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	<title>Comments on: Do What I Say, Not What I Do</title>
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	<link>http://blog.ellywilliams.co.uk/2004/03/19/do-what-i-say-not-what-i-do/</link>
	<description>Caught Between Industries</description>
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		<title>By: Mike from Dubai</title>
		<link>http://blog.ellywilliams.co.uk/2004/03/19/do-what-i-say-not-what-i-do/comment-page-1/#comment-44611</link>
		<dc:creator>Mike from Dubai</dc:creator>
		<pubDate>Wed, 24 May 2006 03:35:20 +0000</pubDate>
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		<description>Wow! Even if the game isn&#039;t perfect, it&#039;s a revolutionary step, a darn bold one to make by both accepting a slower rate of play, and by the voice controls. Personally, I&#039;d love to see more intelligence built into games like any of the Tom Clancy series - interact not only with your team by voice, but FAIL to interact with them if you haven&#039;t radios, are out of shouting distance, etc., and perhaps even talk with opponents instead of having only the option of killing them. Hmm, come to think of it, it&#039;s a natural integration into something like The Elder Scrolls.

Anyway, for all of these games, the object is immersion, and using your voice is a step in the right direction. </description>
		<content:encoded><![CDATA[<p>Wow! Even if the game isn&#8217;t perfect, it&#8217;s a revolutionary step, a darn bold one to make by both accepting a slower rate of play, and by the voice controls. Personally, I&#8217;d love to see more intelligence built into games like any of the Tom Clancy series &#8211; interact not only with your team by voice, but FAIL to interact with them if you haven&#8217;t radios, are out of shouting distance, etc., and perhaps even talk with opponents instead of having only the option of killing them. Hmm, come to think of it, it&#8217;s a natural integration into something like The Elder Scrolls.</p>
<p>Anyway, for all of these games, the object is immersion, and using your voice is a step in the right direction.</p>
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