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One couple, two perspectives, tons of geekery



Showing posts with label video games. Show all posts
Showing posts with label video games. Show all posts

Monday, May 2, 2011

Censorship in Gaming: Where do you draw the line?

Where do you draw the line?


With video games being such a prominent form of entertainment these days, games are delving into numerous genres and themes. Some of these more tame than others. Certainly, we are all aware of the multitude of outrage over games like Grand Theft Auto and Rule of Rose. Are there any merits to these complaints and where exactly do we draw the line in fantasy? The Princess and the Warlock discuss…

The Princess:
I completely understand where the concern comes from. Humanity is affected by their environment and vice versa. As a society, we are always changing and what was considered acceptable/unacceptable behavior likewise has changed throughout history. Over three hundred years ago, women had minimal rights. This was a societal norm. Now, women hold the same rights as men. Ideas and attitude changed over time. With exposure to ideas, opinions can change over time. It is therefore understandable that some people may be concerned about exposure to violent and graphic video games helping to contribute to a global desensitization to these destructive aspects. However, I think the important thing that these groups forget is that we have audience ratings for a reason. And these rating systems, I highly support. They provide buyers with instant information about the games content. We can get an idea of how mature and graphic the game will be based on these ratings. The problem is not with the media itself, but with buyers not paying attention to these ratings. In particular, parents. The majority of public outcries come from angry parents, but these parents fail to realize that it is not the media’s job to raise their children. That responsibility lies solely with the parents. Parents need to pay attention to what they are purchasing for their children. They need to be active in their children’s lives and be aware of what type of media their children are absorbing.  When it comes to exposure to extreme violence in fantasy settings such as video games, I disagree with restricting content via censorship. Game makers should have the freedom to tell whatever story they want to tell, just as authors should be allowed to write whatever they desire (though I am starting to think that children’s fiction is in need of a ratings system these days). It is fantasy. It is make believe. If you are upset by the content, then do not buy the game. Granted, many games are in bad taste when it comes to these themes and I may not play them, but I do not feel that they truly do any harm. Violence and violation conducted in a video game does not hurt real people. It only affects a fake, pixelated image. The bottom line is that we, as individuals, chose how we ultimately behave in real life. It is our job to distinguish between fantasy and reality. If we are unable to do so, then there are deeper issues going on that are not the direct result of a video game. 

The Warlock:
I think people need to get over it.  Video games are not just for children anymore.  They may have been for children when they came out, but they have grown up along with all the kids who played them.  (Although there were adult Atari games back then too). At this point video games have longer scripts and scenes than many movies and people are always looking for the next game or type of game.  It was inevitable that “more mature” games would come along, and honestly if they are being played by an adult it’s no different than watching an R rated movie.   If we are going to scrutinize sex and violence in society that is one thing, but focusing on video games while excluding movies, TV, books, and even the newspapers is just picking on the newest entertainment medium.
I’m totally against censorship in video games but fully support the rating system.  Clearly many games are inappropriate for certain age groups, but Gamestop has stopped my students from buying games they were too young for, and I’ve seen them stop other minors.  And honestly it was stuff I wouldn’t have even thought they needed to be carded for, like Halo, which is so common placed and omnipresent in video games I had glossed over the fact that it is violent.  But the point is, the rating system does catch it, and if they don’t then parents/caregivers should be at least checking all the games there kids play anyway.  My parents did, and I was kicking myself forever after showing initiative and inviting my dad to play Street Fighter II in the arcade, and then being told “Boy you really messed up you know? I was thinking of getting it for you for Christmas, but it’s way too violent”.  (I just had to use Blanka and bite his face….I couldn’t have stuck with Guile like I always did, anyway…)  Though I felt worse for my brother losing GTA: Vice City until he was older.  I think we both turned out fine, even given the stuff we were allowed.   

Thursday, March 17, 2011

Character Integrity vs Compromise

So you’ve written up a 3 page background for your character. You’ve researched the specific form of anemia they have. You’ve drawn up a whole family tree. You’ve filled out ton of those character Q&A surveys. You know what they wear, how they speak and what makes them tick. You know who this character is. You have become connected to who they are.  The problem? The GM has something else in mind…

We all have our own distinct and varied sensibilities and aesthetics. And when we create characters, we are tapping into that inner well of inspiration to form something we really want to express. It’s only natural that at some point, your ideas are going to come into conflict with a GM.  So here you are with all the research and character development you’ve painstakingly gone through and the GM wants to make changes that you feel are essential to your character. What do you do?

To avoid this unpleasant situation, the first step, even before you make your character, is to talk with your GM and to find out exactly what genre they will be portraying in the game. Many times character concepts conflict with the setting of the game. It can be frustrating to GM and player alike to learn you are playing completely different games. Always make sure to sit down with your GM and find out what the theme and setting is and also what their expectation of the game is. This may greatly help you figure out what type of character will fit.

Okay, you did that and went ahead and created your character, but now there are all these changes the GM wants to make. Changes you feel go against the nature of the character you created. What now?

Don’t be afraid to start an open dialogue. As a GM, it’s usually a primary importance to make sure their players are having a good time (Or at least it certainly should be).  Take that first step to explain your concerns. Usually a good conversation can resolve any worries and both parties can come to a suitable compromise.

But what if it doesn’t? What if they seem to understand, but when you go to play you realize that your GM hasn’t actually taken in anything that you’ve said? Or worse, what if they feel the changes are essential for the character to be in the game?

In the instance where the GM still doesn’t seem to get it, it’s time for another round of discussions. Try to sit down with the GM and reiterate your concerns in a calm and polite manner. At this point be sure to go into a more lengthy discussion about your character’s ideology and details of the concept. You can even try to find close archetypes in popular media that you think your GM might be familiar with to illustrate your point (ie – “Hey Bob, I’m a little concerned because it seems to me that you are viewing this character as more of a Starbuck type character, when actually I feel she’s a bit more of a Wash but with the upbringing and background of Simon”). Break down each change they want to make and explain why it doesn’t work with your concept. But be sure to listen and be receptive to their ideas as well. Perhaps that Aunt Julie that you strongly feel shouldn’t be present has been placed there for an important plot point the GM wants to involve you in. Or maybe they don’t agree with a rationalization for a skill or talent your character has. Whatever the specific conflicts are, try to talk it out and be receptive.

If it doesn’t work out, then you might have to make a different concept. Sure, it’s not ideal, but sometimes it’s necessary. It’s difficult when we put so much effort into the creation process, but at the end of the day if it becomes clear that you are not on the same page, it might just be best to start from scratch (this time working very closely with the GM). In this way, it might be better (and less stressful) to play a concept you can both agree on rather than force yourself to play a character you are not satisfied with.

After exhausting all the options and finding you just don’t see eye to eye on your character and you don’t want to go through the process of making another one, then you may wish to consider dropping out of the game. There’s nothing wrong with this. Gaming is a hobby that should be about having fun. If you aren’t enjoying yourself there’s no point in forcing yourself to do it. Maybe the setting isn’t right for you. Or maybe you and the GM just have a different style of gaming. Just be sure to understand what your expectations are and what type of experience you are looking to get out of the game. If you don’t feel you are going to get that, it’s okay to step down and look for it elsewhere.

Monday, August 30, 2010

Video Game Review: Limbo

This isn't quite what little Billy had in mind when he said he wanted to hang out with his friends.


Limbo is a new game developed by Playdead Studios available on Xbox Live. It is a puzzle based game featuring a surreal, monochromatic setting in which you play a young boy searching for his little sister across a ghastly, ever-changing landscape. The game was released on July 21st, 2010.

The Princess’s Take:

The Warlock heard about this from Game Informer. Between the haunting description of the game and the critical praise it received, I was instantly intrigued. We checked it out and I have to say – it did not disappoint.

The gameplay is very simple, with only two main commands (jump and walk/run) and the option to push and pull various objects. Despite having such a limited range of options, it is amazing how many clever puzzles are presented. One of the things I loved about these puzzles was I found their challenge level optimal – not too easy to the point of you getting bored but also not too difficult that you are pulling your hair out. It’s challenging, but in no way impossible.

One of the great things the developers did with this game was to not have background music, but instead focus on atmospheric sounds. This effect works wonders to create truly eerie experience to an already creepy game. You can hear the boy’s feet crunching against the grass; hear the cracking of glass and the currents of electricity passing through power lines. It was an effective technique to draw players into the setting.

As for the visuals, the black on white silhouette style makes it look like you are watching some kind of horrific shadow puppet show. It’s another element that helps create a complete thematic of the macabre. The interaction with the environment is the main part of puzzle solving in this game, and the developers did a terrific job at doing just enough details to foreground without compromising the simplistic allure of the game.

This is a pretty quick game to play. It took me and The Warlock roughly six or seven hours to get through. For some, it might seem too short for the price tag ($10 USD), but I like playing quicker games and I think the price is well worth what you get in return.

Overall, this game hit all the marks for me. It’s pretty much got exactly what I want out of a game and has such a captivating stylized format that I think many gamers will find this an enjoyable play.

5 out of 5 stars



The Warlock’s Take:

Besides being a simple well put together game this is a great hook to pull in someone who plays video games more casually, or doesn’t want to watch you play Modern Warfare or WoW. While it’s single player it’s still fun to figure out puzzles with a partner, and the creepy setting can set up a nice horror movie effect, complete with sudden deaths, and squeals. Just the thing to set the right mood.

The simplicity of the controls makes it great for handing off as well, and the game can engage both experienced and new gamers.

I won’t get into the great visuals and audio as The Princess already hit on them, but it is amazing what they did with a minimalist game in a world currently ruled by hyper-realism.

For the down side: The replayablity of the game is limited, with the exception of running around to get all the achievements, once you’ve figured out all the puzzles that’s pretty much it, and the game is fairly short. But it’s a downloadable game and 10 bucks and your already getting everything else we mentioned out of it. It can be a fun thing to throw on for a guest, and can even lead to some philosophical debates and conversations, not bad for a download.

4.5 out of 5 stars
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