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March 30, 2006

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I'm delighted to see your response to the article. It was a brilliant article about a couple of top notch games. It's got to be an exciting and challenging job for you as a designer when your audience can explore and "get" ideas like this one from Chaos Theory.

I just found Escapist the other week and read that article, and I agree it was a great analysis. It reminds me of one of my favourite Deus Ex moments - after clearing a room of guards by killing them (something I'd mostly been avoiding in the game up until then), I read a letter on the table that one of them was writing to their wife. It was about how he had to take the job because they were low on money, and wasn't even sure he was doing the right thing. I actually felt both guilty and sorry for what I did, because they humanised him so well (there was more detail in the letter obviously).

It's also a joke in the original Austin Powers.

Thanks, Clint, for the nice words about Thief. It is one thing to hear other gamers or journalists compliment the game, but it's when a designer/writer does (especially a stealth game designer/writer) that I feel it gets real recognition. To me, it seems like that game is still state-of-the-art in terms of design and writing. I wonder how it would have been different if Ken Levine stayed on for the whole project, and co-founded Irrational Games afterwards instead.

As for the Choas Theory thing, I missed the whole point, partly because I got distracted by the thing about Americans not being butchers, which I found hard to swallow. Maybe after the ridiculous Ghost Recon 2 story line, and the trailers for SC:CT, I was expecting a lot of pro-U.S bullshit and started reading into things too much. But now I want to go play the game and learn a bit more about writing in games. Keep up the blogging!

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