Games

Sorry, no posts matched your criteria.

Latest Topics

0

The State of Game Creation Today

A trend that has always been present in the game making community is to look at whatever is popular and copy that in order to cash in on said popularity, before moving on to the next trend. This behavior is, to an extent, reinforced by the major publishers themselves, and often we will see many big games coming out around the same time that are all basically the same thing in terms of overall design, and sequels are abundant. However, despite publishers trying to tell gamers what they should be playing, and in many cases selling what are basically carbon copies of the same game each year, many games such as Undertale have come out recently that go completely against the grain and are still extremely well received. What sort of impact, if any, do you think that this obvious disparity between what gamers actually want, and what publishers think we want or want us to want, will have for the future of games in the coming year?

  • Undoubtedly I would say it comes down to profit. There seems to be a definite defining crossover from creation to cash when it comes to the gaming franchise. Ultimately the buyers speak with their wallets. I also believe the refreshing part of this is that one can never underestimate the breakout creativity this industry can have - and that makes it all worth it! -Celticmist – Celticmist 9 years ago
    0
4

The Shin Megami Tensei Persona series and how it relates to identity and existentialism

In the Persona series by Atlus, we see the characters evolve through the story and normally attack difficult questions of life, existence, what is better for society, and how the individual grows. If one looks at the late game in Persona 4 we see that one has many options to choose from that can lead to the so called bad ending. We also see growth the of the characters and the theme that the bonds we make with people strengthen ourselves.

  • Definitely go into more about how the characters are developed in the Persona series and give examples to how you see the character reveal more of themselves and grow as the player goes through the game. – Kmo 9 years ago
    1
  • It would also be helpful to compare Persona to Megami Tensei series(so-called "main ones"). Persona started as a kind of spin-off, so seeing how much it deviated from post-apocalyptic and dark MegaTen main series would strengthen the argument. – idleric 9 years ago
    1
  • You can also compare between the Persona games themselves; how much the themes have changed from the first game to the fourth. – uiorra 9 years ago
    0
1

Unfinished Business in Bethesda Games: Should the Mods make the games better?

In light of the release of Fallout 4 and the subsequent Game of the Year Award loss to The Witcher 3, message boards have exploded into wars over the quality of Bethesda's recent post-apocalyptic RPG. One of the largest and most frequent complaints for any Bethesda game is release content and stability – is a game devoid of the life that mods bring and running on a temperamental engine really worthy of the acclaim it receives?

    1

    Cultural Anthropology in Runescape

    Explore how the MMORPG game Runescape approaches the study of different in-game cultures within the plot of the game. In this game which features a large fantastical world with many different kingdoms and cultures, how are some of the ways in which the quests and activities encourage a respectful study of different cultures?

    • Because this is certainly not a phenomenon unique to Runescape, it's essential to talk about how other games --- and other forms of entertainment media --- do this as well, and to identify how, exactly, Runescape does things differently. – Kristian Wilson 9 years ago
      5
    • While it might be helpful, I don't know if this is "essential." Runescape is an enduring game with many examples. There could be volumes of pages written about this phenomenon in other games, but I think it would be best to make it specific. – Cmandra 9 years ago
      3
    6

    The self created narrative in video games

    When gamers play video games, it is common that they begin creating their own narrative, or story, through the game. For example in Fallout 3 it is common that players will horde certain items, or wear certain armor for their own reasons. I played Fallout 3 as a samurai, only using a sword and wearing samurai armor. I created the narrative that I was a samurai in the world of fallout and played according to that narrative, restricting the use of guns, stimpacks and anything else. I've created this note to hear your personal narratives that you've created in playing video games. Have you created your own back story to your character in Skyrim, or only drove red cars in G.T.A. Leave me a note!

    • Fascinating topic. I would definitely be intrigued how games that allow more free roaming affect the gaming experience compared to games with less customization and more restrictions on roaming and character design. That comparison would be interesting to break down. For me, I would create certain characters with certain belief systems in Fallout 3 and Fallout: New Vegas. Same with World of Warcraft--such as creating a character who refused to kill animals. – emilydeibler 9 years ago
      1
    • I'd explore Mount and Blade Warband, which is a game that has basically no plot but lots of organic storytelling that just occurs through playing. – MattHotaling 9 years ago
      0
    • This may also be interesting to consider. Behavioral scientists talk a lot about the role of unscripted play in children's lives. For example, is playing in a sandbox better than playing a video game? Minecraft, of course, throws a wrench into their arguments. But this concept of player-created narratives --- which are often "challenges" for adult players --- poses a new question: can unscripted play be found in a scripted environment? – Kristian Wilson 9 years ago
      0
    • Could be worth correlating this to how all the narratives are in part 'self created' - the audience makes meanings themselves out of words on a page, pictures on a screen or sounds in their ear. This also can echo the current article about choice, or the illusion of it, in games like Bioshock. I would stay away from gimmicks you give to the story and focus on the anatomy of the extent to which you always forge your own path when playing a game, no matter how unscripted it is. Compare one extreme to the other - how does the gamer contribute to an absolutely linear story, and what do they gain (or lose) when things become less scripted. Also, approach the full breadth of gaming. There's a temptation to only discuss roleplaying games, but not too long ago 'gamers' were making narratives out of Space Invaders and Street Fighter, and they still are today. – JekoJeko 9 years ago
      0
    • It would be wonderful if games would take into account "self-created" characters and allow the player more customizing options as well as personal developments for each characters. I am an avid Fallout and Elder Scroll gamer, but most of the time I feel disappointed with the lack of personalization - and I must accept that my character's story only exist in my head. To answer your thread, I never really constructed an identity for my Fallout characters mostly because it seemed like there wasn't a lot of room for backstory. (FO3 you're literally a fetus - I mean adult when you leave the vault and FNV, you're shot in the head) Although, those narratives allowed me to create a character alongside the growing plot. It didn't go much further than I am ALWAYS a lady in Pre-War sundress killing people with a melee weapon. Now, I did create an elaborate backstory for my Skyrim character where she ran away from home because of growing imperial forces, the death of her husband and was caught thieving on the border- but she didn't care because she wanted to go to Skyrim anyways. And Skyrim is the sole example of me creating an entire identity and backstory for my character mostly because I accidentally created a pretty Nord. – spiringempress 8 years ago
      0
    2

    Breaking into the VideoGame Industry in 2015

    It's almost frighteningly common to meet someone now who plays enough videogames to the point that they've worked it into their head that they want to make games. But there's a very strong difference between playing games and making games, and the pleasure gained from player experience does not directly mirror that of game creation experience. Hours of coding, of 3D animating, or time spent smashing fists against the keyboard in the periods of "crunch time" where designers, programmers, and artists push themselves through hunger, exhaustion, and and frustration to complete a game on time is not in any sense similar to smashing and bashing heads in Skyrim or smashing into cars in Forza.

    But, if one disagrees, highlights the pleasure and satisfaction that comes with the completion of a game, of a creation of work(art), then it becomes in our time period very important to understand just how you're going to make a living making games.

    Step 1: If you're not making games, start making games.
    What does this imply? Do painters, writers, musicians, singers, and athletes perform at their best if they aren't doing the thing it is that they do? Making the claim of being a writer means nothing if you don't consistently write. The same goes for making games.

    Step 2: Connections & Networking
    You may not know it, but so much of the production and design of games relies on cooperation between a very large team. The artists and animators do not live in a separate building and do as they please; they communicate with the designers, to make sure they're following the design document, they communicate with the programmers, to make sure they are creating within the realms of possibility, and they are communicating with each other, so that they're all creating the same thing, with the same feeling, and the same soul. If you don't have communicative skills, you need to acquire some. Can you go introduce yourself to a stranger without your hands shaking? If not, my strongest recommendation is to go get a serving job, or something in the service industry, where you are interacting with customers on a daily people. The way to get good at communicating with people is, shockingly similar to the philosophy behind getting good at games, communicating with people. Investigate local video game communities near you. The IGDA (International Game Design Association) is a national organization within the United States with branches in nearly all major cities.

    • I don't think this topic needs such a long description to explain it's intent or areas of discussion. Something half as long should be able to get the point across. Besides which, I'm sure their must be more than two Steps to making a game and having the right tools at your disposal to do so, whether those be physical, digital, or social tools. And the points you bring up are extremely similar to the production of an animated film or a live-action film, be they a short, a series, or a feature. Also, a discussion like this should include the struggles that a lone programmer will go through to produce a game by themselves with only mild additional help from a few extra artists (who are likely communicating with the lead developer long distance), a composer or sound effects editor, a producer possibly, marketing professionals, so on and so forth: but basically involving only one key creator and programmer who's building the game from the ground up in their own house. FEZ was like this, Undertale was like this. Minecraft was like this I believe. And so was Five Nights At Freddy's 1 through 4. A lot of the same rules apply, but there's far less collaboration going on simply because of each developers particular circumstances. Though whatever the case may be, they all should be capable of collaborating if the opportunity presents itself. – Jonathan Leiter 9 years ago
      3
    • There are a lot of articles and documentaries floating around the internet about this topic, most of which say the same things you are already saying. Firstly, I think you need to make a distinction between indie developing and developing for companies like Naughty Dog or Ubisoft. Both, I believe, ascribe most to your first point, actually making games. Whether you wish to be a programmer or an artist, I think you should highlight the importance of portfolio and practice. One may have to gain experience working on other projects before developing one's own idea. Another large aspect of getting a game traction is to create an interested team and fan base, both of which require inspiring leadership and practical means of accomplishing the end project. – CHRISagi 9 years ago
      1
    7

    Gender and Sexuality in Metal Gear Solid

    The fifth instalment of Metal Gear Solid being received with huge praise, take a look over the series and how sexuality, and particularly queer masculinity, has influenced the action. Metal Gear Solid has often, somewhat surprisingly, included queer masculinity, from Vamp in the second instalment to the Extra Ops incident between Snake and Kaz in IV. Explore the place of this, and what it brings to the overarching story and characters.

      9

      Anonymity and online gaming: the "toxic" player

      If you ever played an online game, whether it was a platform based shooter like Call of Duty or Halo, to popular MOBA games like League of Legends or DOTA 2, you most likely have come across a "toxic" player. While the general definition can vary from person to person, but the general consensus is that it's an incredibly rude person who will most likely use inflammatory language, otherwise known as the "I f'ed your mom" guy.

      Why do people act like this? This stems from internet anonymity. The idea of cyber bullying and the mysterious veil the internet provides. While this is an issue all of its own, it is worth talking about in the context of gaming.

      While not always the case, run of the mill cyber bullying is a premeditated action, adding the element of gaming can enhance this. In competitive gaming, adding the adrenaline can make even the most mild mannered person can succumb to creative (or lack thereof) name calling. I consider myself a laid back person/gamer, but every now and then if I'm playing League of Legends I find myself saying in real life, or rarely in the in game chat, things that I wouldn't normally say, and I can get away with it because it's such a fleeting moment without any real punishment.

      This topic can explore anecdotal evidence, psychological analysis of why things like this happen, or even if it's really a problem in the gaming world at all, and it's just some friendly and competitive smack talk and that people are just too sensitive.

      • I would really find things that argue both points of view for this topic. Yes, being anonymous has something to do with the slamming, but what else goes on in a person's mind in these types of scenarios? – BethanyS 9 years ago
        1
      • There are definitely psychological reasons behind this. The level of accountability someone will face is absolutely a factor involved in how an individual chooses to act. Also, because they don't have to physically seen the person they are hurting, it is very easy to dehumanize and distance themselves from feeling any sort of empathy for the victim. – krystalleger 9 years ago
        3
      • It might be beneficial to explore anonymity on the internet outside of gaming to help support your argument. So long as the potential exists for anonymous comments to exist after any medium within the internet ( youtube videos, online articles, image sharing galleries) there usually will be, with any luck, the toxicity you are describing existing. If you need help thinking of examples of this, consider the online website for a local community newspaper - if anonymous commenting is possible, you quite frequently find all sorts of nasty, hateful, ignorant comments from people you are quite sure would never act that way in your local supermarket. A specific one I am thinking of is 'The Eagle Tribune' of Northern Massachusetts... I welcome you to go take a look for yourself. Just go look at some puppies and cute kittens afterwards. – TylerBreen 9 years ago
        1
      • I would be very, very interested in reading this article after the idea is flushed out. There are a lot of factors and different games bring different kinds of toxicity. I've definitely been exposed to a plethora of toxic players in several MOBAs, FPSs, and other games. While those are usually verbal (or typed), there are even ways to grief without text or voice, such as picking on one player, repeatedly taunting them, endlessly squatting, etc. It would also be interesting to decide and explain whether or not there is a difference between toxicity and bad sportsmanship. Does toxicity stem from that? Are they completely separate? Food for though. – carp000 9 years ago
        0