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	<title>Comments on: So what can we learn &#8230;. part 1</title>
	<atom:link href="http://pixiestyx.wordpress.com/2007/08/28/so-what-can-we-learn-part-1/feed/" rel="self" type="application/rss+xml" />
	<link>http://pixiestyx.wordpress.com/2007/08/28/so-what-can-we-learn-part-1/</link>
	<description>To the edge of virtual reality and back again</description>
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		<title>By: Pixie Styx</title>
		<link>http://pixiestyx.wordpress.com/2007/08/28/so-what-can-we-learn-part-1/#comment-184</link>
		<dc:creator>Pixie Styx</dc:creator>
		<pubDate>Tue, 04 Sep 2007 18:33:31 +0000</pubDate>
		<guid isPermaLink="false">http://pixiestyx.wordpress.com/2007/08/28/so-what-can-we-learn-part-1/#comment-184</guid>
		<description>you are right aaron, its the little things that really make a game and as I&#039;m playing more and more of bioshcok I&#039;m starting to see how they when combined can become a powerful tool to really immersing yourself in to the game ... sound is one of big things and is something I am going to look at in the next day or so</description>
		<content:encoded><![CDATA[<p>you are right aaron, its the little things that really make a game and as I&#8217;m playing more and more of bioshcok I&#8217;m starting to see how they when combined can become a powerful tool to really immersing yourself in to the game &#8230; sound is one of big things and is something I am going to look at in the next day or so</p>
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		<title>By: Scott</title>
		<link>http://pixiestyx.wordpress.com/2007/08/28/so-what-can-we-learn-part-1/#comment-176</link>
		<dc:creator>Scott</dc:creator>
		<pubDate>Wed, 29 Aug 2007 21:17:40 +0000</pubDate>
		<guid isPermaLink="false">http://pixiestyx.wordpress.com/2007/08/28/so-what-can-we-learn-part-1/#comment-176</guid>
		<description>Just bouncing ideas off Aaron&#039;s input, I&#039;ve love to see more audio/visual effects similiar to some of the WWII video games and movie&#039;s we&#039;ve seen like Call of Duty.

Where if you&#039;re in a fight with massive spells going off around you, or an object (shield, weapon, monsters limb) smacking you across the head you could find yourself dazed and disoriented with the camera losing focus, panning slightly, going dark or light from shock, etc.

It was small effects like those that I remember affecting my immersion in the WWII games a lot as I played, and they added tremendously to the movies if you remember back to Saving Private Ryan.</description>
		<content:encoded><![CDATA[<p>Just bouncing ideas off Aaron&#8217;s input, I&#8217;ve love to see more audio/visual effects similiar to some of the WWII video games and movie&#8217;s we&#8217;ve seen like Call of Duty.</p>
<p>Where if you&#8217;re in a fight with massive spells going off around you, or an object (shield, weapon, monsters limb) smacking you across the head you could find yourself dazed and disoriented with the camera losing focus, panning slightly, going dark or light from shock, etc.</p>
<p>It was small effects like those that I remember affecting my immersion in the WWII games a lot as I played, and they added tremendously to the movies if you remember back to Saving Private Ryan.</p>
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		<title>By: Pixie Styx</title>
		<link>http://pixiestyx.wordpress.com/2007/08/28/so-what-can-we-learn-part-1/#comment-175</link>
		<dc:creator>Pixie Styx</dc:creator>
		<pubDate>Wed, 29 Aug 2007 18:31:01 +0000</pubDate>
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		<description>he he like your ideas, and wonder away ... not like I&#039;m grading you here lol and you are right I think darkness and its effects have been sorly overlooked in dungeon romps ... would think torch light would be a great way to limit vision in a dungeon crawl ...</description>
		<content:encoded><![CDATA[<p>he he like your ideas, and wonder away &#8230; not like I&#8217;m grading you here lol and you are right I think darkness and its effects have been sorly overlooked in dungeon romps &#8230; would think torch light would be a great way to limit vision in a dungeon crawl &#8230;</p>
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		<title>By: Aaron</title>
		<link>http://pixiestyx.wordpress.com/2007/08/28/so-what-can-we-learn-part-1/#comment-174</link>
		<dc:creator>Aaron</dc:creator>
		<pubDate>Wed, 29 Aug 2007 18:15:13 +0000</pubDate>
		<guid isPermaLink="false">http://pixiestyx.wordpress.com/2007/08/28/so-what-can-we-learn-part-1/#comment-174</guid>
		<description>I like the idea of strategically limiting the player&#039;s vision in some environments. 

You could accomplish that with darkness, though I would try to do unique things with it. I always liked the idea of areas and objects that strangely remain untouched by the surrounding light. 

You could also go the opposite route and have a lot of blinding lights. If the player is encouraged to move around during combat, then he might occasionally find a light aimed right in his eyes and thereby obscuring his vision for a moment (perhaps just long enough to give the enemy an advantage).

If the action is fast-paced, then mirrors and shadows could disorient the player, getting him shooting at empty air in panic. Wow, after just two short paragraphs, I&#039;m already wandering off-topic. =P</description>
		<content:encoded><![CDATA[<p>I like the idea of strategically limiting the player&#8217;s vision in some environments. </p>
<p>You could accomplish that with darkness, though I would try to do unique things with it. I always liked the idea of areas and objects that strangely remain untouched by the surrounding light. </p>
<p>You could also go the opposite route and have a lot of blinding lights. If the player is encouraged to move around during combat, then he might occasionally find a light aimed right in his eyes and thereby obscuring his vision for a moment (perhaps just long enough to give the enemy an advantage).</p>
<p>If the action is fast-paced, then mirrors and shadows could disorient the player, getting him shooting at empty air in panic. Wow, after just two short paragraphs, I&#8217;m already wandering off-topic. =P</p>
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