Does the success of the Crash Bandicoot N. Sane Trilogy speak more about the power of nostalgia or the appetite for platformers in a market dominated by sports games, shooters and RPGs?
Definitely a mix of both. While platformers are interesting and fun when done well, the ultimate rise in technology has left the market thirsty for far more wild, innovative games, with exceptions like Cuphead and Celeste appealing to the old ones who grew up with those type of games. – TokyoExpress7 years ago
Platformers have seen a recent revival with Super Mario Odyssey, A Hat in Time, and many others. And the success of those games shows that there is still room for platformers in the industry. – ankit86977 years ago
I believe a revival may have already begun, but a lot of my knowledge comes from the indie game market. Someone else mentioned the success of Cuphead, I would add Shovel Knight to that, as games that appeal to nostalgia but in very different ways. On the other hand, both INSIDE and LIMBO by PlayDead are wildly acclaimed puzzle platformers that don't necessarily appeal to nostalgia in the same way. Ori and the Blind Forest behaves in a similar vein. For 3D platformers, someone mentioned a Hat in Time, though I'd also mention Yooka-Laylee, though it had a rocky launch. It can also be mentioned from both consumer AND developer point-of-view; nostalgia appeals to those who grew up with these kind of games, but a lot of people that grew up with these kind of games are now making them. From the indie standpoint, developers are reimagining the styles of games that they grew up with and rejuvenating dying forms. Maybe there's a point to be said about the motivations behind releasing platformers for indie developers versus massive franchises. – caffeine7 years ago
You know you've done it, we all have, who hasn't? What I'm talking about is the act of "grinding" in games, meaning the repetition of crafting, farming, playing level one fights for bonuses – the simple act of repeating a step over and over and over again for seemingly inconsequential gains. Now in real life none of us would often willingly engage in this (generalisation I know), but really people seem to go out of their way to engage in innovative, unique, interesting jobs – no one wants to do the same task ad nauseam. So why do we choose to do this in our down time when gaming? What really is the appeal of grinding?
Personally I have been guilty of this when it comes to RPGs, especially in the Final Fantasy series. There is always the main objective of completing the story itself, but knowing that there are other potential sidequests, bonuses and easter eggs often leads to an uncontrollable urge to spend time grinding to levelling up characters. Another element that has added to this addiction is the use of achievements and trophies, and the need to have that sense of completion. On a side note I have also experienced this with some mobile games, only to delete them after months with the question "what was actually achieved by this?" – midado7 years ago
I've done more than my share of grinding, too, and sometimes hate myself while I'm doing it! It can be so boring. (In multiplayer games, I've often griped along with other players about just how boring it can be.) I'm wondering if the appeal has a lot to do with the significance of the gains. You wrote that the gains are "seemingly inconsequential," but I'm thinking that they have to be consequential on at least some level in order for us to pursue them. As midado writes, maybe it's the completionist in us? Or maybe we grind for a purpose and then stop once we get what we were going for (or at least close enough)? – JamesBKelley7 years ago
I've been playing Divinity: Original Sin 2 a lot recently and it made me realise what I really love about RPG's; the way that they let you really create a character. But this doesn't end at their appearance or race. Games like Original Sin 2 fulfill the promise of character creation by rewarding absolutely everything your character can attempt. Giving the player so many options based upon the character they built and how they play makes the world feel alive and causes the player to feel as though their character is charting a course based on who they are. So many RPG's provide options but often you reach quests or situations where there is no alternative (due to narrative restrictions) or there is are blatant good, bad and worse options. There are so many other RPG's that allow for this deep character creation and they always seem to become instant classics. I also think this approach is incredibly interesting as it's rare that players notice just how much this level of reactivity influences their style of play.
I don't know the particular game you name, but I definitely share your interest in these sorts of games that allow for character development and player investment in the character. What you've written looks like a general topic. How could it be made more specific, for someone wanting to write an essay on the topic? Here are some related questions that come up for me: Does a legal/bounty system (in Skyrim, for example) or a karma system (in some of the Fallout games, for example) or a reputation system (in Baldur's Gate, for example) help with development and connection, or are those systems too mechanical? Are open world games better suited for development and connection? – JamesBKelley7 years ago
Persona 5 takes realistic antagonists and uses an unorthodox means to force them…to change them. Heck, early in the game, it was said that this method risks killing the antagonist.
It is a topic that isn't questioned too much deep in game and I thought it would be nice to get that discussion going. Do note the game just came out so the discussion of Persona 5 is limited if anyone wants to add spoilers…which I do think it isn't necessary. In addition, I feel like this discussion could extend any other actions which ultimately is a means to 'force change'.
The general reason the Phantom Thieves are generally accepted as a force of good is because they are mainly fighting back abusers. I would also mention Death Note and how it also had a similar tale of Light, his sense of Justice and his god complex. A bad end in Persona 5 suggests a similar god complex as well.
There's a lot going on here, I'd simplify the actual prompt (is it whether or not such an act is moral? justified?) and probably take out the Death Note comparison unless it's the major focus of the entire topic ("Compare Persona 5 and Death Note"); otherwise, it just feels like a semi-unrelated side note. – m-cubed8 years ago
I feel like such a topic can lead into 'whether forceful acts are moral' using Persona 5 and Death Note (and other stories) an overarching theme for discussion. – plumbunnies8 years ago
Visiting foreign countries can truly change peoples lives. Whether its rural folk seeing thriving metropolises or hot climate citizens witnessing snow for the first time, being in a new environment can take your breath away. The use of graphics in gaming has skyrocketed. From the revolution of Pong 40 years ago, blades of grass and drops of rain have become routine for triple AAA titles. If we can imagine the difference in graphics rendering in 40 years, will a $100-$200 VR headset rival the thousands we spend on flights and accomodation overseas? If we could graphically render a building twice as tall as the Eiffel Tower, why go see the Eiffel Tower? Could virtual reality be a substitute, or threat, to global tourism?
Hasn't this been happening since the mid-2000s? – T. Palomino1 year ago
Modern console's use of the internet in gaming has allowed some games to only be allowed to be played online. One example, is the incredibly popular For Honor, a hack and slash phenomenom. As popular as this game is, what is to stop Ubisoft from shutting off the servers if a sequel is announced, to force gamers to purchase the sequel? Many classic games suffer from eventual server closing, EA's underrated Lord of the Rings: Conquest is an example. Are gaming developers giving themselves too much power over consumers by forcing games to be mandatorily online?
This is definitely worth exploring. I, for one, do not play multiplayer games (at all), so I never have to worry about the always-online nonsense. I can simply pop in my disc of Uncharted 4 and go for it without a care in the world. It certainly seems like a bully move for a company to require a constant internet connection to play their game, even the single-player campaign (as is the case with "For Honor"). It also runs the risk of alienating fans who don't want, or even can't have, a constant online connection to their console. There's also the chance of servers going down and internet connections timing out. I guess you just can't play your SP campaign in the meantime while you wait for the Ubisoft servers or Comcast to get their stuff together, which is highly frustrating. – Christina Legler7 years ago
"Detroit: Become Human" is a video game made by Quantic Dream coming out in 2018. It's a choice based game shaped by the player and there has been controversy over the acceptability of it's brutal story telling/choice based outcomes. The main character may supposedly choose to act or not act in a situation that can result in the death of a child by her father's hands or the main character killing the father instead. People are calling for the scene to be taken out from the game. Some say the former outcome will fuel abusers' fantasies while others worry the latter outcome will put victims of abuse in danger by inspiring them to seek violence in return. Neither situation is unique, as in, such events have been written about and occurred in films and art before. People want to draw the line so harshly for video games and what they can portray because of the interactivity. Is it fair to treat video games so differently? Provide examples of highly controversial video games depicting violent or disturbing scenes from the past, and speculate on whether their reception will shape Quantic Dream's decisions in addressing such concerns. Are these concerns valid?
This is an old debate, but still an incredibly important one. Something to consider would also be to look at academic journal articles of psychology studies that have been published around the link (or absence of the link) between gaming and violence. This is a great topic to discuss. – SaraiMW7 years ago
I believe some people are so keen to start making standards now because once Virtual Reality hits mainstream and those experiences become something akin to reality, what will the psychological effects be? Can someone get trauma or PTSD simply from playing a war game? – Slaidey7 years ago
We cannot deny the impact that video games have made and continue to make on our popular culture. Consider the evolution of the gaming industry. How, in fact, has it evolved? How has it become more mainstream? What do video games offer us emotionally, mentally, and sometimes physically? What can we learn from video games that we can apply to every day life, as well as in our intellectual and educational pursuits? After analyzing these factors, consider how (and perhaps, if) video games should be taught, possibly someday at a university level. What universities might already do this, and how do these courses operate? How are they taught? What do they offer?
While I (a professor) haven't taught a full class dedicated to video games, I have included them in my lessons. I would love to see a full pedagogical article dedicated to this topic. It would be strongest if the author has, in fact, taught the topic or is a teacher at a college level than if the article were written in hypotheticals. – Christen Mandracchia7 years ago
My university (University of Waterloo) actually has a course called game studies at a bachelor and masters level. We have tons of digit media rated course and have even sponsored a critical media that deals with gamification, video game studies, and digital theories, etc. The critic media lab actually has a virtual reality lab that even look at gamification in a sense of training (for instance VR training for surgeons, firefighters, etc.) Curiously, bachelor's, masters, and Ph.D options for the digital media stream are all under the English Language and Literature umbrella. – Mela7 years ago
@Mela I sure wish my university had a course like that! – Christina Legler7 years ago