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	<title>Comments on: A Honeymoon of Cut Scenes and Gameplay</title>
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	<link>http://www.restorerestartquit.com/?p=620</link>
	<description>A lawyer and a programmer walk into a bar...</description>
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		<title>By: Rohan</title>
		<link>http://www.restorerestartquit.com/?p=620&#038;cpage=1#comment-662</link>
		<dc:creator>Rohan</dc:creator>
		<pubDate>Thu, 11 Nov 2010 19:04:12 +0000</pubDate>
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		<description><![CDATA[I generally find quicktime events lessen a game&#039;s immersion. Nothing screams &#039;video game&#039; like button-mashing sequences, if only because - b definition - they need to display meta-information on the screen.

When your button presses are all known by you, memorized, and not displayed on screen, and all you&#039;re seeing is the game world, it&#039;s easier to forget you&#039;re sitting on your couch or in your office playing a game...]]></description>
		<content:encoded><![CDATA[<p>I generally find quicktime events lessen a game&#8217;s immersion. Nothing screams &#8216;video game&#8217; like button-mashing sequences, if only because &#8211; b definition &#8211; they need to display meta-information on the screen.</p>
<p>When your button presses are all known by you, memorized, and not displayed on screen, and all you&#8217;re seeing is the game world, it&#8217;s easier to forget you&#8217;re sitting on your couch or in your office playing a game&#8230;</p>
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		<title>By: Ravenred</title>
		<link>http://www.restorerestartquit.com/?p=620&#038;cpage=1#comment-659</link>
		<dc:creator>Ravenred</dc:creator>
		<pubDate>Wed, 10 Nov 2010 13:15:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.restorerestartquit.com/?p=620#comment-659</guid>
		<description><![CDATA[Assasins Creed is a good example. A million dollar idea, well-recognised setting and unusually intriguing plot, but the quicktime events required to move the plot along were finicky and repetitive. I suppose it breaks immersivity if a task that&#039;s obviously complex becomes mechanical in terms of how the player interacts with it. Combat sequences, OTOH, are generally pretty mechanical exercises, and there is an appropriate place for non-freeform quickttimery if used moderately.]]></description>
		<content:encoded><![CDATA[<p>Assasins Creed is a good example. A million dollar idea, well-recognised setting and unusually intriguing plot, but the quicktime events required to move the plot along were finicky and repetitive. I suppose it breaks immersivity if a task that&#8217;s obviously complex becomes mechanical in terms of how the player interacts with it. Combat sequences, OTOH, are generally pretty mechanical exercises, and there is an appropriate place for non-freeform quickttimery if used moderately.</p>
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