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	<title>Comments on: Heavy Rain x Façade?!</title>
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	<link>http://www.7luas.com.br/tudo/heavy-rain-x-facade/</link>
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		<title>By: Daniel Ferreira</title>
		<link>http://www.7luas.com.br/tudo/heavy-rain-x-facade/comment-page-1/#comment-1991</link>
		<dc:creator>Daniel Ferreira</dc:creator>
		<pubDate>Mon, 08 Mar 2010 13:12:19 +0000</pubDate>
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		<description>Thanks for the comment Martin!

Maybe, but if so any adventure game could be used as comparison (Monkey Island, for example), wich wouldn&#039;t make much sense since not all adventure games try to build a narrative experience like Façade does (and like HR claims to do)...

Certanly a large database is one of the options, but I disagree it&#039;s the best one. I still prefer Façades aproach, for example - to build from the ground up. 

That is, I prefer the &quot;dumb human&quot; than the &quot;smart parrot&quot; :)</description>
		<content:encoded><![CDATA[<p>Thanks for the comment Martin!</p>
<p>Maybe, but if so any adventure game could be used as comparison (Monkey Island, for example), wich wouldn&#8217;t make much sense since not all adventure games try to build a narrative experience like Façade does (and like HR claims to do)&#8230;</p>
<p>Certanly a large database is one of the options, but I disagree it&#8217;s the best one. I still prefer Façades aproach, for example &#8211; to build from the ground up. </p>
<p>That is, I prefer the &#8220;dumb human&#8221; than the &#8220;smart parrot&#8221; <img src='http://www.7luas.com.br/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Martin Ruskov</title>
		<link>http://www.7luas.com.br/tudo/heavy-rain-x-facade/comment-page-1/#comment-1987</link>
		<dc:creator>Martin Ruskov</dc:creator>
		<pubDate>Wed, 03 Mar 2010 16:58:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.7luas.com.br/?p=948#comment-1987</guid>
		<description>Well, the reason of the association is in your first sentence. They are both, what you call adventure, and others call interactive narrative.
The apparent thing is that so far it seems certain that the experience depends mainly on the volume and quality of the content.
To me the one-billion-question is: How do you pull the trick, so you still use what&#039;s already out there, but the player doesn&#039;t notice it?</description>
		<content:encoded><![CDATA[<p>Well, the reason of the association is in your first sentence. They are both, what you call adventure, and others call interactive narrative.<br />
The apparent thing is that so far it seems certain that the experience depends mainly on the volume and quality of the content.<br />
To me the one-billion-question is: How do you pull the trick, so you still use what&#8217;s already out there, but the player doesn&#8217;t notice it?</p>
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