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	<title>Comments for The Blogg</title>
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	<description>A delicious concoction of commentary, essays, reviews, memoires, etc.</description>
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		<title>Comment on Game Review: Mass Effect by michaluk</title>
		<link>http://chadhogg.name/~chad/wordpress/?p=667&#038;cpage=1#comment-16768</link>
		<dc:creator>michaluk</dc:creator>
		<pubDate>Sat, 03 Jul 2010 18:20:29 +0000</pubDate>
		<guid isPermaLink="false">http://chadhogg.name/~chad/wordpress/?p=667#comment-16768</guid>
		<description>I think you could have a more developed item system without the need to grind areas.  This is kind of a necessity in MMOs that have an emphasis on items (Diablo, WoW etc.), but in a single player game you could simply have a much larger item variety, but not make the game so difficult that you&#039;d need the best weapons to win.  It would add considerably to replay value since you&#039;d be finding different stuff each time, and it would give people that play many times or play one characters to a very high level cool stuff to look for.  The Baldur&#039;s Gate Dark Alliance type games did a decent job with this, but the items could be expanded even more from that.  One of the few bad negative things I can say about the Elder Scrolls games was the item types and magic mods were very limited.  One fan made mod for Oblivion (Elder Scrolls 4) expanded the item types by about 400% and it made finding items much more interesting.</description>
		<content:encoded><![CDATA[<p>I think you could have a more developed item system without the need to grind areas.  This is kind of a necessity in MMOs that have an emphasis on items (Diablo, WoW etc.), but in a single player game you could simply have a much larger item variety, but not make the game so difficult that you&#8217;d need the best weapons to win.  It would add considerably to replay value since you&#8217;d be finding different stuff each time, and it would give people that play many times or play one characters to a very high level cool stuff to look for.  The Baldur&#8217;s Gate Dark Alliance type games did a decent job with this, but the items could be expanded even more from that.  One of the few bad negative things I can say about the Elder Scrolls games was the item types and magic mods were very limited.  One fan made mod for Oblivion (Elder Scrolls 4) expanded the item types by about 400% and it made finding items much more interesting.</p>
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		<title>Comment on Game Review: Mass Effect by chadhogg</title>
		<link>http://chadhogg.name/~chad/wordpress/?p=667&#038;cpage=1#comment-16765</link>
		<dc:creator>chadhogg</dc:creator>
		<pubDate>Sat, 03 Jul 2010 14:17:21 +0000</pubDate>
		<guid isPermaLink="false">http://chadhogg.name/~chad/wordpress/?p=667#comment-16765</guid>
		<description>I love Diablo, but I do *not* want to see the &quot;fight your way through the same area 250 times in hopes that something good drops&quot; mentality exported to every other game.  Especially in something that purports to be a serious RPG it should feel realistic in a way that the endless grind of Diablo does not.</description>
		<content:encoded><![CDATA[<p>I love Diablo, but I do *not* want to see the &#8220;fight your way through the same area 250 times in hopes that something good drops&#8221; mentality exported to every other game.  Especially in something that purports to be a serious RPG it should feel realistic in a way that the endless grind of Diablo does not.</p>
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		<title>Comment on Game Review: Mass Effect by Michaluk</title>
		<link>http://chadhogg.name/~chad/wordpress/?p=667&#038;cpage=1#comment-16733</link>
		<dc:creator>Michaluk</dc:creator>
		<pubDate>Fri, 02 Jul 2010 03:18:56 +0000</pubDate>
		<guid isPermaLink="false">http://chadhogg.name/~chad/wordpress/?p=667#comment-16733</guid>
		<description>This is a little off topic but video game related.  Why have rpg-esque games failed to adopt the brilliant item model laid out by diablo?  Having a large variety of possible magical bonuses, with each bonus having a range of possible values with &#039;set&#039; and &#039;unique&#039; type fixed items in addition is very engaging for the player and makes a typically boring and routine part of most games (collect dropped gear, inevitably sell) into something interesting and possibly useful.  It seems that this system could easily be incorporated into games like Mass Effect and Kotor, and even more so in Morrowwind, Oblivion. Fallout 3 etc.  These games have a half-assed system in place for doing this, and its better in some than others, but it only exists in all its glory in Diablo, with WoW coming in a distant second.

This system makes a little less sense in non-magic worlds like Fallout and Mass Effect, but having it and justifying it with better technology or whatever would so improve game experience and replayability that it would easily outbalance any negatives.  It seems so obvious to me, and I would assume many gamers, the way to go in these games that its almost comical they that so consistently fail to deliver.  Allow me to elucidate:

1) Have a large catalog of item types for each body slot.  Items have a range of base values for damage / defense / whatever you want to call these.  When you find an item of this type, the value is randomized in the range.  Higher quality item types have higher ranges and drop from higher level monsters.

2) Have a large catalog of modifiers that improve damage, defense, light shit on fire etc.  These mods have ranges, with higher quality mods of the same type having higher ranges and dropping from higher level monsters.  On occasion an item that drops will be magical and have some number of randomized mods on it.

3) (I have yet to see this in a game but REALLY want to) Have a large catalog of modifiers that make items LESS useful.

3) Have some items with some fixed modifiers.  These items are rare and have unique names.

4) Add challenge areas to the game that can only be passed with exceptional equipment / high level characters (so not at the point when you reach them naturally in the story).  This will give the players things to kill with all that tricked out gear.  Give small but meaningful rewards for passing these challenges (the Achievements are clutch here).

5) Allow the player to keep playing after the story is over / import powerful characters into a new game.  Actually, both of these things, its so easy why not?  I would really love to see a game where something catastrophic happens near the beginning that can actually be stopped by a sufficiently high level character, but if it is stopped, rather than just beating the game at that point (Chrono Trigger style) there&#039;s actually a whole new story (shorter for practical reasons) that plays out.  So when you kill the big baddy in act 1 and save your hometown, instead of the credits rolling you get some nice alternate story to play through for a little bit as a reward.  Another option which might frustrate less than serious gamers, although I would find amazing, is if in the regular story, you get to a point (maybe 5 hours in or something) where the game gets REALLY hard, so it basically forces you to import your characters into a new game and start over to advance.  You could even make some changes to the first 5 hours that lead the character down a different path.  For example, you&#039;re a nobleman&#039;s son, and he needs you or your brother to lead a group of men in battle for the king.  He has you duel to see who is the better swordsman, you lose, and after he and your brother go away you spend some time defending the castle (and get more powerful)  but are eventually overwhelmed and everyone inside is killed.  Yuo import your character into a new game, this time you beat your brother in the sparring match and go off to war with dad, while of course your brother stays home and gets killed.</description>
		<content:encoded><![CDATA[<p>This is a little off topic but video game related.  Why have rpg-esque games failed to adopt the brilliant item model laid out by diablo?  Having a large variety of possible magical bonuses, with each bonus having a range of possible values with &#8216;set&#8217; and &#8216;unique&#8217; type fixed items in addition is very engaging for the player and makes a typically boring and routine part of most games (collect dropped gear, inevitably sell) into something interesting and possibly useful.  It seems that this system could easily be incorporated into games like Mass Effect and Kotor, and even more so in Morrowwind, Oblivion. Fallout 3 etc.  These games have a half-assed system in place for doing this, and its better in some than others, but it only exists in all its glory in Diablo, with WoW coming in a distant second.</p>
<p>This system makes a little less sense in non-magic worlds like Fallout and Mass Effect, but having it and justifying it with better technology or whatever would so improve game experience and replayability that it would easily outbalance any negatives.  It seems so obvious to me, and I would assume many gamers, the way to go in these games that its almost comical they that so consistently fail to deliver.  Allow me to elucidate:</p>
<p>1) Have a large catalog of item types for each body slot.  Items have a range of base values for damage / defense / whatever you want to call these.  When you find an item of this type, the value is randomized in the range.  Higher quality item types have higher ranges and drop from higher level monsters.</p>
<p>2) Have a large catalog of modifiers that improve damage, defense, light shit on fire etc.  These mods have ranges, with higher quality mods of the same type having higher ranges and dropping from higher level monsters.  On occasion an item that drops will be magical and have some number of randomized mods on it.</p>
<p>3) (I have yet to see this in a game but REALLY want to) Have a large catalog of modifiers that make items LESS useful.</p>
<p>3) Have some items with some fixed modifiers.  These items are rare and have unique names.</p>
<p>4) Add challenge areas to the game that can only be passed with exceptional equipment / high level characters (so not at the point when you reach them naturally in the story).  This will give the players things to kill with all that tricked out gear.  Give small but meaningful rewards for passing these challenges (the Achievements are clutch here).</p>
<p>5) Allow the player to keep playing after the story is over / import powerful characters into a new game.  Actually, both of these things, its so easy why not?  I would really love to see a game where something catastrophic happens near the beginning that can actually be stopped by a sufficiently high level character, but if it is stopped, rather than just beating the game at that point (Chrono Trigger style) there&#8217;s actually a whole new story (shorter for practical reasons) that plays out.  So when you kill the big baddy in act 1 and save your hometown, instead of the credits rolling you get some nice alternate story to play through for a little bit as a reward.  Another option which might frustrate less than serious gamers, although I would find amazing, is if in the regular story, you get to a point (maybe 5 hours in or something) where the game gets REALLY hard, so it basically forces you to import your characters into a new game and start over to advance.  You could even make some changes to the first 5 hours that lead the character down a different path.  For example, you&#8217;re a nobleman&#8217;s son, and he needs you or your brother to lead a group of men in battle for the king.  He has you duel to see who is the better swordsman, you lose, and after he and your brother go away you spend some time defending the castle (and get more powerful)  but are eventually overwhelmed and everyone inside is killed.  Yuo import your character into a new game, this time you beat your brother in the sparring match and go off to war with dad, while of course your brother stays home and gets killed.</p>
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		<title>Comment on Wiretapping by Chris</title>
		<link>http://chadhogg.name/~chad/wordpress/?p=660&#038;cpage=1#comment-16582</link>
		<dc:creator>Chris</dc:creator>
		<pubDate>Tue, 22 Jun 2010 17:56:11 +0000</pubDate>
		<guid isPermaLink="false">http://chadhogg.name/~chad/wordpress/?p=660#comment-16582</guid>
		<description>The story in that article is disgusting.  The fellow could face up to 16 years in prison for incidentally recording a state trooper who acted like an ass hole and drew his gun for no reason.  It&#039;s not like the fellow made any obvious mistakes after being stopped -- if he&#039;d reached up to turn off the helmet camera, or even talked out of turn, Office Jacksauce may have decided to open fire.</description>
		<content:encoded><![CDATA[<p>The story in that article is disgusting.  The fellow could face up to 16 years in prison for incidentally recording a state trooper who acted like an ass hole and drew his gun for no reason.  It&#8217;s not like the fellow made any obvious mistakes after being stopped &#8212; if he&#8217;d reached up to turn off the helmet camera, or even talked out of turn, Office Jacksauce may have decided to open fire.</p>
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		<title>Comment on Nimble Cities Idea by Michaluk</title>
		<link>http://chadhogg.name/~chad/wordpress/?p=657&#038;cpage=1#comment-16483</link>
		<dc:creator>Michaluk</dc:creator>
		<pubDate>Thu, 17 Jun 2010 17:41:06 +0000</pubDate>
		<guid isPermaLink="false">http://chadhogg.name/~chad/wordpress/?p=657#comment-16483</guid>
		<description>A few problems:  This would require an enormous amount of construction to be as efficient as you present it.  Laying the rail and building the interchanges and cars would be a huge project.  Also, the cars themselves would have to be mammoth.  The Market Street line is typically 5-8 cars long.  If every two people had an automobile with them, the train would probably have to be 10 times as long.  Also, it sounds as if you imagine the interchange process being fairly quick.  For this to be a reality there would need to be a lot or rail cars operating, which would lead to a decrease in speed.  Also, if you want fast trains, the stops would have to be far apart for it to be worthwhile, probably hundreds of miles.  Maybe something like Boston-NY-Phila-DC-Richmond-Charlotte-Atlanta-Jacksonville-Tampa-Miami would work, but the more stops you add the longer it takes and the more inefficient it becomes.  At this point, it&#039;s just a regular passenger rail that carries automobiles, which sounds like a fine idea, but there&#039;s probably reasons why this isn&#039;t already popular.</description>
		<content:encoded><![CDATA[<p>A few problems:  This would require an enormous amount of construction to be as efficient as you present it.  Laying the rail and building the interchanges and cars would be a huge project.  Also, the cars themselves would have to be mammoth.  The Market Street line is typically 5-8 cars long.  If every two people had an automobile with them, the train would probably have to be 10 times as long.  Also, it sounds as if you imagine the interchange process being fairly quick.  For this to be a reality there would need to be a lot or rail cars operating, which would lead to a decrease in speed.  Also, if you want fast trains, the stops would have to be far apart for it to be worthwhile, probably hundreds of miles.  Maybe something like Boston-NY-Phila-DC-Richmond-Charlotte-Atlanta-Jacksonville-Tampa-Miami would work, but the more stops you add the longer it takes and the more inefficient it becomes.  At this point, it&#8217;s just a regular passenger rail that carries automobiles, which sounds like a fine idea, but there&#8217;s probably reasons why this isn&#8217;t already popular.</p>
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		<title>Comment on Game Review: Portal by Chris</title>
		<link>http://chadhogg.name/~chad/wordpress/?p=645&#038;cpage=1#comment-16066</link>
		<dc:creator>Chris</dc:creator>
		<pubDate>Wed, 26 May 2010 18:01:11 +0000</pubDate>
		<guid isPermaLink="false">http://chadhogg.name/~chad/wordpress/?p=645#comment-16066</guid>
		<description>I loved Portal -- I&#039;m not much for puzzle games usually, but I found Portal to be incredibly fun and compelling.  I recognize that it is a puzzle game, but it didn&#039;t feel like one as I was playing it.  Something about the GladOS character -- supposedly doing scientific research but really just trying to kill you because it&#039;s fun -- I found hilarious and relatable at the same time.  We all enjoy some schadenfreude from time to time, and that&#039;s what GladOS is doing, but with the veneer of research, which it maintains for a remarkably long time after it&#039;s clear that the &quot;tests&quot; are just becoming sadistic.  This was absurdly funny to me.

I especially love the &quot;Still Alive&quot; song at the end, which got me started in Jonathan Coulton fandom.  Head over to http://www.jonathancoulton.com/ if you want to hear more of his stuff.  My favorites are &quot;Future Soon&quot; and &quot;I Crush Everything&quot;.  I naturally enjoy &quot;Code Monkey&quot;, too.</description>
		<content:encoded><![CDATA[<p>I loved Portal &#8212; I&#8217;m not much for puzzle games usually, but I found Portal to be incredibly fun and compelling.  I recognize that it is a puzzle game, but it didn&#8217;t feel like one as I was playing it.  Something about the GladOS character &#8212; supposedly doing scientific research but really just trying to kill you because it&#8217;s fun &#8212; I found hilarious and relatable at the same time.  We all enjoy some schadenfreude from time to time, and that&#8217;s what GladOS is doing, but with the veneer of research, which it maintains for a remarkably long time after it&#8217;s clear that the &#8220;tests&#8221; are just becoming sadistic.  This was absurdly funny to me.</p>
<p>I especially love the &#8220;Still Alive&#8221; song at the end, which got me started in Jonathan Coulton fandom.  Head over to <a href="http://www.jonathancoulton.com/" rel="nofollow">http://www.jonathancoulton.com/</a> if you want to hear more of his stuff.  My favorites are &#8220;Future Soon&#8221; and &#8220;I Crush Everything&#8221;.  I naturally enjoy &#8220;Code Monkey&#8221;, too.</p>
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		<title>Comment on Cultural Memory by A Fond Farewell &#171; The Blogg</title>
		<link>http://chadhogg.name/~chad/wordpress/?p=625&#038;cpage=1#comment-15858</link>
		<dc:creator>A Fond Farewell &#171; The Blogg</dc:creator>
		<pubDate>Sun, 16 May 2010 05:28:37 +0000</pubDate>
		<guid isPermaLink="false">http://chadhogg.name/~chad/wordpress/?p=625#comment-15858</guid>
		<description>[...] a rerun from one of the related franchises all day, every day. With such an extensive catalog (and my poor cultural memory) many are as good as a new episode. Add in all of the CSI franchises, NCIS, and the rest of the [...]</description>
		<content:encoded><![CDATA[<p>[...] a rerun from one of the related franchises all day, every day. With such an extensive catalog (and my poor cultural memory) many are as good as a new episode. Add in all of the CSI franchises, NCIS, and the rest of the [...]</p>
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		<title>Comment on NBC&#8217;s Community by Mykroft</title>
		<link>http://chadhogg.name/~chad/wordpress/?p=623&#038;cpage=1#comment-15762</link>
		<dc:creator>Mykroft</dc:creator>
		<pubDate>Mon, 10 May 2010 17:02:09 +0000</pubDate>
		<guid isPermaLink="false">http://chadhogg.name/~chad/wordpress/?p=623#comment-15762</guid>
		<description>I went paintballing a couple times in high school and like Ryan&#039;s experience everyone played by the rules more or less. It also helped that we had refs on hand to ensure fair play.</description>
		<content:encoded><![CDATA[<p>I went paintballing a couple times in high school and like Ryan&#8217;s experience everyone played by the rules more or less. It also helped that we had refs on hand to ensure fair play.</p>
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		<title>Comment on Cultural Memory by chadhogg</title>
		<link>http://chadhogg.name/~chad/wordpress/?p=625&#038;cpage=1#comment-15740</link>
		<dc:creator>chadhogg</dc:creator>
		<pubDate>Sun, 09 May 2010 14:46:42 +0000</pubDate>
		<guid isPermaLink="false">http://chadhogg.name/~chad/wordpress/?p=625#comment-15740</guid>
		<description>In an embarrassing example of the brittleness of cultural memory, I initially misattributed my poker quote to the movie Rounders.  You&#039;re right, I don&#039;t have ze spades.</description>
		<content:encoded><![CDATA[<p>In an embarrassing example of the brittleness of cultural memory, I initially misattributed my poker quote to the movie Rounders.  You&#8217;re right, I don&#8217;t have ze spades.</p>
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		<title>Comment on On The &#8220;Employee Free Choice Act&#8221; by Cultural Memory &#171; The Blogg</title>
		<link>http://chadhogg.name/~chad/wordpress/?p=66&#038;cpage=1#comment-15729</link>
		<dc:creator>Cultural Memory &#171; The Blogg</dc:creator>
		<pubDate>Sun, 09 May 2010 04:35:02 +0000</pubDate>
		<guid isPermaLink="false">http://chadhogg.name/~chad/wordpress/?p=66#comment-15729</guid>
		<description>[...] one with which people are already familiar can provide as much detail as thousands of words. When I described the name of a bill as Orwellian, it saved quite a bit of explanation of the absurdity of naming [...]</description>
		<content:encoded><![CDATA[<p>[...] one with which people are already familiar can provide as much detail as thousands of words. When I described the name of a bill as Orwellian, it saved quite a bit of explanation of the absurdity of naming [...]</p>
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