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 <provider_name>Rainbow Dash Network</provider_name>
 <provider_url>http://rainbowdash.net/</provider_url>
 <title>Narwhal (narwhal)'s status on Tuesday, 23-Feb-16 21:32:40 UTC</title>
 <author_name>Narwhal (narwhal)</author_name>
 <author_url>http://rainbowdash.net/narwhal</author_url>
 <url>http://rainbowdash.net/notice/4090322</url>
 <html>@&lt;span class=&quot;vcard&quot;&gt;&lt;a href=&quot;http://rainbowdash.net/user/60&quot; class=&quot;url&quot; title=&quot;Scribus Caballus&quot;&gt;&lt;span class=&quot;fn nickname mention&quot;&gt;scribus&lt;/span&gt;&lt;/a&gt;&lt;/span&gt; @&lt;span class=&quot;vcard&quot;&gt;&lt;a href=&quot;http://rainbowdash.net/user/4526&quot; class=&quot;url&quot; title=&quot;Tiffany&quot;&gt;&lt;span class=&quot;fn nickname mention&quot;&gt;tiffany&lt;/span&gt;&lt;/a&gt;&lt;/span&gt; I think what makes the dialogue regarding the role of narrative in games interesting is how especially contextual it is, given how unique of a medium games are. I still stand by the general media principle &amp;quot;good writing can save anything&amp;quot; but I understand the difficulty of engaging with a game (or any piece of media) that rests solely on the laurels of its writing. I certainly think you can still be critical of a game's mechanical choices while praising its writing (which is basically how I feel about the first Mother game) but in that regard I think it comes down to audience priority. I personally value great stories, characters, themes, etc. and they often elevate the media I engage with from functionally interesting to actively compelling. Because of that, I guess I'm more forgiving if a game has writing I love but gameplay I'm lukewarm on or dislike, because in spite of its mechanical flaws it's being carried by components that facilitate emotional engagement.</html>
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