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 Wilson9 years ago
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. – Cmandra9 years ago
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. – emilydeibler9 years ago
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. – MattHotaling9 years ago
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 Wilson9 years ago
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. – JekoJeko9 years ago
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. – spiringempress8 years ago
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 Leiter9 years ago
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. – CHRISagi9 years ago
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.
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? – BethanyS9 years ago
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. – krystalleger9 years ago
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. – TylerBreen9 years ago
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. – carp0009 years ago
Look at reasons why Call of Duty is so popular with many video game players while also pointing out what causes many people to dislike it.
This is an excellent topic. It would serve the topic's writer good to look at its sales and its advertising, as well as callbacks in new sequels to the previous games. Another big aspect is the sit-and-go nature of the game - it seems as though the average player can get going with no problem and stop at any time they want. It's a casual game. Also, look at other big FPS series, especially Battlefield. BF is more realistic and in general allows for broader gameplay. How does Call of Duty compare to big series on the market? – John9 years ago
This sounds like it could be fun. I'm a huge Call of Duty nut, but the fact of the matter is I'm about as casual a gamer as it can get. Most of my hardcore gamer buddies tend to spurn Call of Duty on the grounds that it's too easy and never changes, yet that's precisely the reason I like it; it has a real arcade-y feel to it. As John noted, aside from looking at sales and such, I think you or whoever writes this topic should look into why people enjoy it, though it's a pretty laid back game, while others don't, even though it's pretty popular. – August Merz9 years ago
There are conspiracy theories floating around that the US government provides funding for shooter games like this in order to entice players into thinking the realities of war are more palatable. Though this may appear as overzealous, the government has shown interest in the game's production of the Call of Duty series (even the title may reinforce the ideal of subservience to the military): http://www.theguardian.com/technology/2014/oct/22/call-of-duty-gaming-role-military-entertainment-complex – Paul Osgerby9 years ago
Video game journalism is quite popular these days with websites such as IGN, Gamespot, and Kotaku. However, it seems to be a common issue that many video game journalists have a preference on which console they prefer or which genre is their favorite; leading to a bias when they cover their preferred games over others. This can lead to what is practically yellow journalism, with writers over exaggerating the games and features of what they prefer while undermining the competition, even if the competition is an amazing game or console itself. This issue should be addressed in some way and possible solutions discussed so that gamers are presented with fair coverage of all video games and video game related news.
I think this is a great topic to explore! It might lead to further specialization in journalism, where an author could write specifically about the kinds of games they enjoy on the console they play most, which would allow their bias to work for their articles instead of against them. – Winterling9 years ago
I really don't think this is the right platform to restart the GamerGate debate on if that was the intention of your topic. – MattHotaling9 years ago
This is a very useful topic to explore given the mainstreaming of gaming culture. How does gaming journalism give itself the same kind of credibility and quality that one would expect from other forms of journalism? – Cmandra9 years ago
Lately, there seems to be a surge in the creation of games that depict characters that identify under different places on the sexuality spectrum. Of course, there are a lot of differing opinions and very strong thoughts on showing queer characters in video games. That being said, do the sexualities of the characters really change the story of the game? Is the end result any different? Do they take away from the focus of gameplay? But in the end, why would the sexuality of characters affect anything within the game at all?
I think sexuality matters. It helps people related to characters. Perhaps there is an increasing amount of them in games now, because people are becoming more aware of these differences and want to continue to spread awareness. They may also be trying to connect to more types of people. A lot of hard core video game players probably relate more to outcast fringe character types anyway. Of course it changes the story of a game, but it shouldn't be distracting and should instead enhance its uniqueness. – Tatijana9 years ago
Sexuality in video games is a constant concept and it is a good topic to explore. Just look at the fighting games. Tekken is one of those games that exploits the female fictional characters in many ways. From their story lines, outfits and most importantly their sexuality. Sexuality can also be explore for queer characters as well. Not many characters in video games sexuality are explored. – jamarstewart979 years ago
The Dragon Age franchise is one of the first that stood out to me as opening up sexuality in romantic story lines, and I think this really added a lot to the experience. No it doesn't really affect the actual game, but it enhances the overall user experience by allowing for more customization. Video games have long been notorious for giving female characters hyper-sexualized armor and body figures that are far from practical, so I think depicting different sexual orientations helps draw away from this. – snlipkin9 years ago
It would be helpful to distinguish between increasingly sexualized visuals (particularly of female characters), such as in Tomb Raider, Soul Caliber, etc., and the way that sexuality has become part of the game play in many RPGs, such as Fable and Grand Theft Auto. – JLaurenceCohen9 years ago
I'm of the opinion that not every game needs to have lgbt characters, and just throwing them in there out of a sense of needing to do it doesn't really help. Sure in an open world game like Skyrim it works because of the blank slate character, but by every game just having the option kinda dampens the importance of these relationships. – brady6729 years ago
I really feel that regardless of orientation, sexual intimacy is something tragically underexplored in games. Bioware has made a lot of progress in bringing romantic and tasteful sexual content to games, but even then it's usually just the reward for a series of character interactions and then it goes to a second of buttshot and then a fade to black. The only games that I think really actually deals with the complexity of a sexual relationship in a well developed way is Catherine. Romance options have become such a popular mechanic in both eastern and western games, it strikes me that more effort hasn't been taken to develop mechanics and gameplay based on actually being in and maintaining a relationship, not just dialogue trees to seduce a character. – MattHotaling9 years ago