|
|
 |
| [Jan 14, 2013, 10:09 am ET] - Share - Viewing Comments |
TechCrunch - The Fun Boson Does Not Exist. Thanks Ant via Slashdot.
Rather than continuing to innovate through measurement, the social sector as a whole rationalised itself into a corner. It knew of a couple of formats of game that seemed to work with measurements (but not really why they worked), knew how to build those, and then continued to repeat the same format again and again. So, just like the gambling industry, social gaming became about who had the best commercial processes in place to push their identikit product around as fast as possible. Farmville really wasn’t about Zynga’s genius at replicating Harvest Moon. It was about their genius at getting that game in front of everyone on Facebook faster than anyone else.
But, again just like the casino business, that kind of thinking can only get you so far.
Rock, Paper, Shotgun - Dishonored Designer Joe Houston On Violence In Games.
In light of the recent gun violence in the U.S. and the resultant anti-game talk that has stemmed from it, it’s important as gamers not to simply retreat to the easy reaction, that games aren’t a part of the problem. While I think that might be true (after personal examination), I think it’s a pity to stop there. Too often we think about what we might lose as players and developers if forced to engage in that conversation, becoming blinded by the fear of censorship. As a result we miss out on more creative and effective ways to be a part of the solution. As players we can stand to expand our emotional palette by seeking out games that challenge us. And developers have a responsibility to answer that demand with games that engage the player with meaningful choices, additional freedom, and ultimately greater personal responsibility.
Post Comment
Enter the details of the comment
you'd like to post in the boxes below and click the button at
the bottom of the form.
 |
| 4. |
Re: Op Ed |
Jan 14, 2013, 14:50 |
jdreyer |
|
|
| As I've gotten older, I've found myself moving away from the violent options when they're presented. Maybe games like Dishonored are a kind of Rorschach test, with psychopathic personalities being be more inclined to take the more violent route, and empathetic personalities more likely to take the non-violent route? |
|
 |
 |
|
 |
|
 |
|
| Man is equally incapable of seeing the nothingness from which he emerges and the infinity in which he is engulfed. |
|
|
|
|
| |
|
|
.. ..
Copyright © 1996-2013 Stephen Heaslip. All rights reserved.
All trademarks are properties of their respective owners.