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	<title>Leigh Alexander &#187; Far Cry 2</title>
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	<description>on the art, culture &#38; business of interactive entertainment, social media and stuff</description>
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		<title>Contract Killer</title>
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		<pubDate>Fri, 26 Feb 2010 15:59:00 +0000</pubDate>
		<dc:creator><![CDATA[Leigh Alexander]]></dc:creator>
				<category><![CDATA[Fallout 3]]></category>
		<category><![CDATA[Far Cry 2]]></category>
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		<description><![CDATA[&#8220;Yeah, and let&#8217;s not kid ourselves. If you sell a game that&#8217;s a first-person shooter, then no matter how many RPG elements you shoe-horn into the game, the shadow that hangs over every character interaction that you have, no matter who they are, is the question in the player&#8217;s mind of &#8220;What happens if I [&#8230;]]]></description>
				<content:encoded><![CDATA[<p><span>&#8220;Yeah, and let&#8217;s not kid ourselves. If you sell a game that&#8217;s a first-person shooter, then no matter how many RPG elements you shoe-horn into the game, the <b>shadow </b>that hangs over every character interaction that you have, no matter who they are, is the question in the player&#8217;s mind of &#8220;<b>What happens if I shoot this person?</b>&#8220;</p>
<p>And that&#8217;s our own fault! We&#8217;ve <b>sold the player that</b>; we&#8217;ve made a <b>contract </b>with the player that says it&#8217;s <b>okay to kill people</b>. Why would we then <b>chastise </b>them for exploring that?&#8221;</span>
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<div>&#8211; <a href="http://www.gamasutra.com/view/feature/4290/on_changing_the_shape_of_.php">Patrick Redding, narrative designer</a>
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