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	<title>Comments for Killspeak</title>
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	<link>http://killspeak.lucasrizoli.com</link>
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		<title>Comment on Pac-Man in depth by Pac-Man Multiplayer &#171; c# to javascript, actionscript</title>
		<link>http://killspeak.lucasrizoli.com/2009/03/23/pac-man-in-depth/comment-page-1/#comment-4958</link>
		<dc:creator>Pac-Man Multiplayer &#171; c# to javascript, actionscript</dc:creator>
		<pubDate>Fri, 26 Feb 2010 07:05:28 +0000</pubDate>
		<guid isPermaLink="false">http://killspeak.lucasrizoli.com/?p=114#comment-4958</guid>
		<description>[...] All about pacman.    Comments [...]</description>
		<content:encoded><![CDATA[<p>[...] All about pacman.    Comments [...]</p>
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		<title>Comment on WALL·E is a PC, EVE is a Mac by necrobump</title>
		<link>http://killspeak.lucasrizoli.com/2008/07/12/wall-e-is-a-pc-eve-is-a-mac/comment-page-1/#comment-4872</link>
		<dc:creator>necrobump</dc:creator>
		<pubDate>Tue, 05 Jan 2010 21:19:16 +0000</pubDate>
		<guid isPermaLink="false">http://killspeak.lucasrizoli.com/?p=69#comment-4872</guid>
		<description>wall e functioned autonomously for 800 years, eve had no replaceable parts and was locked down remotely.</description>
		<content:encoded><![CDATA[<p>wall e functioned autonomously for 800 years, eve had no replaceable parts and was locked down remotely.</p>
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		<title>Comment on My English translation of O que será que será (À flor da terra) by Chico Buarque by beatriz</title>
		<link>http://killspeak.lucasrizoli.com/2007/03/05/my-english-translation-of-o-que-sera-que-sera-a-flor-da-terra-by-chico-buarque/comment-page-1/#comment-4867</link>
		<dc:creator>beatriz</dc:creator>
		<pubDate>Wed, 30 Dec 2009 15:51:10 +0000</pubDate>
		<guid isPermaLink="false">http://killspeak.lucasrizoli.com/2007/03/05/my-english-translation-of-o-que-ser-que-ser-flor-da-terra-by-chico-buarque/#comment-4867</guid>
		<description>Great translation, Thank you!!!</description>
		<content:encoded><![CDATA[<p>Great translation, Thank you!!!</p>
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		<title>Comment on Dead Space: scarcity is scary, not storage by Lucas</title>
		<link>http://killspeak.lucasrizoli.com/2009/10/30/dead-space-scarcity-is-scary-not-storage/comment-page-1/#comment-4833</link>
		<dc:creator>Lucas</dc:creator>
		<pubDate>Fri, 30 Oct 2009 20:52:53 +0000</pubDate>
		<guid isPermaLink="false">http://killspeak.lucasrizoli.com/?p=488#comment-4833</guid>
		<description>I&#039;ve used general terms here, but it could be that my criticisms only hold in my case.

Playing punishing games in the past may have trained me to check the environment thoroughly for ammo. Other players may not (be expected) do that.

I also only owned two or three weapons at a time. Had I owned more, it seems plausible that the spawn-what&#039;s-needed system could&#039;ve kept me with only a passable supply of ammo.

I don&#039;t mean to imply that you&#039;re impatient or less decisive, Tom. I mean, I played on normal.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve used general terms here, but it could be that my criticisms only hold in my case.</p>
<p>Playing punishing games in the past may have trained me to check the environment thoroughly for ammo. Other players may not (be expected) do that.</p>
<p>I also only owned two or three weapons at a time. Had I owned more, it seems plausible that the spawn-what&#8217;s-needed system could&#8217;ve kept me with only a passable supply of ammo.</p>
<p>I don&#8217;t mean to imply that you&#8217;re impatient or less decisive, Tom. I mean, I played on normal.</p>
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		<title>Comment on Dead Space: scarcity is scary, not storage by Tom</title>
		<link>http://killspeak.lucasrizoli.com/2009/10/30/dead-space-scarcity-is-scary-not-storage/comment-page-1/#comment-4832</link>
		<dc:creator>Tom</dc:creator>
		<pubDate>Fri, 30 Oct 2009 20:46:12 +0000</pubDate>
		<guid isPermaLink="false">http://killspeak.lucasrizoli.com/?p=488#comment-4832</guid>
		<description>It&#039;s interesting that you found this to be the case. In the later game, on Hard mode, I had a lot of trouble with lack of ammo. I ended up making every shot count, using every gun as efficiently as possible, for fear that my failure to do so would irreversibly break my game. 

I eventually got to the giant cargo hold where you have to move the artifact, fight off hordes of enemies, and fight the giant tentacle claws. I had to quit and restart in normal, because I had no money, an abundance of force gun ammo, and nothing else. Needless to say, the force gun is *extremely* ineffective against the large, distant claws.

So it may have started out like a shooter, but it sure as hell finished as a survival horror game with a great limited resource/management setup :)</description>
		<content:encoded><![CDATA[<p>It&#8217;s interesting that you found this to be the case. In the later game, on Hard mode, I had a lot of trouble with lack of ammo. I ended up making every shot count, using every gun as efficiently as possible, for fear that my failure to do so would irreversibly break my game. </p>
<p>I eventually got to the giant cargo hold where you have to move the artifact, fight off hordes of enemies, and fight the giant tentacle claws. I had to quit and restart in normal, because I had no money, an abundance of force gun ammo, and nothing else. Needless to say, the force gun is *extremely* ineffective against the large, distant claws.</p>
<p>So it may have started out like a shooter, but it sure as hell finished as a survival horror game with a great limited resource/management setup :)</p>
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		<title>Comment on Realism and conservation in WALL·E by Lateshot</title>
		<link>http://killspeak.lucasrizoli.com/2009/06/16/realism-and-conservation-in-wall-e/comment-page-1/#comment-4820</link>
		<dc:creator>Lateshot</dc:creator>
		<pubDate>Wed, 30 Sep 2009 09:45:16 +0000</pubDate>
		<guid isPermaLink="false">http://killspeak.lucasrizoli.com/?p=230#comment-4820</guid>
		<description>The Statements in the film max out one question: 
How will a degenerated, naive and shorthanded mankind repair, what billions of fresh, strong and used to hard work mankind 700 years ago was unable to perform? With the help of the bots? I don´t think so, or they would have been successful all the way back in time, 

They had their Army of cleaning bots... and all that was to it, was piles of junk skyhigh stapled...

You have inspired me to try one thing, i will go and try to compare the WALL-E reality to the Battlestar Galactica reality. For the finales are similar and both turn away from technology for a cleansweep fresh and green start....

All this has happened before, and will happen again... again... again...</description>
		<content:encoded><![CDATA[<p>The Statements in the film max out one question:<br />
How will a degenerated, naive and shorthanded mankind repair, what billions of fresh, strong and used to hard work mankind 700 years ago was unable to perform? With the help of the bots? I don´t think so, or they would have been successful all the way back in time, </p>
<p>They had their Army of cleaning bots&#8230; and all that was to it, was piles of junk skyhigh stapled&#8230;</p>
<p>You have inspired me to try one thing, i will go and try to compare the WALL-E reality to the Battlestar Galactica reality. For the finales are similar and both turn away from technology for a cleansweep fresh and green start&#8230;.</p>
<p>All this has happened before, and will happen again&#8230; again&#8230; again&#8230;</p>
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		<title>Comment on WALL·E is a PC, EVE is a Mac by Lateshot</title>
		<link>http://killspeak.lucasrizoli.com/2008/07/12/wall-e-is-a-pc-eve-is-a-mac/comment-page-1/#comment-4819</link>
		<dc:creator>Lateshot</dc:creator>
		<pubDate>Wed, 30 Sep 2009 09:28:25 +0000</pubDate>
		<guid isPermaLink="false">http://killspeak.lucasrizoli.com/?p=69#comment-4819</guid>
		<description>Actually these Parallels are more than fitting. To all of those insulting the Creator of this Entry: Has it ever come to your mind, that it might just be wanted, that you catch on the obvious? 

IF they would have chosen a typical PC-Chime, this would have raised a lot of voices against this movie AND even PC Users customize their Systems to the look and feel of mac... So this would underline the thoughts of the creator, Posing Wall-E as a self customizing Windows/Linux-BOX what he in fact is. 

Also now that some time has passed, they even stated, that the parallels all were wanted - yet emphazising the irony of a major corporation representing the look of the movie whilst shouting against global corporations... might just be another Microsoft kick in the crouch?</description>
		<content:encoded><![CDATA[<p>Actually these Parallels are more than fitting. To all of those insulting the Creator of this Entry: Has it ever come to your mind, that it might just be wanted, that you catch on the obvious? </p>
<p>IF they would have chosen a typical PC-Chime, this would have raised a lot of voices against this movie AND even PC Users customize their Systems to the look and feel of mac&#8230; So this would underline the thoughts of the creator, Posing Wall-E as a self customizing Windows/Linux-BOX what he in fact is. </p>
<p>Also now that some time has passed, they even stated, that the parallels all were wanted &#8211; yet emphazising the irony of a major corporation representing the look of the movie whilst shouting against global corporations&#8230; might just be another Microsoft kick in the crouch?</p>
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		<title>Comment on Dialogue in Mass Effect by Lucas</title>
		<link>http://killspeak.lucasrizoli.com/2009/07/27/dialogue-in-mass-effect/comment-page-1/#comment-4815</link>
		<dc:creator>Lucas</dc:creator>
		<pubDate>Thu, 03 Sep 2009 19:37:00 +0000</pubDate>
		<guid isPermaLink="false">http://killspeak.lucasrizoli.com/?p=377#comment-4815</guid>
		<description>I think the ambiguity—uncertainty—you&#039;re speaking of comes from the fact that in the wheel, dialogue options are short and suggestive, not verbatim; whether or not the option is on the Renegade, Paragon, or neutral path is more certain, as it&#039;s shown by the position of the option along the wheel.

I also really liked discovering my character&#039;s reactions, even when they weren&#039;t what I had wanted her to say or do (something I was very careful with when talking with Wrex when he found out about the xenophage thing, because it would&#039;ve been tough to fight it out with him.)</description>
		<content:encoded><![CDATA[<p>I think the ambiguity—uncertainty—you&#8217;re speaking of comes from the fact that in the wheel, dialogue options are short and suggestive, not verbatim; whether or not the option is on the Renegade, Paragon, or neutral path is more certain, as it&#8217;s shown by the position of the option along the wheel.</p>
<p>I also really liked discovering my character&#8217;s reactions, even when they weren&#8217;t what I had wanted her to say or do (something I was very careful with when talking with Wrex when he found out about the xenophage thing, because it would&#8217;ve been tough to fight it out with him.)</p>
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		<title>Comment on Dialogue in Mass Effect by thesimplicity</title>
		<link>http://killspeak.lucasrizoli.com/2009/07/27/dialogue-in-mass-effect/comment-page-1/#comment-4813</link>
		<dc:creator>thesimplicity</dc:creator>
		<pubDate>Tue, 25 Aug 2009 18:38:24 +0000</pubDate>
		<guid isPermaLink="false">http://killspeak.lucasrizoli.com/?p=377#comment-4813</guid>
		<description>Actually, I think the ambiguous nature of the options presented by the dialogue wheel was a fantastic part of the game.  I loved feeling like I wasn&#039;t in control of my character.  I was providing a framework for the decisions, but the character had developed a unique personality... a sort of child-like pattern associate learned though earlier choices I had made in the game.  

I tend to play the evil angle in most games, and I loved how my character would take the most innocent options and turn them into insults or violent actions.  It was often surprising and kept me playing.</description>
		<content:encoded><![CDATA[<p>Actually, I think the ambiguous nature of the options presented by the dialogue wheel was a fantastic part of the game.  I loved feeling like I wasn&#8217;t in control of my character.  I was providing a framework for the decisions, but the character had developed a unique personality&#8230; a sort of child-like pattern associate learned though earlier choices I had made in the game.  </p>
<p>I tend to play the evil angle in most games, and I loved how my character would take the most innocent options and turn them into insults or violent actions.  It was often surprising and kept me playing.</p>
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		<title>Comment on Dialogue in Mass Effect by Lucas</title>
		<link>http://killspeak.lucasrizoli.com/2009/07/27/dialogue-in-mass-effect/comment-page-1/#comment-4812</link>
		<dc:creator>Lucas</dc:creator>
		<pubDate>Thu, 13 Aug 2009 15:42:57 +0000</pubDate>
		<guid isPermaLink="false">http://killspeak.lucasrizoli.com/?p=377#comment-4812</guid>
		<description>Ava, you make a good point: it could be that by making the two choices unambiguous in the interface, they&#039;ve made it less likely that the player will consider the Renegade/Paragon options carefully in the role-play.

This has been argued of &lt;cite&gt;BioShock&lt;/cite&gt;&#039;s harvest/save decision: players will choose the option that rewards them most because it rewards them most, not because they&#039;re considering the decision in terms of the game fiction. They&#039;ll &quot;power game&quot; instead of role-play.</description>
		<content:encoded><![CDATA[<p>Ava, you make a good point: it could be that by making the two choices unambiguous in the interface, they&#8217;ve made it less likely that the player will consider the Renegade/Paragon options carefully in the role-play.</p>
<p>This has been argued of <cite>BioShock</cite>&#8217;s harvest/save decision: players will choose the option that rewards them most because it rewards them most, not because they&#8217;re considering the decision in terms of the game fiction. They&#8217;ll &#8220;power game&#8221; instead of role-play.</p>
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