Breezy

M.A. English (Creative Writing concentration). I am passionate about storytelling, especially in gaming and short novels. I love writing and am energized by new ideas.

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    Ethics of VR: Exploring the Limits of Digital Immersion

    Many companies are seizing the opportunities presented by the growth and accessibility of virtual reality technology. The pornography industry is producing immersive experiences and violent games will feel more real than ever before. What are the limits of these technologies, especially for commercial use? Are we disconnecting people from the ethics of their society by immersing them in social constructs designed around amoral decisions?

    • Another interesting angle the writer could pursue: is there any psychological evidence that links immersive simulations like this with a decrease in sensitivity? I.E., does shooting a person or raping a person in a VR make a person more less psychologically disposed to committing those crimes? Might participating in this kind of play change the way they subconsciously view these crimes in society, or empathize with victims of these crimes. Basically, will we need to be screening for VR hobbies in our jurors in the near future? – ealohr 7 years ago
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    Latest Comments

    Final Fantasy VII was the first game that really exposed me to digital storytelling. I am so excited for the re-release, though I am hoping that Square Enix remains true to the spirit of the game and the original story line. They seem intent on giving players a new experience, but I am hoping this comes from stylistic and gameplay changes rather than the content of the story. I’m still uncertain about their plan to break the game into multiple parts–I hope this isn’t a DLC-type gimmick or something similar that will ruin the game for fans.

    An Abundance of Remasters: Originality in the Gaming Industry

    I’ve always looked for this kind of emotional storytelling in Square Enix’s Final Fantasy franchise. At 13 years old, I connected with Final Fantasy VII in a way that I had not previously experienced with out games; it began my love affair with RPGs and storytelling. I haven’t experience a game as strongly as that one (and am highly anticipating the FFVII remake), though others have come close–Final Fantasy X, Warcraft III & The Frozen Throne Expansion, The Last of Us. Most recently, I’ve become intrigued by the Tell Tale games and am actively playing through a lot of them. I’m really interested in the balance of storytelling and active gameplay, which Tell Tale completely flips on its head.

    Emotionally Investing in Games and Their Characters

    This is a strong article. I am frustrated by the way in which gaming companies are limiting their developers and user experience by planning with a DLC/continued revenue model. The worst part is that they are devoting manpower to developing these aesthetic-type DLC content packs instead of trying to figure out how to improve and expand the user experience.

    Bungee’s “Destiny” released with loads of hype, and I even took time off of work to immerse myself in the game. After a few days, I realized that the story had been snipped and cut from it’s original make-up. Instead of the story we were promised, Destiny delivered a shooter that recycled the same levels and mission landscape over and over, turning the entire game into a headbanging loot-grind. As it turns out, Bungee stripped much of the story away in order to release it in future DLC. The game we expected to get for $60 actually costs about $120 when all is said and done. Bungee continues to improve and expand the game, but I wish they would do so through traditionally expansions instead of weak DLC.

    From Expansion Packs to DLC: The Evolution of Additional Video Game Content