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	<title>Comments on: A Quick One Off&#8230;</title>
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	<description>This is Jeff.  This is Jeff On Games.</description>
	<pubDate>Fri, 05 Sep 2008 17:37:05 +0000</pubDate>
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		<title>By: Jesse</title>
		<link>http://www.jeffongames.com/2006/03/a-quick-one-off/#comment-117</link>
		<dc:creator>Jesse</dc:creator>
		<pubDate>Thu, 06 Apr 2006 20:39:27 +0000</pubDate>
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		<description>A whole game based around the concept might get stale quickly, but if the farce concept was to be sprinkled liberally into a story-based game a lot of depth could be added. It would probably work best if the farce scene didn't automatically happen, but was somehow triggered. Imagine how the right response or action would bring about a complete misunderstanding between characters, or by doing two quests at the same time would result in other quest characters becoming somehow becoming involved with each other. It would have an almost easter-egg feel to it, and would result in players experimenting with different responses or arranging "chance" meetings by indirectly controlling other characters. Similarly to how many people try to get every item in a game, they may try to activate every farce-like response in the game.
I feel that when a farce situation occurs, it is much funnier when it is unexpected.</description>
		<content:encoded><![CDATA[<p>A whole game based around the concept might get stale quickly, but if the farce concept was to be sprinkled liberally into a story-based game a lot of depth could be added. It would probably work best if the farce scene didn&#8217;t automatically happen, but was somehow triggered. Imagine how the right response or action would bring about a complete misunderstanding between characters, or by doing two quests at the same time would result in other quest characters becoming somehow becoming involved with each other. It would have an almost easter-egg feel to it, and would result in players experimenting with different responses or arranging &#8220;chance&#8221; meetings by indirectly controlling other characters. Similarly to how many people try to get every item in a game, they may try to activate every farce-like response in the game.<br />
I feel that when a farce situation occurs, it is much funnier when it is unexpected.</p>
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