https://tegd.arizona.edu/index.php?title=Teaching_Games_as_Texts&feed=atom&action=historyTeaching Games as Texts - Revision history2024-03-29T11:40:47ZRevision history for this page on the wikiMediaWiki 1.18.2https://tegd.arizona.edu/index.php?title=Teaching_Games_as_Texts&diff=257&oldid=prevMaxathon at 18:31, 26 June 20122012-06-26T18:31:39Z<p></p>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>=== Player discovery ===</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>=== Player discovery ===</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="background: #ffa; color:black; font-size: smaller;"><div><del style="color: red; font-weight: bold; text-decoration: none;"><span class="videowrap"><mediaplayer skin="extensions/MediawikiPlayer/AddOns/bekle.zip">http://archive.org/download/LP_Dear_Esther/esther_01.mp4</mediaplayer><br><span class="thumbcaption" style="display:block;width:380px">Video Let's Play of Dear Esther by Mr. Sunabouzu courtesy of the [http://lparchive.org/Dear-Esther Let's Play Archive] and [http://archive.org/details/LP_Dear_Esther Archive.org]</span></span></del></div></td><td colspan="2"> </td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Some games require players to discover aspects of a game's plot for themselves through the exploration of the environment, allowing them to piece together the story of their experience in their own way.  </div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Some games require players to discover aspects of a game's plot for themselves through the exploration of the environment, allowing them to piece together the story of their experience in their own way.  </div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Player discovery is also a popular method of storytelling with artists who create interactive environments that resemble games, but lack the kinds of rules and goals that are present in games themselves. Examples include the emotionally evocative work of the two-person European studio [http://tale-of-tales.com Tale of Tales], which has created interactive environments with narrative elements based on stories [http://tale-of-tales.com/ThePath including Little Red Riding Hood] <ref>Lieberman, Max. Serious Game: The Path. Blog Post from Boom Culture. (2009). Retrieved from http://boomculture.blogspot.com/2009/11/serious-game-path.html.</ref> and [http://tale-of-tales.com/Fatale the story of John the Baptist and Salome].  </div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Player discovery is also a popular method of storytelling with artists who create interactive environments that resemble games, but lack the kinds of rules and goals that are present in games themselves. Examples include the emotionally evocative work of the two-person European studio [http://tale-of-tales.com Tale of Tales], which has created interactive environments with narrative elements based on stories [http://tale-of-tales.com/ThePath including Little Red Riding Hood] <ref>Lieberman, Max. Serious Game: The Path. Blog Post from Boom Culture. (2009). Retrieved from http://boomculture.blogspot.com/2009/11/serious-game-path.html.</ref> and [http://tale-of-tales.com/Fatale the story of John the Baptist and Salome].  </div></td></tr>
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<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins style="color: red; font-weight: bold; text-decoration: none;"><span class="videowrap"><mediaplayer skin="extensions/MediawikiPlayer/AddOns/bekle.zip">http://archive.org/download/LP_Dear_Esther/esther_01.mp4</mediaplayer><br><span class="thumbcaption" style="display:block;width:380px">Video Let's Play of Dear Esther by Mr. Sunabouzu courtesy of the [http://lparchive.org/Dear-Esther Let's Play Archive] and [http://archive.org/details/LP_Dear_Esther Archive.org]</span></span></ins></div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>[http://www.moddb.com/mods/dear-esther ''Dear Esther''], another gamelike interactive experience, tells a mysterious ghost story in audio narration as the player explores an abandoned island from a first-person perspective. ''Dear Esther'' was developed as an experiment in game narrative by [http://thechineseroom.co.uk a research group at the University of Portsmouth] in the UK, and has since been released commercially.<ref>Dear Esther Episode 1 by Mr. Sunabouzu. The Let's Play Archive. Retrieved from http://lparchive.org/Dear-Esther/.</ref></div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>[http://www.moddb.com/mods/dear-esther ''Dear Esther''], another gamelike interactive experience, tells a mysterious ghost story in audio narration as the player explores an abandoned island from a first-person perspective. ''Dear Esther'' was developed as an experiment in game narrative by [http://thechineseroom.co.uk a research group at the University of Portsmouth] in the UK, and has since been released commercially.<ref>Dear Esther Episode 1 by Mr. Sunabouzu. The Let's Play Archive. Retrieved from http://lparchive.org/Dear-Esther/.</ref></div></td></tr>
</table>Maxathonhttps://tegd.arizona.edu/index.php?title=Teaching_Games_as_Texts&diff=155&oldid=prevMaxathon: /* Player discovery */2012-04-22T23:14:18Z<p><span class="autocomment">Player discovery</span></p>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>=== Player discovery ===</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>=== Player discovery ===</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="background: #ffa; color:black; font-size: smaller;"><div><span class="videowrap"><mediaplayer skin="extensions/MediawikiPlayer/AddOns/bekle.zip">http://archive.org/download/LP_Dear_Esther/esther_01.mp4</mediaplayer><br><span class="thumbcaption" style="display:block;width:<del class="diffchange diffchange-inline">400px</del>">Video Let's Play of Dear Esther by Mr. Sunabouzu courtesy of the [http://lparchive.org/Dear-Esther Let's Play Archive] and [http://archive.org/details/LP_Dear_Esther Archive.org]</span></span></div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><span class="videowrap"><mediaplayer skin="extensions/MediawikiPlayer/AddOns/bekle.zip">http://archive.org/download/LP_Dear_Esther/esther_01.mp4</mediaplayer><br><span class="thumbcaption" style="display:block;width:<ins class="diffchange diffchange-inline">380px</ins>">Video Let's Play of Dear Esther by Mr. Sunabouzu courtesy of the [http://lparchive.org/Dear-Esther Let's Play Archive] and [http://archive.org/details/LP_Dear_Esther Archive.org]</span></span></div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Some games require players to discover aspects of a game's plot for themselves through the exploration of the environment, allowing them to piece together the story of their experience in their own way.  </div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Some games require players to discover aspects of a game's plot for themselves through the exploration of the environment, allowing them to piece together the story of their experience in their own way.  </div></td></tr>
</table>Maxathonhttps://tegd.arizona.edu/index.php?title=Teaching_Games_as_Texts&diff=154&oldid=prevMaxathon: /* Player discovery */2012-04-22T23:13:46Z<p><span class="autocomment">Player discovery</span></p>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>=== Player discovery ===</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>=== Player discovery ===</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="background: #ffa; color:black; font-size: smaller;"><div><span class="videowrap"><mediaplayer skin="extensions/MediawikiPlayer/AddOns/bekle.zip">http://archive.org/download/LP_Dear_Esther/esther_01.mp4</mediaplayer><br><span class="thumbcaption" style="display:block">Video Let's Play of Dear Esther by Mr. Sunabouzu courtesy of the [http://lparchive.org/Dear-Esther Let's Play Archive] and [http://archive.org/details/LP_Dear_Esther Archive.org]</span></span></div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><span class="videowrap"><mediaplayer skin="extensions/MediawikiPlayer/AddOns/bekle.zip">http://archive.org/download/LP_Dear_Esther/esther_01.mp4</mediaplayer><br><span class="thumbcaption" style="display:block<ins class="diffchange diffchange-inline">;width:400px</ins>">Video Let's Play of Dear Esther by Mr. Sunabouzu courtesy of the [http://lparchive.org/Dear-Esther Let's Play Archive] and [http://archive.org/details/LP_Dear_Esther Archive.org]</span></span></div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Some games require players to discover aspects of a game's plot for themselves through the exploration of the environment, allowing them to piece together the story of their experience in their own way.  </div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Some games require players to discover aspects of a game's plot for themselves through the exploration of the environment, allowing them to piece together the story of their experience in their own way.  </div></td></tr>
</table>Maxathonhttps://tegd.arizona.edu/index.php?title=Teaching_Games_as_Texts&diff=150&oldid=prevMaxathon at 23:11, 22 April 20122012-04-22T23:11:05Z<p></p>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Thanks to the many avenues through which video games can communicate information and stories to players, games can be used as texts in a number of different ways.</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Thanks to the many avenues through which video games can communicate information and stories to players, games can be used as texts in a number of different ways.</div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>== Games as narratives ==</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>== Games as narratives ==</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins style="color: red; font-weight: bold; text-decoration: none;"><span class="videowrap"><mediaplayer skin="extensions/MediawikiPlayer/AddOns/bekle.zip">http://www.youtube.com/watch?v=R4ZkVffO65A</mediaplayer><br><span class="thumbcaption" style="display:block">[http://www.giantbomb.com Giant Bomb] video review of Heavy Rain</span></span></ins></div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Although it may be surprising to those who remember the days of ''Pong'' and ''Space Invaders'', story is an important part of most modern video games. Game narratives can range from simple and clichéd to strikingly complex and original, and they can be told in a variety of ways. Here are just a few examples of the styles and techniques that games can use to tell stories.</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Although it may be surprising to those who remember the days of ''Pong'' and ''Space Invaders'', story is an important part of most modern video games. Game narratives can range from simple and clichéd to strikingly complex and original, and they can be told in a variety of ways. Here are just a few examples of the styles and techniques that games can use to tell stories.</div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>=== Linear storytelling ===</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>=== Linear storytelling ===</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>The stealth-action ''Metal Gear Solid'' games present a Byzantine tale of science fiction espionage primarily through movie-like cutscenes and two-way radio conversations between game characters. Some [[Role-Playing Games (RPGs)|role-playing games]], such as the popular ''Final Fantasy'' series of games, also rely on predetermined plots told through a combination of cutscenes and conversations.  </div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>The stealth-action ''Metal Gear Solid'' games present a Byzantine tale of science fiction espionage primarily through movie-like cutscenes and two-way radio conversations between game characters. Some [[Role-Playing Games (RPGs)|role-playing games]], such as the popular ''Final Fantasy'' series of games, also rely on predetermined plots told through a combination of cutscenes and conversations.  </div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>=== Branching storytelling ===</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>=== Branching storytelling ===</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="background: #ffa; color:black; font-size: smaller;"><div><del style="color: red; font-weight: bold; text-decoration: none;"><span class="videowrap"><mediaplayer skin="extensions/MediawikiPlayer/AddOns/bekle.zip">http://www.youtube.com/watch?v=R4ZkVffO65A</mediaplayer><br><span class="thumbcaption" style="display:block">[http://www.giantbomb.com Giant Bomb] video review of Heavy Rain</span></span></del></div></td><td colspan="2"> </td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>The role-playing game ''Star Wars: Knights of the Old Republic'' places players in a series of situations that can be solved in various ways ("light side," or morally upright solutions stand against selfish "dark side" solutions). In this way, the player can make choices that influence the course of the story and the attitudes of her in-game companions.</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>The role-playing game ''Star Wars: Knights of the Old Republic'' places players in a series of situations that can be solved in various ways ("light side," or morally upright solutions stand against selfish "dark side" solutions). In this way, the player can make choices that influence the course of the story and the attitudes of her in-game companions.</div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>=== Player discovery ===</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>=== Player discovery ===</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins style="color: red; font-weight: bold; text-decoration: none;"><span class="videowrap"><mediaplayer skin="extensions/MediawikiPlayer/AddOns/bekle.zip">http://archive.org/download/LP_Dear_Esther/esther_01.mp4</mediaplayer><br><span class="thumbcaption" style="display:block">Video Let's Play of Dear Esther by Mr. Sunabouzu courtesy of the [http://lparchive.org/Dear-Esther Let's Play Archive] and [http://archive.org/details/LP_Dear_Esther Archive.org]</span></span></ins></div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Some games require players to discover aspects of a game's plot for themselves through the exploration of the environment, allowing them to piece together the story of their experience in their own way.  </div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Some games require players to discover aspects of a game's plot for themselves through the exploration of the environment, allowing them to piece together the story of their experience in their own way.  </div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Player discovery is also a popular method of storytelling with artists who create interactive environments that resemble games, but lack the kinds of rules and goals that are present in games themselves. Examples include the emotionally evocative work of the two-person European studio [http://tale-of-tales.com Tale of Tales], which has created interactive environments with narrative elements based on stories [http://tale-of-tales.com/ThePath including Little Red Riding Hood] <ref>Lieberman, Max. Serious Game: The Path. Blog Post from Boom Culture. (2009). Retrieved from http://boomculture.blogspot.com/2009/11/serious-game-path.html.</ref> and [http://tale-of-tales.com/Fatale the story of John the Baptist and Salome].  </div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Player discovery is also a popular method of storytelling with artists who create interactive environments that resemble games, but lack the kinds of rules and goals that are present in games themselves. Examples include the emotionally evocative work of the two-person European studio [http://tale-of-tales.com Tale of Tales], which has created interactive environments with narrative elements based on stories [http://tale-of-tales.com/ThePath including Little Red Riding Hood] <ref>Lieberman, Max. Serious Game: The Path. Blog Post from Boom Culture. (2009). Retrieved from http://boomculture.blogspot.com/2009/11/serious-game-path.html.</ref> and [http://tale-of-tales.com/Fatale the story of John the Baptist and Salome].  </div></td></tr>
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<tr><td class='diff-marker'>−</td><td style="background: #ffa; color:black; font-size: smaller;"><div><del class="diffchange diffchange-inline"><span class="videowrap"><mediaplayer skin="extensions/MediawikiPlayer/AddOns/bekle.zip">http://archive.org/download/LP_Dear_Esther/esther_01.mp4</mediaplayer><br><span class="thumbcaption" style="display:block">[http://www.giantbomb.com Giant Bomb] video review of Heavy Rain</span></span></del>[http://www.moddb.com/mods/dear-esther ''Dear Esther''], another gamelike interactive experience, tells a mysterious ghost story in audio narration as the player explores an abandoned island from a first-person perspective. ''Dear Esther'' was developed as an experiment in game narrative by [http://thechineseroom.co.uk a research group at the University of Portsmouth] in the UK, and has since been released commercially.<ref>Dear Esther Episode 1 by Mr. Sunabouzu. The Let's Play Archive. Retrieved from http://lparchive.org/Dear-Esther/.</ref></div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div>[http://www.moddb.com/mods/dear-esther ''Dear Esther''], another gamelike interactive experience, tells a mysterious ghost story in audio narration as the player explores an abandoned island from a first-person perspective. ''Dear Esther'' was developed as an experiment in game narrative by [http://thechineseroom.co.uk a research group at the University of Portsmouth] in the UK, and has since been released commercially.<ref>Dear Esther Episode 1 by Mr. Sunabouzu. The Let's Play Archive. Retrieved from http://lparchive.org/Dear-Esther/.</ref></div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>If you're interested in reading more about different storytelling methods, [http://frictionalgames.blogspot.com/2010/03/storytelling-through-fragments-and.html this article from game developer Frictional Games' blog] is worth your time. The post's author argues in favor of player discovery-based storytelling (or "fragmented stories").</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>If you're interested in reading more about different storytelling methods, [http://frictionalgames.blogspot.com/2010/03/storytelling-through-fragments-and.html this article from game developer Frictional Games' blog] is worth your time. The post's author argues in favor of player discovery-based storytelling (or "fragmented stories").</div></td></tr>
</table>Maxathonhttps://tegd.arizona.edu/index.php?title=Teaching_Games_as_Texts&diff=149&oldid=prevMaxathon: /* Player discovery */2012-04-22T23:08:06Z<p><span class="autocomment">Player discovery</span></p>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Player discovery is also a popular method of storytelling with artists who create interactive environments that resemble games, but lack the kinds of rules and goals that are present in games themselves. Examples include the emotionally evocative work of the two-person European studio [http://tale-of-tales.com Tale of Tales], which has created interactive environments with narrative elements based on stories [http://tale-of-tales.com/ThePath including Little Red Riding Hood] <ref>Lieberman, Max. Serious Game: The Path. Blog Post from Boom Culture. (2009). Retrieved from http://boomculture.blogspot.com/2009/11/serious-game-path.html.</ref> and [http://tale-of-tales.com/Fatale the story of John the Baptist and Salome].  </div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Player discovery is also a popular method of storytelling with artists who create interactive environments that resemble games, but lack the kinds of rules and goals that are present in games themselves. Examples include the emotionally evocative work of the two-person European studio [http://tale-of-tales.com Tale of Tales], which has created interactive environments with narrative elements based on stories [http://tale-of-tales.com/ThePath including Little Red Riding Hood] <ref>Lieberman, Max. Serious Game: The Path. Blog Post from Boom Culture. (2009). Retrieved from http://boomculture.blogspot.com/2009/11/serious-game-path.html.</ref> and [http://tale-of-tales.com/Fatale the story of John the Baptist and Salome].  </div></td></tr>
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<tr><td class='diff-marker'>−</td><td style="background: #ffa; color:black; font-size: smaller;"><div><span class="videowrap"><mediaplayer skin="extensions/MediawikiPlayer/AddOns/bekle.zip">http://archive.org/download/LP_Dear_Esther/esther_01.<del class="diffchange diffchange-inline">ogv</del></mediaplayer><br><span class="thumbcaption" style="display:block">[http://www.giantbomb.com Giant Bomb] video review of Heavy Rain</span></span>[http://www.moddb.com/mods/dear-esther ''Dear Esther''], another gamelike interactive experience, tells a mysterious ghost story in audio narration as the player explores an abandoned island from a first-person perspective. ''Dear Esther'' was developed as an experiment in game narrative by [http://thechineseroom.co.uk a research group at the University of Portsmouth] in the UK, and has since been released commercially.<ref>Dear Esther Episode 1 by Mr. Sunabouzu. The Let's Play Archive. Retrieved from http://lparchive.org/Dear-Esther/.</ref></div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><span class="videowrap"><mediaplayer skin="extensions/MediawikiPlayer/AddOns/bekle.zip">http://archive.org/download/LP_Dear_Esther/esther_01.<ins class="diffchange diffchange-inline">mp4</ins></mediaplayer><br><span class="thumbcaption" style="display:block">[http://www.giantbomb.com Giant Bomb] video review of Heavy Rain</span></span>[http://www.moddb.com/mods/dear-esther ''Dear Esther''], another gamelike interactive experience, tells a mysterious ghost story in audio narration as the player explores an abandoned island from a first-person perspective. ''Dear Esther'' was developed as an experiment in game narrative by [http://thechineseroom.co.uk a research group at the University of Portsmouth] in the UK, and has since been released commercially.<ref>Dear Esther Episode 1 by Mr. Sunabouzu. The Let's Play Archive. Retrieved from http://lparchive.org/Dear-Esther/.</ref></div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>If you're interested in reading more about different storytelling methods, [http://frictionalgames.blogspot.com/2010/03/storytelling-through-fragments-and.html this article from game developer Frictional Games' blog] is worth your time. The post's author argues in favor of player discovery-based storytelling (or "fragmented stories").</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>If you're interested in reading more about different storytelling methods, [http://frictionalgames.blogspot.com/2010/03/storytelling-through-fragments-and.html this article from game developer Frictional Games' blog] is worth your time. The post's author argues in favor of player discovery-based storytelling (or "fragmented stories").</div></td></tr>
</table>Maxathonhttps://tegd.arizona.edu/index.php?title=Teaching_Games_as_Texts&diff=148&oldid=prevMaxathon: /* Player discovery */2012-04-22T23:07:18Z<p><span class="autocomment">Player discovery</span></p>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Player discovery is also a popular method of storytelling with artists who create interactive environments that resemble games, but lack the kinds of rules and goals that are present in games themselves. Examples include the emotionally evocative work of the two-person European studio [http://tale-of-tales.com Tale of Tales], which has created interactive environments with narrative elements based on stories [http://tale-of-tales.com/ThePath including Little Red Riding Hood] <ref>Lieberman, Max. Serious Game: The Path. Blog Post from Boom Culture. (2009). Retrieved from http://boomculture.blogspot.com/2009/11/serious-game-path.html.</ref> and [http://tale-of-tales.com/Fatale the story of John the Baptist and Salome].  </div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Player discovery is also a popular method of storytelling with artists who create interactive environments that resemble games, but lack the kinds of rules and goals that are present in games themselves. Examples include the emotionally evocative work of the two-person European studio [http://tale-of-tales.com Tale of Tales], which has created interactive environments with narrative elements based on stories [http://tale-of-tales.com/ThePath including Little Red Riding Hood] <ref>Lieberman, Max. Serious Game: The Path. Blog Post from Boom Culture. (2009). Retrieved from http://boomculture.blogspot.com/2009/11/serious-game-path.html.</ref> and [http://tale-of-tales.com/Fatale the story of John the Baptist and Salome].  </div></td></tr>
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<tr><td class='diff-marker'>−</td><td style="background: #ffa; color:black; font-size: smaller;"><div><span class="videowrap"><mediaplayer skin="extensions/MediawikiPlayer/AddOns/bekle.zip">http://<del class="diffchange diffchange-inline">cdn</del>.<del class="diffchange diffchange-inline">static.viddler.com</del>/<del class="diffchange diffchange-inline">flash</del>/<del class="diffchange diffchange-inline">as3</del>/<del class="diffchange diffchange-inline">full-publisher</del>.<del class="diffchange diffchange-inline">swf?ref=&key=882bea28</del></mediaplayer><br><span class="thumbcaption" style="display:block">[http://www.giantbomb.com Giant Bomb] video review of Heavy Rain</span></span>[http://www.moddb.com/mods/dear-esther ''Dear Esther''], another gamelike interactive experience, tells a mysterious ghost story in audio narration as the player explores an abandoned island from a first-person perspective. ''Dear Esther'' was developed as an experiment in game narrative by [http://thechineseroom.co.uk a research group at the University of Portsmouth] in the UK, and has since been released commercially.<ref>Dear Esther Episode 1 by Mr. Sunabouzu. The Let's Play Archive. Retrieved from http://lparchive.org/Dear-Esther/.</ref></div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><span class="videowrap"><mediaplayer skin="extensions/MediawikiPlayer/AddOns/bekle.zip">http://<ins class="diffchange diffchange-inline">archive</ins>.<ins class="diffchange diffchange-inline">org</ins>/<ins class="diffchange diffchange-inline">download</ins>/<ins class="diffchange diffchange-inline">LP_Dear_Esther</ins>/<ins class="diffchange diffchange-inline">esther_01</ins>.<ins class="diffchange diffchange-inline">ogv</ins></mediaplayer><br><span class="thumbcaption" style="display:block">[http://www.giantbomb.com Giant Bomb] video review of Heavy Rain</span></span>[http://www.moddb.com/mods/dear-esther ''Dear Esther''], another gamelike interactive experience, tells a mysterious ghost story in audio narration as the player explores an abandoned island from a first-person perspective. ''Dear Esther'' was developed as an experiment in game narrative by [http://thechineseroom.co.uk a research group at the University of Portsmouth] in the UK, and has since been released commercially.<ref>Dear Esther Episode 1 by Mr. Sunabouzu. The Let's Play Archive. Retrieved from http://lparchive.org/Dear-Esther/.</ref></div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>If you're interested in reading more about different storytelling methods, [http://frictionalgames.blogspot.com/2010/03/storytelling-through-fragments-and.html this article from game developer Frictional Games' blog] is worth your time. The post's author argues in favor of player discovery-based storytelling (or "fragmented stories").</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>If you're interested in reading more about different storytelling methods, [http://frictionalgames.blogspot.com/2010/03/storytelling-through-fragments-and.html this article from game developer Frictional Games' blog] is worth your time. The post's author argues in favor of player discovery-based storytelling (or "fragmented stories").</div></td></tr>
</table>Maxathonhttps://tegd.arizona.edu/index.php?title=Teaching_Games_as_Texts&diff=147&oldid=prevMaxathon: /* Player discovery */2012-04-22T23:05:49Z<p><span class="autocomment">Player discovery</span></p>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Player discovery is also a popular method of storytelling with artists who create interactive environments that resemble games, but lack the kinds of rules and goals that are present in games themselves. Examples include the emotionally evocative work of the two-person European studio [http://tale-of-tales.com Tale of Tales], which has created interactive environments with narrative elements based on stories [http://tale-of-tales.com/ThePath including Little Red Riding Hood] <ref>Lieberman, Max. Serious Game: The Path. Blog Post from Boom Culture. (2009). Retrieved from http://boomculture.blogspot.com/2009/11/serious-game-path.html.</ref> and [http://tale-of-tales.com/Fatale the story of John the Baptist and Salome].  </div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Player discovery is also a popular method of storytelling with artists who create interactive environments that resemble games, but lack the kinds of rules and goals that are present in games themselves. Examples include the emotionally evocative work of the two-person European studio [http://tale-of-tales.com Tale of Tales], which has created interactive environments with narrative elements based on stories [http://tale-of-tales.com/ThePath including Little Red Riding Hood] <ref>Lieberman, Max. Serious Game: The Path. Blog Post from Boom Culture. (2009). Retrieved from http://boomculture.blogspot.com/2009/11/serious-game-path.html.</ref> and [http://tale-of-tales.com/Fatale the story of John the Baptist and Salome].  </div></td></tr>
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<tr><td class='diff-marker'>−</td><td style="background: #ffa; color:black; font-size: smaller;"><div><span class="videowrap"><mediaplayer skin="extensions/MediawikiPlayer/AddOns/bekle.zip">http://<del class="diffchange diffchange-inline">blip</del>.<del class="diffchange diffchange-inline">tv</del>/<del class="diffchange diffchange-inline">play</del>/<del class="diffchange diffchange-inline">AYHNoQ8C</del>.<del class="diffchange diffchange-inline">html</del>?<del class="diffchange diffchange-inline">p</del>=<del class="diffchange diffchange-inline">1</del></mediaplayer><br><span class="thumbcaption" style="display:block">[http://www.giantbomb.com Giant Bomb] video review of Heavy Rain</span></span>[http://www.moddb.com/mods/dear-esther ''Dear Esther''], another gamelike interactive experience, tells a mysterious ghost story in audio narration as the player explores an abandoned island from a first-person perspective. ''Dear Esther'' was developed as an experiment in game narrative by [http://thechineseroom.co.uk a research group at the University of Portsmouth] in the UK, and has since been released commercially.<ref>Dear Esther Episode 1 by Mr. Sunabouzu. The Let's Play Archive. Retrieved from http://lparchive.org/Dear-Esther/.</ref></div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><span class="videowrap"><mediaplayer skin="extensions/MediawikiPlayer/AddOns/bekle.zip">http://<ins class="diffchange diffchange-inline">cdn</ins>.<ins class="diffchange diffchange-inline">static.viddler.com</ins>/<ins class="diffchange diffchange-inline">flash</ins>/<ins class="diffchange diffchange-inline">as3/full-publisher</ins>.<ins class="diffchange diffchange-inline">swf</ins>?<ins class="diffchange diffchange-inline">ref=&key</ins>=<ins class="diffchange diffchange-inline">882bea28</ins></mediaplayer><br><span class="thumbcaption" style="display:block">[http://www.giantbomb.com Giant Bomb] video review of Heavy Rain</span></span>[http://www.moddb.com/mods/dear-esther ''Dear Esther''], another gamelike interactive experience, tells a mysterious ghost story in audio narration as the player explores an abandoned island from a first-person perspective. ''Dear Esther'' was developed as an experiment in game narrative by [http://thechineseroom.co.uk a research group at the University of Portsmouth] in the UK, and has since been released commercially.<ref>Dear Esther Episode 1 by Mr. Sunabouzu. The Let's Play Archive. Retrieved from http://lparchive.org/Dear-Esther/.</ref></div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>If you're interested in reading more about different storytelling methods, [http://frictionalgames.blogspot.com/2010/03/storytelling-through-fragments-and.html this article from game developer Frictional Games' blog] is worth your time. The post's author argues in favor of player discovery-based storytelling (or "fragmented stories").</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>If you're interested in reading more about different storytelling methods, [http://frictionalgames.blogspot.com/2010/03/storytelling-through-fragments-and.html this article from game developer Frictional Games' blog] is worth your time. The post's author argues in favor of player discovery-based storytelling (or "fragmented stories").</div></td></tr>
</table>Maxathonhttps://tegd.arizona.edu/index.php?title=Teaching_Games_as_Texts&diff=146&oldid=prevMaxathon: /* Player discovery */2012-04-22T23:00:55Z<p><span class="autocomment">Player discovery</span></p>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Player discovery is also a popular method of storytelling with artists who create interactive environments that resemble games, but lack the kinds of rules and goals that are present in games themselves. Examples include the emotionally evocative work of the two-person European studio [http://tale-of-tales.com Tale of Tales], which has created interactive environments with narrative elements based on stories [http://tale-of-tales.com/ThePath including Little Red Riding Hood] <ref>Lieberman, Max. Serious Game: The Path. Blog Post from Boom Culture. (2009). Retrieved from http://boomculture.blogspot.com/2009/11/serious-game-path.html.</ref> and [http://tale-of-tales.com/Fatale the story of John the Baptist and Salome].  </div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Player discovery is also a popular method of storytelling with artists who create interactive environments that resemble games, but lack the kinds of rules and goals that are present in games themselves. Examples include the emotionally evocative work of the two-person European studio [http://tale-of-tales.com Tale of Tales], which has created interactive environments with narrative elements based on stories [http://tale-of-tales.com/ThePath including Little Red Riding Hood] <ref>Lieberman, Max. Serious Game: The Path. Blog Post from Boom Culture. (2009). Retrieved from http://boomculture.blogspot.com/2009/11/serious-game-path.html.</ref> and [http://tale-of-tales.com/Fatale the story of John the Baptist and Salome].  </div></td></tr>
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<tr><td class='diff-marker'>−</td><td style="background: #ffa; color:black; font-size: smaller;"><div>[<del class="diffchange diffchange-inline">[Video</del>:<del class="diffchange diffchange-inline">Dear Esther (Let's Play)|right|300px]</del>] [http://www.moddb.com/mods/dear-esther ''Dear Esther''], another gamelike interactive experience, tells a mysterious ghost story in audio narration as the player explores an abandoned island from a first-person perspective. ''Dear Esther'' was developed as an experiment in game narrative by [http://thechineseroom.co.uk a research group at the University of Portsmouth] in the UK, and has since been released commercially.<ref>Dear Esther Episode 1 by Mr. Sunabouzu. The Let's Play Archive. Retrieved from http://lparchive.org/Dear-Esther/.</ref></div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline"><span class="videowrap"><mediaplayer skin="extensions/MediawikiPlayer/AddOns/bekle.zip">http://blip.tv/play/AYHNoQ8C.html?p=1</mediaplayer><br><span class="thumbcaption" style="display:block"></ins>[<ins class="diffchange diffchange-inline">http</ins>:<ins class="diffchange diffchange-inline">//www.giantbomb.com Giant Bomb</ins>] <ins class="diffchange diffchange-inline">video review of Heavy Rain</span></span></ins>[http://www.moddb.com/mods/dear-esther ''Dear Esther''], another gamelike interactive experience, tells a mysterious ghost story in audio narration as the player explores an abandoned island from a first-person perspective. ''Dear Esther'' was developed as an experiment in game narrative by [http://thechineseroom.co.uk a research group at the University of Portsmouth] in the UK, and has since been released commercially.<ref>Dear Esther Episode 1 by Mr. Sunabouzu. The Let's Play Archive. Retrieved from http://lparchive.org/Dear-Esther/.</ref></div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>If you're interested in reading more about different storytelling methods, [http://frictionalgames.blogspot.com/2010/03/storytelling-through-fragments-and.html this article from game developer Frictional Games' blog] is worth your time. The post's author argues in favor of player discovery-based storytelling (or "fragmented stories").</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>If you're interested in reading more about different storytelling methods, [http://frictionalgames.blogspot.com/2010/03/storytelling-through-fragments-and.html this article from game developer Frictional Games' blog] is worth your time. The post's author argues in favor of player discovery-based storytelling (or "fragmented stories").</div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>== Games and literary analysis ==</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>== Games and literary analysis ==</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Most commercial video games cannot sustain the kind of literary analysis that is applied to great novels or films. Gaming journalist Jeff Gerstmann described this problem succinctly when he said, in 2010, that "great stories in games are rare… Game writing is still not to the level of book writing or movie writing."<ref>Gerstmann, Jeff. Podcast. Giant Bombcast: Game of the Year 2009 deliberations. Giant Bomb (2009). Retrieved from http://www.giantbomb.com/podcast/?podcast_id=134.</ref> There are exceptions to this rule, and educators willing to look will find games of every stripe that can easily support an analytical essay or in-depth classroom discussion. Here are just a few examples of gamers analyzing the plot, themes and structure of favorite games:</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Most commercial video games cannot sustain the kind of literary analysis that is applied to great novels or films. Gaming journalist Jeff Gerstmann described this problem succinctly when he said, in 2010, that "great stories in games are rare… Game writing is still not to the level of book writing or movie writing."<ref>Gerstmann, Jeff. Podcast. Giant Bombcast: Game of the Year 2009 deliberations. Giant Bomb (2009). Retrieved from http://www.giantbomb.com/podcast/?podcast_id=134.</ref> There are exceptions to this rule, and educators willing to look will find games of every stripe that can easily support an analytical essay or in-depth classroom discussion. Here are just a few examples of gamers analyzing the plot, themes and structure of favorite games:</div></td></tr>
</table>Maxathonhttps://tegd.arizona.edu/index.php?title=Teaching_Games_as_Texts&diff=145&oldid=prevMaxathon: /* Games and literary analysis */2012-04-22T22:53:34Z<p><span class="autocomment">Games and literary analysis</span></p>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>* [http://squallsdead.com Squall is Dead] — a close reading of the 1999 [[Role-Playing Games (RPGs)|role-playing game]] ''Final Fantasy VIII''. The authors cite written dialogue, cinematography, editing, visual symbols and audio to support their argument that the game's second half is only the dying fantasy of its main character.<ref>Choudhury, Rahul and Diedra Rater. Squall's Dead. Website. http://squallsdead.com.</ref></div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>* [http://squallsdead.com Squall is Dead] — a close reading of the 1999 [[Role-Playing Games (RPGs)|role-playing game]] ''Final Fantasy VIII''. The authors cite written dialogue, cinematography, editing, visual symbols and audio to support their argument that the game's second half is only the dying fantasy of its main character.<ref>Choudhury, Rahul and Diedra Rater. Squall's Dead. Website. http://squallsdead.com.</ref></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>* [http://my.opera.com/noisewar/blog/2007/09/01/bioshock-explained BioShock Explained] — an examination of the plot and themes of ''BioShock'', with particular reference to the game's treatment of novelist and philosopher Ayn Rand as a source and inspiration.<ref>Wang, Lorenzo. BioShock Explained. Noisewar internetlainen. Blog. Retrieved from http://my.opera.com/noisewar/blog/2007/09/01/bioshock-explained.</ref></div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>* [http://my.opera.com/noisewar/blog/2007/09/01/bioshock-explained BioShock Explained] — an examination of the plot and themes of ''BioShock'', with particular reference to the game's treatment of novelist and philosopher Ayn Rand as a source and inspiration.<ref>Wang, Lorenzo. BioShock Explained. Noisewar internetlainen. Blog. Retrieved from http://my.opera.com/noisewar/blog/2007/09/01/bioshock-explained.</ref></div></td></tr>
<tr><td class='diff-marker'>−</td><td style="background: #ffa; color:black; font-size: smaller;"><div>*  [www.zeldauniverse.net/articles/the-missing-link/the-philosophy-of-the-wind-waker-part-one The Philosophy of ''The Wind Waker''] — a treatise on the philosophy of the action-adventure game ''The Legend of Zelda: The Wind Waker''.<ref>Dan, Hylian. The Philosophy of the Wind Waker. Zelda Universe. Website. Retrieved from www.zeldauniverse.net/articles/the-missing-link/the-philosophy-of-the-wind-waker-part-one.</ref></div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div>*  [<ins class="diffchange diffchange-inline">http://</ins>www.zeldauniverse.net/articles/the-missing-link/the-philosophy-of-the-wind-waker-part-one The Philosophy of ''The Wind Waker''] — a treatise on the philosophy of the action-adventure game ''The Legend of Zelda: The Wind Waker''.<ref>Dan, Hylian. The Philosophy of the Wind Waker. Zelda Universe. Website. Retrieved from www.zeldauniverse.net/articles/the-missing-link/the-philosophy-of-the-wind-waker-part-one.</ref></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>* [http://www.gamepeople.co.uk/markclapham.htm Mark Clapham's page on the video game review site GamePeople] also examines games with an eye to their stories.<ref>Clapham, Mark. Story Game Reviews. GamePeople. Blog. http://www.gamepeople.co.uk/markclapham.htm.</ref></div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>* [http://www.gamepeople.co.uk/markclapham.htm Mark Clapham's page on the video game review site GamePeople] also examines games with an eye to their stories.<ref>Clapham, Mark. Story Game Reviews. GamePeople. Blog. http://www.gamepeople.co.uk/markclapham.htm.</ref></div></td></tr>
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</table>Maxathonhttps://tegd.arizona.edu/index.php?title=Teaching_Games_as_Texts&diff=144&oldid=prevMaxathon: /* Branching storytelling */2012-04-22T22:53:07Z<p><span class="autocomment">Branching storytelling</span></p>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>=== Branching storytelling ===</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>=== Branching storytelling ===</div></td></tr>
<tr><td class='diff-marker'>−</td><td style="background: #ffa; color:black; font-size: smaller;"><div><span class="videowrap"><mediaplayer skin="extensions/MediawikiPlayer/AddOns/bekle.zip">http://www.youtube.com/watch?v=R4ZkVffO65A</mediaplayer><br><span class="thumbcaption" style="display:block"><del class="diffchange diffchange-inline">blahblah</del></span></span></div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><span class="videowrap"><mediaplayer skin="extensions/MediawikiPlayer/AddOns/bekle.zip">http://www.youtube.com/watch?v=R4ZkVffO65A</mediaplayer><br><span class="thumbcaption" style="display:block"><ins class="diffchange diffchange-inline">[http://www.giantbomb.com Giant Bomb] video review of Heavy Rain</ins></span></span></div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>The role-playing game ''Star Wars: Knights of the Old Republic'' places players in a series of situations that can be solved in various ways ("light side," or morally upright solutions stand against selfish "dark side" solutions). In this way, the player can make choices that influence the course of the story and the attitudes of her in-game companions.</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>The role-playing game ''Star Wars: Knights of the Old Republic'' places players in a series of situations that can be solved in various ways ("light side," or morally upright solutions stand against selfish "dark side" solutions). In this way, the player can make choices that influence the course of the story and the attitudes of her in-game companions.</div></td></tr>
</table>Maxathon