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	<title>Comments on: Thinking Further on Isolation in Video Games</title>
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		<title>By: Garrett Martin</title>
		<link>http://brilli.am/writes/2008/12/03/thinking-further-on-isolation-in-video-games/comment-page-1/#comment-98</link>
		<dc:creator>Garrett Martin</dc:creator>
		<pubDate>Thu, 11 Dec 2008 15:56:00 +0000</pubDate>
		<guid isPermaLink="false">http://brilli.am/writes/?p=50#comment-98</guid>
		<description>Well, the feeling of being completely alone in a devastated and almost entirely hostile foreign country was definitely intentional, but I&#039;m not sure about the awkwardness of the interactions.  The only thing you have in common with your &quot;buddies&quot; is that you&#039;re all perfectly capable of killing any number of dudes, and you never hang out with them outside of doing that very thing.  So even when I was with my &quot;friends&quot; I still felt totally out of sorts.  It provoked the same kind of existential crisis I feel when I go to a show alone, but with more guns.</description>
		<content:encoded><![CDATA[<p>Well, the feeling of being completely alone in a devastated and almost entirely hostile foreign country was definitely intentional, but I&#8217;m not sure about the awkwardness of the interactions.  The only thing you have in common with your &#8220;buddies&#8221; is that you&#8217;re all perfectly capable of killing any number of dudes, and you never hang out with them outside of doing that very thing.  So even when I was with my &#8220;friends&#8221; I still felt totally out of sorts.  It provoked the same kind of existential crisis I feel when I go to a show alone, but with more guns.</p>
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		<title>By: brilliam</title>
		<link>http://brilli.am/writes/2008/12/03/thinking-further-on-isolation-in-video-games/comment-page-1/#comment-75</link>
		<dc:creator>brilliam</dc:creator>
		<pubDate>Tue, 09 Dec 2008 20:12:49 +0000</pubDate>
		<guid isPermaLink="false">http://brilli.am/writes/?p=50#comment-75</guid>
		<description>@tiff totally true about BioShock bieng another fantastic example. I REALLY want to know what that mac game is, let me know if you remember!

@Garrett, I have heard such things about Far Cry2-- do you think that the isolation is purposeful, or the opposite of the intended effect? Either way, it sounds amazing.

@Mitch, great call on ICO/SotC. I can&#039;t believe I forgot to mention them.</description>
		<content:encoded><![CDATA[<p>@tiff totally true about BioShock bieng another fantastic example. I REALLY want to know what that mac game is, let me know if you remember!</p>
<p>@Garrett, I have heard such things about Far Cry2&#8211; do you think that the isolation is purposeful, or the opposite of the intended effect? Either way, it sounds amazing.</p>
<p>@Mitch, great call on ICO/SotC. I can&#8217;t believe I forgot to mention them.</p>
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		<title>By: Mitch Krpata</title>
		<link>http://brilli.am/writes/2008/12/03/thinking-further-on-isolation-in-video-games/comment-page-1/#comment-71</link>
		<dc:creator>Mitch Krpata</dc:creator>
		<pubDate>Thu, 04 Dec 2008 15:14:59 +0000</pubDate>
		<guid isPermaLink="false">http://brilli.am/writes/?p=50#comment-71</guid>
		<description>This is the primary reason why ICO and Shadow of the Colossus are both so successful, I think. In both games, the devs put you in these massive worlds that were nearly empty. That&#039;s why it was so easy to get attached to Yorda and Agro.

And to second Garrett, the scale of the Far Cry 2 map was also key to its success. The firefights were intense, but once they were over you had this overwhelming sense of silence and isolation -- one of the ways the game was able to make a point about violence being silly and self-defeating, while still basing most of its gameplay on AWESOME VIOLENCE.</description>
		<content:encoded><![CDATA[<p>This is the primary reason why ICO and Shadow of the Colossus are both so successful, I think. In both games, the devs put you in these massive worlds that were nearly empty. That&#8217;s why it was so easy to get attached to Yorda and Agro.</p>
<p>And to second Garrett, the scale of the Far Cry 2 map was also key to its success. The firefights were intense, but once they were over you had this overwhelming sense of silence and isolation &#8212; one of the ways the game was able to make a point about violence being silly and self-defeating, while still basing most of its gameplay on AWESOME VIOLENCE.</p>
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		<title>By: Garrett Martin</title>
		<link>http://brilli.am/writes/2008/12/03/thinking-further-on-isolation-in-video-games/comment-page-1/#comment-67</link>
		<dc:creator>Garrett Martin</dc:creator>
		<pubDate>Wed, 03 Dec 2008 20:23:40 +0000</pubDate>
		<guid isPermaLink="false">http://brilli.am/writes/?p=50#comment-67</guid>
		<description>The first two Metroid Prime games kept Samus in complete isolation, but the third introduced a generic space admiral and a flotilla of vaguely familiar spaceships.  You don&#039;t stay in constant contact with them, though, and after a few hours Samus is all on her lonesome again.

There&#039;s also emotional isolation, of course.  Far Cry 2 has its vaunted buddy system, but interaction is so sparse and stilted (which makes sense, considering they&#039;re tough-guy mercenary types with no previous ties) that it only heightens the sense of distance and dislocation.</description>
		<content:encoded><![CDATA[<p>The first two Metroid Prime games kept Samus in complete isolation, but the third introduced a generic space admiral and a flotilla of vaguely familiar spaceships.  You don&#8217;t stay in constant contact with them, though, and after a few hours Samus is all on her lonesome again.</p>
<p>There&#8217;s also emotional isolation, of course.  Far Cry 2 has its vaunted buddy system, but interaction is so sparse and stilted (which makes sense, considering they&#8217;re tough-guy mercenary types with no previous ties) that it only heightens the sense of distance and dislocation.</p>
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		<title>By: .tiff</title>
		<link>http://brilli.am/writes/2008/12/03/thinking-further-on-isolation-in-video-games/comment-page-1/#comment-66</link>
		<dc:creator>.tiff</dc:creator>
		<pubDate>Wed, 03 Dec 2008 20:12:11 +0000</pubDate>
		<guid isPermaLink="false">http://brilli.am/writes/?p=50#comment-66</guid>
		<description>Your observation about Dead Space (which I think doubly applies to BioShock) is something I hadn&#039;t considered while playing it. There was some adventure game I played on the mac a long time ago that had a similar theme, but terrified me when I was younger since the only sounds you hear was the empty space ship, your own footsteps, and the eventual terrifying cry of a monster or something. The only human contact you had was finding DNA samples of deceased crew members. Pretty creepy.

Anyway, I think that the Myst games do this terrifically well, or at least the first one. Despite the fact that there was very little negative consequence in the game, I had no idea what to expect as a kid and had to play with my Dad in the room otherwise I&#039;d get scared. I think isolation is a great theme to explore through the gaming medium, although I think it&#039;s becoming less common of a theme as these developers try to make their games a more &#039;cinematic&#039; experience.</description>
		<content:encoded><![CDATA[<p>Your observation about Dead Space (which I think doubly applies to BioShock) is something I hadn&#8217;t considered while playing it. There was some adventure game I played on the mac a long time ago that had a similar theme, but terrified me when I was younger since the only sounds you hear was the empty space ship, your own footsteps, and the eventual terrifying cry of a monster or something. The only human contact you had was finding DNA samples of deceased crew members. Pretty creepy.</p>
<p>Anyway, I think that the Myst games do this terrifically well, or at least the first one. Despite the fact that there was very little negative consequence in the game, I had no idea what to expect as a kid and had to play with my Dad in the room otherwise I&#8217;d get scared. I think isolation is a great theme to explore through the gaming medium, although I think it&#8217;s becoming less common of a theme as these developers try to make their games a more &#8216;cinematic&#8217; experience.</p>
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