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In response to "Lazer Swords and Thundersabers" from The Escapist Forum: Fun article! Loved the shout-out to Amber.

The last paragraph reminded me that swords also have a different kind of mythological resonance in the west: their occult symbolism. Along with the wand, the cup and the pentacle, they are one of the four tools of the magus. They represent the element of air and the power of the mind. Reason, wit and science are the way of the sword. The sword brings with it the power of analysis, the ability to separate one thing from another, and reductionism, the ability to turn one big, seemingly impossible problem into a series of smaller, solvable problems (figuratively chopping something into little pieces).

There's even a connection to the Force down this line. The sword (in its occult significance) is best wielded calmly, rationally, dispassionately. Mix it with anger and trouble starts.

- Razzle Bathbone

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In response to "A Creative Force" from The Escapist Forum: KotOR had the best story I've ever experienced in a game and it had everything to do with that "twist." Ohlen may have had the original idea, but I'm sure everybody had their hand in how it was revealed. The result was something unforgettable.

One thing that caught my interest in the article was when Karpyshyn said "...because the player is in control of major sections of the story, a game is forced to deal with things on a more superficial level." This statement caught me a little off guard. I understand his reasoning and "current evidence" does support his claim, but I can't help but feel that games can reach that deeper level in empathizing with the characters and such. Of course, in my utopian gaming world, writers would be afforded a much larger chunk of the development costs than they currently have. ;-)

Anyway, great article. I really appreciated the way the interview was conveyed by Sweeney. Great job, Tim.

- Echolocating

Issue 157: Gaming Uber Alles, Year Three