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	<title>Comments on: Zeroth Person</title>
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	<description>I'm going to have to put you on the game grid.</description>
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		<title>By: The Orange Box is Great &#171; The MCP</title>
		<link>http://themcp.wordpress.com/2007/11/28/zeroth-person/#comment-105</link>
		<dc:creator>The Orange Box is Great &#171; The MCP</dc:creator>
		<pubDate>Tue, 08 Jan 2008 17:53:08 +0000</pubDate>
		<guid isPermaLink="false">http://themcp.wordpress.com/2007/11/28/zeroth-person/#comment-105</guid>
		<description>[...] Life is a great example of the idea of a Zeroeth Person narrative. Our hero - Gordon Freeman - never speaks and we never see his face. Other characters [...]</description>
		<content:encoded><![CDATA[<p>[...] Life is a great example of the idea of a Zeroeth Person narrative. Our hero &#8211; Gordon Freeman &#8211; never speaks and we never see his face. Other characters [...]</p>
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		<title>By: themcp</title>
		<link>http://themcp.wordpress.com/2007/11/28/zeroth-person/#comment-42</link>
		<dc:creator>themcp</dc:creator>
		<pubDate>Mon, 03 Dec 2007 12:59:48 +0000</pubDate>
		<guid isPermaLink="false">http://themcp.wordpress.com/2007/11/28/zeroth-person/#comment-42</guid>
		<description>The most frustrating things about Tenpenny was he appeared out of nowhere, completely fucked you over, and removed the game from your control. All of a sudden you find yourself stuffed in a trunk and driven to a completely different part of the state.

He was so evil, though, that killing him was indeed satisfying. And I&#039;ll accept revenge as the polar opposite of frustration on the emotional scale of gaming.</description>
		<content:encoded><![CDATA[<p>The most frustrating things about Tenpenny was he appeared out of nowhere, completely fucked you over, and removed the game from your control. All of a sudden you find yourself stuffed in a trunk and driven to a completely different part of the state.</p>
<p>He was so evil, though, that killing him was indeed satisfying. And I&#8217;ll accept revenge as the polar opposite of frustration on the emotional scale of gaming.</p>
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		<title>By: specialagentdalecooper</title>
		<link>http://themcp.wordpress.com/2007/11/28/zeroth-person/#comment-38</link>
		<dc:creator>specialagentdalecooper</dc:creator>
		<pubDate>Fri, 30 Nov 2007 20:49:24 +0000</pubDate>
		<guid isPermaLink="false">http://themcp.wordpress.com/2007/11/28/zeroth-person/#comment-38</guid>
		<description>By the way, the only game emotion I usually feel - except of course frustration - is the gratifying opposite of frustration: vengeance.  When you finally get to kill Officer Tenpenny at the end of GTA: San Andreas, I wanted to run around the neighborhood with no pants on screaming about my greatness.  Why no pants?  Well, my friend, I believe it needs no explanation.  Revenge is a dish best served with your stuff hanging out.</description>
		<content:encoded><![CDATA[<p>By the way, the only game emotion I usually feel &#8211; except of course frustration &#8211; is the gratifying opposite of frustration: vengeance.  When you finally get to kill Officer Tenpenny at the end of GTA: San Andreas, I wanted to run around the neighborhood with no pants on screaming about my greatness.  Why no pants?  Well, my friend, I believe it needs no explanation.  Revenge is a dish best served with your stuff hanging out.</p>
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		<title>By: specialagentdalecooper</title>
		<link>http://themcp.wordpress.com/2007/11/28/zeroth-person/#comment-37</link>
		<dc:creator>specialagentdalecooper</dc:creator>
		<pubDate>Fri, 30 Nov 2007 20:46:27 +0000</pubDate>
		<guid isPermaLink="false">http://themcp.wordpress.com/2007/11/28/zeroth-person/#comment-37</guid>
		<description>BioShock is once again an exemplar.  Don&#039;t read on, though, dear mcp, unless you want to know BIG SECRETS.

........In BioShock, one fundamental game mechanic is these weird little genetically enhanced girls that you can either kill (by draining their life energy) or rescue (by converting them back into regular little girls).  Both actions act as a power-up for you, but you get more for killing them - so it&#039;s an act of self-sacrifice of sorts to rescue them.  (Well, actually it turns out not to be - a central game character periodically leaves you gifts for rescuing the girls that makes up the difference - but never mind; you don&#039;t find that out until later.)  And you get a pretty emotionally satisfying set animation of them thanking you with big puppy dog eyes when you rescue them.  By contrast, if you choose to kill them, they lay there empty and silent - it&#039;s pretty disturbing.

At the end of the game the final cut scenes kick in, and actually remain in first person.  As throughout the game you still see only your hands with a very visible and recognizable tattoo.  If you chose to save the little girls throughout, you learn that they escaped with you and took care of you for the rest of your life.  You see your aged hands, many years later, with the now-adult girls&#039; hands resting on top of yours, seeing you off into the great beyond.  It&#039;s a brief ending but it packs quite a wallop emotionally -or it did for me, anyway.</description>
		<content:encoded><![CDATA[<p>BioShock is once again an exemplar.  Don&#8217;t read on, though, dear mcp, unless you want to know BIG SECRETS.</p>
<p>&#8230;&#8230;..In BioShock, one fundamental game mechanic is these weird little genetically enhanced girls that you can either kill (by draining their life energy) or rescue (by converting them back into regular little girls).  Both actions act as a power-up for you, but you get more for killing them &#8211; so it&#8217;s an act of self-sacrifice of sorts to rescue them.  (Well, actually it turns out not to be &#8211; a central game character periodically leaves you gifts for rescuing the girls that makes up the difference &#8211; but never mind; you don&#8217;t find that out until later.)  And you get a pretty emotionally satisfying set animation of them thanking you with big puppy dog eyes when you rescue them.  By contrast, if you choose to kill them, they lay there empty and silent &#8211; it&#8217;s pretty disturbing.</p>
<p>At the end of the game the final cut scenes kick in, and actually remain in first person.  As throughout the game you still see only your hands with a very visible and recognizable tattoo.  If you chose to save the little girls throughout, you learn that they escaped with you and took care of you for the rest of your life.  You see your aged hands, many years later, with the now-adult girls&#8217; hands resting on top of yours, seeing you off into the great beyond.  It&#8217;s a brief ending but it packs quite a wallop emotionally -or it did for me, anyway.</p>
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