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	<title>Comments on: Design Tour &#8211; World of Goo</title>
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	<description>Where The Christian Faith Meets The Common Knowledge of Our Age</description>
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		<title>By: The Dane</title>
		<link>http://www.christandpopculture.com/asides/design-tour-world-of-goo/#comment-6773</link>
		<dc:creator>The Dane</dc:creator>
		<pubDate>Wed, 03 Dec 2008 20:10:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.christandpopculture.com/asides/design-tour-world-of-goo/#comment-6773</guid>
		<description>Yeah. Honestly, I&#039;m torn. I would really like to support indie developers (houses like Introversion or 2D Boy) because conceptually, that may be where the future of gaming is established. But I am also not a man of infinite means, which means my entertainment dollar needs to go where it will benefit my entertainment needs.

There&#039;s obviously some sort of balance in that a good game doesn&#039;t need to be Morrowind-long to be a success (they don&#039;t have to continuously create artificial progress needs like WoW either), but in order to succeed &lt;i&gt;as a game&lt;/i&gt; (and not just as a proof-of-concept) a game must have some level of replayability. These are how we judge games in the boardgame world and I think the standard applies here as well.

I suppose that if we change our thinking about games, these smaller games could merit the money spent on them. But then we&#039;re no longer thinking of them as games but as singular interactive experiences. An experience to be absorbed and stored in memory, kind of like movies, I guess. That&#039;s not a necessarily bad direction to go, but I think that until these kinds of experiences actually Arrive, we&#039;ll continue to feel confused and maybe even let down by their place in our consumptive order.

&lt;abbr&gt;&lt;em&gt;The Danes last blog post..&lt;a href=&quot;http://feeds.feedburner.com/~r/nowheresville/~3/458899734/2008_11_01_old1.php&quot; rel=&quot;nofollow&quot;&gt;20081119.ChurchLies&lt;/a&gt;&lt;/abbr&gt;&lt;/em&gt;</description>
		<content:encoded><![CDATA[<p>Yeah. Honestly, I&#8217;m torn. I would really like to support indie developers (houses like Introversion or 2D Boy) because conceptually, that may be where the future of gaming is established. But I am also not a man of infinite means, which means my entertainment dollar needs to go where it will benefit my entertainment needs.</p>
<p>There&#8217;s obviously some sort of balance in that a good game doesn&#8217;t need to be Morrowind-long to be a success (they don&#8217;t have to continuously create artificial progress needs like WoW either), but in order to succeed <i>as a game</i> (and not just as a proof-of-concept) a game must have some level of replayability. These are how we judge games in the boardgame world and I think the standard applies here as well.</p>
<p>I suppose that if we change our thinking about games, these smaller games could merit the money spent on them. But then we&#8217;re no longer thinking of them as games but as singular interactive experiences. An experience to be absorbed and stored in memory, kind of like movies, I guess. That&#8217;s not a necessarily bad direction to go, but I think that until these kinds of experiences actually Arrive, we&#8217;ll continue to feel confused and maybe even let down by their place in our consumptive order.</p>
<p><abbr><em>The Danes last blog post..<a href="http://feeds.feedburner.com/~r/nowheresville/~3/458899734/2008_11_01_old1.php" rel="nofollow">20081119.ChurchLies</a></em></abbr></p>
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		<title>By: Alan Noble</title>
		<link>http://www.christandpopculture.com/asides/design-tour-world-of-goo/#comment-6770</link>
		<dc:creator>Alan Noble</dc:creator>
		<pubDate>Wed, 03 Dec 2008 19:21:06 +0000</pubDate>
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		<description>Dane,

I agree about Portal. An absolutely amazing game, but no replay value, which is fine, as long as you don&#039;t pay much for the game.</description>
		<content:encoded><![CDATA[<p>Dane,</p>
<p>I agree about Portal. An absolutely amazing game, but no replay value, which is fine, as long as you don&#8217;t pay much for the game.</p>
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		<title>By: The Dane</title>
		<link>http://www.christandpopculture.com/asides/design-tour-world-of-goo/#comment-6769</link>
		<dc:creator>The Dane</dc:creator>
		<pubDate>Wed, 03 Dec 2008 19:05:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.christandpopculture.com/asides/design-tour-world-of-goo/#comment-6769</guid>
		<description>So I downloaded the demo from Steam last night, which let&#039;s you play through maybe ten levels, and found it fun and inventive but not anywhere close to worth the 20 dollars they wanted to charge for the whole thing. I really can&#039;t see myself playing World of Goo ever again after having completed all the puzzles.

And this is not an uncommon problem with these kinds of games.

One of the difficulties I find with these awesome concept games is that they do so well with the concept that they don&#039;t concern themselves with replayability. Take for instance another concept game that wowed the gaming world last year: Portal. I finished the game in about three hours and haven&#039;t returned to it since. There&#039;s just not any real draw. Same deal with Darwinia&#8212;though I could see revisiting Darwinia in another year or so (plus there&#039;s user-created content out there).

Fortunately, Portal was packaged free with Half-Life 2: Episode 2 (a game I expect to return to many times over the next few years) and Team Fortress 2 (which is more fun than it should be). I didn&#039;t have to pay anything to play Portal so I loved it. Outside of the bundle? I might think $4 is worth it for the game&#8212;though I&#039;ve paid less for games with better longevity (I just got AudioSurf for $2.50 and Half-Life 1 for $.99).

I paid $9.99 for Darwinia and think that was mostly worth the price (it came bundled with two other Introversion games). I would maybe pay $5 for World of Goo simply because it engaged my wife momentarily as well. But man, $20? I paid that much for Bioshock.

&lt;abbr&gt;&lt;em&gt;The Danes last blog post..&lt;a href=&quot;http://feeds.feedburner.com/~r/nowheresville/~3/458899734/2008_11_01_old1.php&quot; rel=&quot;nofollow&quot;&gt;20081119.ChurchLies&lt;/a&gt;&lt;/abbr&gt;&lt;/em&gt;</description>
		<content:encoded><![CDATA[<p>So I downloaded the demo from Steam last night, which let&#8217;s you play through maybe ten levels, and found it fun and inventive but not anywhere close to worth the 20 dollars they wanted to charge for the whole thing. I really can&#8217;t see myself playing World of Goo ever again after having completed all the puzzles.</p>
<p>And this is not an uncommon problem with these kinds of games.</p>
<p>One of the difficulties I find with these awesome concept games is that they do so well with the concept that they don&#8217;t concern themselves with replayability. Take for instance another concept game that wowed the gaming world last year: Portal. I finished the game in about three hours and haven&#8217;t returned to it since. There&#8217;s just not any real draw. Same deal with Darwinia&#8212;though I could see revisiting Darwinia in another year or so (plus there&#8217;s user-created content out there).</p>
<p>Fortunately, Portal was packaged free with Half-Life 2: Episode 2 (a game I expect to return to many times over the next few years) and Team Fortress 2 (which is more fun than it should be). I didn&#8217;t have to pay anything to play Portal so I loved it. Outside of the bundle? I might think $4 is worth it for the game&#8212;though I&#8217;ve paid less for games with better longevity (I just got AudioSurf for $2.50 and Half-Life 1 for $.99).</p>
<p>I paid $9.99 for Darwinia and think that was mostly worth the price (it came bundled with two other Introversion games). I would maybe pay $5 for World of Goo simply because it engaged my wife momentarily as well. But man, $20? I paid that much for Bioshock.</p>
<p><abbr><em>The Danes last blog post..<a href="http://feeds.feedburner.com/~r/nowheresville/~3/458899734/2008_11_01_old1.php" rel="nofollow">20081119.ChurchLies</a></em></abbr></p>
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