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Showing posts with label NoG Blog. Show all posts

I have many things to be thankful for.  2 incredible kids, an incredible wife.  Incredible friends, and an incredible community to belong to just to name a few.   Another thing I am thankful for is gaming.   And specifically, online games.

I love the fact that you can log in and enjoy the game you are playing with friends.  Not just talking about it, or playing the same version of the game, but actually playing the same game.  In the same world,   the same game space.   Anyways, that's not really what this post is about.

Simply put

  • What in gaming are you thankful for?

  • Also -- What are the biggest gaming Turkeys?

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Viacom's announcement that it will sell off Harmonix has put a lot of attention onto the apparent demise of rhythm games. Sales numbers for Rock Band 3 seem to confirm that dire prediction, coming in during release month ranked in the mid-teens or 20's depending on the source. And yet, of all the games I have managed to play over the past two years, Rock Band and its ilk have dominated all others in universal appeal. How is it that something with so prevalent an appeal can flounder while Black Ops, a game I have very little interest in, breaks sales records without batting an eye?

Now I'm not one to say that sales numbers are the sole arbiter of what gamers want from their market, but they are certainly a good prediction of what is going to be available in the future. The fact that one million Kinect units have been sold is a pretty clear indicator that we're going to see people attempting to tap that market. Toss into the mix that development costs for modern games are through the roof, and you'll see more dollars going towards established sellers.

Here are the October sales rankings for 2010.

  1. NBA 2K11 (X360, PS3, PS2, PSP, Wii, PC)

  2. Fallout: New Vegas (X360, PS3, PC)

  3. Medal of Honor (X360, PS3, PC)

  4. Fable 3 (X360)

  5. Star Wars: The Force Unleashed 2 (X360, PS3, Wii, PC, NDS)

  6. Halo: Reach (X360)

  7. Just Dance 2 (Wii)

  8. FIFA Soccer 11 (PS3, X360, Wii, PS2, PSP, NDS, PC)

  9. Madden NFL 11 (X360, PS3, Wii, PS2, PSP)

  10. WWE Smackdown vs. Raw 201 (PS3, X360, PS2, Wii, PSP)


  11. Notice that when you look at it, the list is dominated by two genres: Sports and first person shooters. Rhythm has only Just Dance, racing, and RTS games are absent, roleplaying waffles in some categorical limbo, and franchise appears to be the dominant factor for presence on the charts. While the yearly numbers paint a slightly more egalitarian view of gaming genres, one can still ponder, "What does the future hold for gaming genres?

    Other things to think about:


    • Will we ever see another action space flight sim?

    • What will it take to revitalize adventure games?

    • As a member of the "target market", why am I only playing ONE GAME in this list and only interested in playing ONE OTHER?

    Wes Wilson
    Original Photograph by Mark J Sebastian


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Let's start with a common starting place: Han shot first. Stay with me here, I have a point.

In the original cut of Star Wars: A New Hope, Han Solo shot Greedo. It wasn't unprovoked. Greedo had a gun on Han and was threatening to turn him in to Jabba the Hutt, which was essentially a death sentence. It was understood that if Han tried to run, Greedo would shoot him. It was understandable that Han shot the bounty hunter before this could come to pass, and it help establish Han's character.

Until everything changed. In the 1997 re-release, Greedo squeezed off a terrible shot and Han was seen to shoot back in retaliation. It was a poorly judged move of George Lucas' part; he said that he did it to make Han appear more heroic, but it left a seriously bad taste in fandom's collective mouth.

The whole thing went over so poorly because of cognitive dissonance. Cognitive dissonance occurs when the mind tries to hold two conflicting ideas at the same time. Fans who had watched Star Wars for twenty years were suddenly forced to reevaluate a deeply cherished moment; first Han shot first, then he didn't. Virtually everyone reacted to the change with extreme dislike for the new cut. Of course, you know all that; but it does illustrate what cognitive dissonance is, and how it can really blow up in a creative team's face if not taken into account.

In gaming, however, different rules seem to apply. Gamers are frequently asked to hold conflicting ideas in our heads, and by and large we accept it as part of the hobby. The easiest example is seen in MMOs. Even though one player may kill a specific monster, that same monster will be killed thousands of times more by other gamers. Frequently a player will repeatedly slaughter the same individual over and over. "I just killed the Lich King, and I can't wait to do it again next week." The player must simultaneously keep two conflicting ideas in mind; the Lich King is dead, but he is still around to be killed again.

There are other examples; The FPS player who dies over and over in the course of a multiplayer match, or even two players of the latest Bioware RPG swapping stories. In the world of gaming, where infinite life and diverging narratives are the norm, gamers are frequently confronted with conflicting facts for a given a single situation.

We deal with it by abstracting the problem; by viewing the facts through the lens of game mechanics, the problem becomes easy to circumvent. The Lich King must continue to be around for other players to challenge. The FPS character must return to life for the game to continue. Still there are times when this coping method is insufficient. In Final Fantasy VII, why couldn't the player resurrect Aeris with a Phoenix Down? It worked up until that point and it worked for everyone else after, why was it not an option that one time?

Even when abstraction works in resolving cognitive dissonance, it is not without consequences. Soap MacTavish's amazing exploits in the Modern Warfare series are dulled somewhat by his disconcerting ability to shrug off any number of bullets so long as he is shot only once every ten seconds. We accept it because it is necessary for the form. The player must feel like the character is in danger, or else there is no sense of tension. But imagine accepting that in a movie, or book; a main character that is shot hundreds of times, but is completely unaffected until it is necessary for him to be wounded for dramatic reasons. We accept the dissonance because it's a game, but the story is less impactful for it.

So what do you think? Is there any particular moment of cognitive dissonance from your experience in gaming that you'd like to share? What can be done to minimize cognitive dissonance in future games?

Spencer Williams

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You've heard the stories.  People stuffing their babies in various places while they finish that all important raid adventure, or stabbing someone because they stole their virtual goods, or even thrown in jail for virtually killing someone.  Lost jobs, relationships, money and time all due to the ever evil -  Gaming.   People claim it's an addiction.

Well is it?   In my mind I  think of an addiction as something I'm having a hard time stopping.     Here's the google definition:  "being abnormally tolerant to and dependent on something that is psychologically or physically habit-forming (especially alcohol or narcotic drugs)"

I think some games fall into this category, but not all games.   Mostly MMO's.  They are not physically habit forming, nay they are more physically draining.  But why do you stay and play?  The carrot on the stick of course.   Rewarding you for playing.  Rewarding you for getting your friends to play.  Rewarding you for continuing to play and coming back even if you quit.

Sure people play for different reasons, but I would find it hard to believe that there isn't a paid psychologist working for some game company out there.  If not most of the big MMO's.   And they companies are not asking them how to get players to stop playing, but how to keep them playing, and coming back and paying more money.  Now, I am assuming that, and I haven't done any research.  But hey -- that's what the show is for.  Let's all research and see what we found out.

I task YOU -- as a gamer, in the Nation of Gamers, to go and delve into the world of gaming and see...

Can gaming become a TRUE addiction?  What proof can we find.  And what proof can we find of game companies leveraging this addiction to get players to play and to keep on playing their game(s).

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I refuse to play Ratchet and Clank, and it makes no sense.

It's rated really well. I'm looking for good PS3 games. It seems like a quality franchise from what I can tell. The graphics are good. The gameplay is first-rate. Hell, I even enjoyed playing the demo to Tools for Destruction. And yet still, I am disinterested.

My apathy revolves totally around the characters of Ratchet and Clank. In playing the demo, I really felt like Insomniac was trying to make me like them more than the gameplay actually inspired. And while I understand that this method works for generating iconic figures in video game lore, I found myself resenting the implication that I had to buy into the icons before I enjoyed the game itself.

I've seen this in other genres as well. I do not find the Worms characters to be charming or humorous, and yet that franchise seems hell-bent on making sure I laugh at their lame efforts at humor. The game seems to delay actual gameplay in favor of further developing the character of these fringe elements to my enjoyment. I end up feeling like I'm at some party that I can't seem to leave, and some drunk guy keeps rewinding the same Family Guy joke because he's sure I just don't get it yet.

In sharp contrast to this, I find Nathan Drake from the Uncharted series to be worth every cut scene he's in. I could watch Jim Raynor drown his sorrows under Tychus's derisive insults for hours on end. And I can't stop being charmed by Mario and his ridiculous bee suit. It's not that forced interest in tangential elements is inherently bad... It's just got to be done the right way. And for every rule of success, there seems to be an exception that breaks the rule.

So what is it about a game character that makes you invest in it?

What are your favorite game characters, and do you identify with them?

What iconic imagery from games has stuck with you, making you more or less likely to play that game?

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This week's "Gaming with the Nation" is all about some Starcraft 2. I'd normally come up with some superficially clever way to frame the debate, but this is a rather special occasion. Since everyone is going to have a million opinions on any given Blizzard release, I don't need to find an angle on this topic. The only question I really need to answer for this blog entry is, "What on earth do I write about in the blog entry?"

My first answer was to just fill the blog with just "Starcraft 2" over and over again, but that seemed too cheap. So here are some other ideas to get the nation talking.

Put your opinion on the game within a limerick!
I can't build that ship, I must pass.
Because I can't farm enough gas.
my gathering units
can't seem to get to it
They're too busy gathering up glass.


(What? Where did you THINK I was going with that?)

OOOH! Or maybe a haiku!
Our hero should match
Raynor from the RTS.
Who is this fire plug?


Maybe it should be in the form of demotivational poster!
See the graphic above


Or, you know, you could just talk about it...

Let us know what you think about Starcraft 2!

Wes Wilson

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I rarely get to go see movies, anymore. But when I do, if there isn't a single flick that I've been dying to catch, I'll dig into Yahoo Movies to shop for a potential destination. The combination of the critical and public reviews can offer me a really dynamic look into how I will receive any given movie. If the critics rate it high while the public rates it low, I tend to think it will be a cerebral experience without much flash. If the critical reviews are low and the public high, then I think it's going to offer me something flashy, something colloquial, or something that taps into a pop culture fad. If both are low, I don't really give it time, but if both are high, then I know I'm going to end up with something to appeal to almost anyone.

Metacritic, as twisted as its results might be, offers a similar service to the uninformed. Whenever I'm stocking my Amazon wish list with games, I'll sometimes go there to see if there is some gem I missed. I will often rank a platform's top results to ensure I've at least pondered playing the best of each category. They get a lot of flack for what ends up as their final score, but there's a reason that number was feature prominently in the Steam Store for so long. Large collections of reviewers do provide a much more honest opportunity at an objective rating... Science says so!

But if you seek a complex understanding of a game's worth, you'll do yourself a great disservice to only pay attention to just the final number. You really learn the most when you create an array of potential review criteria. You can skim over the the bullet reviews and look for similar complaints. Reviewers can arbitrarily rate a game poorly because of playability, GUI, theme, or planet in retrograde, so a collection of identical reactions will let you know you are likely to encounter the same issues. Look to see if credible review sources universally praised or universally hated a particular game. If IGN, Game Informer, and a host of other A-list sources find a particular product repugnant, you're far more likely to hate it. By considering more than one axis of quality, you end up with a more elaborate understanding of what is good or bad about a given game.

Considering how much thought I put into shopping for my entertainment, I was surprised at how confused I was left by the reviews of Transformers: War for Cybertron. With remarkably different gripes, from theme to playability, the bullet reviews were conflicted. The traditional players were split as well, with IGN and 1up scoring high while Giant Bomb and Gamespot hitting the low end. Lastly, the Critic Score was dramatically different from the User Score, with the Users giving it a 9, while the critics gave it a 77. I found little to no way for anyone to actually glean solid information for this game... and that left me confused.

And to be honest, I think the game is a helluva lotta fun.

To rationalize all this, I'm left with the concept that maybe the critics were unable to escape the gravity of their status as reviewer. Maybe they were unable to suspend their disbelief and step into the world that Transformers offered. Maybe the fact that they were trying to break the game into manageable discussion topics actually fractured the "wholeness" required for a good gameplay experience. But why this game? What is a clear trait of this game that makes it seem to ground some and not others? And more generally, is there something "critic-y" that must be overcome for particular games that is not present for the enjoyment of games in general?

All I know is that for cases like this, I need a more hands-on analysis. And in this case, I'm glad I got it.

Wes Wilson

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This week’s release of Alien Swarm showcases Valve’s dedication to PC gaming culture, but will this kind of free content become fossilized after more content providers enter the market?

Alien Swarm began as a four-player co-op Unreal Tournament 2004 mod. The group that created the mod announced a Source-based sequel, Alien Swarm: Infested, but it got delayed when they were hired by Valve and promptly put to work. Now that most of their work is done on Left 4 Dead 2 and Portal 2, the group returned to their pet project and released the new Alien Swarm for consumption. The top-down, Diablo-esque shooter has no pay component, and even features an SDK that allows development without the purchase of any other Valve elements. By all appearances, there are no plans to charge for anything associated with this product. So the first question many might ask is, “Why did Valve opt to just give this away?”

The fact that Valve has chosen not to monetize this release may signify either a sincere desire to feed the gamer soul or a strategic ploy to further solidify Steam as the premium content delivery system. If it’s the former, then all the Valve fanboys are justified in their praises of our PC gaming overlords. Their efforts to improve the Team Fortress 2 experience through class updates were an ongoing opus to their benevolence. But unlike Alien Swarm, it was still padding their pocketbooks via new TF2 sales.

On the other hand, we might be seeing a really clever and diabolical plot to promote Steam as a content source. As “Free Game!” gets tweeted around the interwebs, we might see a noticeable increase in active Steam accounts. Those unversed in the joys of social PC gaming might find a co-op experience the ideal way to be indoctrinated into the Valve cult. And we all know that the best first hits are free.

But with the advent of Battle.net functionality, increased Impulse interest, and really good Direct2Drive sales, we may eventually find Valve cutting their margins in order to compete in an expanded market. Should this happen, the financial benefits of free games will diminish. Releases like Alien Swarm may face extinction in a highly competitive market. Do you think Valve will be able to offer totally non-monetized products in that kind of world? I can surely hope so… because my jaded business sense has a really hard time imagining that this whole production is offered solely to nourish my soul.

Wes Wilson



NOTE: NoG will be discussing the Engie update and Alien Swarm in this week's episode. Be sure to get in some game time this week so you can add to the discussion!

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Normally when I write these posts I try to maintain a neutral tone. My intent is that the readers will submit their opinions, and I'd rather not sway them with mine before hand. I can always espouse my opinion, and I always do, on the show. This article is a little different, as I'm all but certain that I'm in the minority with this one. Also, guess what? This is an article about spoilers, so if you're allergic to those kinds of things you may want to look away.

Still with me? Good. I am done with spoilers. I don't mean that I no longer want people to spoil things for me, I mean that I'm done with spoilers as a concept. I'm increasingly convinced that fear of spoilers is a roadblock to meaningful discussion, especially when we're talking about games and gaming. It's also my firm belief that fear of spoilers has increasingly given writers permission to tell the same hackneyed stories again and again.

On a recent episode of Nation of Gamers, a promising discussion about Heavy Rain started, and then was immediately put down due to the fact that it might cause a spoiler. The idea was then floated that we'd do something similar to what they do on the Gamers With Jobs Conference Call, and have a discussion later that would be released under a spoiler alert headline. This is frustrating for me as a commentator on a number of levels; primarily, I don't see it as my job to prevent spoilers from reaching your ears. Rather, it's my job to do the best I can in providing entertaining discussion about games. If you don't want to have a game spoiled and we start talking about said game, the burden is with you to overcome your morbid curiosity and stop listening, not with me to stop talking about it. Maybe you should come back after you've finished the game? The show will still be there.

Excessive spoiler awareness isn't fair to the people that have finished a game and want to have that discussion, and self censoring to prevent spoilers makes our show less interesting. Will we ever go back and talk about Heavy Rain? Maybe, maybe not. Even if we do, it won't be as fresh in our minds as it would had we talked about it shortly after we completed it. There will be points forgotten, and the entire conversation will take on the tone of, "Oh yeah! I remember that!" I'm all for pleasant reminiscing, but it is no substitute for substantive discussion.

Quick! Which was better, Call of Duty: Modern Warfare, or Call of Duty, Modern Warfare 2? The vast majority of you would say the that the first game was superior, and not only because of the public relations missteps of publisher Activision. One of the major problems with the second game was that it relied on the same plot devices as the first. Like, exactly the same devices. The shock of dying as one of the main characters in MW was substantially greater than when the same occurred in MW2, and all the spoiler police in the world wouldn't have made it any better. If instead of cheap shocks Infinity Ward had developed a compelling plot that made any logical sense, our collective reaction would have been much different.

However, it's the current zeitgeist among entertainment makers to rely heavily on the, "You won't believe what happens next!" model of storytelling, and we're letting them get away with it. The nanny culture surrounding media only reinforces the notion that we don't care about engaging stories, interesting characters, or good gameplay. It tells writers and producers everywhere that we'll accept bland storytelling if only they string us along at the right pace.

I'm not against surprising twists, far from it. I am against mysterious circumstances and shocking developments being a sideshow used to distract from lame storytelling. If something is great, truly great, then knowing how it ends won't "spoil" anything. I can still play Final Fantasy IV and thoroughly enjoy it, even knowing as I do that Golbez is Cecil's brother. I know that Joker is going to turn himself into a monster at the end of Batman: Arkham Asylum and the game is still a ton of fun. And for my money, knowing from the beginning of Heavy Rain that Scott is the Origami Killer would have made for a more interesting game. Conversely, knowing that Alistair was going to die wouldn't have made Tomb Raider: Underworld's story any less dumb.

This doesn't mean I'm going to go out of my way to ruin things for people. However, the next time someone freaks out when I start talking about something that they haven't experienced, I'm going to ask them to remove themselves from the conversation rather than censor myself.

So, what do you think? Would you rather we leave your ears pristine, clean of any spoilers? Or would you prefer a more substantive discussion, even knowing that some surprises may be lost?

Spencer Williams

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Let's get snarky.

Oh, people do go on about their favorite games, but how many talk about their least favorite? How many talk about the games that they couldn't stand, but for some reason kept playing anyhow? That's what we're going to talk about this week.

It's not enough just to give a list of your least favorite games, though. A reason would be nice. What made the experience so revolting? Did the games pixels stab you in the eye? Did you finally reach the end boss, only to have him be completely unkillable? Did you spend $40 dollars in one sitting at the arcade only to discover that at the end, the game started out? Remember, the list isn't worth much unless there's a story to go along with it.

Don't feel contained to five, though. If you only can think of three, hit us with what you've got. Do you hat twelve games? We want to hear about them. Probably twelve is too many and we'll ignore your post on the air due to a lack of energy to thumb through your novel-length complain-a-thon, but go ahead and write it up anyhow!

And yes, that's a picture of Link on top a post called "Bottom 5." I leave deciding why it's there to you.

Spencer Williams

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This week on NoG we'll have a special guest, and to celebrate we want to tackle a special topic. Can anyone think of anything more special than micropayments?

There's not a lot to be said about micropayments that hasn't been said before, both loudly and in an irate tone of voice. For some, micropayments are the herald of a new way to nickel and dime gamers. For others, they give gamers the opportunity to get more game than they otherwise might. Both of these can be true; it's a matter of an individual gamer's perspective as to which he or she focuses.

For the purposes of our argument, let's break games with micropayments into three categories:

  • Full priced games that sell small bits of content to expand the existing product

  • Low priced games that sell a small initial bit of content and expand upon it with additional content for a price

  • Free games that are supported by selling content or in game advantages


Each of these three types make the case for microtransactions in a different way, and each presents different value to different gamers. Some that would spend $10 on a new character for Mass Effect 2 wouldn't even download a free copy of Dungeons and Dragons Online, let alone buy a potion that would increase experience gain.

It's still a very new concept, so the questions of value versus price haven't yet been answered. Companies are struggle to answer why $2.50 is too much for horse armor, but $2.00 is reasonable for a Red-Riding Hood Costume. Meanwhile, gamers are forced to look at each piece of DLC individually and ask themselves, "Is this worth it?"

So what do you think? Do you regularly (or irregularly) make micro-purchases? Do you feel that they're positive or negative? Are there some circumstances in which you'd make a microtransaction, but another when you wouldn't? Why or why not?

Spencer Williams

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Today is April 1st, the day we gleefully ignore the common courtesy of not telling outlandish lies to one another. We here at the Dead Workers Party have been known to tell our own fantastic mistruths, such as the well loved ballad of Oober Servers.

It's not just people telling each other lies, however. Corporations get in on the act as well, making the first of April the absolute worst day to try to find gaming news. Add in the impending release of the iPad, and the only stories to be found are either Apple related or dirty, dirty lies. Occasionally the two even overlap. As an example, I present to you the iCade. Kotaku has a pretty good list of today's tomfoolery here.

So what's your opinion of game companies trying to be cute on April 1? Do you appreciate the effort, or are you annoyed beyond all reason? What are some of your favorite or least favorite April Fool's related pranks?

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Big games get all the chicks. Well, maybe not chicks, but they get all the press, all the accolades, and the lion's share of profit. Little games rarely stand a chance. To be clear, for our purposes a big game is one with a major publisher and an enormous budget. The little games are everything else; shoe-string budget indies, free flash games, ad-supported web time sinks, ninety-nine cent iPhone titles.

Little games are largely ignored by the gaming press. Sure, there are sites that cover them; Rock, Paper, Shotgun has a particularly good record of covering little games, and even Kotaku throws an indie title a bone now and again, but by and large the press is focused on the big games. Partly that's because of access. Big publishers have established relationships with media outlets, making it far easier for them to get exposure. Partly it's resources. Small developers don't have the time and money that the big guys do, let alone dedicated PR teams. Whatever the reason, the end result is that on a site like Kotaku we get an article saying that there's a countdown clock on the Mass Effect 2 website - essentially an announcement that there will be an announcement - but the existence of a truly fun little dungeon crawler, Desktop Dungeon (pictured above) gets no mention at all. I'm not really trying to rag on Kotaku here; they are what they are. Rather, what I'm trying to say is that these games deserve more exposure, and that's something we can do at NoG.

The great thing about little games is that they can try new things. They can evolve unpopular formulas. They can push the envelope in ways that the big games can't. That's not to say that all little games are good, far from it. The ratio of good games to crap is probably about the same for little games as for big games, but since there are so many little games, that still adds up to a lot of good gaming to be explored.

So let's have it; what are your favorite little games? What do you play on the sly while at work or school? What's the one little game that you want to share with the world, that simply not enough people have heard about? This week, the hosts will share our favorite little games, and we hope to have a lot of yours to share as well!

Spencer Williams

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This article was inspired by Video Games and Facing Controversy, a YouTube video made by Daniel Floyd. Daniel Floyd is a twenty-five year old video game animator that “lectures” on topics such as this in a funny and insightful manner while providing some nice animation in the background (similar to Zero Punctuation in style, if not in substance). I strongly recommend you check them out! Here is a link to his YouTube channel where you can browse his videos.

Video games are rarely viewed in the best light by society. They've had more than their share of controversy thrown at them over the years; one example was the recent Mass Effect “SEXBOX" controversy over a brief sex scene in a thirty-plus hour game. People assumed the worst, even going as far as to say it was a "virtual orgasmic rape" simulator. The media often portrays video games as devices designed to corrupt children, and whenever the topics of childhood violence, social ineptitude, or addiction are brought up, fingers point to video games as the cause. As Daniel Floyd says in his video, “When controversy arises, our opposers don’t look at a game studio and see a team of artists, they see a team of toy makers that have gone too far.”

During Daniel’s video he spoke at length about a game that recently came under fire called “Six Days in Fallujah,” a third person shooter from Atomic Games about the second battle of Fallujah. The game was originally to be published by Konami, but when it was revealed, many decried the game as disrespectful to those who died in that battle; the height of bad taste. Konami quickly bailed and Atomic was left without a publisher. However, if Konami thought that this game was in poor taste, why did they give it the green light? They had to know it would stir some controversy, so why did they back off at the first sign of criticism? Daniel's take; “By caving in, you validate all of the accusations. You have legitimized slander founded and ignorance, and you guarantee a larger outcry the next time you consider a project like this."

“These games are not being judged by their content,” Floyd says, “they are judged because they are games.” He points out that other forms of media, such as books and movies, have explored difficult subjects such as war, genocide, sexuality and hatred with great success; these artists dare to show humanity’s dark side. “They venture into uncomfortable territories and find the truth hidden within. This is the stuff art is made of. What is it about games that disqualify them from exploring this harsh territory?” Until games are taken seriously, we will never be able to see their true potential as a respected form of media and art. To achieve this we must stand up for our medium, be open to criticism, and embrace what games have become and what they will be.

So what do you think? Do video games have the potential to be something more than what they are now? Do you think that they should be able to touch on dark subject matter that many other forms of media have touched upon? Do you believe that video games can ever be respected on the same level as movies, plays, or literature?

Charles (CoRn)

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Ah, Digital Rights Management, you foil of peace-loving gamers everywhere. It's a fact: If not for DRM, gamers would be a harmonious bunch. The petty squabbles dividing platform and franchise devotees would melt away with the delicate trickle of a spring thaw.

Okay, maybe I'm overstating things. Still, you can't deny that DRM, newspeak for copy protection, is a contentious issue. Nearly everyone sits squarely on one side of the issue; either you believe that DRM is the sacred right of every game publisher who are only looking to protect their properties, or you believe that DRM is an ineffective inconvenience that only punishes paying customers and does nothing to quell piracy.

There have been a lot of requests for NoG to cover the DRM debate, but it doesn't feel like there's a lot of new ground to cover. The debate hasn't moved in the last twenty years; the arguments for and against Ubisoft's new restrictive DRM system are essentially the same as the arguments for and against code wheels in the 80s. What new could we bring to the argument?

So instead of the typical point/counterpoint discussions that have typified NoG so far, this week we're trying something different. The four of us are going to lay out our ideal DRM solution, and you're invited to submit yours! It can be serious, it can be wacky, or it can be anything in between. Who knows? Maybe between us, we can come up with the perfect DRM!
Spencer Williams

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"It's only a game." It's the refrain I've heard over and over in the course of my twenty-five years as a gamer. From my grandparents who couldn't understand why I was so enraptured by the computer screen, to gamers themselves who chant the mantra every time gaming is blamed for some tragic violence; it seems that "only a game" is the answer to many difficult questions.

But is it really only a game? Speaking for myself, gaming has helped me through a lot of difficult times in my life. Without being too specific, around twenty years ago I'd lost my father and thought I was going to lose my mother. One of the ways I coped was by playing Final Fantasy IV. Playing the game helped me forget the bad things happening to me, and I really do think I came out better for it. To this day FFIV is my favorite of the series, not because it has the greatest story or game play, but because of what it represents. It feels like a warm blanket. It helps me to feel comfortable and secure, and never fails to calm me down.

For many people they are just games. But for others, you can't divorce the experience of a game from the greater context of the life in which it is played. Just as in any hobby, the meaning of an experience is limited only by how much one vests into it. Gaming can mean as much or as little to a person as that person desires.

There are many ways in which games can effect our lives, and I'd like to highlight two extremes. On the one hand, there is an article On Hot Blooded Gaming, Kreyg wrote Video Games: My Guardian Angel. I encourage you to read the whole article, but here's an excerpt:
School wasn’t the only place where things were rough for me, life at home wasn’t exactly peaches and cream. You could say that my parents didn’t have the perfect marriage. There are too many times I can recall my parents having intense fights and screaming contests. Unlike the kids from school, I could immediately escape the madness going on. Most of the time I would close the door to my room and turn up the game volume. When I was playing whatever game it was, I felt like I wasn’t a part of the war going on outside. Video games were my safe zone when the fighting broke out. I didn’t exactly know what was going on, but as a kid, I was scared of all the yelling and knew it wasn’t good. I just wanted it to go away, and playing video games helped make that happen for me. My parents eventually got divorced when I got to middle school. It was a rough time, but I knew I could pop on a game and forget about my troubles for the time being – and I did just that.

Kreyg's story is one I think a lot of us can relate to, and hopefully he'll be joining us for an interview on the next Nation of Gamers.

On the other side of the coin is this video by CirrusEpix and posted at ScrewAttack.com.



Obviously I disagree wholeheartedly with the sentiment in this video, but it still illustrates that, for good or ill, games can have a profound impact on our lives.

What do you think? Are games important to you beyond the enjoyment they provide? Have you had a bad experience made better by gaming, or a good experience that turned bad? Do you feel that games help or hinder your development as a person? How has gaming effected your life?

As always, feel free to comment here or take it to the forums for more in depth discussion!
Spencer Williams

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I'll preface this post with a quote from a wise, influential sage: "It's fun to have fun, but you have to know how." My argument is that modern game developers have forgotten this simple proverb. They don’t trust that their audience can discover how to have fun with a game on their own, and as a result mainstream games have lost an entire dimension of challenge.

Half-Life 2 is a good example of this, but let’s first refresh our memories of Half-Life. One of the mini-boss enemies is the Apache helicopter, an armored flying machine that’s mostly impervious to small arms fire. The easiest way to deal with it is to shoot it with rockets until it explodes; in fact, your first encounter with one is immediately after you pick up the RPG in a cliff side crag. But you aren’t handcuffed to your rockets. Its rotor and engines are actually vulnerable to pistol fire, if you are brave enough to stare it down. You could even try to air burst it with a few well-timed hand grenades. Contrast that to its HL2 analogue, the gunship. It’s only vulnerable to rockets, and there’s a convenient infinite rocket crate near every single gunship battle in the game. There is a certain technique to aiming your rockets so they can’t be shot down, but otherwise that’s all there is to fighting a gunship: shoot x3, restock at crate, repeat. Same goes for the Strider: the only interesting part about fighting one is the mad dash to the win button---erm, ammo crate, that is. (Final Citadel Strider battle excluded, that one was different and fun.)

As I said in my opening, modern games have lost a dimension of challenge. The dimension that HL2 lost is the balance of resource management, i.e. spending your rockets/cells/summonable ninja squirrels now or saving them for the next big boss battle. If there will be an infinite ninja squirrel token crate next to the mini-boss who’s only vulnerable to ninja squirrels, why even bother conserving your most potent ammo? Other games may have lost different dimensions of challenge, be it self-preservation, or directional awareness, or what have you.

That’s just one example of how modern games hold the player’s hand way too much. If you listen to the developer commentary in HL2 Episode 1 and the Orange Box, you’ll discover that they tweaked their maps to accommodate players who couldn’t or wouldn’t pay attention to their environment. This boiled down to looking up, or deducing that they were endlessly walking in a circle for 10 minutes. Around the turn of the century, video gaming got some much needed good publicity when studies reported that games helped hone spatial awareness and coordination. Can we seriously expect games to keep honing our real-life skills when developers are doing their best to remove the need to use them? Looking up is not “hard mode” for Pete’s sake! Doom 3 might have been repetitive and even a little predictable in the way its monsters popped out of every other wall, but at least it taught its players the valuable lesson: "Just because you're looking forward doesn't mean the monsters will conveniently appear at eye level."

In a way, I think a lot of mainstream game development is being held hostage by the notion that games have to be art. Roger Ebert got gamers’ panties in a twist when he said that games cannot be art, and the industry started trying their darndest to prove him wrong, often at the cost of game play. I think a lot of games were designed to be “experienced” rather than “beaten,” which is to say their primary focus is just to entertain the player for 6-8 hours, rather than present challenges that the player derives pleasure from overcoming. That brings us back to my favorite quote in the world: “It’s fun to have fun, but you have to know how.” Modern games, I contend, are not designed for gamers who can walk up to a challenge and have fun conquering it; they are designed for a mainstream audience, not gamers per se, who (the developers believe) can’t have fun on their own. Well, maybe they'll never even learn how, if developers keep it up.

The perfect hardcore game, in my opinion, is a sandbox with a goal in the middle. It’s also hard; not Nintendo-hard, but it’s a challenge that may require multiple attempts or a lot of problem solving. The worst possible game is a straight, narrow, corridor of game play, with the goal at the end, and which is consumed and subsequently discarded in 2-3 hours. STALKER and System Shock 2 stand defiantly close to the "sandbox" ideal, brutally slaying newbies yet gradually rewarding them as they master various skills; and I have a hunch that HL2:E3 and HL3 are wavering somewhere in the middle, not yet sure in which direction to fall. Modern mainstream games are not necessarily bad, but they are inching further and further toward the "narrow corridor," as developers try to handhold players for the best “experience” rather than the best game.

Editor's note: I'm glad to feature our first community column here on the blog. If you want your article to appear on the blog, feel free to either submit it to nog((at))deadworkers.com or post it at the forums! As always, feel free to comment here, or take it to the forums for more in depth conversation!
Jess, AKA EsBe

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Raising two kids of my own, one eight and the other three, has given me the chance to see first-hand how games can effect children. There was the first proud moment when my son asked to play my DS, and later when my daughter asked to play "Pweggle" on my iPhone. It was scary the first time; she had the tendency to throw things when upset, and the idea of seeing my iPhone fly across the room was a bit horrifying. Nonetheless, she wanted to play a game, and as a good father I feel I must foster the same love I have for games in my children.

Watching them play these games has changed my opinion on games as a whole. Games have become teaching tools, and it's hard to limit the use of them when I see how much they help my kids. For example, my son is being tested for the gifted reading class in second grade. I fully believe his love of reading came about from the need to understand the gibberish on the screen telling him how to play games. Now that gibberish is just more words in his vocabulary.

My daughter is learning in the same manner. She has developed coordination that is unbelievable for age, and in addition I believe she is learning troubleshooting skills based on how well she plays the Legos brand games. She's better than me at them now. It's can be scary.

Those are just a couple examples of the things I've witnessed my kids learning, and I'm sure there are many more examples. For instance, there is an article about a school using video games as a teaching tool over at Popsci.

So this leads us to a few questions:

  • When is it okay for kids to start gaming?

  • How much should they be allowed to game?

  • What are the pros and cons of children gaming?


As always, feel free to comment here or take it to the forums for more in depth discussion!
Brent Copeland

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Ask ten different people what they think a gamer is, and you'll likely get ten different answers. For many, the term is a point of pride. For others, it's a term of derision. Is it possible to coin an objective definition for the word, "gamer?"

Let's get the pat definition out of the way.
gam·er
n.
One who plays a game.

While technically true, that definition ignores the subtleties in the word. It's still a useful starting point; I think we can all agree that a gamer necessarily plays a game. Beyond that is where things start getting fuzzy.

Amongst the gaming community, gamer is used as an exclusionary term denoting pride and a sense of belonging. When one gamer represents him or herself to another as being a gamer, the term connotes a set of specific criteria. Usually, the game type in question is assumed. Someone self-identifying as a gamer at a LAN party would be assumed to be a video gamer, while the same self-identification in a board game shop would be interpreted differently. Beyond that basic information, the term gamer gives some insight into a person's identity. By describing oneself as a gamer, one tells others that gaming is a significant part of his or her life.

That's how we come to the exclusionary bit. My sister is not a gamer. That doesn't mean that she never plays games; she's actually quite  taken with Diner Dash, and I've roped her into a game of Settlers of Catan now and then. It means that gaming is not a significant part of her character. Not only would she not describe herself as a gamer, but even someone who saw her play games would be hard pressed to do so. Especially when contrasted with me, a self described gamer, it becomes abundantly clear she is not a part of the gamer clique.

Here is where the trouble starts. Whenever a group forms, members start to codify what being part of that group entails. Whether the group forms around a religion, an ideal or an activity, eventually someone will try to say that another person can't be a part of the group because they've transgressed some unwritten rule.

I know I'm being overly vague. Let's get specific; Right this very second, someone on the Intertubes is accusing another person of not being a real gamer. Gasp! The horror! Maybe the offending person admitted to pirating games. Maybe they said that they don't like Valve, no matter what all the fanboys say. Maybe they even said something unforgiveable, like... "Bobby Kotick isn't such a bad guy after all!" Another gasp!


Every gamer has a different set of criteria used to define what the term means. Many go far beyond the basic definition, incorporating a set of values, deference or antagonism to certain brands, genre tastes, and on and on. Often, arguments arise when people use the same word but assume different definitions for said word, and the purely subjective nature of gamer is a prime example of that. Most people assume they know what a gamer is, while the person they're talking with may think it's something vastly different.


So, let's get to questioning those assumptions! What's your definition for the word gamer? Do you have any criteria that you consider when deciding whether another person is a gamer? Do you think an objective definition would be possible? What would that definition be?

Feel free to comment here, or take it to the forums for more in depth conversation!



Spencer Williams

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Maybe you've heard that the Dead Workers Party is starting a new podcast called Nation of Gamers. It's all about games and gaming, but unlike most gaming related shows the focus won't be on the hosts; it'll be on you, the listeners. Every week we'll have a different topic or series of topics, and we'll solicit input from you both before and during recording.

Part of that will be this blog. Once or twice a week, there will be a post here designed to get the discussion started. We'll talk about individual games, but we'll also discuss wider issues in our hobby. From the business of making games to how games affect your life, we'll discuss it all.

Keeping with the community spirit, eventually we'll want blog posts from you. Have a topic that you'd like to discuss in detail? This is the place to get things started. Start thinking about it now, because we'll have some submission guidelines in place soon.

As always, let us know what you think! Have an idea for the blog or the show? Feel free to share! NoG is your show just as much as its ours, so make yourself at home!

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