{"id":2457,"date":"2010-05-19T12:41:09","date_gmt":"2010-05-19T12:41:09","guid":{"rendered":"http:\/\/danielprimed.com\/?p=2457"},"modified":"2012-03-16T05:36:29","modified_gmt":"2012-03-16T05:36:29","slug":"thinking-out-aloud-borderlands-designing-for-addiction-and-the-onus-of-game-quality-pt-2","status":"publish","type":"post","link":"https:\/\/danielprimed.com\/2010\/05\/thinking-out-aloud-borderlands-designing-for-addiction-and-the-onus-of-game-quality-pt-2\/","title":{"rendered":"Thinking Out Aloud: Borderlands, Designing for Addiction and the Onus of Game Quality Pt.2"},"content":{"rendered":"

(This is the second part of my editorial. Please refer to the first for reference.)<\/p>\n

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Onto the Contrast<\/h3>\n

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The point I’m ultimately trying to get to (alas the argument is mangled at this point) is that many games are trying to shift to onus of quality away from design fundamentals and onto other more peripheral things. Examples are numerous, prime suspects being presentation, narrative, authenticity, freedom of expression and the like. Here are some random examples off the top of my head:<\/p>\n

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Eternal Darkness<\/em><\/p>\n


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