think the word &#8216;Inconceivable&#8217; every ten minutes or so for the next day&#8230;</p>
<p>To the pain!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Hirvox</title>
		<link>http://www.kiasa.org/2010/01/18/skip-to-the-end/comment-page-1/#comment-3896</link>
		<dc:creator>Hirvox</dc:creator>
		<pubDate>Mon, 18 Jan 2010 11:52:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.kiasa.org/?p=3333#comment-3896</guid>
		<description>Personally, I like the Half-Life/System Shock type of storytelling, where the player can explore the story at their leisure if they choose to, either by exploring the environment or listening to log files or something. Of course, the downside is that if everything important has already happened when the player gets there it makes the player feel superfluous.</description>
		<content:encoded><![CDATA[<p>Personally, I like the Half-Life/System Shock type of storytelling, where the player can explore the story at their leisure if they choose to, either by exploring the environment or listening to log files or something. Of course, the downside is that if everything important has already happened when the player gets there it makes the player feel superfluous.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Brian 'Psychochild' Green</title>
		<link>http://www.kiasa.org/2010/01/18/skip-to-the-end/comment-page-1/#comment-3895</link>
		<dc:creator>Brian 'Psychochild' Green</dc:creator>
		<pubDate>Mon, 18 Jan 2010 10:00:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.kiasa.org/?p=3333#comment-3895</guid>
		<description>I think that a lot of people just aren&#039;t looking for story in MMOs, even if they were good.  MMOs are about doing stuff, sometimes with friends.  Reading an NPC&#039;s witty banter isn&#039;t exciting and it&#039;s not necessarily a group activity (unless it&#039;s bad enough to get the MST3K treatment).  (Insert lengthy explanation about why stories are a waste in typical MMOs here.)

I installed instant quest text because I got tired of the slow pace.  I can read incredibly fast and it was just annoying having the quest text scroll so slowly.  However, it got harder to actually read the quest text once my friends installed it, too.  But, for me, voice acting causes the same frustration because I&#039;m happy reading instead of listening.  I suspect I&#039;m in the minority, though, and that good voice acting might draw some more people in.

Does this mean that MMOs should devolve to &quot;push quest vending machine button, insert 10 rat corpses, obtain product&quot; setup?  No.  It means that we have to be smarter about how we do stories in games.  My guess is that fully voiced dialog isn&#039;t the way, but Bioware will probably happily prove me wrong.  At the very least, I think some people will enjoy the voice content mostly because it is in a beloved setting.</description>
		<content:encoded><![CDATA[<p>I think that a lot of people just aren&#8217;t looking for story in MMOs, even if they were good.  MMOs are about doing stuff, sometimes with friends.  Reading an NPC&#8217;s witty banter isn&#8217;t exciting and it&#8217;s not necessarily a group activity (unless it&#8217;s bad enough to get the MST3K treatment).  (Insert lengthy explanation about why stories are a waste in typical MMOs here.)</p>
<p>I installed instant quest text because I got tired of the slow pace.  I can read incredibly fast and it was just annoying having the quest text scroll so slowly.  However, it got harder to actually read the quest text once my friends installed it, too.  But, for me, voice acting causes the same frustration because I&#8217;m happy reading instead of listening.  I suspect I&#8217;m in the minority, though, and that good voice acting might draw some more people in.</p>
<p>Does this mean that MMOs should devolve to &#8220;push quest vending machine button, insert 10 rat corpses, obtain product&#8221; setup?  No.  It means that we have to be smarter about how we do stories in games.  My guess is that fully voiced dialog isn&#8217;t the way, but Bioware will probably happily prove me wrong.  At the very least, I think some people will enjoy the voice content mostly because it is in a beloved setting.</p>
]]></content:encoded>
	</item>
</channel>
</rss>

