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  <id>tag:dreamwidth.org,2012-08-27:1711987</id>
  <title>feotakahari</title>
  <subtitle>feotakahari</subtitle>
  <author>
    <name>feotakahari</name>
  </author>
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  <updated>2022-11-17T21:49:50Z</updated>
  <dw:journal username="feotakahari" type="personal"/>
  <entry>
    <id>tag:dreamwidth.org,2012-08-27:1711987:450087</id>
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    <title>feotakahari @ 2022-11-17T13:49:00</title>
    <published>2022-11-17T21:49:50Z</published>
    <updated>2022-11-17T21:49:50Z</updated>
    <category term="splinter cell"/>
    <dw:security>public</dw:security>
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    <content type="html">In honor of Splinter Cell temporarily being free: remember that one mission where you have to kidnap a government official who’s leaking information, and then it turns out that of course he’s not a traitor, he has a mental illness that compels him to hoard information, and the server where he hoarded it wasn’t secure? Isn’t that such a microcosm of Tom Clancy?&lt;br /&gt;&lt;br /&gt;&lt;img src="https://www.dreamwidth.org/tools/commentcount?user=feotakahari&amp;ditemid=450087" width="30" height="12" alt="comment count unavailable" style="vertical-align: middle;"/&gt; comments</content>
  </entry>
  <entry>
    <id>tag:dreamwidth.org,2012-08-27:1711987:54389</id>
    <link rel="alternate" type="text/html" href="https://feotakahari.dreamwidth.org/54389.html"/>
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    <title>How sociopathic is your video game?</title>
    <published>2019-03-18T05:54:50Z</published>
    <updated>2019-03-18T05:54:50Z</updated>
    <category term="neverwinter nights"/>
    <category term="shadow tactics"/>
    <category term="splinter cell"/>
    <category term="dishonored"/>
    <category term="thief"/>
    <dw:security>public</dw:security>
    <dw:reply-count>2</dw:reply-count>
    <content type="html">&amp;nbsp;Bad guy A is about to brutally murder innocent victim B. You intervene to fight A and save B. How prepared were the developers for the idea that someone might try this?&lt;br /&gt;&lt;br /&gt;Dishonored 2: you get an achievement for your heroism.&lt;br /&gt;&lt;br /&gt;Shadow Tactics: B hides inside a nearby building. In gameplay terms, it's the same as if they'd died. (Neverwinter Nights does this too, but you at least get a boost to the ol' karma meter.)&lt;br /&gt;&lt;br /&gt;Splinter Cell: you interrupt the scene. A will keep hunting for you and won't go after B again. B will just sit there forever, because he wasn't programmed under the assumption he would ever have to acknowledge your existence.&lt;br /&gt;&lt;br /&gt;Thief 3: A and B are both coded as your enemies, so they'll work together to beat you up.&lt;br /&gt;&lt;br /&gt;&lt;img src="https://www.dreamwidth.org/tools/commentcount?user=feotakahari&amp;ditemid=54389" width="30" height="12" alt="comment count unavailable" style="vertical-align: middle;"/&gt; comments</content>
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