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	<title>Comments on: Phoenix Wright: Beauty of the flaw</title>
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	<description>Inductive Game Design Research</description>
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		<title>By: Krystian Majewski</title>
		<link>http://gamedesignreviews.com/reviews/phoenix-wright-beauty-of-the-flaw/comment-page-1/#comment-131</link>
		<dc:creator>Krystian Majewski</dc:creator>
		<pubDate>Sun, 05 Oct 2008 18:55:00 +0000</pubDate>
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		<description>Thanks for the elaborate comment! Trauma Center is a good example. It is also a favorite of mine. I just love the over-the-tip drama. I think this Newground Clip sums it up quite nicely:&lt;br/&gt;&lt;br/&gt;http://www.newgrounds.com/portal/view/415757&lt;br/&gt;&lt;br/&gt;And there is even an enhanced Version with more win:&lt;br/&gt;&lt;br/&gt;http://www.newgrounds.com/portal/view/455919&lt;br/&gt;&lt;br/&gt;However, I&#039;m not sure if there are really two paths games can go. I think there are game designers who realize that games work inherently different than movies and those who don&#039;t. The latter will inevitably fail - more or less severely. But then again - I don&#039;t own a &quot;next gen&quot; System yet and I haven&#039;t played Bioshock yet. I heard Call of Duty is supposed to be a remarkable experience, too. So I might not have all the parts of the puzzle yet.</description>
		<content:encoded><![CDATA[<p>Thanks for the elaborate comment! Trauma Center is a good example. It is also a favorite of mine. I just love the over-the-tip drama. I think this Newground Clip sums it up quite nicely:</p>
<p><a href="http://www.newgrounds.com/portal/view/415757" rel="nofollow">http://www.newgrounds.com/portal/view/415757</a></p>
<p>And there is even an enhanced Version with more win:</p>
<p><a href="http://www.newgrounds.com/portal/view/455919" rel="nofollow">http://www.newgrounds.com/portal/view/455919</a></p>
<p>However, I&#8217;m not sure if there are really two paths games can go. I think there are game designers who realize that games work inherently different than movies and those who don&#8217;t. The latter will inevitably fail &#8211; more or less severely. But then again &#8211; I don&#8217;t own a &#8220;next gen&#8221; System yet and I haven&#8217;t played Bioshock yet. I heard Call of Duty is supposed to be a remarkable experience, too. So I might not have all the parts of the puzzle yet.</p>
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		<title>By: Gryffin</title>
		<link>http://gamedesignreviews.com/reviews/phoenix-wright-beauty-of-the-flaw/comment-page-1/#comment-129</link>
		<dc:creator>Gryffin</dc:creator>
		<pubDate>Sun, 05 Oct 2008 11:29:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/?p=43#comment-129</guid>
		<description>I completely agree. It seems to me that games are diverging into two paths. One path, as you mentioned, is the immersive, realistic, seamless &quot;experience.&quot; BioShock is the perfect example. Dead Space and  Alone in the Dark also seem to go down this route. And then there are games that know they are games. RPGs, particularly, rely on numbers and stats and information, which can only be expressed in a video game. I&#039;ve played only the first Phoenix Wright so far, but it is my favorite DS title next to Trauma Center. The animations are absolutely key to the enjoyment of that game, same goes for Trauma Center actually, &quot;Let&#039;s Start the Operation!&quot; Another game that comes to mind using a similar system is Face Breaker, which is clearly a very &quot;gamey&quot; game, and intentionally so. The animations are used to remind players of the artificial, fun feeling the game is trying to evoke. Towards stats, the ATV game Pure uses numbers as a fundamental aspect of gameplay. Players build up a trick meter for a boost by performing various other tricks. This isn&#039;t real. But thats what makes allows the game to be fun. I think games can take either path, immersive or more towards the fourth wall, but the goal should be to identify which path  better evokes the feelings your trying to portray, which is more effective as making players feel how you want them to feel.</description>
		<content:encoded><![CDATA[<p>I completely agree. It seems to me that games are diverging into two paths. One path, as you mentioned, is the immersive, realistic, seamless &#8220;experience.&#8221; BioShock is the perfect example. Dead Space and  Alone in the Dark also seem to go down this route. And then there are games that know they are games. RPGs, particularly, rely on numbers and stats and information, which can only be expressed in a video game. I&#8217;ve played only the first Phoenix Wright so far, but it is my favorite DS title next to Trauma Center. The animations are absolutely key to the enjoyment of that game, same goes for Trauma Center actually, &#8220;Let&#8217;s Start the Operation!&#8221; Another game that comes to mind using a similar system is Face Breaker, which is clearly a very &#8220;gamey&#8221; game, and intentionally so. The animations are used to remind players of the artificial, fun feeling the game is trying to evoke. Towards stats, the ATV game Pure uses numbers as a fundamental aspect of gameplay. Players build up a trick meter for a boost by performing various other tricks. This isn&#8217;t real. But thats what makes allows the game to be fun. I think games can take either path, immersive or more towards the fourth wall, but the goal should be to identify which path  better evokes the feelings your trying to portray, which is more effective as making players feel how you want them to feel.</p>
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