Thursday, February 22

NPR Farts Discuss Gaming...

Ok, so maybe that's a little harsh. The topics discussed on this 20th anniversary of gaming special are actually quite pertinent to what we've been learning and held my interest pretty well. The whole thing started off with a look at what video games actually are as stated by the authors of Smart Bomb. These two really seemed to know their stuff and I particularly liked Aaron Ruby's idea of control vs. traditional narrative as being what sets games apart from other media. His wording was that players are dropped into a dynamic system, and were engaged in problem solving efforts, neither of which are seen in other forms of entertainment.
Their defense of Grand Theft Auto was particularly eloquent in saying that the draw for players to this game was not that it was overtly violent, but rather that the allowed freedom of control and ability to witness complex cause and effect relationships was the real draw. I too felt this same reasoning when I played the game. I was not necessarily fascinated by the amount of gore, or the fact that I could solicit a prostitute, and then steal my money back. (although I and friends have felt the urge to do these things in game, at least in the quenching of curiosity.) Instead, what kept me coming back again and again was the feeling that I was a legitimate entity in a dynamic world with which I could interact with in profound ways. No other game had offered this level of immersion for me previous to it.
Also brought up by Chaplin and Ruby is the tie between gaming and technology. I had known that video gaming is a major force in driving innovation in technology, but their revelation in seeing the move from military and scientific fields to gaming as primary motivators was an interesting one. We're at a point where the military, scientific, and medical fields are looking at the latest developments in gaming for innovation. This made me think of the game America's Army as an example. This game, originally developed for the US Army for training purposes was considered worthy of a release for consumers to take advantage of. This game was completely made by everyday game developers, but was the Army's best bet for simulation. Not only that, it became a recruitment tool for the army as the game is completely free. These sort of relationships between traditional sectors and game developers, I feel are likely to become much more common in coming years.
A final thought that actually branches off of what Eric Zimmerman was saying in The Missing Piece is the idea that there is currently a large focus on technology in the world of video gaming. One caller-in called it a focus on adrenaline based games, but really what it comes down to is a focus on visual or other effects that create a certain excitement. While this is all well and good as far as technical innovation goes, there is something lacking which Heather Chaplin brought up about the feeling she gets from reading a great novel by Tolstoy: That is the feeling of immersion and satisfaction that comes from experiencing something that is not only stimulates the senses, but also the emotions and intellect of the person experiencing it. She referred to it as feeling enriched. While her view may be a little romantic, it is one that I share. Video games still have a long way to go to mature as a medium. There are still too many technical distractions to devote enough time to subtle nuances such as character development and emotional impact on the user.(although many games are attempting these things with varying success) Ruby says, as the technology/graphics plateau, the medium will be allowed to mature and become as enriching as great novels. I certainly don't want to have to wait much longer to get an awesome looking first person game with a complex story driven plot and emotionally involving characters.

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