Section8
Cipher
Tags: Bethesda Softworks; Fallout 3
The latest issue of <a href="http://www.gameinformer.com/default.htm">Game Informer</a>, in addition to featuring Obsiidian's spy thriller Alpha Protocol, has an op-ed piece from Emil Pagliarulo, lead designer of Fallout 3. In it, he talks about storytelling in games, and his ravings spill over onto Bethesda's own <a href="http://bethblog.com/index.php/2008/03/19/emil-writes-for-game-informer/">blog</a>. Briosafreak has the scoop on <a href="http://fallout3.wordpress.com/2008/03/18/most-important-story-in-a-videogame/">Fallout 3: A Post Nuclear Blog</a>:
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<blockquote>If we accept that all video game characters fall under one of three literary classifications — prototype, archetype, and stereotype — it’s easy to see the appeal of the archetype. This is the established, easily-understandable character model. The badass space marine or seductive sorceress. <u>The prototype, while imaginative and interesting, is too easily viewed as ‘weird,’ and that means inaccessible.</u> The stereotype? Overused, oversimplified, and more often than naught, offensive.</blockquote>
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I for one am glad we'll be seeing established, easily understandable character models such as the bad-ass space marine, and not overused, oversimplified and and offensive stereotypes like the ass-kicking astro-soldier with attitude.
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In before Brother None of <a href="http://www.nma-fallout.com">NMA</a> hits up our news submission form.
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The latest issue of <a href="http://www.gameinformer.com/default.htm">Game Informer</a>, in addition to featuring Obsiidian's spy thriller Alpha Protocol, has an op-ed piece from Emil Pagliarulo, lead designer of Fallout 3. In it, he talks about storytelling in games, and his ravings spill over onto Bethesda's own <a href="http://bethblog.com/index.php/2008/03/19/emil-writes-for-game-informer/">blog</a>. Briosafreak has the scoop on <a href="http://fallout3.wordpress.com/2008/03/18/most-important-story-in-a-videogame/">Fallout 3: A Post Nuclear Blog</a>:
<br>
<blockquote>If we accept that all video game characters fall under one of three literary classifications — prototype, archetype, and stereotype — it’s easy to see the appeal of the archetype. This is the established, easily-understandable character model. The badass space marine or seductive sorceress. <u>The prototype, while imaginative and interesting, is too easily viewed as ‘weird,’ and that means inaccessible.</u> The stereotype? Overused, oversimplified, and more often than naught, offensive.</blockquote>
<br>
<br>
I for one am glad we'll be seeing established, easily understandable character models such as the bad-ass space marine, and not overused, oversimplified and and offensive stereotypes like the ass-kicking astro-soldier with attitude.
<br>
<br>
In before Brother None of <a href="http://www.nma-fallout.com">NMA</a> hits up our news submission form.
<br>
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