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	<title>Comments on: The economical adventure</title>
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		<title>By: Korey</title>
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		<dc:creator>Korey</dc:creator>
		<pubDate>Tue, 03 Mar 2009 01:36:29 +0000</pubDate>
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		<description>Nice insight.  I remember when I played beyond BGandE thinking how small everything is.  While true, there&#039;s a ton of stuff to do within that space, revisiting areas more than once in interesting ways.  It is very refreshing from a Zelda or Final Fantasy where the world is huge with little to do it beyond show exactly how expansive they could make the world.</description>
		<content:encoded><![CDATA[<p>Nice insight.  I remember when I played beyond BGandE thinking how small everything is.  While true, there&#8217;s a ton of stuff to do within that space, revisiting areas more than once in interesting ways.  It is very refreshing from a Zelda or Final Fantasy where the world is huge with little to do it beyond show exactly how expansive they could make the world.</p>
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		<title>By: Justin Keverne</title>
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		<dc:creator>Justin Keverne</dc:creator>
		<pubDate>Mon, 02 Mar 2009 23:13:58 +0000</pubDate>
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		<description>As The Unknown picks up on. I think his main complain is with regards to &quot;...invisible boundaries where players do not expect them.&quot;

The world of Hillys is largely devoid of permanently locked doors, or other elements you can&#039;t interact in some way with. There are a much smaller number of doors or location than a similar game might include but everything that exists is there to serve a purpose.

You can notice a similar thing with System Shock 2 and BioShock, though somewhat counter intuitively they feel less compact because they are representing an enclosed environment. It&#039;s possible (I believe) to find a way through ever door in the game, because of that even though there’s generally a very linear progression it doesn’t feel so obvious.</description>
		<content:encoded><![CDATA[<p>As The Unknown picks up on. I think his main complain is with regards to &#8220;&#8230;invisible boundaries where players do not expect them.&#8221;</p>
<p>The world of Hillys is largely devoid of permanently locked doors, or other elements you can&#8217;t interact in some way with. There are a much smaller number of doors or location than a similar game might include but everything that exists is there to serve a purpose.</p>
<p>You can notice a similar thing with System Shock 2 and BioShock, though somewhat counter intuitively they feel less compact because they are representing an enclosed environment. It&#8217;s possible (I believe) to find a way through ever door in the game, because of that even though there’s generally a very linear progression it doesn’t feel so obvious.</p>
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		<title>By: The Unknown</title>
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		<dc:creator>The Unknown</dc:creator>
		<pubDate>Mon, 02 Mar 2009 05:46:48 +0000</pubDate>
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		<description>I hadn&#039;t really looked at it in that light before (the notion that Hillys is &quot;compacted&quot; with adventure), but I think you&#039;ve nailed it. I think this helps to explain why Hillys always felt like a true world to me: it may be small, but it&#039;s definitely not lacking.

And in terms of the Wikipedia quote, I imagine it was meant in terms of running into actual invisible walls. Even so, it is a bit of a false claim for the reasons you mentioned.

And the animal photography was always a big plus in the game for me too. It taps into the same part of my brain that hunted down every scannable thing in the Metroid Prime games. The curious/collecter part of the brain, I guess. But besides that, it really does help the world feel more real. These things you photograph/scan aren&#039;t just creatures, but animals with names. It may not be a lot, but it is much better than nothing.</description>
		<content:encoded><![CDATA[<p>I hadn&#8217;t really looked at it in that light before (the notion that Hillys is &#8220;compacted&#8221; with adventure), but I think you&#8217;ve nailed it. I think this helps to explain why Hillys always felt like a true world to me: it may be small, but it&#8217;s definitely not lacking.</p>
<p>And in terms of the Wikipedia quote, I imagine it was meant in terms of running into actual invisible walls. Even so, it is a bit of a false claim for the reasons you mentioned.</p>
<p>And the animal photography was always a big plus in the game for me too. It taps into the same part of my brain that hunted down every scannable thing in the Metroid Prime games. The curious/collecter part of the brain, I guess. But besides that, it really does help the world feel more real. These things you photograph/scan aren&#8217;t just creatures, but animals with names. It may not be a lot, but it is much better than nothing.</p>
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