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	<title>Comments for VideoGameologists</title>
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	<link>http://www.videogameologists.com</link>
	<description>Serious Gamers, Serious Fun</description>
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		<title>Comment on Rocksteady Should Look &#8220;Beyond&#8221; For their Next Batman Game by ace93200</title>
		<link>http://www.videogameologists.com/2012/01/05/rocksteady-should-look-beyond-for-their-next-batman-game/#comment-1112</link>
		<dc:creator>ace93200</dc:creator>
		<pubDate>Fri, 24 May 2013 02:14:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.videogameologists.com/?p=1453#comment-1112</guid>
		<description><![CDATA[This is a awesome idea!!!]]></description>
		<content:encoded><![CDATA[<p>This is a awesome idea!!!</p>
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		<title>Comment on The Elder Scrolls Online: Journey to Coldharbour &#8211; To Oblivion and Back by Drew A.</title>
		<link>http://www.videogameologists.com/2013/05/06/te-elder-scrolls-online-journey-to-coldharbour-to-oblivion-and-back/#comment-1043</link>
		<dc:creator>Drew A.</dc:creator>
		<pubDate>Tue, 07 May 2013 06:01:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.videogameologists.com/?p=10788#comment-1043</guid>
		<description><![CDATA[While Star Wars: The Old Republic was failed to capture this element of massive single player story, Guild Wars 2 does a similar thing, but does it very well. Many of your encounters happen through your avatar, fully voice acted, non-isolated and available to your friends who wish to join. And instead of being the major focus of story progression, it&#039;s more like one portion of many stories. Each dungeon and map area have their own sort of progression on events in the world of Tyria. 

I feel as if TESO is going to do something similar. We both know that the story telling in all Elder Scrolls titles is incredibly deep, to where the lore spans back thousands of years and no account is the same as the last. I think an individual story line is a good fit for the series, mostly because it won&#039;t be the focal point on the game, just like every previous Elder Scrolls title with the multitude of side stories and quests or random nooks and crannies.

Having an individual story  isn&#039;t a bad thing in an MMO, it&#039;s gotta meld well with the rest of the game though, and The Old Republic didn&#039;t meld its individual components well with the rest of the game. It felt more like 2 different parts being threaded together loosely. Like if an old school Mario platformer had a periodic transition to a top down RPG like Legend of Zelda randomly in the game. Not that it would be bad, it would just be confusing and interrupt the flow of the game.]]></description>
		<content:encoded><![CDATA[<p>While Star Wars: The Old Republic was failed to capture this element of massive single player story, Guild Wars 2 does a similar thing, but does it very well. Many of your encounters happen through your avatar, fully voice acted, non-isolated and available to your friends who wish to join. And instead of being the major focus of story progression, it&#8217;s more like one portion of many stories. Each dungeon and map area have their own sort of progression on events in the world of Tyria. </p>
<p>I feel as if TESO is going to do something similar. We both know that the story telling in all Elder Scrolls titles is incredibly deep, to where the lore spans back thousands of years and no account is the same as the last. I think an individual story line is a good fit for the series, mostly because it won&#8217;t be the focal point on the game, just like every previous Elder Scrolls title with the multitude of side stories and quests or random nooks and crannies.</p>
<p>Having an individual story  isn&#8217;t a bad thing in an MMO, it&#8217;s gotta meld well with the rest of the game though, and The Old Republic didn&#8217;t meld its individual components well with the rest of the game. It felt more like 2 different parts being threaded together loosely. Like if an old school Mario platformer had a periodic transition to a top down RPG like Legend of Zelda randomly in the game. Not that it would be bad, it would just be confusing and interrupt the flow of the game.</p>
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		<title>Comment on QTEs: Not As Bad As We Think by Erik G</title>
		<link>http://www.videogameologists.com/2013/04/02/qtes-not-as-bad-as-we-think/#comment-850</link>
		<dc:creator>Erik G</dc:creator>
		<pubDate>Wed, 03 Apr 2013 18:55:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.videogameologists.com/?p=10090#comment-850</guid>
		<description><![CDATA[The only problem I had with the quick time events in Heavy Rain was the UI made it hard to determine what action I was suppose to do with what button. I agree that quick time events are not the devil, but they are definitely a lazy solution to control the player. 

What&#039;s even strangers is that games like Heavy Rain might be better if they ditched a majority of their quick time events. When running from the police, why not have the player run from the police, like actually try and figure out what to do and if they it&#039;s because they messed up not because they had to take a chance with either holding left or right. 

The thing with video games and QTE&#039;s is that it&#039;s a million times more satisfying to actually do something yourself. I&#039;ve played games where I&#039;ve dueled evil Jedi, ripped open the heads of demons, and dodged trains through quick time events, but those all pale in comparison to just doing a jumping dodge in Monster Hunter because that was a decision I had to make in the heat of the moment. The more the game tries to control your actions, the less of a game it is and the player&#039;s significance is just diminished to being an observer, not a participant. 

While I&#039;m not sure if I&#039;d count your Mass Effect or LA Noire example as a true QTE, I agree that No More Heroes did them quite well because they were finishers and didn&#039;t punish you for getting the last hit on an enemy (I don&#039;t even think you can fail those).]]></description>
		<content:encoded><![CDATA[<p>The only problem I had with the quick time events in Heavy Rain was the UI made it hard to determine what action I was suppose to do with what button. I agree that quick time events are not the devil, but they are definitely a lazy solution to control the player. </p>
<p>What&#8217;s even strangers is that games like Heavy Rain might be better if they ditched a majority of their quick time events. When running from the police, why not have the player run from the police, like actually try and figure out what to do and if they it&#8217;s because they messed up not because they had to take a chance with either holding left or right. </p>
<p>The thing with video games and QTE&#8217;s is that it&#8217;s a million times more satisfying to actually do something yourself. I&#8217;ve played games where I&#8217;ve dueled evil Jedi, ripped open the heads of demons, and dodged trains through quick time events, but those all pale in comparison to just doing a jumping dodge in Monster Hunter because that was a decision I had to make in the heat of the moment. The more the game tries to control your actions, the less of a game it is and the player&#8217;s significance is just diminished to being an observer, not a participant. </p>
<p>While I&#8217;m not sure if I&#8217;d count your Mass Effect or LA Noire example as a true QTE, I agree that No More Heroes did them quite well because they were finishers and didn&#8217;t punish you for getting the last hit on an enemy (I don&#8217;t even think you can fail those).</p>
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		<title>Comment on Entry #1 by Alex M</title>
		<link>http://www.videogameologists.com/2013/04/01/entry-1/#comment-848</link>
		<dc:creator>Alex M</dc:creator>
		<pubDate>Tue, 02 Apr 2013 08:19:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.videogameologists.com/?p=10182#comment-848</guid>
		<description><![CDATA[Man, I&#039;m only absent for like a year and Erik goes crazy?  Don&#039;t get too in over your head Cam.

And remember the staple of horror games: always have your shotgun and enough ammo to fill it.]]></description>
		<content:encoded><![CDATA[<p>Man, I&#8217;m only absent for like a year and Erik goes crazy?  Don&#8217;t get too in over your head Cam.</p>
<p>And remember the staple of horror games: always have your shotgun and enough ammo to fill it.</p>
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		<title>Comment on Question: How Do You Decided What Weapon to Use in Monster Hunter 3 Ultimate? by Drew A.</title>
		<link>http://www.videogameologists.com/2013/03/20/question-how-do-you-decided-what-weapon-to-use-in-monster-hunter-3-ultimate/#comment-841</link>
		<dc:creator>Drew A.</dc:creator>
		<pubDate>Thu, 21 Mar 2013 21:18:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.videogameologists.com/?p=9986#comment-841</guid>
		<description><![CDATA[I always gravitate toward the slower/heavier weapons. In MHTri2010, I exclusively used the hammer. switchaxe, and lance because each exclusively fit my style of slow, rhythmic attacks allowing more time for thought between points in the combos to best analyze the situation and come up with a reaction in the case where I needed to, like blocking or rolling or charging. 

I do much the same in almost every game I play. I go bananas for hammers and axes in almost any game where they are available. Skyrim especially, where two-handed weapons became more than a weapon choice and more like a door to an alternative playstyle. Almost every game I&#039;ve played in Skyrim became one where I would berserk into a group of enemies and basically flail around with my weapon flying in every direction. And it worked. I died a few times, but because I had time to see incoming attacks between swings and power attacks, it became easier to dodge AI and strike as hard as possible (instead of trotting backwards like a pussyfooted adventurer).

Anyway, it&#039;s a good point to bring up. Today&#039;s game developers have been increasingly considerate with the diversity of play style. There are a few game out there that still offer a one dimensional experience, and although that doesn&#039;t make for a bad game, it does narrow its potential audience and it does limit players to similar, unvaried experiences.]]></description>
		<content:encoded><![CDATA[<p>I always gravitate toward the slower/heavier weapons. In MHTri2010, I exclusively used the hammer. switchaxe, and lance because each exclusively fit my style of slow, rhythmic attacks allowing more time for thought between points in the combos to best analyze the situation and come up with a reaction in the case where I needed to, like blocking or rolling or charging. </p>
<p>I do much the same in almost every game I play. I go bananas for hammers and axes in almost any game where they are available. Skyrim especially, where two-handed weapons became more than a weapon choice and more like a door to an alternative playstyle. Almost every game I&#8217;ve played in Skyrim became one where I would berserk into a group of enemies and basically flail around with my weapon flying in every direction. And it worked. I died a few times, but because I had time to see incoming attacks between swings and power attacks, it became easier to dodge AI and strike as hard as possible (instead of trotting backwards like a pussyfooted adventurer).</p>
<p>Anyway, it&#8217;s a good point to bring up. Today&#8217;s game developers have been increasingly considerate with the diversity of play style. There are a few game out there that still offer a one dimensional experience, and although that doesn&#8217;t make for a bad game, it does narrow its potential audience and it does limit players to similar, unvaried experiences.</p>
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		<title>Comment on Question: What Are You Looking Forward to in 2013 by jacko23</title>
		<link>http://www.videogameologists.com/2013/01/01/question-what-are-you-looking-forward-to-in-2013/#comment-833</link>
		<dc:creator>jacko23</dc:creator>
		<pubDate>Mon, 11 Mar 2013 23:36:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.videogameologists.com/?p=8263#comment-833</guid>
		<description><![CDATA[But what day dose this game come out!?!]]></description>
		<content:encoded><![CDATA[<p>But what day dose this game come out!?!</p>
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		<title>Comment on A Skyward Sword Heart Container Necklace by Erik G</title>
		<link>http://www.videogameologists.com/2012/11/25/a-skyward-sword-heart-container-necklace/#comment-824</link>
		<dc:creator>Erik G</dc:creator>
		<pubDate>Mon, 04 Mar 2013 01:00:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.videogameologists.com/?p=7512#comment-824</guid>
		<description><![CDATA[It&#039;s not sold out anymore. You can buy one for $22 using the link provided in the post. I got one for my girlfriend and it is freakin awesome.]]></description>
		<content:encoded><![CDATA[<p>It&#8217;s not sold out anymore. You can buy one for $22 using the link provided in the post. I got one for my girlfriend and it is freakin awesome.</p>
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		<title>Comment on A Skyward Sword Heart Container Necklace by zelda_hodel</title>
		<link>http://www.videogameologists.com/2012/11/25/a-skyward-sword-heart-container-necklace/#comment-823</link>
		<dc:creator>zelda_hodel</dc:creator>
		<pubDate>Mon, 04 Mar 2013 00:35:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.videogameologists.com/?p=7512#comment-823</guid>
		<description><![CDATA[where can u get these?! i want this soooooooooo bad]]></description>
		<content:encoded><![CDATA[<p>where can u get these?! i want this soooooooooo bad</p>
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		<title>Comment on D.I.C.E. 2013 David Cage on Maturing the Industry by Erik G</title>
		<link>http://www.videogameologists.com/2013/02/11/d-i-c-e-2013-david-cage-on-maturing-the-industry/#comment-799</link>
		<dc:creator>Erik G</dc:creator>
		<pubDate>Mon, 18 Feb 2013 06:39:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.videogameologists.com/?p=9235#comment-799</guid>
		<description><![CDATA[Yeah, that lack of detail thing definitely makes this all the more difficult.]]></description>
		<content:encoded><![CDATA[<p>Yeah, that lack of detail thing definitely makes this all the more difficult.</p>
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		<title>Comment on D.I.C.E. 2013 David Cage on Maturing the Industry by Danielle D</title>
		<link>http://www.videogameologists.com/2013/02/11/d-i-c-e-2013-david-cage-on-maturing-the-industry/#comment-798</link>
		<dc:creator>Danielle D</dc:creator>
		<pubDate>Mon, 18 Feb 2013 00:02:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.videogameologists.com/?p=9235#comment-798</guid>
		<description><![CDATA[No, I don&#039;t think that is what he meant especially since Hollywood will never absorb the game industry. We&#039;re too rebellious. I do think he wants the game industry to establish a relationship with Hollywood because, in his words, he thinks Hollywood and the games industry can create a new type entertainment if they worked together. But I think he wants to take advantage of those exclusive movie star connections all while helping boost the game industry&#039;s image a bit. I just wished he went into more detail.]]></description>
		<content:encoded><![CDATA[<p>No, I don&#8217;t think that is what he meant especially since Hollywood will never absorb the game industry. We&#8217;re too rebellious. I do think he wants the game industry to establish a relationship with Hollywood because, in his words, he thinks Hollywood and the games industry can create a new type entertainment if they worked together. But I think he wants to take advantage of those exclusive movie star connections all while helping boost the game industry&#8217;s image a bit. I just wished he went into more detail.</p>
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