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	<title>Vertigames &#187; Pirates</title>
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	<link>http://www.patricklipo.com</link>
	<description>The Power of Game Design</description>
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		<title>Comfortable Cliches</title>
		<link>http://www.patricklipo.com/2008/12/25/comfortable-cliches/</link>
		<comments>http://www.patricklipo.com/2008/12/25/comfortable-cliches/#comments</comments>
		<pubDate>Fri, 26 Dec 2008 01:24:40 +0000</pubDate>
		<dc:creator>Patrick</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Other Games]]></category>
		<category><![CDATA[Fable]]></category>
		<category><![CDATA[Pathologic]]></category>
		<category><![CDATA[Pirates]]></category>

		<guid isPermaLink="false">http://www.patricklipo.com/2008/12/25/comfortable-cliches/</guid>
		<description><![CDATA[I&#8217;ve been holed up for nearly a week in the wake of Seattle Snowpocalypse 2008.  Unexpectedly, with all the other things I could be doing, my best friend was one that sat on my shelf for nearly two months&#8230;  Fable II.  Over the past few days I&#8217;ve put a whole lot of hours into my mostly-good-with-occasional-bouts-of-greed-or-deviance [...]]]></description>
			<content:encoded><![CDATA[<p><img style="padding-right: 20px; padding-left: 10px; padding-top: 10px" src="http://www.patricklipo.com/wp-content/uploads/2008/12/chest.jpg" alt="Hope Chest" align="left" />I&#8217;ve been holed up for nearly a week in the wake of <a href="http://seattlepi.nwsource.com/local/393116_storm22.html">Seattle Snowpocalypse 2008</a>.  Unexpectedly, with all the other things I could be doing, my best friend was one that sat on my shelf for nearly two months&#8230;  <a href="http://www.gamerankings.com/htmlpages2/927246.asp">Fable II</a>.  Over the past few days I&#8217;ve put a whole lot of hours into my mostly-good-with-occasional-bouts-of-greed-or-deviance character.  My wife Sandi&#8217;s done the same with hers.  Strangely we haven&#8217;t tried coop because we&#8217;re usually off doing small things that would drive the other crazy&#8230;  Her with her ownership of pubs and fruit stands, and me taking on every single bounty hunter mission and finding every last gargoyle.</p>
<p>In all Fable II is a fun fantasy romp.  Being one who enjoyed the first Fable more than most, I wasn&#8217;t particularly surprised.  &#8220;Big concepts&#8221; like property ownership and marriage aside, there&#8217;s something <em>comfortable</em> to me about slipping into the newest fantasy RPG.</p>
<p>That even includes some very &#8220;cliched&#8221; concepts.  You grow to expect them, even get <em>mad</em> when they don&#8217;t materialize&#8230;  In action movies it&#8217;s the cars that explode after any collision, the bullets that knock people ten feet backwards, or the trusted mentor who&#8217;s been behind the plot the whole time.  Fantasy games&#8217;ve got plenty of &#8216;em, and I don&#8217;t mind one bit:</p>
<ol>
<li><img src="http://www.patricklipo.com/wp-content/uploads/2008/12/waterfall.jpg" alt="Secret Waterfall" align="right" style="padding: 10px" /><span style="text-decoration: underline;"><strong>Stealing from people&#8217;s houses</strong>.</span>  RPG&#8217;s have had a long tradition of ordinary citizens of keeping awesome loot stored in their bedrooms, frequently even in prominent chests.  While Oblivion made a point of scolding you for stealing just about anything, I feel cheated if I know my in-game neighbor has some incredible bauble sitting on his bedstand.  While I usually don&#8217;t choose &#8220;thief&#8221; as an occupation, I can get obsessed with the idea of taking it without getting caught&#8230;  Luckily Fable II only considers taking items from dressers or bookshelves to be actual theft.  Anybody that puts their belongings in a huge, gilded chest apparently deserves to forfeit them to the next hero that comes by.  As it should be!</li>
<li><strong><span style="text-decoration: underline;">Dead-end jackpots.</span>  </strong>If I&#8217;m winding my way through a dungeon and find a side passage, I just <em>have</em> to go down it to see what&#8217;s there.  And once I reach the end, I look around to find my prize.  I&#8217;ve been playing/making games long enough to know that real-estate is at a premium.  Someone made this nook for a reason&#8230;  now where&#8217;s my loot?  Games that don&#8217;t reward my obsessive exploring properly can leave me feeling betrayed.  God, I&#8217;d probably get a brain hemorrhage if I ever tried to play <a href="http://www.rockpapershotgun.com/2008/04/10/butchering-pathologic-part-1-the-body/">Pathologic</a>.   (&#8220;You will not find a loaf of bread at the back of the cave. You’ll find a <em>stone wall</em> at the back of the cave, because it’s a fucking <em>cave.&#8221;</em>)</li>
<li><img style="padding: 10px" src="http://www.patricklipo.com/wp-content/uploads/2008/12/ghostpirate.jpg" alt="Ghost Pirate!" align="right" /><strong><span style="text-decoration: underline;">Treasure hidden behind waterfalls.</span></strong>  If years of gaming (and the occasional <a href="http://www.imdb.com/title/tt0088011/">movie</a>) have taught me anything, it&#8217;s that when there&#8217;s a waterfall, there&#8217;s gotta be a secret cave behind it.  For a while there it was the <em>rule</em> rather than the exception.  Even though I&#8217;ve done it a thousand times, I still feel a bit clever when I step behind the rushing water to find a nook that houses a chest full of glittering gold.  When I brave the falls and find only a rock cliff wall, it&#8217;s a fair disappointment.  There&#8217;s a bit of comfort in the fantasy that all waterfalls in the world might conceal a secret or two&#8230;</li>
</ol>
<p><strong><span style="text-decoration: underline;">Special Bonus Cliche:  Pirate Ghosts!</span>  </strong>Zelda, Mario, Oblivion, Final Fantasy, City of Heroes, Alone in the Dark&#8230;  Man, games just love those ghost pirates&#8230;  It may just be the fact that they are humanoid-yet-supernatural enemies (which can make them easy to create the assets for) that can attack the player en-masse, but they seem to show up in side-quests in a ton of games, even though they&#8217;re rarely the main focus.  And who can blame them?  Wrecked ships to wander around, distinctive garb and speech, and promises of a hidden treasure to be unearthed&#8230;  Irresistible, I tell you, for gamers and designers alike!</p>
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