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	<title>Comments on: 300 Word Review &#8211; Gears of War 2(Solo Campaign, Hardcore, No Cover)</title>
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	<description>Home of New York's Intellivisiongentsia</description>
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		<title>By: Simon Ferrari</title>
		<link>http://gamedesignadvance.com/?p=1379&#038;cpage=1#comment-29770</link>
		<dc:creator>Simon Ferrari</dc:creator>
		<pubDate>Thu, 30 Apr 2009 04:55:01 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignadvance.com/?p=1379#comment-29770</guid>
		<description>@GunBlade &amp; Charles:

You know, it&#039;s late and I&#039;ve only got 400 words left to go on the longest paper of my life. So I&#039;m going to go there: you could say it&#039;s &quot;hard on casual gamers.&quot;

I apologize for writing this in Frank Lantz&#039;s house. You may delete me.</description>
		<content:encoded><![CDATA[<p>@GunBlade &amp; Charles:</p>
<p>You know, it&#8217;s late and I&#8217;ve only got 400 words left to go on the longest paper of my life. So I&#8217;m going to go there: you could say it&#8217;s &#8220;hard on casual gamers.&#8221;</p>
<p>I apologize for writing this in Frank Lantz&#8217;s house. You may delete me.</p>
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		<title>By: Charles J Pratt</title>
		<link>http://gamedesignadvance.com/?p=1379&#038;cpage=1#comment-29769</link>
		<dc:creator>Charles J Pratt</dc:creator>
		<pubDate>Wed, 29 Apr 2009 21:47:33 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignadvance.com/?p=1379#comment-29769</guid>
		<description>Haha, you&#039;re probably right...

So, Gears 2 is elaborate but not difficult. Would that be worthy of being called &#039;hard casual&#039;?</description>
		<content:encoded><![CDATA[<p>Haha, you&#8217;re probably right&#8230;</p>
<p>So, Gears 2 is elaborate but not difficult. Would that be worthy of being called &#8216;hard casual&#8217;?</p>
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		<title>By: GunBlade</title>
		<link>http://gamedesignadvance.com/?p=1379&#038;cpage=1#comment-29768</link>
		<dc:creator>GunBlade</dc:creator>
		<pubDate>Wed, 29 Apr 2009 17:04:29 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignadvance.com/?p=1379#comment-29768</guid>
		<description>@Charles: Naaaaaaahhh... I wouldn&#039;t go THAT far :) Gears of War is still pretty elaborate when compared to a casual game. I think that &#039;hardcore&#039; gamers need not be judged by their difficulty preferences.</description>
		<content:encoded><![CDATA[<p>@Charles: Naaaaaaahhh&#8230; I wouldn&#8217;t go THAT far :) Gears of War is still pretty elaborate when compared to a casual game. I think that &#8216;hardcore&#8217; gamers need not be judged by their difficulty preferences.</p>
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		<title>By: Charles J Pratt</title>
		<link>http://gamedesignadvance.com/?p=1379&#038;cpage=1#comment-29767</link>
		<dc:creator>Charles J Pratt</dc:creator>
		<pubDate>Wed, 29 Apr 2009 14:03:41 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignadvance.com/?p=1379#comment-29767</guid>
		<description>Hey Simon, I left a comment on your response, but I can just sum it up here: I agree!

I&#039;ve been meaning to try out a &#039;no cover run&#039; on the first Gears. It wouldn&#039;t surprise me if they were more careful with the first one.

GunBlade, yeah, that feeling was what led me to call Gears 2 a &#039;casual game&#039;. My feeling is really that developers are making easier games because they think it will help them reach a larger audience. I would even go so far as to say that the majority of people who like Gears aren&#039;t really &#039;hardcore&#039; gamers!</description>
		<content:encoded><![CDATA[<p>Hey Simon, I left a comment on your response, but I can just sum it up here: I agree!</p>
<p>I&#8217;ve been meaning to try out a &#8216;no cover run&#8217; on the first Gears. It wouldn&#8217;t surprise me if they were more careful with the first one.</p>
<p>GunBlade, yeah, that feeling was what led me to call Gears 2 a &#8216;casual game&#8217;. My feeling is really that developers are making easier games because they think it will help them reach a larger audience. I would even go so far as to say that the majority of people who like Gears aren&#8217;t really &#8216;hardcore&#8217; gamers!</p>
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		<title>By: GunBlade</title>
		<link>http://gamedesignadvance.com/?p=1379&#038;cpage=1#comment-29766</link>
		<dc:creator>GunBlade</dc:creator>
		<pubDate>Tue, 28 Apr 2009 12:49:10 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignadvance.com/?p=1379#comment-29766</guid>
		<description>I must say that Gears of War, like many other current generation games, is just too soft and cuddly when it comes to the difficulty level. Maybe it is so that newer players would feel welcome, or maybe it&#039;s because companies put more trust on the AI (which is still not good enough to trust) than before.</description>
		<content:encoded><![CDATA[<p>I must say that Gears of War, like many other current generation games, is just too soft and cuddly when it comes to the difficulty level. Maybe it is so that newer players would feel welcome, or maybe it&#8217;s because companies put more trust on the AI (which is still not good enough to trust) than before.</p>
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		<title>By: Simon Ferrari</title>
		<link>http://gamedesignadvance.com/?p=1379&#038;cpage=1#comment-29765</link>
		<dc:creator>Simon Ferrari</dc:creator>
		<pubDate>Mon, 27 Apr 2009 23:58:36 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignadvance.com/?p=1379#comment-29765</guid>
		<description>Yo Charles!

So it took me a week to figure out what this post meant to me. Finally it congealed while I was writing one of my term papers. Anyhow, I mocked up a short &quot;manifesto&quot; that these thoughts inspired here: http://chungking.wordpress.com/2009/04/27/our-amps-go-to-eleven/

I can say that Krystian of Game Design Scrapbook and I have been playing through the first &lt;i&gt;Gears&lt;/i&gt; on Insane, and it&#039;s basically unplayable without cover--much of the time you find yourself two-shotted just for peaking your head out under fire. I do remember that the game was particularly fun to play inebriated and on lower difficulties, because in that state of lowered tension you are able to navigate the space without taking cover in a way that you usually can&#039;t when sober and afraid of getting head-shotted.</description>
		<content:encoded><![CDATA[<p>Yo Charles!</p>
<p>So it took me a week to figure out what this post meant to me. Finally it congealed while I was writing one of my term papers. Anyhow, I mocked up a short &#8220;manifesto&#8221; that these thoughts inspired here: <a href="http://chungking.wordpress.com/2009/04/27/our-amps-go-to-eleven/" rel="nofollow">http://chungking.wordpress.com/2009/04/27/our-amps-go-to-eleven/</a></p>
<p>I can say that Krystian of Game Design Scrapbook and I have been playing through the first <i>Gears</i> on Insane, and it&#8217;s basically unplayable without cover&#8211;much of the time you find yourself two-shotted just for peaking your head out under fire. I do remember that the game was particularly fun to play inebriated and on lower difficulties, because in that state of lowered tension you are able to navigate the space without taking cover in a way that you usually can&#8217;t when sober and afraid of getting head-shotted.</p>
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		<title>By: Charles J Pratt</title>
		<link>http://gamedesignadvance.com/?p=1379&#038;cpage=1#comment-29763</link>
		<dc:creator>Charles J Pratt</dc:creator>
		<pubDate>Wed, 22 Apr 2009 21:27:03 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignadvance.com/?p=1379#comment-29763</guid>
		<description>Thanks Frank!

I should back-pedal a little and say that not &#039;taking cover&#039; is almost always more efficient. There are parts of the game where if I was doing a speed run I would probably take cover instead of just standing behind something.

Also,I agree that exploring a game in this manner is important for a real critique. For instance, I&#039;m planning on trying a no cover run with the first game. If I complete it does that prove that the original Gears isn&#039;t as innovative as everyone thought, or that it&#039;s innovative but poorly implemented?</description>
		<content:encoded><![CDATA[<p>Thanks Frank!</p>
<p>I should back-pedal a little and say that not &#8216;taking cover&#8217; is almost always more efficient. There are parts of the game where if I was doing a speed run I would probably take cover instead of just standing behind something.</p>
<p>Also,I agree that exploring a game in this manner is important for a real critique. For instance, I&#8217;m planning on trying a no cover run with the first game. If I complete it does that prove that the original Gears isn&#8217;t as innovative as everyone thought, or that it&#8217;s innovative but poorly implemented?</p>
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		<title>By: Frank Lantz</title>
		<link>http://gamedesignadvance.com/?p=1379&#038;cpage=1#comment-29762</link>
		<dc:creator>Frank Lantz</dc:creator>
		<pubDate>Wed, 22 Apr 2009 10:05:44 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignadvance.com/?p=1379#comment-29762</guid>
		<description>Well played. If it actually is more efficient to play without cover than that seems like a very interesting discovery.

So this would be an example of the search for the &quot;optimal&quot; taking one away from the &quot;fun&quot;. I guess for some people this would confirm that seeking to master a game is orthagonal or oppositional to the best qualities the experience.

Ironically, I think the opposite is true. This shows how seeking mastery can lead to creative, original, improvisational and expressive play. Instead of playing along, and acting &quot;as if&quot; cover mattered because that&#039;s what the script says, you went off book to figure out what was really happening in this system.

I&#039;d like to see this approach more often in game criticism - trying to figure out what it means to play a game well, and seeking out the game&#039;s actual rules instead of just following the designers&#039; suggestions.</description>
		<content:encoded><![CDATA[<p>Well played. If it actually is more efficient to play without cover than that seems like a very interesting discovery.</p>
<p>So this would be an example of the search for the &#8220;optimal&#8221; taking one away from the &#8220;fun&#8221;. I guess for some people this would confirm that seeking to master a game is orthagonal or oppositional to the best qualities the experience.</p>
<p>Ironically, I think the opposite is true. This shows how seeking mastery can lead to creative, original, improvisational and expressive play. Instead of playing along, and acting &#8220;as if&#8221; cover mattered because that&#8217;s what the script says, you went off book to figure out what was really happening in this system.</p>
<p>I&#8217;d like to see this approach more often in game criticism &#8211; trying to figure out what it means to play a game well, and seeking out the game&#8217;s actual rules instead of just following the designers&#8217; suggestions.</p>
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