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	<title>Comments on: Solaris: The Impossible Game</title>
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	<description>Inductive Game Design Research</description>
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		<title>By: Krystian Majewski</title>
		<link>http://gamedesignreviews.com/scrapbook/solaris-the-impossible-game/comment-page-1/#comment-418</link>
		<dc:creator>Krystian Majewski</dc:creator>
		<pubDate>Fri, 20 Feb 2009 11:01:00 +0000</pubDate>
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		<description>I&#039;m glad I was able to persuade you to read it. ^_^</description>
		<content:encoded><![CDATA[<p>I&#8217;m glad I was able to persuade you to read it. ^_^</p>
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		<title>By: axcho</title>
		<link>http://gamedesignreviews.com/scrapbook/solaris-the-impossible-game/comment-page-1/#comment-417</link>
		<dc:creator>axcho</dc:creator>
		<pubDate>Fri, 20 Feb 2009 03:28:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/reviews/solaris-the-impossible-game/#comment-417</guid>
		<description>No, it&#039;s about what I expected.&lt;br/&gt;&lt;br/&gt;I wanted to let you know that I had read it, but at the time I couldn&#039;t express what I felt or thought about it in only a sentence or two.&lt;br/&gt;&lt;br/&gt;Definitely worth reading. Left me with a similar taste as Lord of the Flies, I&#039;d say.&lt;br/&gt;&lt;br/&gt;I would like to see a game like that. I do think it would be worth pursuing at some point in time.</description>
		<content:encoded><![CDATA[<p>No, it&#8217;s about what I expected.</p>
<p>I wanted to let you know that I had read it, but at the time I couldn&#8217;t express what I felt or thought about it in only a sentence or two.</p>
<p>Definitely worth reading. Left me with a similar taste as Lord of the Flies, I&#8217;d say.</p>
<p>I would like to see a game like that. I do think it would be worth pursuing at some point in time.</p>
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		<title>By: Krystian Majewski</title>
		<link>http://gamedesignreviews.com/scrapbook/solaris-the-impossible-game/comment-page-1/#comment-416</link>
		<dc:creator>Krystian Majewski</dc:creator>
		<pubDate>Thu, 19 Feb 2009 18:02:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/reviews/solaris-the-impossible-game/#comment-416</guid>
		<description>&lt;i&gt;Not sure what to say right now.&lt;/i&gt;&lt;br/&gt;&lt;br/&gt;Is it different from what you&#039;ve expected?</description>
		<content:encoded><![CDATA[<p><i>Not sure what to say right now.</i></p>
<p>Is it different from what you&#8217;ve expected?</p>
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		<title>By: axcho</title>
		<link>http://gamedesignreviews.com/scrapbook/solaris-the-impossible-game/comment-page-1/#comment-414</link>
		<dc:creator>axcho</dc:creator>
		<pubDate>Wed, 18 Feb 2009 06:24:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/reviews/solaris-the-impossible-game/#comment-414</guid>
		<description>I just finished reading Solaris.&lt;br/&gt;&lt;br/&gt;Not sure what to say right now.</description>
		<content:encoded><![CDATA[<p>I just finished reading Solaris.</p>
<p>Not sure what to say right now.</p>
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		<title>By: Krystian Majewski</title>
		<link>http://gamedesignreviews.com/scrapbook/solaris-the-impossible-game/comment-page-1/#comment-390</link>
		<dc:creator>Krystian Majewski</dc:creator>
		<pubDate>Sat, 17 Jan 2009 12:32:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/reviews/solaris-the-impossible-game/#comment-390</guid>
		<description>I think shooting would go against Lem&#039;s conventions. Motherload-esque: maybe. But it would have to be less cartoony.&lt;br/&gt;&lt;br/&gt;As for the Art Critic description - that&#039;s what confused me. It says that the system is random but when I play it, the critic clearly tells me what I did wrong. If I do the picture according to his demands (using certain colors, shapes), it works. Maybe it gets more random later on?&lt;br/&gt;&lt;br/&gt;In any case - since you CAN win, people don&#039;t bother if there is reason behind it or not. It would be different if not only understanding but also winning was impossible.&lt;br/&gt;&lt;br/&gt;Great experiment nonetheless...</description>
		<content:encoded><![CDATA[<p>I think shooting would go against Lem&#8217;s conventions. Motherload-esque: maybe. But it would have to be less cartoony.</p>
<p>As for the Art Critic description &#8211; that&#8217;s what confused me. It says that the system is random but when I play it, the critic clearly tells me what I did wrong. If I do the picture according to his demands (using certain colors, shapes), it works. Maybe it gets more random later on?</p>
<p>In any case &#8211; since you CAN win, people don&#8217;t bother if there is reason behind it or not. It would be different if not only understanding but also winning was impossible.</p>
<p>Great experiment nonetheless&#8230;</p>
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		<title>By: axcho</title>
		<link>http://gamedesignreviews.com/scrapbook/solaris-the-impossible-game/comment-page-1/#comment-389</link>
		<dc:creator>axcho</dc:creator>
		<pubDate>Fri, 16 Jan 2009 20:40:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/reviews/solaris-the-impossible-game/#comment-389</guid>
		<description>Yes, I also agree with what you&#039;re saying, Kylie. Maybe this kind of game could be more feasible than we (Krystian) thought?&lt;br/&gt;&lt;br/&gt;About the goal, I wasn&#039;t thinking 4x (fourecks?) so much as a typical game where you have one limited avatar, like a shooter or something (Space Invaders?) or maybe a space resource-harvesting game (Motherload?)... And if you give it a tourist-y flavor, even better.&lt;br/&gt;&lt;br/&gt;Not sure if you saw this in the description for Please the Art Critic, but my point was that it is an example of a game where you try to understand a system that is impossible to understand. And that players did not give up in frustration and despair quite to the degree that you had feared. Instead, they believed they understood more than they really did.&lt;br/&gt;&lt;br/&gt;&lt;i&gt;&quot;The critic asks you to draw things and decides if what you made was good enough, but unlike most games &lt;b&gt;the probability of him approving is random&lt;/b&gt;. Instead of the yes-or-no deterministic games everywhere, can people realize when a game is ruled by chance? &lt;b&gt;No one in the comments seemed to notice&lt;/b&gt;, only complaining that once it was beaten there was no replay value.&quot;&lt;/i&gt;&lt;br/&gt;&lt;br/&gt;What do you think of that?</description>
		<content:encoded><![CDATA[<p>Yes, I also agree with what you&#8217;re saying, Kylie. Maybe this kind of game could be more feasible than we (Krystian) thought?</p>
<p>About the goal, I wasn&#8217;t thinking 4x (fourecks?) so much as a typical game where you have one limited avatar, like a shooter or something (Space Invaders?) or maybe a space resource-harvesting game (Motherload?)&#8230; And if you give it a tourist-y flavor, even better.</p>
<p>Not sure if you saw this in the description for Please the Art Critic, but my point was that it is an example of a game where you try to understand a system that is impossible to understand. And that players did not give up in frustration and despair quite to the degree that you had feared. Instead, they believed they understood more than they really did.</p>
<p><i>&#8220;The critic asks you to draw things and decides if what you made was good enough, but unlike most games <b>the probability of him approving is random</b>. Instead of the yes-or-no deterministic games everywhere, can people realize when a game is ruled by chance? <b>No one in the comments seemed to notice</b>, only complaining that once it was beaten there was no replay value.&#8221;</i></p>
<p>What do you think of that?</p>
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		<title>By: Krystian Majewski</title>
		<link>http://gamedesignreviews.com/scrapbook/solaris-the-impossible-game/comment-page-1/#comment-386</link>
		<dc:creator>Krystian Majewski</dc:creator>
		<pubDate>Wed, 14 Jan 2009 00:37:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/reviews/solaris-the-impossible-game/#comment-386</guid>
		<description>@Kylie: Good point about opportunities for reflection. Haven&#039;t thought about that!&lt;br/&gt;&lt;br/&gt;I wonder what this goal could be, then. I initially thought somewhere along the lines of a &lt;a HREF=&quot;http://en.wikipedia.org/wiki/4X&quot; REL=&quot;nofollow&quot;&gt;4x&lt;/a&gt;. But now that you mentioned opportunities for reflection, I thought maybe of a tourist game like Shadow of the Colosus or Endless Ocean. In Endless Ocean, one of the goals is to visit every spot on the map at least once. I thought that worked very well.</description>
		<content:encoded><![CDATA[<p>@Kylie: Good point about opportunities for reflection. Haven&#8217;t thought about that!</p>
<p>I wonder what this goal could be, then. I initially thought somewhere along the lines of a <a HREF="http://en.wikipedia.org/wiki/4X" REL="nofollow">4x</a>. But now that you mentioned opportunities for reflection, I thought maybe of a tourist game like Shadow of the Colosus or Endless Ocean. In Endless Ocean, one of the goals is to visit every spot on the map at least once. I thought that worked very well.</p>
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		<title>By: Kylie Prymus</title>
		<link>http://gamedesignreviews.com/scrapbook/solaris-the-impossible-game/comment-page-1/#comment-385</link>
		<dc:creator>Kylie Prymus</dc:creator>
		<pubDate>Wed, 14 Jan 2009 00:24:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/reviews/solaris-the-impossible-game/#comment-385</guid>
		<description>@having some other goal - I wouldn&#039;t be too worried about players getting caught up in the other games and missing the point. In fact, I would count on it! They will move on to the other tasks and stop caring about understanding the planet, which is itself an object lesson.&lt;br/&gt;&lt;br/&gt;We&#039;d rather deal with that which we (think we) understand. Few people have the tenacity to continue to poke and prod at something in hopes of understanding it even if they never will. At least if those other &quot;goals&quot; are there they would continue to play the game (rather than just quit playing) which gives the the opportunity to reflect, on occasion, on that particular task/puzzle (the planet) which they refuse to explore. If they stop playing the game then it will no longer call to them, beckoning them to at least admit that they refuse to engage with something so far outside their established parameters of meaning.</description>
		<content:encoded><![CDATA[<p>@having some other goal &#8211; I wouldn&#8217;t be too worried about players getting caught up in the other games and missing the point. In fact, I would count on it! They will move on to the other tasks and stop caring about understanding the planet, which is itself an object lesson.</p>
<p>We&#8217;d rather deal with that which we (think we) understand. Few people have the tenacity to continue to poke and prod at something in hopes of understanding it even if they never will. At least if those other &#8220;goals&#8221; are there they would continue to play the game (rather than just quit playing) which gives the the opportunity to reflect, on occasion, on that particular task/puzzle (the planet) which they refuse to explore. If they stop playing the game then it will no longer call to them, beckoning them to at least admit that they refuse to engage with something so far outside their established parameters of meaning.</p>
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		<title>By: Krystian Majewski</title>
		<link>http://gamedesignreviews.com/scrapbook/solaris-the-impossible-game/comment-page-1/#comment-384</link>
		<dc:creator>Krystian Majewski</dc:creator>
		<pubDate>Wed, 14 Jan 2009 00:09:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/reviews/solaris-the-impossible-game/#comment-384</guid>
		<description>@Kylie: Thanks for that quote! It&#039;s an a perfect match for this topic. Amazing!&lt;br/&gt;&lt;br/&gt;I agree that a real Soliars might not receive that kind of attention. That&#039;s how the Pluto case was solved anyhow - you just invent a new category and continue. But on the other hand, things might get different when we start actually going to all that far away places. So far, the furthest man was from earth was the moon and even that was only temporary.&lt;br/&gt;&lt;br/&gt;@having some other goal - good idea! Might work. Would be somewhat like Alpha Centauri. My only concern would be that it might distract from the message if you make that alternative task to engaging.&lt;br/&gt;&lt;br/&gt;@Please the Art Critic - I don&#039;t know about that. They say you can&#039;t win the first 12 times but I have been able to beat the first level on my second try. They have some EXCELLENT collection of games on their Website though! Thanks for that link, great source for inspiration.</description>
		<content:encoded><![CDATA[<p>@Kylie: Thanks for that quote! It&#8217;s an a perfect match for this topic. Amazing!</p>
<p>I agree that a real Soliars might not receive that kind of attention. That&#8217;s how the Pluto case was solved anyhow &#8211; you just invent a new category and continue. But on the other hand, things might get different when we start actually going to all that far away places. So far, the furthest man was from earth was the moon and even that was only temporary.</p>
<p>@having some other goal &#8211; good idea! Might work. Would be somewhat like Alpha Centauri. My only concern would be that it might distract from the message if you make that alternative task to engaging.</p>
<p>@Please the Art Critic &#8211; I don&#8217;t know about that. They say you can&#8217;t win the first 12 times but I have been able to beat the first level on my second try. They have some EXCELLENT collection of games on their Website though! Thanks for that link, great source for inspiration.</p>
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		<title>By: axcho</title>
		<link>http://gamedesignreviews.com/scrapbook/solaris-the-impossible-game/comment-page-1/#comment-383</link>
		<dc:creator>axcho</dc:creator>
		<pubDate>Tue, 13 Jan 2009 01:13:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/reviews/solaris-the-impossible-game/#comment-383</guid>
		<description>Just realized - there&#039;s a game that is kind of similar here, by the RRRR group. Go to their about page and scroll down to the description for &quot;Please the Art Critic&quot; :p&lt;br/&gt;http://www.rrrrthats5rs.com/about/</description>
		<content:encoded><![CDATA[<p>Just realized &#8211; there&#8217;s a game that is kind of similar here, by the RRRR group. Go to their about page and scroll down to the description for &#8220;Please the Art Critic&#8221; :p<br /><a href="http://www.rrrrthats5rs.com/about/" rel="nofollow">http://www.rrrrthats5rs.com/about/</a></p>
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