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	<title>Comments on: Diamonds in the Rough</title>
	<link>http://girlsdontgame.com/2008/05/01/diamonds-in-the-rough/</link>
	<description>Everyone knows girls don't play video games.</description>
	<pubDate>Sat, 22 Nov 2008 08:53:26 +0000</pubDate>
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		<title>By: Corvus</title>
		<link>http://girlsdontgame.com/2008/05/01/diamonds-in-the-rough/#comment-2255</link>
		<author>Corvus</author>
		<pubDate>Fri, 02 May 2008 10:48:00 +0000</pubDate>
		<guid>http://girlsdontgame.com/2008/05/01/diamonds-in-the-rough/#comment-2255</guid>
					<description>Excellent post, Suzie. 

In a way, you're almost suggesting that a video game character's flaw is us, the player. This taps into the idea that a video game's narrative is much more complexly layered than a novel or movie and that the line between author and audience is very blurry. If our own (in)ability to play the game well becomes an integral part of the narrative, what are we but a narrative convention ourselves?</description>
		<content:encoded><![CDATA[<p>Excellent post, Suzie. </p>
<p>In a way, you&#8217;re almost suggesting that a video game character&#8217;s flaw is us, the player. This taps into the idea that a video game&#8217;s narrative is much more complexly layered than a novel or movie and that the line between author and audience is very blurry. If our own (in)ability to play the game well becomes an integral part of the narrative, what are we but a narrative convention ourselves?</p>
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		<title>By: Monique</title>
		<link>http://girlsdontgame.com/2008/05/01/diamonds-in-the-rough/#comment-2265</link>
		<author>Monique</author>
		<pubDate>Fri, 02 May 2008 23:39:00 +0000</pubDate>
		<guid>http://girlsdontgame.com/2008/05/01/diamonds-in-the-rough/#comment-2265</guid>
					<description>I love this post Suz. I would argue that some MMORPGs do tell epic stories though--did you ever check out ASheron's Call? I loved their storyline there.</description>
		<content:encoded><![CDATA[<p>I love this post Suz. I would argue that some MMORPGs do tell epic stories though&#8211;did you ever check out ASheron&#8217;s Call? I loved their storyline there.</p>
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		<title>By: Krystian Majewski</title>
		<link>http://girlsdontgame.com/2008/05/01/diamonds-in-the-rough/#comment-2386</link>
		<author>Krystian Majewski</author>
		<pubDate>Thu, 08 May 2008 17:10:06 +0000</pubDate>
		<guid>http://girlsdontgame.com/2008/05/01/diamonds-in-the-rough/#comment-2386</guid>
					<description>I would question if vulnerability and powerlessness is really a character flaw. The kind of flaws the greek gods had were of a different kind: they indulged in morally questionable activities like adultery, excess and even murder. The Nintendo characters you've shown actually LACK these qualities, don't they?</description>
		<content:encoded><![CDATA[<p>I would question if vulnerability and powerlessness is really a character flaw. The kind of flaws the greek gods had were of a different kind: they indulged in morally questionable activities like adultery, excess and even murder. The Nintendo characters you&#8217;ve shown actually LACK these qualities, don&#8217;t they?</p>
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		<title>By: William</title>
		<link>http://girlsdontgame.com/2008/05/01/diamonds-in-the-rough/#comment-2419</link>
		<author>William</author>
		<pubDate>Mon, 12 May 2008 02:02:06 +0000</pubDate>
		<guid>http://girlsdontgame.com/2008/05/01/diamonds-in-the-rough/#comment-2419</guid>
					<description>I think it was Tim Schaefer that first said that everyone who really enjoys a game engages in some amount of wish fulfillment.  I think it goes beyond us playing a metroid game because we want to be kickass (though I enjoy feeling like I kick ass, to be sure).  I've said for a long time that the reason why we choose one intellectual property over another (games, movies, anything that has a brand, really) is because it affirms something within us about how life works.  Games just emphasize this tendency that I think already exists in people.</description>
		<content:encoded><![CDATA[<p>I think it was Tim Schaefer that first said that everyone who really enjoys a game engages in some amount of wish fulfillment.  I think it goes beyond us playing a metroid game because we want to be kickass (though I enjoy feeling like I kick ass, to be sure).  I&#8217;ve said for a long time that the reason why we choose one intellectual property over another (games, movies, anything that has a brand, really) is because it affirms something within us about how life works.  Games just emphasize this tendency that I think already exists in people.</p>
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		<title>By: RiotMonster</title>
		<link>http://girlsdontgame.com/2008/05/01/diamonds-in-the-rough/#comment-2510</link>
		<author>RiotMonster</author>
		<pubDate>Thu, 15 May 2008 17:53:46 +0000</pubDate>
		<guid>http://girlsdontgame.com/2008/05/01/diamonds-in-the-rough/#comment-2510</guid>
					<description>Wow deep article. Good writing.</description>
		<content:encoded><![CDATA[<p>Wow deep article. Good writing.</p>
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		<title>By: Stephen Erin Dinehart</title>
		<link>http://girlsdontgame.com/2008/05/01/diamonds-in-the-rough/#comment-2870</link>
		<author>Stephen Erin Dinehart</author>
		<pubDate>Sat, 31 May 2008 21:44:45 +0000</pubDate>
		<guid>http://girlsdontgame.com/2008/05/01/diamonds-in-the-rough/#comment-2870</guid>
					<description>This really reinforces the idea that the core of most games is fantasy role playing. The blurring of lines between viewer/user and medium, so that the both live together. When a player becomes this super awesome, however flawed other, the flaws possessed by said player and avatar blend to become one. It is in overcoming these problems that the player gains a sense of accomplishment and drives the narrative forward, reassured that she/he too can overcome. Games enable the player character(s) to become a vehicle for the player's own positive psychological reinforcement. In this, player's are encouraged to become active protagonists in life via their role playing in the virtual.</description>
		<content:encoded><![CDATA[<p>This really reinforces the idea that the core of most games is fantasy role playing. The blurring of lines between viewer/user and medium, so that the both live together. When a player becomes this super awesome, however flawed other, the flaws possessed by said player and avatar blend to become one. It is in overcoming these problems that the player gains a sense of accomplishment and drives the narrative forward, reassured that she/he too can overcome. Games enable the player character(s) to become a vehicle for the player&#8217;s own positive psychological reinforcement. In this, player&#8217;s are encouraged to become active protagonists in life via their role playing in the virtual.</p>
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