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	<title>Comments on: In local space no-one notices your scream</title>
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		<title>By: Alvan</title>
		<link>http://www.the-cow.net/2009/02/in-local-space-no-one-notices-your-scream/comment-page-1/#comment-28</link>
		<dc:creator>Alvan</dc:creator>
		<pubDate>Wed, 11 Feb 2009 00:54:28 +0000</pubDate>
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		<description>Well, there is some ground to be covered in the Tabletop RPG direction in this - the unbreakable bond between the character and the player. One of my pet peeves is the incredible amount of control characters over themselves in the very typical situation of combat. There is no chaos in typical D&amp;D combat.

But I think this is a more of an issue in a media where your control over the character has to be limited to begin with. In a Tabletop environment, the player can state that the character is now drumming on a radiator, but in computer games, having a command for that would be ridiculous. And thus it&#039;s the game&#039;s responsibility to make your character do that. 

And that said, I&#039;d love to see some form of MMO in the future where the player&#039;s control over his character was limited, but the character&#039;s options to do things weren&#039;t. Maybe as a social experiment if nothing else. You&#039;d interact with the world through a &quot;broken interface&quot;. For example, you&#039;d end up in a situation where your character starts a fight because his relationship with the opposing character&#039;s faction has gone down to low enough points. Sure, you as a player might not want that, since the opposing character would be the one that was going to give you the sword you bought on eBay. But such is life. Now the seller&#039;s character is dead, and his player on the other end wondering if it was you or your character who made the call about attacking.</description>
		<content:encoded><![CDATA[<p>Well, there is some ground to be covered in the Tabletop RPG direction in this &#8211; the unbreakable bond between the character and the player. One of my pet peeves is the incredible amount of control characters over themselves in the very typical situation of combat. There is no chaos in typical D&#038;D combat.</p>
<p>But I think this is a more of an issue in a media where your control over the character has to be limited to begin with. In a Tabletop environment, the player can state that the character is now drumming on a radiator, but in computer games, having a command for that would be ridiculous. And thus it&#8217;s the game&#8217;s responsibility to make your character do that. </p>
<p>And that said, I&#8217;d love to see some form of MMO in the future where the player&#8217;s control over his character was limited, but the character&#8217;s options to do things weren&#8217;t. Maybe as a social experiment if nothing else. You&#8217;d interact with the world through a &#8220;broken interface&#8221;. For example, you&#8217;d end up in a situation where your character starts a fight because his relationship with the opposing character&#8217;s faction has gone down to low enough points. Sure, you as a player might not want that, since the opposing character would be the one that was going to give you the sword you bought on eBay. But such is life. Now the seller&#8217;s character is dead, and his player on the other end wondering if it was you or your character who made the call about attacking.</p>
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