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	<title>Comments on: Stories built around core mechanics</title>
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	<link>http://infovore.org/archives/2008/08/07/stories-built-around-core-mechanics/</link>
	<description>a weblog by Tom Armitage</description>
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		<title>By: JPL</title>
		<link>http://infovore.org/archives/2008/08/07/stories-built-around-core-mechanics/comment-page-1/#comment-101508</link>
		<dc:creator>JPL</dc:creator>
		<pubDate>Fri, 22 Aug 2008 21:32:44 +0000</pubDate>
		<guid isPermaLink="false">http://infovore.org/?p=1336#comment-101508</guid>
		<description>One example that comes to mind: there&#039;s a sequence in the second level of Gears of War where batlike animals named &quot;Kryll&quot; will attack anyone who steps into the shadow; while it&#039;s not exactly the same (they&#039;re photophobic animals, not manifestations of the darkness itself), the final effect is pretty similar.</description>
		<content:encoded><![CDATA[<p>One example that comes to mind: there&#8217;s a sequence in the second level of Gears of War where batlike animals named &#8220;Kryll&#8221; will attack anyone who steps into the shadow; while it&#8217;s not exactly the same (they&#8217;re photophobic animals, not manifestations of the darkness itself), the final effect is pretty similar.</p>
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		<title>By: Spatial Relationships. &#171; Groping The Elephant</title>
		<link>http://infovore.org/archives/2008/08/07/stories-built-around-core-mechanics/comment-page-1/#comment-99238</link>
		<dc:creator>Spatial Relationships. &#171; Groping The Elephant</dc:creator>
		<pubDate>Sun, 10 Aug 2008 01:20:34 +0000</pubDate>
		<guid isPermaLink="false">http://infovore.org/?p=1336#comment-99238</guid>
		<description>[...]  Tom Armitage recently posted an interesting article, &#8221;Stories built around Core Mechanics&#8220;. It is worth reading not only because of it&#8217;s deserved praise of the superbly [...]</description>
		<content:encoded><![CDATA[<p>[...]  Tom Armitage recently posted an interesting article, &#8221;Stories built around Core Mechanics&#8220;. It is worth reading not only because of it&#8217;s deserved praise of the superbly [...]</p>
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		<title>By: Lee Maguire</title>
		<link>http://infovore.org/archives/2008/08/07/stories-built-around-core-mechanics/comment-page-1/#comment-98974</link>
		<dc:creator>Lee Maguire</dc:creator>
		<pubDate>Thu, 07 Aug 2008 21:38:21 +0000</pubDate>
		<guid isPermaLink="false">http://infovore.org/?p=1336#comment-98974</guid>
		<description>The &quot;they can&#039;t hurt you when you&#039;re looking at them&quot; mechanic of the Weeping Angels does turn up in videogames.  The most obvious example being the Boos from the Super Mario series.</description>
		<content:encoded><![CDATA[<p>The &#8220;they can&#8217;t hurt you when you&#8217;re looking at them&#8221; mechanic of the Weeping Angels does turn up in videogames.  The most obvious example being the Boos from the Super Mario series.</p>
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		<title>By: Tom</title>
		<link>http://infovore.org/archives/2008/08/07/stories-built-around-core-mechanics/comment-page-1/#comment-98947</link>
		<dc:creator>Tom</dc:creator>
		<pubDate>Thu, 07 Aug 2008 17:09:09 +0000</pubDate>
		<guid isPermaLink="false">http://infovore.org/?p=1336#comment-98947</guid>
		<description>Well, stealth games tend to put the shadows on your side. My point was: what if the actual darkness was your enemy?

There&#039;s an interesting narrative about myopia you can tie to that, too.</description>
		<content:encoded><![CDATA[<p>Well, stealth games tend to put the shadows on your side. My point was: what if the actual darkness was your enemy?</p>
<p>There&#8217;s an interesting narrative about myopia you can tie to that, too.</p>
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		<title>By: Nick</title>
		<link>http://infovore.org/archives/2008/08/07/stories-built-around-core-mechanics/comment-page-1/#comment-98946</link>
		<dc:creator>Nick</dc:creator>
		<pubDate>Thu, 07 Aug 2008 16:37:59 +0000</pubDate>
		<guid isPermaLink="false">http://infovore.org/?p=1336#comment-98946</guid>
		<description>A game built around shadows - isn&#039;t that every single stealth game ever made? As Dan notes Thief is the classic and The Cradle in Theif 3 is moffat-tastic (made by the same bloke who did Fort Frolic in BioShock I believe). But when I read this I immediately thought of splinter cell. After all, in the most successful iterations that&#039;s all Sam Fisher does, hide in the dark, keep away from the light and make sure dark secrets never come to the surface.</description>
		<content:encoded><![CDATA[<p>A game built around shadows &#8211; isn&#8217;t that every single stealth game ever made? As Dan notes Thief is the classic and The Cradle in Theif 3 is moffat-tastic (made by the same bloke who did Fort Frolic in BioShock I believe). But when I read this I immediately thought of splinter cell. After all, in the most successful iterations that&#8217;s all Sam Fisher does, hide in the dark, keep away from the light and make sure dark secrets never come to the surface.</p>
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		<title>By: Dan Hon</title>
		<link>http://infovore.org/archives/2008/08/07/stories-built-around-core-mechanics/comment-page-1/#comment-98942</link>
		<dc:creator>Dan Hon</dc:creator>
		<pubDate>Thu, 07 Aug 2008 16:16:19 +0000</pubDate>
		<guid isPermaLink="false">http://infovore.org/?p=1336#comment-98942</guid>
		<description>Thief - notable as it had a lighting system (amongst other things in its 3d Engine) - is a great example of a story that you can tell because of the game you can play.</description>
		<content:encoded><![CDATA[<p>Thief &#8211; notable as it had a lighting system (amongst other things in its 3d Engine) &#8211; is a great example of a story that you can tell because of the game you can play.</p>
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