Contributing writer for The Artifice.
Junior Contributor I
Regret in GamingOn a deeper level than selling an important item or getting the wrong upgrade, what about actions in gameplay that cause regret and or shame in the player? How can developers use this to further the emotional connection between the player and the game? When is it effective and when is it frustrating? A good example of a game with this theme would be "Spec Ops:The Line", where the horror of the game comes from forcing the player to endure uncompromising and increasingly meaningless combat, difficult and no-win choice scenarios, and the violent shift in tone in the characters.
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Inside Out and St. Thomas Aquinas' Philosophy of the Emotions | |
The problem with Fan Service is that it usually exploits a character’s sexuality for audience appeal which weakens their depth and complexity. Don’t get me wrong, sexuality has it’s place in all media but when the action is out of character it disrupts the dynamic of the story and relationship of the viewer and the character in questions. A good example of this is the whole controversy that happened recently with Blizzard’s “Overwatch” game and the character Tracer. | Fanservice in Anime: Perception Versus Intent |
I lived in China for a few years and I think this system would be difficult to enforce at first. Many people I worked with avoided most forms of social media and the ones that didn’t were more interested in photo sharing and shopping. Most if not all understood the limitations of their ability to surf the internet and found ways to get around it. But at the same time it wouldn’t be ridiculous to see this in practice, and to see it held up by the people who use it. My coworkers and friends were often required to get a social messaging app in order to stay in touch with their clients at all times. If you were a teacher for example, that meant twenty to thirty students and their parents. Wouldn’t be that odd for them to check and demand that their workers use an app like that too. | Sesame Credit: The Dark Side of Gamification |
That’s a tough point to make as many children do not have the emotional maturity or background knowledge to really understand certain ideas.
Follow the though process of this:
“Where’s the Dog?”
“The dog is dead?”
“Why?”
Or even more potent “Why did the dog have to die?”. This is not a conversation that will get very far without bending truths or omitting facts. Sometimes the easier and more productive answer is “just because”.
I appreciate the idea of exploring children’s thoughts and ideals, but this does not make them philosophers. Nor does it make the adults that don’t try to push constant new ideas onto them bad people.