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	Comments on: Video Games are Dead: Chris Crawford	</title>
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	<link>https://www.jesperjuul.net/ludologist/2006/06/15/video-games-are-dead-chris-crawford/</link>
	<description>My name is Jesper Juul, and I am a Ludologist [researcher of the design, meaning, culture, and politics of games]. This is my blog on game research and other important things.</description>
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		<title>
		By: jerome		</title>
		<link>https://www.jesperjuul.net/ludologist/2006/06/15/video-games-are-dead-chris-crawford/comment-page-1/#comment-4645</link>

		<dc:creator><![CDATA[jerome]]></dc:creator>
		<pubDate>Thu, 22 Jun 2006 14:51:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=265#comment-4645</guid>

					<description><![CDATA[I like your Omikron example. The quote from the website suggests that the game scope is tremendous. But in terms of game content, the game is rather empty. True, one can wonder in a city where it rains occasionally. True, there are strippers in clubs, and it is possible to explore a few appartment buildings. But what for? how does it tie in to the main game? What is the purpose of this? in other words, were players really interested to play in an environment that may be detailed and complex, but that doesn&#039;t offer gameplay? I wasn&#039;t. For this reason, I&#039;m a bit skeptical of a game mode based on a more complex interface, but with less traditionnal game content. I&#039;m curious, too.]]></description>
			<content:encoded><![CDATA[<p>I like your Omikron example. The quote from the website suggests that the game scope is tremendous. But in terms of game content, the game is rather empty. True, one can wonder in a city where it rains occasionally. True, there are strippers in clubs, and it is possible to explore a few appartment buildings. But what for? how does it tie in to the main game? What is the purpose of this? in other words, were players really interested to play in an environment that may be detailed and complex, but that doesn&#8217;t offer gameplay? I wasn&#8217;t. For this reason, I&#8217;m a bit skeptical of a game mode based on a more complex interface, but with less traditionnal game content. I&#8217;m curious, too.</p>
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		<title>
		By: Jesper		</title>
		<link>https://www.jesperjuul.net/ludologist/2006/06/15/video-games-are-dead-chris-crawford/comment-page-1/#comment-4631</link>

		<dc:creator><![CDATA[Jesper]]></dc:creator>
		<pubDate>Tue, 20 Jun 2006 15:16:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=265#comment-4631</guid>

					<description><![CDATA[It does seem that Chris Crawford thinks that &quot;innovation&quot; means &quot;more like movies&quot;, rather than &quot;more like music&quot; or &quot;more like painting&quot;, so that may explain part of his attitude.

I agree with Patrick that there is a strong point in having a purely linguistic model of the world (drama doesn&#039;t need physical space), but from playing with Erasmatron (Shattertown Sky?), I felt that the main problem was that the game did not establish the individual scenes at all, and consequently felt very jumpy and disconnected.]]></description>
			<content:encoded><![CDATA[<p>It does seem that Chris Crawford thinks that &#8220;innovation&#8221; means &#8220;more like movies&#8221;, rather than &#8220;more like music&#8221; or &#8220;more like painting&#8221;, so that may explain part of his attitude.</p>
<p>I agree with Patrick that there is a strong point in having a purely linguistic model of the world (drama doesn&#8217;t need physical space), but from playing with Erasmatron (Shattertown Sky?), I felt that the main problem was that the game did not establish the individual scenes at all, and consequently felt very jumpy and disconnected.</p>
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		<title>
		By: Patrick		</title>
		<link>https://www.jesperjuul.net/ludologist/2006/06/15/video-games-are-dead-chris-crawford/comment-page-1/#comment-4628</link>

		<dc:creator><![CDATA[Patrick]]></dc:creator>
		<pubDate>Fri, 16 Jun 2006 20:04:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=265#comment-4628</guid>

					<description><![CDATA[There are huge differences between Omikron and Storytron, primarily the latter is in turn-based 2D (theres actually no spatial movement) and is based entirely on a linguistic interface. These are both weakenesses and its unique strength. I think if Crawford had tried making a drama game, like a refinement of Siboot, instead of a grand sweeping solution of an engine, he&#039;d have had something a long time ago and it would have catalyzed more progress. His angst about Storytronics being distinct from game design may have something to do with the path he chose to take.]]></description>
			<content:encoded><![CDATA[<p>There are huge differences between Omikron and Storytron, primarily the latter is in turn-based 2D (theres actually no spatial movement) and is based entirely on a linguistic interface. These are both weakenesses and its unique strength. I think if Crawford had tried making a drama game, like a refinement of Siboot, instead of a grand sweeping solution of an engine, he&#8217;d have had something a long time ago and it would have catalyzed more progress. His angst about Storytronics being distinct from game design may have something to do with the path he chose to take.</p>
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		<title>
		By: Grand Text Auto &#187; You&#8217;re Either With Us, Or With the Gamers		</title>
		<link>https://www.jesperjuul.net/ludologist/2006/06/15/video-games-are-dead-chris-crawford/comment-page-1/#comment-4627</link>

		<dc:creator><![CDATA[Grand Text Auto &#187; You&#8217;re Either With Us, Or With the Gamers]]></dc:creator>
		<pubDate>Fri, 16 Jun 2006 05:07:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=265#comment-4627</guid>

					<description><![CDATA[[...] Chris Crawford&#8217;s at it again, stirring up trouble with more over-the-top invective for the game industry &#8212; and, of course, an offer of salvation, Storytronics. (This is getting a little too L. Ron Hubbard&#8230;) Actually, I saw him speak at the Northwest Games Festival a couple of weeks ago, and he did a good job proselytizing his mission, attempting to make converts among us in the audience. More on that when the festival gets written up by organizer Beth A. Dillon. Till then, read reactions from Design Synthesis, The Ludologist, Joystiq, Gamer Junk. [...]]]></description>
			<content:encoded><![CDATA[<p>[&#8230;] Chris Crawford&#8217;s at it again, stirring up trouble with more over-the-top invective for the game industry &mdash; and, of course, an offer of salvation, Storytronics. (This is getting a little too L. Ron Hubbard&#8230;) Actually, I saw him speak at the Northwest Games Festival a couple of weeks ago, and he did a good job proselytizing his mission, attempting to make converts among us in the audience. More on that when the festival gets written up by organizer Beth A. Dillon. Till then, read reactions from Design Synthesis, The Ludologist, Joystiq, Gamer Junk. [&#8230;]</p>
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		<title>
		By: Duncan		</title>
		<link>https://www.jesperjuul.net/ludologist/2006/06/15/video-games-are-dead-chris-crawford/comment-page-1/#comment-4626</link>

		<dc:creator><![CDATA[Duncan]]></dc:creator>
		<pubDate>Thu, 15 Jun 2006 21:29:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=265#comment-4626</guid>

					<description><![CDATA[I disagree about the EyeToy.  I remember being in elementary school and going to the local science center and playing a virtual game with my body as controller, via a camera.  It is just that the technology has gotten small enough that we can do it without the costly setup.  The games?  They are still the same.  Bat at the stuff on screen, or some other simon-says simple game.  Allowing the use of the EyeToy to load images into a game is neat though.

I would argue that the ideas posed by the touch interface of the DS have been innovative.  While the interface ideas have been around for a while, nowhere in games have they been implemented in such distinct and usable ways.  Especially in games such as Kirby&#039;s Canvas Adventure, Nintendogs, and Brain Age.  This is innovative gaming at its best.]]></description>
			<content:encoded><![CDATA[<p>I disagree about the EyeToy.  I remember being in elementary school and going to the local science center and playing a virtual game with my body as controller, via a camera.  It is just that the technology has gotten small enough that we can do it without the costly setup.  The games?  They are still the same.  Bat at the stuff on screen, or some other simon-says simple game.  Allowing the use of the EyeToy to load images into a game is neat though.</p>
<p>I would argue that the ideas posed by the touch interface of the DS have been innovative.  While the interface ideas have been around for a while, nowhere in games have they been implemented in such distinct and usable ways.  Especially in games such as Kirby&#8217;s Canvas Adventure, Nintendogs, and Brain Age.  This is innovative gaming at its best.</p>
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		<title>
		By: lordxixor101		</title>
		<link>https://www.jesperjuul.net/ludologist/2006/06/15/video-games-are-dead-chris-crawford/comment-page-1/#comment-4625</link>

		<dc:creator><![CDATA[lordxixor101]]></dc:creator>
		<pubDate>Thu, 15 Jun 2006 14:47:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.jesperjuul.net/ludologist/?p=265#comment-4625</guid>

					<description><![CDATA[Hmmm, no innovation in 10 years.  How about EyeToy.  That was something different.  What about rythym games?  Not nearly as exciting, but what about better camera&#039;s for 3D games?  How about open ended games like Morrowind and GTA3?  How about the Halo control scheme so that FPS&#039;s were fun to play on consoles?

It&#039;s easy just to look at the number of sequals coming out and say that innovation is dead.  I fully disagree.  I just think gamers don&#039;t neccessarily embrace innovation (how much crying was done when Mario had a waterpack on his back?)

I think gaming has made some huge leaps lately, to say there is no innovation is not even a stretch, it&#039;s just wrong.]]></description>
			<content:encoded><![CDATA[<p>Hmmm, no innovation in 10 years.  How about EyeToy.  That was something different.  What about rythym games?  Not nearly as exciting, but what about better camera&#8217;s for 3D games?  How about open ended games like Morrowind and GTA3?  How about the Halo control scheme so that FPS&#8217;s were fun to play on consoles?</p>
<p>It&#8217;s easy just to look at the number of sequals coming out and say that innovation is dead.  I fully disagree.  I just think gamers don&#8217;t neccessarily embrace innovation (how much crying was done when Mario had a waterpack on his back?)</p>
<p>I think gaming has made some huge leaps lately, to say there is no innovation is not even a stretch, it&#8217;s just wrong.</p>
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