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<?xml-stylesheet type="text/xsl" media="screen" href="/~d/styles/rss2full.xsl"?><?xml-stylesheet type="text/css" media="screen" href="http://feeds.feedburner.com/~d/styles/itemcontent.css"?><rss xmlns:atom="http://www.w3.org/2005/Atom" xmlns:openSearch="http://a9.com/-/spec/opensearch/1.1/" xmlns:georss="http://www.georss.org/georss" xmlns:gd="http://schemas.google.com/g/2005" xmlns:thr="http://purl.org/syndication/thread/1.0" version="2.0"><channel><atom:id>tag:blogger.com,1999:blog-8272238864974528698</atom:id><lastBuildDate>Thu, 16 Feb 2012 09:20:19 +0000</lastBuildDate><title>GRADUATE SCHOOL GAMER</title><description>Welcome to GSG.  You have just entered the hub of an enrolled graduate student whose enthusiasm for video games and game discussion has erected the creation of this website to discuss and investigate video game narrative, design, art, and response.</description><link>http://graduateschoolgamer.blogspot.com/</link><managingEditor>noreply@blogger.com (Graduate School Gamer)</managingEditor><generator>Blogger</generator><openSearch:totalResults>42</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="self" type="application/rss+xml" href="http://feeds.feedburner.com/GraduateSchoolGamer" /><feedburner:info xmlns:feedburner="http://rssnamespace.org/feedburner/ext/1.0" uri="graduateschoolgamer" /><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="hub" href="http://pubsubhubbub.appspot.com/" /><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8272238864974528698.post-1793755154773309645</guid><pubDate>Wed, 31 Dec 2008 01:37:00 +0000</pubDate><atom:updated>2009-01-02T01:40:39.455-08:00</atom:updated><title>JUMP TO WORDPRESS</title><description>You can now find me at &lt;a href="http://www.graduateschoolgamer.com/"&gt;http://www.graduateschoolgamer.com&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8272238864974528698-1793755154773309645?l=graduateschoolgamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://graduateschoolgamer.blogspot.com/2008/12/jump-to-wordpress.html</link><author>noreply@blogger.com (Graduate School Gamer)</author><thr:total>2</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8272238864974528698.post-3717399786726741655</guid><pubDate>Thu, 25 Dec 2008 01:11:00 +0000</pubDate><atom:updated>2008-12-24T17:21:28.910-08:00</atom:updated><title>GSG 2009 - Changes</title><description>Greetings loyal readers.  As the winter solstice approaches and the new year is just around the corner, I find it necessary to make some changes.  GSG has been an extremely helpful blog in not only assisting my interest in videogames but also bringing the existing community of fellow game enthusiasts to my attention.&lt;br /&gt;&lt;br /&gt;I started out GSG to provide an outlet for my thoughts about gaming and game design.  In the five months of this site's conception it has given me a great excuse to explore scholarly interests in a variety of games.  But I believe I have yet to reach the potential of my investigations.  So, why not improve this little blog with my participation from my readers?&lt;br /&gt;&lt;br /&gt;As 2009 begins I want to experiment with a new blog format.  Instead of having me stretch the month with blog posts about various games, I propose to choose one game every month and attempt to take its critical analysis to the limit.  I will look into the theorical, communal, aesthetical, interactive, and economical aspects of said game and try to bring to light the more subconcious and nuianced elements to the surface.&lt;br /&gt;&lt;br /&gt;So please, comment on this post with a list of games that you would like me to investigate upon and by the end of this month. I will choose one that I can play, analyze, and discuss with you.  Thanks and have a great holiday season.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8272238864974528698-3717399786726741655?l=graduateschoolgamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://graduateschoolgamer.blogspot.com/2008/12/gsg-2009-changes.html</link><author>noreply@blogger.com (Graduate School Gamer)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8272238864974528698.post-2351561466820983679</guid><pubDate>Sat, 20 Dec 2008 19:24:00 +0000</pubDate><atom:updated>2008-12-20T18:19:53.747-08:00</atom:updated><title>Orientalism, Occidentalism, and Umbrella Corp</title><description>&lt;span style="font-family:arial;"&gt;I have been watching footage of &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Resident Evil 5&lt;/span&gt;&lt;span style="font-family:arial;"&gt; recently since the mass media blowout of the game.  Having loved the previous iteration in the series, along with so many others, I look forward with both anticipation for the next title in the series and disappointment towards what little has seemingly change.  Being unable to play the demo, as of yet, this article is merely speculation from my experiences with &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Resident Evil 1-4&lt;/span&gt;&lt;span style="font-family:arial;"&gt; and what I have seen so far of &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Resident Evil 5&lt;/span&gt;&lt;span style="font-family:arial;"&gt;.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a style="font-family: arial;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_Q-AQ_BSaW6E/SU1JpbueQZI/AAAAAAAAAUg/N93FV8kv6Fk/s1600-h/nw_blog_levelup_976x63.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 492px; height: 32px;" src="http://3.bp.blogspot.com/_Q-AQ_BSaW6E/SU1JpbueQZI/AAAAAAAAAUg/N93FV8kv6Fk/s400/nw_blog_levelup_976x63.jpg" alt="" id="BLOGGER_PHOTO_ID_5281958914141602194" border="0" /&gt;&lt;/a&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;&lt;br /&gt;RE5&lt;/span&gt;&lt;span style="font-family:arial;"&gt; has become the centerpiece over the racism in games.  N’Gai Croal wrote a very revealing article that was both acclaimed and lambasted by gamers, a typical response.  One remark that does stick out to me is his comment, “There [African zombies] of being, in sort of post-modern parlance, they’re sort of ‘othered.’” I believe that he completely misses the mark on the issue of the Other and the deeper connotation within depictions of the Negro.  The imagery in &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;RE5&lt;/span&gt;&lt;span style="font-family:arial;"&gt; isn’t purely about racism.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;If you look at &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;RE4&lt;/span&gt;&lt;span style="font-family:arial;"&gt; the Spanish zombies are visually European horrors figures.  It is the representation of the disfigured, unkempt, isolated European.  N’Gai is on the mark when he states, “It’s a very strange thing, and it taps into sort of this very racist iconography.” But if you look at the environments, the deserted and failed industrialization in &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;RE5&lt;/span&gt;&lt;span style="font-family:arial;"&gt; and the desolate villages of &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;RE4&lt;/span&gt;&lt;span style="font-family:arial;"&gt;, these are representations of post-colonialism.  We see the failure of modernization from the failure of post-colonization.  The issue of the Other in this context isn’t about race. It’s about Orientalism and the effects of post-colonizations.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a style="font-family: arial;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_Q-AQ_BSaW6E/SU1JG-39XxI/AAAAAAAAAUY/-jNp7hnX1Zs/s1600-h/said600span.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 184px; height: 165px;" src="http://4.bp.blogspot.com/_Q-AQ_BSaW6E/SU1JG-39XxI/AAAAAAAAAUY/-jNp7hnX1Zs/s400/said600span.jpg" alt="" id="BLOGGER_PHOTO_ID_5281958322281209618" border="0" /&gt;&lt;/a&gt;&lt;span style="font-family:arial;"&gt;When I am talking about Orientalism, it is in reference to Edward Said’s definition of the term.  It is the view of the West in defining themselves oppositional to the Other: the East, the Middle East, Africa, South America, and so forth. But I must emphasize that Orientalism is not the study of prejudices and misrepresentations, it is the study of discourse.  When we see the imagery of the Negro savage we &lt;span style="font-style: italic;"&gt;should&lt;/span&gt; be taken aback.  We &lt;span style="font-style: italic;"&gt;should&lt;/span&gt; be offended.  We &lt;span style="font-style: italic;"&gt;should&lt;/span&gt; question the validity on how this imagery is presented.  But what N’Gai does not take into account is that this game comes from the East, albeit a sort of Western Japan.  But from this origin, the depictions of post-colonialism in &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;RE5&lt;/span&gt;&lt;span style="font-family:arial;"&gt; become even more fascination to look at.  Perhaps this is not inclusively an issue of Orientalism but an issue of Occidentalism.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;It is a view of the Other in how it views the West.  Which is unsurprising, as Occidentalism has become a prominent concern in 20th century Eastern culture.  This completely makes sense in regards to the &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Resident Evil&lt;/span&gt;&lt;span style="font-family:arial;"&gt; series.  Looking back at the first game the stereotypes, the bad dialog, and even the Spanish zombies reveal a view of the West as an Other.  If we take this path of thought, it makes complete sense that &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;RE5&lt;/span&gt;&lt;span style="font-family:arial;"&gt; is a representation of Japan’s view of the West’s view of the Negro.  What is interesting is whether this view has eclipsed and become the dominant view of the Other because of it.  What is terrifying is how accepting this view has been for gamers, which was the original contention of N’Gai Croal.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;Looking at &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;RE5&lt;/span&gt;&lt;span style="font-family:arial;"&gt; is almost becomes the perfect depiction of Western’s terror towards the effects of colonization.  Here is clean-cut, white alpha male Chris Redfield going into an environment where the Other is a zombie which is a result of Western intrusion.  It is uncontainable, it is violent, and it is a burden by the fault of foreign hands.  Isn’t it interesting that Sheva, his partner, is the focus of &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;RE5&lt;/span&gt;&lt;span style="font-family:arial;"&gt; and her origins to the events of the game?  Is she a globalized citizen educated abroad?  Has she disassociated from realities of the continent? Will she be a three-dimensional female character?  These are questions that make me antsy to see how the issues that I previously raised will pan out in the game.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a style="font-family: arial;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_Q-AQ_BSaW6E/SU1KCOJcivI/AAAAAAAAAUo/5DMfi_F4kGk/s1600-h/Picture+1.png"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 213px;" src="http://4.bp.blogspot.com/_Q-AQ_BSaW6E/SU1KCOJcivI/AAAAAAAAAUo/5DMfi_F4kGk/s400/Picture+1.png" alt="" id="BLOGGER_PHOTO_ID_5281959339993369330" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;Wouldn’t it be wonderful if &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;RE5&lt;/span&gt;&lt;span style="font-family:arial;"&gt; was not merely a commentary towards racism or post-colonialism, but rather a discourse on globalism?  It is interesting to see the series turn its focus abroad—zombies infections are pandemic not epidemic, of course.  In three months time we will see how the game turns out. Regardless of the Metacritic score I’m sure there will be an ample amount of worthwhile material to investigate and chew on.  And I haven’t even got into the kind of discourse that will grow out from the game’s multiplayer.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8272238864974528698-2351561466820983679?l=graduateschoolgamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://graduateschoolgamer.blogspot.com/2008/12/orientalism-occidentalism-and-umbrella.html</link><author>noreply@blogger.com (Graduate School Gamer)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/_Q-AQ_BSaW6E/SU1JpbueQZI/AAAAAAAAAUg/N93FV8kv6Fk/s72-c/nw_blog_levelup_976x63.jpg" height="72" width="72" /><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8272238864974528698.post-1978214640279404004</guid><pubDate>Fri, 19 Dec 2008 01:32:00 +0000</pubDate><atom:updated>2008-12-18T18:36:51.643-08:00</atom:updated><title>Game Narrative - More lucid, less linear</title><description>&lt;span style="font-family:arial;"&gt;I truly believe that the videogame medium has reached a point of maturity.  In fact, it has matured extremely quickly comparatively if we look at other forms of media. But clearly, the narrative form in the realm of the gaming space has a long journey ahead of itself to gain the same sort of poignancy, emotional weight, political stance, or respectability with other form&lt;/span&gt;&lt;span style="font-family:arial;"&gt;s of narrative media.  I do not care what you say, the majority of the time if I want a good story from the game I will read a book.  We invest a larger percentage in our experience with a game rather than trying to take away a thematic message. The concern with the player is moreso the input rather than the output towards the game. Of course, as I have posted previously there are various experimental games that do blur the line between these two authoric intensions and there are always exceptions to the claim.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_Q-AQ_BSaW6E/SUsETvoZIeI/AAAAAAAAATw/vz_ApmaxVKM/s1600-h/waking_life.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 267px; height: 116px;" src="http://1.bp.blogspot.com/_Q-AQ_BSaW6E/SUsETvoZIeI/AAAAAAAAATw/vz_ApmaxVKM/s400/waking_life.jpg" alt="" id="BLOGGER_PHOTO_ID_5281319725271949794" border="0" /&gt;&lt;/a&gt;&lt;span style="font-family:arial;"&gt;B&lt;/span&gt;&lt;span style="font-family:arial;"&gt;ut, even though I do not believe that videogames have reached a point of prominence in linear narrative de&lt;/span&gt;&lt;span style="font-family:arial;"&gt;sign I wonder why the opposite approach has not been done instead.  I am not referring to the kind of open world, choose your own adventure foray.  But rather a more restrictive, &lt;/span&gt;&lt;span style="font-family:arial;"&gt;autuer-esk apporach of revealing a story--if any.  Given a game's set-piece, episodic nature of its design &lt;/span&gt;&lt;span style="font-family:arial;"&gt; believe a more experimental design &lt;/span&gt;&lt;span style="font-family:arial;"&gt;towards narrative structuring has immense potential in the game space. Why not offer a more "playful" and cerebral experience &lt;/span&gt;&lt;span style="font-family:arial;"&gt;rather than forcing plot points and emotional benchmarks?&lt;/span&gt;&lt;span style="font-family:arial;"&gt;  I have discussed my appreciation of non-narrative games in the past and I have no doubt touched upon the difficulties of the narrative, in general, for games.   But this is the first time I have discussed narrative experimentation.  Where is my French New-Wave Godard, Lynch labyrinths, Van Sant fragmentations, or Linklater stream of conciousness?&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family:arial;"&gt;Last year's &lt;span style="font-style: italic;"&gt;Odin Sphere&lt;/span&gt; has a particularly unique narrative design that I wish more games would take advantage of.  The game had an array of passages integrated into a story book &lt;/span&gt;&lt;span style="font-family:arial;"&gt;structure where the player would take the role of multiple characters in numerous but an overarcing storyline.  &lt;span style="font-style: italic;"&gt;Way of the Samurai&lt;/span&gt; was another &lt;/span&gt;&lt;span style="font-family:arial;"&gt;game that required multiple playthroughs with various endings (seven if I remember) each &lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_Q-AQ_BSaW6E/SUsEtMKDVgI/AAAAAAAAAT4/n1C0HbnPNB8/s1600-h/Majoras+Mask.jpg"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 280px; height: 126px;" src="http://1.bp.blogspot.com/_Q-AQ_BSaW6E/SUsEtMKDVgI/AAAAAAAAAT4/n1C0HbnPNB8/s400/Majoras+Mask.jpg" alt="" id="BLOGGER_PHOTO_ID_5281320162426050050" border="0" /&gt;&lt;/a&gt;&lt;span style="font-family:arial;"&gt;unique depending on the faction you chose and who &lt;/span&gt;&lt;span style="font-family:arial;"&gt;you allowed to live.  The black sheep of &lt;/span&gt;&lt;span style="font-family:arial;"&gt;Zelda games, &lt;span style="font-style: italic;"&gt;Majora's Mask&lt;/span&gt;, is one of the most uniq&lt;/span&gt;&lt;span style="font-family:arial;"&gt;ue, enthralling and experiemental games in the series&lt;/span&gt;&lt;span style="font-family:arial;"&gt; from it's &lt;/span&gt;&lt;span style="font-family:arial;"&gt;assumption that the player knows the ropes of the game mechanics to the time-limit sensitive narrative.  It may be telling that both these games are Japanese titles and both of them are moderately successful comparatively to the normal blockbuster.&lt;/span&gt;&lt;span style="font-family:arial;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_Q-AQ_BSaW6E/SUsGk4W67FI/AAAAAAAAAUQ/L02YxNxo4oU/s1600-h/files51lsaydhrsl.-ss500-.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 202px; height: 307px;" src="http://3.bp.blogspot.com/_Q-AQ_BSaW6E/SUsGk4W67FI/AAAAAAAAAUQ/L02YxNxo4oU/s400/files51lsaydhrsl.-ss500-.jpg" alt="" id="BLOGGER_PHOTO_ID_5281322218695617618" border="0" /&gt;&lt;/a&gt;&lt;span style="font-family:arial;"&gt;But as the gaming industry continues to grow into an oligopoly of studios, I hope that smaller development houses will fracture off and create more experimental narratives in games.  Or at least, a sub-studio within a developer will have the balls to take the risk along with a business model to be wise enough to develop and market the game.  The problem is that non-linear narrative itse&lt;/span&gt;&lt;span style="font-family:arial;"&gt;lf is a risk, a gamble to the mass audience.  Games are already confusing enough as players attempt to learn the controls and the mechanics of the gameplay.  It makes sense that one would believe that streamlining a narrative to create a sense of cohesiveness and attachment to the game is necessary.&lt;/span&gt;  &lt;span style="font-family:arial;"&gt;But like any narrative or media, these are just excuses to not take risks and attempt something different.  Which is a problem with our gaming industry in general. &lt;/span&gt;&lt;span style="font-family:arial;"&gt; A risk is not successful unless it is either a Metacritic success or a sales success.  I will not go into the problems with reviews and the response toward them because I am sure they have been discussed elsewhere ad nauseum.  It is a mindset that had been criticized upon for years if not decades.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family:arial;"&gt;I did not come here to talk about the specificialities of risk.  I came to talk about experimentation.&lt;/span&gt;  &lt;span style="font-family:arial;"&gt;And we need more experimentation, not only in design but also narrative.  And what better way to open up new ideas for game design than not experimental narratives?  They say to always take baby steps and the game industry has.  Whether is it the occasional intextual game interface in the Metal Gear Series, the dream sequences in Max Payne or even the fear of death in Dreamfall. Experimentation is a good thing and we need create a community where developers are allowed to make mistakes and still survive in the business. We need to stop thinking of ourselves as consumers and embrace ourselves as enthusiasts.   &lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8272238864974528698-1978214640279404004?l=graduateschoolgamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://graduateschoolgamer.blogspot.com/2008/12/game-narrative-more-lucid-less-linear.html</link><author>noreply@blogger.com (Graduate School Gamer)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/_Q-AQ_BSaW6E/SUsETvoZIeI/AAAAAAAAATw/vz_ApmaxVKM/s72-c/waking_life.jpg" height="72" width="72" /><thr:total>2</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8272238864974528698.post-2305059025019570179</guid><pubDate>Tue, 16 Dec 2008 18:50:00 +0000</pubDate><atom:updated>2008-12-16T11:59:52.908-08:00</atom:updated><title>Dude looks like a lady - Adventures of a female avatar</title><description>&lt;span style="font-family:arial;"&gt;With the recent release of the Playstation Home beta--a release I believe was too soon--I decided to test the waters.  I created the typical avatar that resembled my likeness and proceeded to walk around and just load all the areas in the service.  Of course, there was dancing, a few people playing games, the awful &lt;/span&gt;&lt;span style="font-style: italic;font-family:arial;" &gt;Twilight &lt;/span&gt;&lt;span style="font-family:arial;"&gt;trailer and music video, and some chatting going around.  A was pretty boring experience in Home which has yet to implement enough content to keep my interest. So I figured to try a gender-bending gamble and create a female avatar.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a style="" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_Q-AQ_BSaW6E/SUgDOwFhO_I/AAAAAAAAATY/8yz4OannXEI/s1600-h/100_3958.JPG"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 142px; height: 189px;" src="http://3.bp.blogspot.com/_Q-AQ_BSaW6E/SUgDOwFhO_I/AAAAAAAAATY/8yz4OannXEI/s400/100_3958.JPG" alt="" id="BLOGGER_PHOTO_ID_5280474115053009906" border="0" /&gt;&lt;/a&gt;&lt;span style="font-family:arial;"&gt;I decided to go with a fairly attractive female avatar.  Give her some gloves for attitude and maybe some earphones.  There isn't much you can do in &lt;/span&gt;&lt;span style="font-family:arial;"&gt;the clothing and accessories department in Home right now. So I finished making my girl and went out on the town for a stroll.  Already I see her move her hips as she walks.  Nice play Sony, I look pretty sexy.  Immediately the experience seems quite different. It is not a stretch to claim that Home is pretty much a sausagefest.  There are a couple girl avatars but it is predominantly made up of guys and a few creative avatar characters here and there.  I clearly stick out like a thumb and I get the strange feeling that I am being watched all the time.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;As I pass people I realize how much I stand out as a girl in the game space and wonder if people &lt;/span&gt;&lt;span style="font-family:arial;"&gt;are following me or the conversation pop-ups that appear are directed at me.  It is extremely revealing and oppressive that privacy begins to dissolve and suddenly I become the center of attention.  I quickly run toward a group of girls that are dancing as if it were an oasis.  They dutifully ignore me.  Girls, just as guys, are as afraid of creating online relationships.  There is no reason to believe that just because I am the same sex automatically makes us friends.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_Q-AQ_BSaW6E/SUgE73hcNRI/AAAAAAAAATo/J4b3LjPbTQs/s1600-h/home-second-life-2.jpg"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 264px; height: 148px;" src="http://2.bp.blogspot.com/_Q-AQ_BSaW6E/SUgE73hcNRI/AAAAAAAAATo/J4b3LjPbTQs/s400/home-second-life-2.jpg" alt="" id="BLOGGER_PHOTO_ID_5280475989654910226" border="0" /&gt;&lt;/a&gt;&lt;span style="font-family:arial;"&gt;I decide to go to the bowling alley.  I have had the nudging impression that I am the center of &lt;/span&gt;&lt;span style="font-family:arial;"&gt;attention so I decide to embrace it.  I sit down on the floor in front of a television in the game space that is playing a video loop of Playstation games and peripherals.  A male avatar decides to sit down next to me.  Is he hitting on me?  Suddenly, a small group begins to for around me. Someone greets, "What's up niggers?" I reply, "Racism." He quickly leaves.&lt;/span&gt;  &lt;span style="font-family:arial;"&gt;It comes to attention of my male companion that I am ignoring him. He gets up and begins to dance with thrusts as his virtual crotch rams into my virtual face.  I appear to be giving him a blow job.  Quickly, I perform a thumbs down with my avatar and leave. I assume the guy feels bad as he begins to follow me.  Seriously? He just raped me in the face and now he wants to be friends.  I am immediately reminded of President Laura Roslin from the show &lt;/span&gt;&lt;span style="font-style: italic;font-family:arial;" &gt;Battlestar Galactica&lt;/span&gt;&lt;span style="font-family:arial;"&gt;.  Errands force me to leave so I turn off my console.&lt;br /&gt;&lt;br /&gt;Later that day I finally get a minute to turn on my PS3.  What do you know, I friend request from my male abuser.  I do a quick search of the screen name on Google and I learn that kid is in high school.  Do I continue our doomed relationship and string him along? No. I actually have a heart and more important things to do with my time.  Request rejected.  Come back for my next blog post as I see how a more "homely" female avatar lives in this &lt;span style="font-weight: bold;"&gt;Second Life&lt;/span&gt; clone.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;a style="left: 0px ! important; top: 0px ! important;" title="Click here to block this object with Adblock Plus" class="abp-objtab-08578366000113111 visible ontop" href="http://www.youtube.com/v/--KAq8V4phY&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;/a&gt;&lt;a style="left: 0px ! important; top: 0px ! important;" title="Click here to block this object with Adblock Plus" class="abp-objtab-08578366000113111 visible ontop" href="http://www.youtube.com/v/--KAq8V4phY&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;/a&gt;&lt;object height="344" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/--KAq8V4phY&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/--KAq8V4phY&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" height="344" width="425"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8272238864974528698-2305059025019570179?l=graduateschoolgamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://graduateschoolgamer.blogspot.com/2008/12/dude-looks-like-lady-adventure-of.html</link><author>noreply@blogger.com (Graduate School Gamer)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/_Q-AQ_BSaW6E/SUgDOwFhO_I/AAAAAAAAATY/8yz4OannXEI/s72-c/100_3958.JPG" height="72" width="72" /><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8272238864974528698.post-1461353232525896742</guid><pubDate>Sun, 14 Dec 2008 19:24:00 +0000</pubDate><atom:updated>2008-12-14T12:18:10.096-08:00</atom:updated><title>It's just bad business</title><description>&lt;div style="text-align: right; font-style: italic;"&gt;&lt;span style="font-family:arial;"&gt;"War. War never changes." - Fallout 3&lt;/span&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: right; font-style: italic; font-family: arial;"&gt;"War. War has changed." - Metal Gear Solid 4&lt;br /&gt;&lt;br /&gt;&lt;/div&gt; &lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_Q-AQ_BSaW6E/SUVnNh6ubnI/AAAAAAAAATA/LsCEzTr40r8/s1600-h/ea-sports-logo.gif"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 194px; height: 187px;" src="http://4.bp.blogspot.com/_Q-AQ_BSaW6E/SUVnNh6ubnI/AAAAAAAAATA/LsCEzTr40r8/s400/ea-sports-logo.gif" alt="" id="BLOGGER_PHOTO_ID_5279739620302417522" border="0" /&gt;&lt;/a&gt;&lt;span style="font-family:arial;"&gt;These quotes demonstrate the schizophrenic &lt;/span&gt;&lt;span style="font-family:arial;"&gt;nature&lt;/span&gt;&lt;span style="font-family:arial;"&gt; of th&lt;/span&gt;&lt;span style="font-family:arial;"&gt;e &lt;/span&gt;&lt;span style="font-family:arial;"&gt;games &lt;/span&gt;&lt;span style="font-family:arial;"&gt;industry. &lt;/span&gt;&lt;span style="font-family:arial;"&gt;The past year analysts have been announcing remarkable growth in the industry, yet many studios are laying off workers and announcing disappointing sales numbers. We have just come off the fourth quarter avalanche of games and the outlook is tepid.  SCEA can announced a number of jobs lost and Electronic Arts has just laid-off 6% of its employees with more projected to come. Disappointment in sales for Mirror's Edge, Rock Band 2, Boom Blox, and Little Big Planet have been surfacing, the Need for Speed franchise has been placed on hiatus, and it has been a disappointing year in EA Sports. Not to mention the numerous game studios that have gone into bankruptcy.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;Now, this can merely be a testament to the current failing economy and the claims of massive growth in the videogame market can be contested as speculation.  But the videogame industry cannot continue functioning in this manner for very long.  Nintendo has changed the market of videogamers just as the Xbox had done for the PC gaming market.  No, this is not a crisis but the way business is done today will not be able to sustain itself.  Studios releasing over a hundred of titles and compression the majority of its AAA product in the fourth quarter will no longer last.&lt;/span&gt;  &lt;span style="font-family:arial;"&gt;There are too many games coming  out simultaneously and too many overly invested games.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_Q-AQ_BSaW6E/SUVoGttQwTI/AAAAAAAAATI/hmAN-Y5dlH8/s1600-h/vge-ebay.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 339px; height: 254px;" src="http://2.bp.blogspot.com/_Q-AQ_BSaW6E/SUVoGttQwTI/AAAAAAAAATI/hmAN-Y5dlH8/s400/vge-ebay.jpg" alt="" id="BLOGGER_PHOTO_ID_5279740602719715634" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;The videogame industry in America is controlled by a handful of studios: Activision, Electronic Arts, 2K, and Ubisoft. I have left out the hardwared business because what I'm discussing primarily concerns development houses. Reiteration after reiteration of the franchise will fail, we already see that today with the dipping sale of sports games and many gamers have been screaming fatigue this year.  The gamble Electronic Arts took with new franchises has amounted in stock drops in the company.&lt;/span&gt;  &lt;span style="font-family:arial;"&gt;The problem is these studios are placing business models that overestimate sales from franchises to new IP.  They are also overestimating the maturity of its sales to previous generation videogames.   This entire market has changed with the introduction of Wii and the failing economy.  The studios can't continue churning out these blockbuster games and expect to gain a fair return on all of these titles.  There are just too many titles competing with the same financial backing and quality taking up the shelf.&lt;/span&gt;  &lt;span style="font-family:arial;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family:arial;"&gt;In ten years the videogame industry as it is today will be unrecognizable. The current way games are released and produced will become unsustainable for these high profile development houses.  We have seen the PC market drastically change with fewer AAA titles, scalable system specs, and a multitude of smaller games coming out at a steadier rate.  We already see the companies like Capcom put out smaller titles on virtual console and few AAAs in retail or Atlus releasing a moderate number of AAA titles steadily throughout the year.  Some of these are new titles, some reinvisioned, and some reiteration.&lt;/span&gt;  &lt;span style="font-family:arial;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_Q-AQ_BSaW6E/SUVobazzC7I/AAAAAAAAATQ/FsjUld-izZI/s1600-h/Gnomes_plan.png"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 264px; height: 198px;" src="http://4.bp.blogspot.com/_Q-AQ_BSaW6E/SUVobazzC7I/AAAAAAAAATQ/FsjUld-izZI/s400/Gnomes_plan.png" alt="" id="BLOGGER_PHOTO_ID_5279740958424107954" border="0" /&gt;&lt;/a&gt;&lt;span style="font-family:arial;"&gt;Make no mistake, the videogame industry is growing and maturing.  But the way business is done from production to marketing is changing.  Hardcore games are approaching maturity in the market and casual games have just emerged into the mainstream.  As casual games become the big elephant in the room the dynamics of games development and finance will change. We can't assume that Madden or Halo will find market growth the same way as Wii(blank). The effects of this console cycle will undoubtedly effect the way games are developed and as the industry continues to grow and more competition enters we enter an evolving landscape on the number of games released, the quality it produces, and the way it will be sold to the consumer.  &lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8272238864974528698-1461353232525896742?l=graduateschoolgamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://graduateschoolgamer.blogspot.com/2008/12/its-just-bad-business.html</link><author>noreply@blogger.com (Graduate School Gamer)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/_Q-AQ_BSaW6E/SUVnNh6ubnI/AAAAAAAAATA/LsCEzTr40r8/s72-c/ea-sports-logo.gif" height="72" width="72" /><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8272238864974528698.post-2730130098390648566</guid><pubDate>Wed, 03 Dec 2008 20:15:00 +0000</pubDate><atom:updated>2008-12-03T22:12:17.496-08:00</atom:updated><title>"Were you aware of it?"</title><description>&lt;span style="font-family:arial;"&gt;Thank-you John Hodgman for allowing me to borrow your phrase despite the fact that I did not obtain any permission to do so.  If you can't tell this is another filler post, but there are a couple of links I would like to share between the short spurts of free time I currently have at the moment.&lt;/span&gt;  &lt;span style="font-weight: bold;font-family:arial;" &gt;&lt;br /&gt;&lt;br /&gt;The Unfinished Swan&lt;/span&gt;&lt;a style="font-family: arial;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_Q-AQ_BSaW6E/STbqrFIX-tI/AAAAAAAAASo/D09TZOO1YqQ/s1600-h/companion_cube_candle.jpg"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 161px; height: 130px;" src="http://4.bp.blogspot.com/_Q-AQ_BSaW6E/STbqrFIX-tI/AAAAAAAAASo/D09TZOO1YqQ/s400/companion_cube_candle.jpg" alt="" id="BLOGGER_PHOTO_ID_5275662039343692498" border="0" /&gt;&lt;/a&gt; &lt;span style="font-family:arial;"&gt;&lt;br /&gt;This &lt;a href="http://iandallas.com/games/swan/"&gt;demo &lt;/a&gt;was shared to me by a fellow classmate.  Why the hell has this game not been developed for the Wii?! It is a great navigational game where you user attempts to paint a blank canvas to traverse through the game world.  Designer Ian Dallas has created a very intriguing little game that has the potential to be something much more than this flash demo. While searching Google Images this little photo came up and brought a grin to my face.&lt;/span&gt;  &lt;span style="font-weight: bold;font-family:arial;" &gt;&lt;br /&gt;&lt;br /&gt;Braid Designer Lecture&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family:arial;"&gt;Taken from the game's blog:&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;blockquote style="font-family: arial;"&gt;"This &lt;a href="http://number-none.com/blow/slides/montreal_2008.zip"&gt;lecture &lt;/a&gt;was given by Jonathan Blow (introduction by Jason Della Rocca) on November 19th, 2008 at the Montreal International Game Summit. This lecture focuses on the story-centric paradigm that we use to design a large number of games, and why I think it is problematic. Both pre-authored and dynamic story are discussed. It’s a heavily-revised version of &lt;a href="http://braid-game.com/news/?p=242"&gt;this lecture given a few months ago in Brighton&lt;/a&gt;; This new version is probably better."&lt;/blockquote&gt;&lt;span style="font-family:arial;"&gt;I suggest everyone to give this a listen as it is always great to hear from a designer talk not only passionately about his game but about the interactive medium.&lt;/span&gt;  &lt;span style="font-weight: bold;font-family:arial;" &gt;&lt;br /&gt;&lt;br /&gt;Little Big Planet Level&lt;/span&gt; &lt;span style="font-family:arial;"&gt;&lt;br /&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 223px; height: 154px;" src="http://1.bp.blogspot.com/_Q-AQ_BSaW6E/STbtQFioGeI/AAAAAAAAASw/wJkHr6jFkmQ/s400/kandinsky.jpg" alt="" id="BLOGGER_PHOTO_ID_5275664874132216290" border="0" /&gt;Here is a wonderful level created by Richard Teller designed around the "Improvisation" series from Expressionist painter Wassily Kandinsky. If you trek over to his &lt;/span&gt;&lt;a style="font-family: arial;" href="http://critical-gaming.squarespace.com/blog/2008/11/24/improvisation-1.html"&gt;blog&lt;/a&gt;&lt;span style="font-family:arial;"&gt; he deeply goes into his philosophy in designing the level around the aesthetics of the painting rather than merely forming a recreation of the work. It is a great little read that I believe designers, artists, and anyone that has &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Little Big Planet&lt;/span&gt;&lt;span style="font-family:arial;"&gt; should read. Already, I am tempted to purchase the game just to play more levels from this designer.&lt;/span&gt;  &lt;span style="font-weight: bold;font-family:arial;" &gt;&lt;br /&gt;&lt;br /&gt;Grim Fandango Design Documents&lt;/span&gt; &lt;span style="font-family:arial;"&gt;&lt;br /&gt;A month ago was the 10th Anniversary of the release of &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Grim Fandango&lt;/span&gt;&lt;span style="font-family:arial;"&gt;. Criminally I did not blog about it when I had the chance. The game had a profound impression on me and it is the reason I stayed interested in video games long after I had sworn off playing and buying games for years. It was the game that solidified my love for the Adventure Game and no doubt its intimate association with the "end" of the genre prompted me to stop playing games during the immediate period after. Tim Schafer has a wonderful post about the anniversary on the &lt;/span&gt;&lt;span style="font-style: italic;font-family:arial;" &gt;Double Fine&lt;/span&gt;&lt;span style="font-family:arial;"&gt; &lt;/span&gt;&lt;a style="font-family: arial;" href="http://www.doublefine.com/news.php/site/comments/ive_been_saving_this_cake_for_ten_years/"&gt;website&lt;/a&gt;&lt;span style="font-family:arial;"&gt; and best of all Schafer has released the &lt;/span&gt;&lt;a style="font-family: arial;" href="http://www.doublefine.com/themes/site_themes/default/freestuff/GrimPuzzleDoc_small.pdf"&gt;design documents&lt;/a&gt;&lt;span style="font-family:arial;"&gt; for &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Grim Fandango&lt;/span&gt;&lt;span style="font-family:arial;"&gt; revealing concept art, various scripting scenarios, and his own reflections on the game today.  It's a great present for those that still adore the game to this day.&lt;/span&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:arial;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family:arial;"&gt; &lt;/span&gt;&lt;a style="font-family: arial;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_Q-AQ_BSaW6E/STbv2UcdK-I/AAAAAAAAAS4/s2exDF3szkM/s1600-h/1549-grim-fandango-1-gbpqb.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 300px;" src="http://3.bp.blogspot.com/_Q-AQ_BSaW6E/STbv2UcdK-I/AAAAAAAAAS4/s2exDF3szkM/s400/1549-grim-fandango-1-gbpqb.jpg" alt="" id="BLOGGER_PHOTO_ID_5275667729991150562" border="0" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8272238864974528698-2730130098390648566?l=graduateschoolgamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://graduateschoolgamer.blogspot.com/2008/12/were-you-aware-of-it.html</link><author>noreply@blogger.com (Graduate School Gamer)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/_Q-AQ_BSaW6E/STbqrFIX-tI/AAAAAAAAASo/D09TZOO1YqQ/s72-c/companion_cube_candle.jpg" height="72" width="72" /><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8272238864974528698.post-8387810009963593044</guid><pubDate>Mon, 01 Dec 2008 22:49:00 +0000</pubDate><atom:updated>2008-12-01T15:39:24.158-08:00</atom:updated><title>Automaton Grinding</title><description>&lt;span style="font-family:arial;"&gt;With &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Persona 4&lt;/span&gt;&lt;span style="font-family:arial;"&gt; right around the corner, I found myself visiting the world of &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Persona 3 FES&lt;/span&gt;&lt;span style="font-family:arial;"&gt;.  This will mean that I am currently immersed in two a RPGs: the CRPG &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Fallout 3&lt;/span&gt;&lt;span style="font-family:arial;"&gt; and the JRPG &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Persona 3&lt;/span&gt;&lt;span style="font-family:arial;"&gt;.  Gah! This will probably mean that I will have to unplug both my console and my computer if I intend to get any work done thes&lt;/span&gt;&lt;span style="font-family:arial;"&gt;e final weeks.&lt;/span&gt;  &lt;span style="font-family:arial;"&gt;But one aspect in particular with these RPGs is the addictiveness of the grind.  This, of course, occurs in&lt;/span&gt;&lt;span style="font-family:arial;"&gt; all games of length and it is my largest detractor of the med&lt;/span&gt;&lt;span style="font-family:arial;"&gt;ium.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_Q-AQ_BSaW6E/STRu2Dcy-RI/AAAAAAAAASQ/jxk2HYWFG2I/s1600-h/persona3_ps2.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 354px; height: 245px;" src="http://1.bp.blogspot.com/_Q-AQ_BSaW6E/STRu2Dcy-RI/AAAAAAAAASQ/jxk2HYWFG2I/s400/persona3_ps2.jpg" alt="" id="BLOGGER_PHOTO_ID_5274962938475772178" border="0" /&gt;&lt;/a&gt;&lt;span style="font-family:arial;"&gt;  It is the moment when the immersion and charm of the game wears off and the player is left merely going through the motions of playing not enjoying or even experiencing the game.  They are left mindlessly playing.  I have reached that point in both &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Fallout 3&lt;/span&gt;&lt;span style="font-family:arial;"&gt; and &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Persona 3&lt;/span&gt;&lt;span style="font-family:arial;"&gt; where I often find myself becoming extremely disinterested in the story an&lt;/span&gt;&lt;span style="font-family:arial;"&gt;d focused on leveling up my character for the sake of it.  It's what I suspect most MMO players do when they aren't performing raids.  It is the shutting off of the brain where the interactive becomes more attune to the passive.&lt;/span&gt;  &lt;span style="font-family:arial;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_Q-AQ_BSaW6E/STRvGXBm6OI/AAAAAAAAASY/jwsGbXl3rhU/s1600-h/lost-logo.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 199px; height: 147px;" src="http://2.bp.blogspot.com/_Q-AQ_BSaW6E/STRvGXBm6OI/AAAAAAAAASY/jwsGbXl3rhU/s400/lost-logo.jpg" alt="" id="BLOGGER_PHOTO_ID_5274963218608351458" border="0" /&gt;&lt;/a&gt;&lt;span style="font-family:arial;"&gt;The question eventually arises: Am I enjoying this? How can you tell?  It is similar to when a fan watches a television series after it has jumped the shark.  They are more attached to the routine of watching the show than actu&lt;/span&gt;&lt;span style="font-family:arial;"&gt;ally enjoying its content.  It is a problem with many long playthrough games and with length becoming an unwarranted desire of consumers I only see this problem extending onward. The grind of an RPG is just as bad as artificial length in other games such as the fetch quest. More often games with extended length detract from a greater shorter experience that could have been.&lt;/span&gt;  &lt;span style="font-family:arial;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;But maybe I am being too hard on the grind. One can say that the sense of routine and boredom can be related to the sense of dailiness one finds when they play an RPG.  This is especially apt with games like &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Fallout 3&lt;/span&gt;&lt;span style="font-family:arial;"&gt; or &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Persona 3&lt;/span&gt;&lt;span style="font-family:arial;"&gt; when the course of a day and the passage of time is almost imperative and necessary for the game's narrat&lt;/span&gt;&lt;span style="font-family:arial;"&gt;ive and experience.  There is almost a bit a genius in how the grind in integrated in these games where you would do the same tasks repeatedly in a game the same way it would occur in actual daily life.&lt;/span&gt;  &lt;span style="font-family:arial;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;Still, the automaton grinding can be infuriating to no end both as a player and a critical theorist.  It is the dumbing down of what one would think the main attraction of the interactive media to be. You become less of a participate and more of a witness. Looking at the monotony of RPGs and MMOs one wonders why this has not been a major criticism as it has in other game genres. Perhaps it is the sense of rewards such as experience or loot.  Or perhaps it is something we except from the genre. Regardless, I know I will be killing (#) ____ once again when I enter the game world and "loving" every second of it.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_Q-AQ_BSaW6E/STRwYLpKqgI/AAAAAAAAASg/dZaLlUsBXII/s1600-h/Untitled.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 281px;" src="http://1.bp.blogspot.com/_Q-AQ_BSaW6E/STRwYLpKqgI/AAAAAAAAASg/dZaLlUsBXII/s400/Untitled.jpg" alt="" id="BLOGGER_PHOTO_ID_5274964624302320130" border="0" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8272238864974528698-8387810009963593044?l=graduateschoolgamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://graduateschoolgamer.blogspot.com/2008/12/automaton-grinding.html</link><author>noreply@blogger.com (Graduate School Gamer)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/_Q-AQ_BSaW6E/STRu2Dcy-RI/AAAAAAAAASQ/jxk2HYWFG2I/s72-c/persona3_ps2.jpg" height="72" width="72" /><thr:total>2</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8272238864974528698.post-6426037284677530338</guid><pubDate>Wed, 26 Nov 2008 17:06:00 +0000</pubDate><atom:updated>2008-11-26T09:37:11.385-08:00</atom:updated><title>Nonsensical briefing</title><description>&lt;span style="font-family:arial;"&gt;So I'm going to be off for a couple of days as I visit a friend for American Thanksgiving. I feel like I should head over to an animal sanctuary to feed a couple of turkeys. But I felt the need to at least post a little something before I head out onto the road in this terrible Los Angeles traffic. So here are some brief comments I have on the games I've played the past month.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;&lt;span style="font-weight: bold;"&gt;Far Cry 2&lt;/span&gt; on an unsupported graphics card makes all the textures look like solid colors used with led pencil. The frame rate is horrific and the action is god awful to play through. I'm loving it.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;&lt;span style="font-weight: bold;"&gt;Fallout 3&lt;/span&gt; I have made it through have way and the only quest I've truly loved is the &lt;span style="font-style: italic;"&gt;Bladerunner &lt;/span&gt;nod to the &lt;span style="font-style: italic;"&gt;Replicated Man&lt;/span&gt;. I'm about half way through and though I am enjoying it I've come to the point where I am just mindlessly going through routine.  It's a good game but it's definitely not Fallout.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;&lt;span style="font-weight: bold;"&gt;Mega Man 9&lt;/span&gt; is wonderful though I still can't beat Wiley's Castle.  It took me three months to finally beat Croncrete Man's stage--that was embarrassing.  My advice, start playing the game during the A.M. hours and you'll surprisingly do much better than playing at reasonable hours of the day.  Now...where's my Game Genie?&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;&lt;span style="font-weight: bold;"&gt;Dead Space&lt;/span&gt; was beaten in a day and I felt ultimately unsatisfied at the end. It is the equivalent of of Hollywood Oscar fodder. It's good, but everything about that game is too easy from its design to the style. The game definitely has the auro of a researched, marketed product which is a shame because the developers seemed very passionate about creating something new and original.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;&lt;span style="font-weight: bold;"&gt;Mirror's Edge&lt;/span&gt; is great but still full of flaws. I read an article from &lt;/span&gt;&lt;a style="font-family: arial;" href="http://www.guardian.co.uk/technology/gamesblog/2008/nov/14/gameculture-playstation1"&gt;Keith Stuart&lt;/a&gt;&lt;span style="font-family:arial;"&gt; about how reviewers don't appreciate innovation.  That is statement is absurd.  If you don't intend for to make an FPS, don't place those elements in the game. If you want to create something new and original, don't pander to some imaginative demographic that you probably won't get just for a few more sales numbers.  I'm hoping they refine everything about Mirror's Edge in their next outing. Oh yes, less Quick-Time-Events please.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;&lt;span style="font-weight: bold;"&gt;Super Street Fighter Turbo HD Remix&lt;/span&gt; is the first game that I successfully got my roommate to play.  Thank goodness for this neo-retro movement as maybe I can finally get some two player action going in this non-gaming house I am in.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;&lt;span style="font-weight: bold;"&gt;Left4Dead&lt;/span&gt; is amazing fun.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;Occasionally playing&lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt; Civilization 4, Peggle, World of Goo, Company of Heroes, Audiosurf, Burnout Paradise, &lt;/span&gt;&lt;em style="font-style: italic; font-weight: bold; font-family: arial;"&gt;Professor&lt;/em&gt;&lt;span style="font-style: italic; font-weight: bold;font-family:arial;" &gt; &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Layton and the Curious Village, Hotel Dusk, Apollo Justice: Ace Attorney, Space Invaders Extreme, Animal Crossing: Wild World&lt;/span&gt;&lt;span style="font-family:arial;"&gt;, and numerous flash games in between. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;I'll be back in three days to panic about the three terms papers I have yet to complete for the semester.  So have a happy turkey day, watch some football, and play some games. GSG Out.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8272238864974528698-6426037284677530338?l=graduateschoolgamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://graduateschoolgamer.blogspot.com/2008/11/nonsensical-briefing.html</link><author>noreply@blogger.com (Graduate School Gamer)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8272238864974528698.post-2383722403347107052</guid><pubDate>Sat, 22 Nov 2008 06:15:00 +0000</pubDate><atom:updated>2008-11-24T22:29:22.175-08:00</atom:updated><title>Avant gaming - interactive art</title><description>&lt;span style="font-family:arial;"&gt;The twitter has been a flutter with &lt;/span&gt;&lt;span style="font-style: italic;font-family:arial;" &gt;Esquire&lt;/span&gt;&lt;span style="font-family:arial;"&gt;'s recent feature article on Jason Rohrer's 2007 game &lt;/span&gt;&lt;a style="font-weight: bold; font-family: arial;" href="http://hcsoftware.sourceforge.net/passage/"&gt;The Passage&lt;/a&gt;&lt;span style="font-family:arial;"&gt;.  Straddling between the line of interactive art and video games, Rohrer's experiment comes from the same intellectual aspirations as games such as &lt;/span&gt;&lt;a style="font-weight: bold; font-family: arial;" href="http://tale-of-tales.com/TheGraveyard/index.html"&gt;The Path&lt;/a&gt;&lt;span style="font-family:arial;"&gt; and &lt;/span&gt;&lt;a style="font-weight: bold; font-family: arial;" href="http://www.mazapan.se/games/BurnTheRope.php"&gt;You Have to Burn the Rope&lt;/a&gt;&lt;span style="font-family:arial;"&gt;. These are extremely short, linear "games" that propose to invoke emotional responses towards the player.  I will not claim that repeated playthroughs will inevitably reveal the mystery of the designer's intentions.  One of the greatest debates concerning digital media is the question of ownership and this include both the player's experience as well as the digital "property." But I do encourage everyone to play through the game more than once.  In the case of&lt;/span&gt;&lt;span style="font-family:arial;"&gt; &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;The Path&lt;/span&gt;&lt;span style="font-family:arial;"&gt; you may &lt;/span&gt;&lt;span style="font-family:arial;"&gt;even&lt;/span&gt;&lt;span style="font-family:arial;"&gt; achieve &lt;/span&gt;&lt;span style="font-family:arial;"&gt;different results upon the &lt;/span&gt;&lt;span style="font-family:arial;"&gt;g&lt;/span&gt;&lt;span style="font-family:arial;"&gt;ame's conclusion&lt;/span&gt;&lt;span style="font-family:arial;"&gt;. &lt;/span&gt;&lt;a style="font-family: arial;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_Q-AQ_BSaW6E/SStoPVBXZcI/AAAAAAAAAR4/khS_U5D4jCw/s1600-h/passage.png"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 400px; height: 64px;" src="http://2.bp.blogspot.com/_Q-AQ_BSaW6E/SStoPVBXZcI/AAAAAAAAAR4/khS_U5D4jCw/s400/passage.png" alt="" id="BLOGGER_PHOTO_ID_5272422401317496258" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;By now you're wondering why I haven't provided a description for each game.  The reason is the less you know the better the experience will undoubtedly be.  I have talked about transcendental-art games the likes of &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Pixel Junk Eden&lt;/span&gt;&lt;span style="font-family:arial;"&gt;, &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;E&lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;veryday Shooter&lt;/span&gt;&lt;span style="font-family:arial;"&gt;, and &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Rez&lt;/span&gt;&lt;span style="font-family:arial;"&gt; in a &lt;/span&gt;&lt;a style="font-family: arial;" href="http://graduateschoolgamer.blogspot.com/2008/10/unconscious-gamer.html"&gt;previous post&lt;/a&gt;&lt;span style="font-family:arial;"&gt;. But these games are much different.  In fact, that have more in common with &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;fl0w&lt;/span&gt; than the previous games I mentioned.  There is no official objective, no pressing danger, or even a challenge per say.  It is a the kind of avant-garde gaming that separates it from categorization in the interactive game and the puzzle game.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;I have recently become enamored with digital art whether it is pixel art or the various works to come out of the demoscene.  But arts from these subcultures lay upon a foundation of our previous understandings of art (i.e. photography, music, painting, etc.) There is a standard where we can refer to our critique of the work.  But games like &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;You Have to Burn the Rope&lt;/span&gt; are more attune to game culture not only in its dynamic-ism with player interaction but in reference to what we view as a contemporary video game.  We can go on about the definition of the video game verses interac&lt;span style="font-family:arial;"&gt;tive media--which many have done with &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;fl0w&lt;/span&gt;&lt;span style="font-family:arial;"&gt;--but ultimately I&lt;/span&gt; &lt;span style="font-family:arial;"&gt;must hark back to the colloquial expression: "I know it when I see it."&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a style="font-family: arial;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_Q-AQ_BSaW6E/SStoXrFP79I/AAAAAAAAASA/n4AeGv5SnCA/s1600-h/yhtbtr.png"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 275px; height: 196px;" src="http://3.bp.blogspot.com/_Q-AQ_BSaW6E/SStoXrFP79I/AAAAAAAAASA/n4AeGv5SnCA/s400/yhtbtr.png" alt="" id="BLOGGER_PHOTO_ID_5272422544678318034" border="0" /&gt;&lt;/a&gt;&lt;span style="font-family:arial;"&gt;What we have here is a game as well as interactive art.  I will not lie, I did not achieve an emotional response playing any of these games.  But I did become intellectually stimulated.  Art can do either and it can do both. Of course, these are mainstream games in the slightest sense.  They have more in common with experimental film.  And that is perfectly fine.  These are games that reside on the fringes of the Internet allowing players to discover it for themselves.  In certain facets these games achieve much more than Jonathan Blow's &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Braid&lt;/span&gt;&lt;span style="font-family:arial;"&gt; in its simplicity of design and its immediacy in creating an affect towards the player. And I hope that these games do create a subculture of experimental gaming. You can already see its influence in recent blockbusters such as &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Fallout 3&lt;/span&gt;&lt;span style="font-family:arial;"&gt; and &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Alone in the Dark&lt;/span&gt;&lt;span style="font-family:arial;"&gt; where the player is constrained to merely interact by speaking in simple infant speech or blinking.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;On the flip-side of these arguably high brow games we have these pop-art games which I believe are just as compelling. &lt;/span&gt;&lt;a style="font-family: arial;" href="http://www.rrrrthats5rs.com/games/dont-shoot-the-puppy/"&gt;&lt;span style="font-weight: bold;"&gt;Don't Shoot the Puppy&lt;/span&gt;&lt;/a&gt;&lt;span style="font-family:arial;"&gt; is a great experiment in player tolerance that I would defend as an a form of interactive art just as much as the game previously stated.  It is not surprising the experimentation in interactive art grows out of the same atmosphere of the lowly flash developers.  These are starved programmers in the same vein as starved artists.  Why should it be of any surprise? &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a style="font-family: arial;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_Q-AQ_BSaW6E/SStorujTxNI/AAAAAAAAASI/n9fDdvi2EIU/s1600-h/graveyard.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 198px;" src="http://3.bp.blogspot.com/_Q-AQ_BSaW6E/SStorujTxNI/AAAAAAAAASI/n9fDdvi2EIU/s400/graveyard.jpg" alt="" id="BLOGGER_PHOTO_ID_5272422889207088338" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;And this is all great because as videogames grow as a medium they become not only defined by its industry but of it's subcultures.  I ave become extremely pleased with this kind of punk-rock approach of the indie developer where a programmer will design the foundational structure of a game and go on a message board calling for artists to help tighten and ad assets.  I love that XNA, PSN, and WiiWare are attempting to assist these indie-developers.  I love that the Internet has brought a Renascence in independent flash games that eventually make it to these previously stated outlets.  I love that the medium has garnered artists to explore and experiment in interactive art without the priorities of monetary reciprocity.  As more as these game design assets are released such as Kongregate.com's flash tutorial, &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Little Big Planet&lt;/span&gt;&lt;span style="font-family:arial;"&gt;, and the multitudes of engine mods that continues to release on the PC I hope that the ease and creativity from the independent scene that has now taken to the forefront will continue to excite and inspire the new generation of games that we have yet to see.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8272238864974528698-2383722403347107052?l=graduateschoolgamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://graduateschoolgamer.blogspot.com/2008/11/avant-gaming-interactive-art.html</link><author>noreply@blogger.com (Graduate School Gamer)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/_Q-AQ_BSaW6E/SStoPVBXZcI/AAAAAAAAAR4/khS_U5D4jCw/s72-c/passage.png" height="72" width="72" /><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8272238864974528698.post-4607136727951380087</guid><pubDate>Fri, 21 Nov 2008 02:22:00 +0000</pubDate><atom:updated>2008-11-21T00:32:18.741-08:00</atom:updated><title>Egads! Return from hiatus!</title><description>As the last few weeks of the semester ramp up and finals plus term papers are just around the corner, things have been pretty slow on the site.  Sorry my few but loyal readers.  I have not been good to you.  But I shall return!  In the mean times here is a little presentation I wrote up for class to wet your pallet.  &lt;p class="MsoNormalCxSpMiddle"&gt;&lt;span style=""&gt;&lt;blockquote&gt;&lt;/blockquote&gt;&lt;/span&gt;We have arrived to a point where interactive media as we know it is over 60 years old and the video game as we know it is over 30 years old.&lt;span style=""&gt;  &lt;/span&gt;Only now the gaming culture has not only embraced a return to retrogames—and by that I mean the sense of revere gamers have for products in the vein of systems like the &lt;span style=""&gt; &lt;/span&gt;Commodore 64, the Atari 2600, and classic arcade games—but also the emergence of these kinds of neo-retro games.&lt;span style=""&gt;  &lt;/span&gt;Examples today are &lt;i style=""&gt;Pac-Man Championship Edition, Super Street Fighter II Turbo: HD Remix, Bionic Commando: Rearmed, Arcanoid DS, or Space Invaders Extreme. &lt;/i&gt;These are games that take the foundational programming of the original series and update it with modern design techniques or graphical improvements or both. It is a reintroduction of a classical game with the sensibilities of modern audience expectations. This is opposed to the retro which is merely a re-release of a classic series as it was produced back during its time.&lt;span style=""&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormalCxSpMiddle"&gt;&lt;span style=""&gt; &lt;/span&gt;&lt;i style=""&gt;Mega Man 9&lt;/i&gt; which was released this past September is peculiar in that it resides somewhere in-between the retro and neo-retro. Here we have a game that continues not only the aesthetic of &lt;i style=""&gt;Mega Man&lt;/i&gt; which was released in 1987, both in its graphical technology but in its design as well. The game also lacks many of the design evolutions of subsequent games in the series.&lt;span style=""&gt;  &lt;/span&gt;This includes certain moves in Mega Man’s repertoire such as the “Charge-shot” or “Power-slide.” But it also diverts from the recent neo-retro trend of the series as indicated by &lt;i style=""&gt;Mega Man: Powered UP! &lt;/i&gt;which is a remake of the original &lt;i style=""&gt;Mega Man&lt;/i&gt; with a graphical overhaul and also the purely retro trend indicated by the release of &lt;i style=""&gt;Mega Man: Anniversary Collection&lt;/i&gt;.&lt;/p&gt;  &lt;p class="MsoNormalCxSpMiddle"&gt;&lt;span style=""&gt;&lt;/span&gt;&lt;span style=""&gt;&lt;/span&gt;But what is really strange, is the limitations that &lt;i style=""&gt;Mega Man &lt;/i&gt;creator Kenji Infune, placed upon the game’s conception.&lt;span style=""&gt;  &lt;/span&gt;Returning to the 8-bit graphics the game maintains the limitations of a classic Famicom/Ninendo game.&lt;span style=""&gt;  &lt;/span&gt;In an interview with producer Hironobu&lt;span style=""&gt; Takeshita, he reflects on the development of the game where Ifune had butt heads with the staff whom was making not only the graphics but the level design of the game too complex.&lt;span style=""&gt;   &lt;/span&gt;But even more jarring, is inclusion of Legacy mode. Legacy mode is automatically turned on when the game is first loaded, and what it does is it turns on many of the graphical bugs in the game such as map slowdown or sprite flickering.&lt;span style=""&gt;  &lt;/span&gt;But what it also does is open up many of the most well publicized glitches apparent in previous &lt;i style=""&gt;Mega Man&lt;/i&gt; games. Some of these glitches will not appear unless sought out and some may accidently appear because of the limitations of the game.&lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormalCxSpMiddle"&gt;&lt;span style=""&gt;&lt;/span&gt;It is here that I want to that I want to draw the connection of &lt;i style=""&gt;Mega Man &lt;/i&gt;9 within interactive media into the realm of film theory.&lt;span style=""&gt;  &lt;/span&gt;And to justify this connection I want to touch upon the subject of remediation.&lt;span style=""&gt;  &lt;/span&gt;David Bolter has written on the subject of New Media as a remediation of the old.&lt;span style=""&gt;  &lt;/span&gt;When we look at products that not only come out of the realm of computer games or web 2.0 we directly relate these with familiar media sources of the past. In the case of video games, the focus lies on reproducing a cinema experience.&lt;span style=""&gt;  &lt;/span&gt;But why should this merely rest upon subjects of reception, response, and immersion? And this is why I propose to integrate the theoretical approach of psychoanalysis towards the medium.&lt;/p&gt;  &lt;p class="MsoNormalCxSpMiddle"&gt;&lt;span style=""&gt;&lt;/span&gt;&lt;span style=""&gt;&lt;/span&gt;Interactive media differs towards cinema in a very distinct manner in that the media itself is “reactionary.”&lt;span style=""&gt;  &lt;/span&gt;Chris Crawford’s published book &lt;i style=""&gt;The Art of Computer Game Design&lt;/i&gt; discusses this aspect where he contracts two forms of interactive media: the game and the puzzle.&lt;span style=""&gt;  &lt;/span&gt;Whereas the puzzle remains static, the game by contrast changes with the player’s actions. The notion of the puzzle relates to cinema as a static product where the interaction remains much more internal for the audience in regards to the film compared to a more external interaction between the game and the player. But I would still argue that this variance in game reaction is superficial in that it is illusionary just as cinema.&lt;span style=""&gt;  &lt;/span&gt;And therefore, as we may discuss cinema as attuned to a sort of dream, so can we do the same forvideo games as well.&lt;/p&gt;  &lt;p class="MsoNormalCxSpMiddle"&gt;&lt;span style=""&gt;&lt;/span&gt;This is where I would like to introduce the concept of secondary revision in terms of the game.&lt;span style=""&gt;  &lt;/span&gt;Following Ian Bogost’s inspection in &lt;i style=""&gt;Persuasive Games&lt;/i&gt;, video games are considered as compact reflections of our interactions in society.&lt;span style=""&gt;  &lt;/span&gt;We create internal games in how we function in everyday life and video games compact certain types of interactions in each game.&lt;span style=""&gt;  &lt;/span&gt;This can also relate to the duo relationship of the subject with the unconscious when we dream while we find ourselves dreaming.&lt;span style=""&gt;  &lt;/span&gt;Christian Metz points out that a film spectator is less invested in the image than the dreamer because the real images presented are “perceived” less real in a film. The actual perceptible object is the film itself.&lt;span style=""&gt;  &lt;/span&gt;While watching a movie, secondary revision continuously functions on an unconscious level becoming intimately invested in the image on screen but maintaining a divisional gulf &lt;span style=""&gt; &lt;/span&gt;for the separation of the viewer’s status as a subject, the eye, to the object, the film. Secondary revision occurs, of course, when we realize we are aware of the object as a film similar to when we realize when we are in the act of dreaming.&lt;/p&gt;  &lt;p class="MsoNormalCxSpMiddle"&gt;&lt;span style=""&gt;&lt;/span&gt;The same mentality occurs if we divulge into interactive media.&lt;span style=""&gt;  &lt;/span&gt;Even though the player becomes more of an active participate in the realm of the game, the premise remains the same. So looking at the model of secondary revision let us investigate more.&lt;span style=""&gt;  &lt;/span&gt;The dreamer dreams while the Other maintains the realism of the dream and censors the content protecting the dreamer from ever becoming aware of his unconscious.&lt;span style=""&gt;  &lt;/span&gt;Once the dream becomes too intense or confronts the dreamer he realizes he is in a dream and either awakes or begins lucid dreaming.&lt;span style=""&gt;  &lt;/span&gt;It is here the process of secondary revision reveals itself as the subject attempts to recuperate the contents of the unconscious into plausible coherency. Film as an impression of reality suggests this kind of liveliness even though it is a recorded archive. This also applies towards the video game as its existence as a product is more or less identical.&lt;/p&gt;  &lt;p class="MsoNormalCxSpMiddle"&gt;&lt;span style=""&gt;&lt;/span&gt;In the case of &lt;i style=""&gt;Mega Man 9&lt;/i&gt;, if you look at it as a sort of live progression of re-designing and redistribution of the same content you see a kind of secondary revision.&lt;span style=""&gt;  &lt;/span&gt;As games progress, the developer not only improves the design of the game, but closes out many of the glitches inherent in the programming that break the immersion of the game.&lt;span style=""&gt;  &lt;/span&gt;These not only include graphical deficiencies but also technical ones as well.&lt;span style=""&gt;  &lt;/span&gt;As with any sort of programming, bugs in the system break the function of the program.&lt;span style=""&gt;  &lt;/span&gt;You would expect if you install a program it becomes invisible and functions on its terms.&lt;span style=""&gt;   &lt;/span&gt;When there is a glitch or a bug it breaks the impression of the product’s purpose. If you look at the evolution of &lt;i style=""&gt;Mega Man&lt;/i&gt; it follows the same path as any other gaming franchises progressing in both technical and graphical improvement.&lt;/p&gt;    &lt;p class="MsoNormalCxSpMiddle"&gt;&lt;span style=""&gt;&lt;/span&gt;At this point I discuss secondary revision as form of editing the text in relation to the concept of the glitch.&lt;span style=""&gt;  &lt;/span&gt;If a glitch becomes integrated into the text of the game, it becomes part of the programming and therefore preserves the impression of the game. This has happened before in fighting games such as &lt;i style=""&gt;Street Fighter&lt;/i&gt; where the glitch created attack combos for players to implement into their fighting technique.&lt;span style=""&gt;  &lt;/span&gt;This glitch of stringing combos has become the corner-stone for fighting games since. This same concept applies in secondary revision, particularly in lucid dreaming where the trauma within the dream can allow the dreamer to maintain dreaming and therefore incorporate the awareness of dreaming within the dream.&lt;/p&gt;&lt;p class="MsoNormalCxSpMiddle"&gt;But &lt;i style=""&gt;Mega Man 9&lt;/i&gt;’s bugs do not fit into this model as they for one are not integral components of the gameplay, but were previously fixed in the series and then reintroduced in this instance. So what we have is an Other, in this context Ifune, subverting the normalcy of secondary revision by purposefully allowing the disruption of immersion while not integrating it into the gameplay.&lt;span style=""&gt;  &lt;/span&gt;But I want to emphasize that these glitches not forced upon the player but open to confrontation by the player.&lt;span style=""&gt;  &lt;/span&gt;And therefore, the discovery of the glitch becomes a shared desire of both the Other and the player. This is the direction I want to approach my answer to this conundrum which relates back to Lacan which is the desire of the desire of the Other. &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8272238864974528698-4607136727951380087?l=graduateschoolgamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://graduateschoolgamer.blogspot.com/2008/11/egads-return-from-hiatus.html</link><author>noreply@blogger.com (Graduate School Gamer)</author><thr:total>2</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8272238864974528698.post-8536893628264007055</guid><pubDate>Sun, 16 Nov 2008 17:27:00 +0000</pubDate><atom:updated>2008-11-16T09:31:55.893-08:00</atom:updated><title>UPDATE!</title><description>As I have been bogged down with papers hopefully I can squeeze in a post sometime before the weekend it out.  But I urge everyone to read this blog post from a designer on the &lt;span style="font-weight: bold;"&gt;Spore&lt;/span&gt; team on the importance of the secondary-hand market.  He touches upon a wonderful factor on used games as it places monetary value for the consumer as well as his own take on DLC. &lt;a href="http://www.designer-notes.com/?p=111"&gt;http://www.designer-notes.com/?p=111&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8272238864974528698-8536893628264007055?l=graduateschoolgamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://graduateschoolgamer.blogspot.com/2008/11/update.html</link><author>noreply@blogger.com (Graduate School Gamer)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8272238864974528698.post-5105622076955120248</guid><pubDate>Wed, 12 Nov 2008 07:27:00 +0000</pubDate><atom:updated>2008-11-12T00:13:00.121-08:00</atom:updated><title>Enough with the camp</title><description>&lt;span style="font-family:arial;"&gt;In continuing my diatribe against &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Gears of War 2&lt;/span&gt;&lt;span style="font-family:arial;"&gt;--I'm&lt;/span&gt;&lt;span style="font-family:arial;"&gt; actually joking--I have read a lot of reviews singling out the narrative elements in the game.  Particularly that it is an improvement over the first game, but still fails to surpass the kinds of narrative we see in games today.  A lot of people have mentioned the B-movie quality of the dialog and the story, that somehow this is acceptable i&lt;/span&gt;&lt;span style="font-family:arial;"&gt;n games.  Are you se&lt;/span&gt;&lt;span style="font-family:arial;"&gt;rious?  Do we not have enough B-movie schlock in games today to wet our pallet?&lt;/span&gt;  &lt;span style="font-family:arial;"&gt;This is not some trash media tour deforce the likes of John Waters, this is just crappy story&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_Q-AQ_BSaW6E/SRqLg6adPdI/AAAAAAAAARg/PtpGiyzxTUU/s1600-h/uncharted.jpg"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 225px; height: 126px;" src="http://1.bp.blogspot.com/_Q-AQ_BSaW6E/SRqLg6adPdI/AAAAAAAAARg/PtpGiyzxTUU/s400/uncharted.jpg" alt="" id="BLOGGER_PHOTO_ID_5267676111715515858" border="0" /&gt;&lt;/a&gt;&lt;span style="font-family:arial;"&gt;Personally, I believe video games have ample amounts of &lt;/span&gt;&lt;span style="font-family:arial;"&gt;games producing half-hazard passable narratives in games.  We don't need more B-movie material.  This was a huge problem I had with &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Uncharted: Drakes Fortun&lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;e&lt;/span&gt;&lt;span style="font-family:arial;"&gt; at it is clearly attempting to invoke this sort of B-movie rip-off of the film &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Romancing the Stone&lt;/span&gt;&lt;span style="font-family:arial;"&gt;.  Sure it is acceptable material and the production valu&lt;/span&gt;&lt;span style="font-family:arial;"&gt;es are clearly there, but I don't think because games have set the bar so low in narrative that we must surrender to such material.&lt;/span&gt; &lt;span style="font-family:arial;"&gt;And to be honest, the bar is not that low. &lt;/span&gt;&lt;span style="font-family:arial;"&gt;We already have numerous examples of games that offer great stories and memorable stories like &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Grim Fandango&lt;/span&gt;&lt;span style="font-family:arial;"&gt;, &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Silent Hill 2&lt;/span&gt;&lt;span style="font-family:arial;"&gt;, &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Shadow of the Colossus&lt;/span&gt;&lt;span style="font-family:arial;"&gt;, &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;System Shock&lt;/span&gt;&lt;span style="font-family:arial;"&gt; &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;2, Planetscape, KOTOR&lt;/span&gt;&lt;span style="font-family:arial;"&gt;, &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Fallout, Beyond Good and Evil, Bioshock&lt;/span&gt;&lt;span style="font-family:arial;"&gt;, and the list goes on.  We do not need to succumb to accepting this continuous shovel of trite game plots in our &lt;/span&gt;&lt;span style="font-family:arial;"&gt;medium.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_Q-AQ_BSaW6E/SRqORSXRbhI/AAAAAAAAARo/CH4JWXhlhp4/s1600-h/large_challenger.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 251px; height: 115px;" src="http://3.bp.blogspot.com/_Q-AQ_BSaW6E/SRqORSXRbhI/AAAAAAAAARo/CH4JWXhlhp4/s400/large_challenger.jpg" alt="" id="BLOGGER_PHOTO_ID_5267679141801586194" border="0" /&gt;&lt;/a&gt;&lt;span style="font-family:arial;"&gt;It is a feat of the&lt;/span&gt;&lt;span style="font-family:arial;"&gt; medium that gameplay, mechanics, and design can be considered the core experience that can make-up for a lacking narrative.  But as video games and cinema continue to merge we should expect more as it becomes a mesh of the two.&lt;/span&gt;  &lt;span style="font-family:arial;"&gt;This a major problem I see with the gaming community as that they were willing to overlook this major deficiency their medium. Video games is a rare medium where developers can take ideas from one another whether it is design, mechanics, or even aesthetic.  Though it is looked down upo&lt;/span&gt;&lt;span style="font-family:arial;"&gt;n, many people still view it as a sort of technological progression.  If something works why not incorporate that same innovation into your product as well.  It is accepted for the same of progression and user convenience.  But creatively and narrative-ly, the video game industry has speedily evolved to the level of the film industry in that it is creatively bankrupt.  What we get is the same product but in a different context from the majority of material released to the public.&lt;br /&gt;&lt;/span&gt; &lt;span style="font-family:arial;"&gt;&lt;br /&gt;What is basically comes down to is admiration for the production design over the substance.  What is the value of these narrative interactive experiences when the narrative does not deliver in quality? There is an admiration for  special effects, costume design, set design, acting, and all the production values in films but if the story sucks the movie won't be worth the time.  Why? Because there are plenty of other movies to take its place that offer the &lt;/span&gt;&lt;span style="font-family:arial;"&gt;same high level of production.  We have come to a point in the games industry, especially now, where we have a multitude of games offering similar experiences and monopolizing our time. While design is of vast importance it is no longer enough.  If a game's major selling point entails its narrative it should be placed to the high standards that have already been released in the medium.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_Q-AQ_BSaW6E/SRqObqUGbjI/AAAAAAAAARw/R2Vp4uYt8-U/s1600-h/personalheader.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 138px;" src="http://1.bp.blogspot.com/_Q-AQ_BSaW6E/SRqObqUGbjI/AAAAAAAAARw/R2Vp4uYt8-U/s400/personalheader.jpg" alt="" id="BLOGGER_PHOTO_ID_5267679320029425202" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;It is vexing how accepting the gaming community is willing to overlook this issue.  There is an impression that the bar is so low when in fact, once the bar is raised it is ignored.  Gamers should be more vocal and critical on wanting not only a memorable interactive experience, but also a narrative experience in their narrative games. While games are excelling in the communal, social, and even artificial experience of games there is a huge lack in the singular experience.  It is not surprising that players have become their own authors in their experience when it comes to sandbox gaming and open world gaming. So I implore you, whenever someone accepts below average narrative in their games call them out on it.  This should no longer be accepted in the game space and we should push our developers to create memorable narrative experiences for us instead of providing the typical B-movie.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8272238864974528698-5105622076955120248?l=graduateschoolgamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://graduateschoolgamer.blogspot.com/2008/11/enough-with-camp.html</link><author>noreply@blogger.com (Graduate School Gamer)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/_Q-AQ_BSaW6E/SRqLg6adPdI/AAAAAAAAARg/PtpGiyzxTUU/s72-c/uncharted.jpg" height="72" width="72" /><thr:total>4</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8272238864974528698.post-5705481302545103468</guid><pubDate>Mon, 10 Nov 2008 23:45:00 +0000</pubDate><atom:updated>2008-11-10T17:26:39.669-08:00</atom:updated><title>Greed is good.</title><description>&lt;span style=";font-family:arial;font-size:100%;"  &gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_Q-AQ_BSaW6E/SRjTJTi208I/AAAAAAAAARI/YSHMo9g9U44/s1600-h/epic_logo_smaller.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 108px; height: 120px;" src="http://2.bp.blogspot.com/_Q-AQ_BSaW6E/SRjTJTi208I/AAAAAAAAARI/YSHMo9g9U44/s400/epic_logo_smaller.jpg" alt="" id="BLOGGER_PHOTO_ID_5267191921028551618" border="0" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;Please note the ironic title. I have not been the biggest fan of &lt;span style="font-style: italic;"&gt;Epic Games&lt;/span&gt; in the past few years. I played &lt;span style="font-weight: bold;"&gt;Gears of War&lt;/span&gt; a year after its release and realized I was in the minority of the crowd that was displease and unimpressed with the title. I have disagreed with numerous comments made by Cliff Bleszinski. And like many PC gamers I know, there is an unwarranted begrudging feud with &lt;span style="font-style: italic;"&gt;Epic's &lt;/span&gt;output and perceived abandonment of the PC marketplace. With all the commotion for &lt;span style="font-weight: bold;"&gt;Gears of War 2&lt;/span&gt; I can't help but feel hesitant to pick up the &lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;game--especially when many reviewers claim that if you disliked the first game this will do little to change your stance. But I have grown increasingly critical of the company's business model.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Epic &lt;/span&gt;boss Mike Capps commented in an interview from&lt;a href="http://www.videogaming247.com/2008/11/10/capps-we-really-need-to-make-strides-against-the-secondhand-market/"&gt; &lt;/a&gt;&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;&lt;a href="http://www.videogaming247.com/2008/11/10/capps-we-really-need-to-make-strides-against-the-secondhand-market/"&gt;videogaming247.com&lt;/a&gt;&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt; abo&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;ut the company's stance on second-hand retail sales and its effect on the game market.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt; &lt;p  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;&lt;blockquote&gt;“The secondary market is a huge issue in the United States. Our primary retailer makes the majority of its money off of secondary sales, and so you’re starting to see games taking proactive steps toward that... I’ve talked to some developers who are saying ‘If you want to fight the final boss you go online and pay USD 20, but if you bought the retail version you got it for free’. We don’t make any money when someone rents it, and we don’t make any money when someone buys it used.”&lt;/blockquote&gt;&lt;/span&gt;&lt;/p&gt;&lt;p  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;For those that do now know, &lt;span style="font-weight: bold;"&gt;Gears of War 2&lt;/span&gt; ships with exclus&lt;/span&gt;&lt;span style="font-size:100%;"&gt;ive DLC in the form of weapons for purchasers of the game.  This is absolutely fine, but the exaggeration that Capps makes is a frightening future.  Personally, I am surprised by the stance the enthusiast press has taken upon second-hand gaming.  More often than not, I have come into contact with journalists supporting developers that "force" gamers to purchase games and deter them from renting or buying used games. While they are the most vocal advocates are games as art, they have no issues with this b&lt;/span&gt;&lt;span style="font-size:100%;"&gt;latant attempt at taken advantage of the user. It may not be to the scale of &lt;span style="font-style: italic;"&gt;Activision&lt;/span&gt; boss Bob Koteck's reliance on game franchises, but it is a similar philosophical sentiment.&lt;/span&gt;&lt;/p&gt;&lt;p  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_Q-AQ_BSaW6E/SRjVHQz36rI/AAAAAAAAARQ/TwqTPWlAzFQ/s1600-h/aerosmithbundle.jpg"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 259px; height: 111px;" src="http://3.bp.blogspot.com/_Q-AQ_BSaW6E/SRjVHQz36rI/AAAAAAAAARQ/TwqTPWlAzFQ/s400/aerosmithbundle.jpg" alt="" id="BLOGGER_PHOTO_ID_5267194084958137010" border="0" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/p&gt;&lt;p  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;It is confusing when the games industry is the fastest growing business market today, yet there is this perceived crisis of the second-hand market threatening games.  The truth is, developers are getting greedy.  This is a large factor in why &lt;span style="font-style: italic;"&gt;Epic&lt;/span&gt; and many other PC developers have moved into the console space because it is widely more profitable for them.  But they're stuck in a triple "A" business model that will eventually implode on itself--this is what happened to the music industry. When games take $300 million to make there is definitely something obscene for the amount of money to make &lt;/span&gt;&lt;span style="font-size:100%;"&gt;a game. This will eventually become a fiscal nightmare for studios that want to remain in the blockbuster marketplace without the finance--Midway's gamble on &lt;span style="font-weight: bold;"&gt;Mortal Kombat vs. DC&lt;/span&gt; is the most recent example that comes to mind.  Which is why second-hand gaming has grown to be such a large issue for developers that rely on million selling titles.&lt;/span&gt;&lt;/p&gt;&lt;p  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;But my biggest issue with the current business model is that it is sacrificing content and convenience for the gamer in favor of the share holder, and it is doing it in a nontransparent fashion. Studios are stuck in this number of units shipped mentality that treats gamers as &lt;/span&gt;&lt;span style="font-size:100%;"&gt;a statistic.  And it is a relationship that I no longer want to be a part of. If you look today at the PC games market which has a mix of both the utmost hardcore players along with the largest number of casual players, companies are following different means of remaining a viable. &lt;span style="font-style: italic;"&gt;Valve&lt;/span&gt;, &lt;span style="font-style: italic;"&gt;Blizzard&lt;/span&gt;, &lt;span style="font-style: italic;"&gt;Stardock&lt;/span&gt;, and &lt;span style="font-style: italic;"&gt;PopCap &lt;/span&gt;have all created business models that not only provide quality content, but have a much more intimate relationship with its user base. Apart from continuous updates, user/developer interaction, transparent software, and arguable reasonable pricing for content, these developers have a better understanding of answering the demands of its users.&lt;/span&gt;&lt;/p&gt;&lt;p  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_Q-AQ_BSaW6E/SRjXvyktvEI/AAAAAAAAARY/6Ib3cTteUOc/s1600-h/stardock_top.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 186px;" src="http://3.bp.blogspot.com/_Q-AQ_BSaW6E/SRjXvyktvEI/AAAAAAAAARY/6Ib3cTteUOc/s400/stardock_top.jpg" alt="" id="BLOGGER_PHOTO_ID_5267196980239383618" border="0" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/p&gt;&lt;p  style="font-family:arial;"&gt;&lt;span style="font-size:100%;"&gt;Currently, game studios have a tenuou&lt;/span&gt;&lt;span style="font-size:100%;"&gt;s relationship with its users.  And that is a problem when the needs of its retailers and shareholder overshadow its customer base. We've seen this with &lt;span style="font-style: italic;"&gt;EA&lt;/span&gt;'s handling of &lt;span style="font-weight: bold;"&gt;Madden&lt;/span&gt; DLC and &lt;span style="font-style: italic;"&gt;Activision&lt;/span&gt;'s handling of &lt;span style="font-weight: bold;"&gt;Guitar Hero&lt;/span&gt; DLC. &lt;span style="font-weight: bold;"&gt;Criterion's&lt;/span&gt; handling of its DLC and &lt;span style="font-weight: bold;"&gt;Harmonix's&lt;/span&gt; approach to &lt;span style="font-weight: bold;"&gt;Rock Band&lt;/span&gt; song transfers are a step in the right direction.  If you look at Phil Harrison's recent tenure at &lt;span style="font-weight: bold;"&gt;Atari&lt;/span&gt; I believe a lot of interesting approaches for game distribution will be immerging from that company. Technology breeds a mentality of convenience and percieved rights in regards to content. And we have learned from the music industry that if a business is unwilling to adapt they will reach a crisis--which is happening now with second-hand games. Gamers have survived decades with used and rented games and this demand will no disappear. And if studios continue to combat user demand they will eventually become left behind and forgotten for good reason.&lt;/span&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8272238864974528698-5705481302545103468?l=graduateschoolgamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://graduateschoolgamer.blogspot.com/2008/11/greed-is-good.html</link><author>noreply@blogger.com (Graduate School Gamer)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/_Q-AQ_BSaW6E/SRjTJTi208I/AAAAAAAAARI/YSHMo9g9U44/s72-c/epic_logo_smaller.jpg" height="72" width="72" /><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8272238864974528698.post-1446432126453325213</guid><pubDate>Fri, 07 Nov 2008 10:05:00 +0000</pubDate><atom:updated>2008-11-07T02:34:01.800-08:00</atom:updated><title>The defining edge</title><description>&lt;span style="font-size:85%;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_Q-AQ_BSaW6E/SRQTwnu0wKI/AAAAAAAAAQw/eaAFe35qChY/s1600-h/player-one.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; 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	mso-header-margin:.5in; 	mso-footer-margin:.5in; 	mso-paper-source:0;} div.Section1 	{page:Section1;} --&gt; &lt;/style&gt;&lt;!--[if gte mso 10]&gt; &lt;style&gt;  /* Style Definitions */  table.MsoNormalTable 	{mso-style-name:"Table Normal"; 	mso-tstyle-rowband-size:0; 	mso-tstyle-colband-size:0; 	mso-style-noshow:yes; 	mso-style-priority:99; 	mso-style-qformat:yes; 	mso-style-parent:""; 	mso-padding-alt:0in 5.4pt 0in 5.4pt; 	mso-para-margin-top:0in; 	mso-para-margin-right:0in; 	mso-para-margin-bottom:10.0pt; 	mso-para-margin-left:0in; 	line-height:115%; 	mso-pagination:widow-orphan; 	font-size:11.0pt; 	font-family:"Calibri","sans-serif"; 	mso-ascii-font-family:Calibri; 	mso-ascii-theme-font:minor-latin; 	mso-fareast-font-family:"Times New Roman"; 	mso-fareast-theme-font:minor-fareast; 	mso-hansi-font-family:Calibri; 	mso-hansi-theme-font:minor-latin;} &lt;/style&gt; &lt;![endif]--&gt;  &lt;/p&gt;&lt;p face="arial" class="MsoNormal"&gt;&lt;span style="font-family:arial;font-size:85%;"&gt;It is not surprising that the QTE seems to work so well in horror-games because they can easily fit into this list.  My major gripe with the QTE are in action games where it is much more difficult to integrate the mechanic into the genre because the player is already performing visually superior and rewarding actions.  Which is why I became interested in this criticism for &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;font-size:85%;"  &gt;Mirror's Edge&lt;/span&gt;&lt;span style="font-family:arial;font-size:85%;"&gt; as it is promoted as less of a traditional action game and more of a platformer.&lt;/span&gt;&lt;span style="font-size:85%;"&gt;
&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;&lt;p face="arial" class="MsoNormal"&gt;&lt;span style="font-family:arial;font-size:85%;"&gt;Of course I have only played the demo and both CJ and the commenter have only played the demo as well.&lt;/span&gt;&lt;span style="font-family:arial;font-size:85%;"&gt; &lt;/span&gt;&lt;span style="font-family:arial;font-size:85%;"&gt;There is the chance that this may merely be over analyzing the play mechanics because a jump button is a jump button and so forth.&lt;/span&gt;&lt;span style="font-family:arial;font-size:85%;"&gt;  &lt;/span&gt;&lt;span style="font-family:arial;font-size:85%;"&gt;But there is clearly something different and special about &lt;/span&gt;&lt;span style="font-size:85%;"&gt;&lt;b style="font-family: arial;"&gt;Mirror’s Edge&lt;/b&gt;&lt;/span&gt;&lt;span style="font-family:arial;font-size:85%;"&gt; that has prompted players to question the presentation and execution of the game’s control scheme.&lt;/span&gt;&lt;span style=";font-size:85%;" &gt;  &lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: arial;" class="MsoNormal"&gt;&lt;span style="font-size:85%;"&gt;By describing &lt;b style=""&gt;Mirror’s Edge&lt;/b&gt; as a glorified QTE I have begun to ponder to what the QTE actually is.&lt;/span&gt;&lt;span style=";font-size:85%;" &gt;  &lt;/span&gt;&lt;span style="font-size:85%;"&gt;One game that had blurred the line for definition is &lt;b style=""&gt;Prince of Persia: The Two Thrones&lt;/b&gt; where a flicker would appear on enemies indicating the player to press a button to time a correct attack.&lt;/span&gt;&lt;span style=";font-size:85%;" &gt;  &lt;/span&gt;&lt;span style="font-size:85%;"&gt;A similar technique was used again by &lt;i style=""&gt;Ubisoft&lt;/i&gt; in the battle mechanic for &lt;b style=""&gt;Assassin’s Creed&lt;/b&gt;. &lt;/span&gt;&lt;span style=";font-size:85%;" &gt; &lt;/span&gt;&lt;span style="font-size:85%;"&gt;The only difference is that it does not integrate the “Simon Says:” repeat the button sequence mechanic, but still follows the importance of timing to complete the desired event.&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: arial;" class="MsoNormal"&gt;&lt;span style="font-size:85%;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_Q-AQ_BSaW6E/SRQUh4Y-oPI/AAAAAAAAARA/X6xRg-sVVAU/s1600-h/mirrors-edge-20080228010808395.jpg"&gt;&lt;img style="margin: 0px auto 10px; 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	mso-style-qformat:yes; 	mso-style-parent:""; 	margin-top:0in; 	margin-right:0in; 	margin-bottom:10.0pt; 	margin-left:0in; 	line-height:115%; 	mso-pagination:widow-orphan; 	font-size:11.0pt; 	font-family:"Calibri","sans-serif"; 	mso-ascii-font-family:Calibri; 	mso-ascii-theme-font:minor-latin; 	mso-fareast-font-family:Calibri; 	mso-fareast-theme-font:minor-latin; 	mso-hansi-font-family:Calibri; 	mso-hansi-theme-font:minor-latin; 	mso-bidi-font-family:"Times New Roman"; 	mso-bidi-theme-font:minor-bidi;} .MsoChpDefault 	{mso-style-type:export-only; 	mso-default-props:yes; 	mso-ascii-font-family:Calibri; 	mso-ascii-theme-font:minor-latin; 	mso-fareast-font-family:Calibri; 	mso-fareast-theme-font:minor-latin; 	mso-hansi-font-family:Calibri; 	mso-hansi-theme-font:minor-latin; 	mso-bidi-font-family:"Times New Roman"; 	mso-bidi-theme-font:minor-bidi;} .MsoPapDefault 	{mso-style-type:export-only; 	margin-bottom:10.0pt; 	line-height:115%;} @page Section1 	{size:8.5in 11.0in; 	margin:1.0in 1.0in 1.0in 1.0in; 	mso-header-margin:.5in; 	mso-footer-margin:.5in; 	mso-paper-source:0;} div.Section1 	{page:Section1;} --&gt; &lt;/style&gt;&lt;!--[if gte mso 10]&gt; &lt;style&gt;  /* Style Definitions */  table.MsoNormalTable 	{mso-style-name:"Table Normal"; 	mso-tstyle-rowband-size:0; 	mso-tstyle-colband-size:0; 	mso-style-noshow:yes; 	mso-style-priority:99; 	mso-style-qformat:yes; 	mso-style-parent:""; 	mso-padding-alt:0in 5.4pt 0in 5.4pt; 	mso-para-margin-top:0in; 	mso-para-margin-right:0in; 	mso-para-margin-bottom:10.0pt; 	mso-para-margin-left:0in; 	line-height:115%; 	mso-pagination:widow-orphan; 	font-size:11.0pt; 	font-family:"Calibri","sans-serif"; 	mso-ascii-font-family:Calibri; 	mso-ascii-theme-font:minor-latin; 	mso-fareast-font-family:"Times New Roman"; 	mso-fareast-theme-font:minor-fareast; 	mso-hansi-font-family:Calibri; 	mso-hansi-theme-font:minor-latin;} &lt;/style&gt; &lt;![endif]--&gt;  &lt;/p&gt;&lt;p style="font-family: arial;" class="MsoNormal"&gt;&lt;span style="font-size:85%;"&gt;If we a following semantics, this rhythm gameplay is basically a QTE.&lt;/span&gt;&lt;span style=";font-size:85%;" &gt;  &lt;/span&gt;&lt;span style="font-size:85%;"&gt;There really is no discernible difference except one visual is replaced for another.&lt;/span&gt;&lt;span style=";font-size:85%;" &gt;  &lt;/span&gt;&lt;span style="font-size:85%;"&gt;The largest difference is one may visually be within the game while the other gives off the impression of an in-game cinematic. So what makes &lt;b style=""&gt;Mirror’s Edge&lt;/b&gt; a QTE instead of a platformer?&lt;/span&gt;&lt;span style=";font-size:85%;" &gt;  &lt;/span&gt;&lt;span style="font-size:85%;"&gt;I believe it is because the visual action of sliding, jumping, rolling, and landing presents the same animation every time it is executed in the first-person perspective.&lt;/span&gt;&lt;span style=";font-size:85%;" &gt;  &lt;/span&gt;&lt;span style="font-size:85%;"&gt;And though the environments may be varied, the animations are singular. From what I have seen of the game, the protagonist Faith does not seem to have a diverse repertoire animations to prove my suspicions otherwise.
&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: arial;" class="MsoNormal"&gt;&lt;span style="font-size:85%;"&gt;So is &lt;b style=""&gt;Mirror’s Edge&lt;/b&gt; a glorified QTE or merely the control and visual aesthetic of the game?&lt;/span&gt;&lt;span style=";font-size:85%;" &gt;  &lt;/span&gt;&lt;span style="font-size:85%;"&gt;Heck, even &lt;b style=""&gt;Fallout 3&lt;/b&gt;’s V.A.T.S. can be considered a loose QTE.&lt;/span&gt;&lt;span style=";font-size:85%;" &gt;  &lt;/span&gt;&lt;span style="font-size:85%;"&gt;I don’t think the problem with &lt;b style=""&gt;Mirror’s Edge&lt;/b&gt; is that it is a glorified QTE, but that the definition of QTE can be misleading, because every aspect of control mechanic can be a QTE to some extent. Perhaps we should rename it an SIP: Sequence Input Progression.  If anything, the parkour elements of &lt;/span&gt;&lt;span style="font-weight: bold;font-size:85%;" &gt;Mirror's Edge&lt;/span&gt;&lt;span style="font-size:85%;"&gt; can be equated to the QTE as purely a gimmick.  Which, is what I believe, to be the largest criticism towards the QTE. Whether it will have the design and intelligence of last year's &lt;/span&gt;&lt;span style="font-weight: bold;font-size:85%;" &gt;Portal&lt;/span&gt;&lt;span style="font-size:85%;"&gt; has yet to be seen, but luckily we do not have too long of a wait to find out.&lt;/span&gt;&lt;/p&gt;&lt;p&gt;&lt;/p&gt;    &lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8272238864974528698-1446432126453325213?l=graduateschoolgamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://graduateschoolgamer.blogspot.com/2008/11/defining-edge.html</link><author>noreply@blogger.com (Graduate School Gamer)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/_Q-AQ_BSaW6E/SRQTwnu0wKI/AAAAAAAAAQw/eaAFe35qChY/s72-c/player-one.jpg" height="72" width="72" /><thr:total>3</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8272238864974528698.post-6982291069745090629</guid><pubDate>Wed, 05 Nov 2008 17:47:00 +0000</pubDate><atom:updated>2008-11-05T10:37:46.232-08:00</atom:updated><title>Good Grief</title><description>&lt;span style="font-family:arial;"&gt;While having lunch with friend, we came upon the subject of "griefing" in videogames.  He had mentioned an article he read in the &lt;span style="font-style: italic;"&gt;Times &lt;/span&gt;about online griefers and Craigslist harassment spilling outside of the Internet space.  In response,  I bought up an old &lt;/span&gt;&lt;span style="font-style: italic;font-family:arial;" &gt;Computer Gaming World&lt;/span&gt;&lt;span style="font-family:arial;"&gt; article I had read called "Confessions of a Online Hitman" (I believe that was the title) of a gamer who was hired, almost like a mercenary, to purposefully go online to games such as &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Halo&lt;/span&gt;&lt;span style="font-family:arial;"&gt; or &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Counter-Strike&lt;/span&gt;&lt;span style="font-family:arial;"&gt; to annoy a particular player whether it is closing in specifically from the opposing team or just hindering and irritating the player as a teammate.  The extent that this gamer would follow the gamer from match to match is outrageous and frightening.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a style="left: 0px ! important; top: 15px ! important;" title="Click here to block this object with Adblock Plus" class="abp-objtab-01636088243306758 visible ontop" href="http://www.youtube.com/v/IHJVolaC8pw&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;/a&gt;&lt;a style="left: 0px ! important; top: 15px ! important;" title="Click here to block this object with Adblock Plus" class="abp-objtab-01636088243306758 visible ontop" href="http://www.youtube.com/v/IHJVolaC8pw&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;/a&gt;&lt;object height="344" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/IHJVolaC8pw&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/IHJVolaC8pw&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" height="344" width="425"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;I'm sure we are all aware of the funeral raid in &lt;span style="font-weight: bold;"&gt;World of Warcraft&lt;/span&gt; from the clan Serenity Now.  There is the humorous &lt;span style="font-weight: bold;"&gt;Team Fortress 2&lt;/span&gt; videos from Team Roomba.  And of course, VentertainMe whom Shawn Elliot had introduced to me takes Ventrillo harassment to genius levels.  The best griefing comes from creative individuals that know the limits of their victims psyche and capitalize on their annoyance.  These griefers think intensely outside the box and to their credit it can produce hilarious results.&lt;/span&gt;  &lt;span style="font-family:arial;"&gt;But there is also the presence of the psychotic in these individuals.  They show little remorse and purposefully hinder the enjoyment of others.  This is not Internet trolling.  This is bullying.  And yet the majority of gamers condone these actions. I myself am guilty of such an act. I make no qualms with the fact that I utterly enjoy these videos.  It is strange how much entertainment we can partake in from another persons' suffering. Of course we can rationalize it believing that because this is merely a game the stakes are so low they become inconsequential.  We also admire the thought and methodical nature that goes into how there griefers approach their prey.&lt;br /&gt;&lt;br /&gt;&lt;a style="left: 0px ! important; top: 15px ! important;" title="Click here to block this object with Adblock Plus" class="abp-objtab-01636088243306758 visible ontop" href="http://www.youtube.com/v/JUPzN7tp7bQ&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;/a&gt;&lt;a style="left: 0px ! important; top: 15px ! important;" title="Click here to block this object with Adblock Plus" class="abp-objtab-01636088243306758 visible ontop" href="http://www.youtube.com/v/JUPzN7tp7bQ&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;/a&gt;&lt;object height="344" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/JUPzN7tp7bQ&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/JUPzN7tp7bQ&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" height="344" width="425"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;Kieren Gillen had interviewed Team Roomba months ago in &lt;a href="http://www.escapistmagazine.com/articles/view/issues/issue_147/4856-Team-Roomba.2"&gt;The Escapist&lt;/a&gt;. In the article, &lt;/span&gt;&lt;span id="intelliTXT"  style="font-family:arial;"&gt;FLOOR_MASTER (aka Ryan) makes one of the most telling statements about griefing and our enjoyment of the practice.&lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;"&lt;span id="intelliTXT"&gt;The move to griefing videos was prompted by the most dangerous of influences: plain boredom. 'You run out of things to do and start looking for unconventional ways to have fun with a game."&lt;br /&gt;&lt;/span&gt;&lt;/blockquote&gt;"Boredom" is probably one of the most telling facets in all media.  I remember a discussion I had with one of my professors about the French New Wave and avante-garde.  When it comes down to it, boredom is probably the most important element in creation of the new, the different, and groundbreaking.  It can be the foundation for the divorce from everything in the previous movement.  This sentiment of boredom can easily be found in games with its repetitive and rudimentary design to the routine of multiplayer matches.  And that may be why we appreciate griefing of this kind so easily.  It lets us view the game in a different light- at a different angle. I have recently come across commentators claiming that griefing is becoming an art-form.  But we must tread lightly to how we respond whether it is enjoyment or disdain because the further we go down the rabbit hole we may not like who we see when we reach the end.&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family:arial;"&gt; &lt;/span&gt;&lt;br /&gt;&lt;a style="left: 0px ! important; top: 0px ! important;" title="Click here to block this object with Adblock Plus" class="abp-objtab-01636088243306758 visible ontop" href="http://www.youtube.com/v/2KYQ4E8H-B8&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;/a&gt;&lt;a style="left: 0px ! important; top: 0px ! important;" title="Click here to block this object with Adblock Plus" class="abp-objtab-01636088243306758 visible ontop" href="http://www.youtube.com/v/2KYQ4E8H-B8&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;/a&gt;&lt;object height="344" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/2KYQ4E8H-B8&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/2KYQ4E8H-B8&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" height="344" width="425"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8272238864974528698-6982291069745090629?l=graduateschoolgamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://graduateschoolgamer.blogspot.com/2008/11/good-grief.html</link><author>noreply@blogger.com (Graduate School Gamer)</author><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8272238864974528698.post-8259801796503194734</guid><pubDate>Mon, 03 Nov 2008 06:35:00 +0000</pubDate><atom:updated>2008-11-02T23:45:16.767-08:00</atom:updated><title>Push it to the limit</title><description>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_Q-AQ_BSaW6E/SQ6ofeD76sI/AAAAAAAAAQg/fwzExaHxDSo/s1600-h/dead-computer.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 225px; height: 174px;" src="http://1.bp.blogspot.com/_Q-AQ_BSaW6E/SQ6ofeD76sI/AAAAAAAAAQg/fwzExaHxDSo/s400/dead-computer.jpg" alt="" id="BLOGGER_PHOTO_ID_5264330273041672898" border="0" /&gt;&lt;/a&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;It has been almost five years since I have upgraded my PC.  Sure I have replaced parts on occasion because I would need a new motherboard or C&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;PU, but essentially I have been using the same PC for half a decade.  My graphics card is nearly five years of age, an Nvidia GeForce 6600GT 128MB.  And though I have pondered the idea of upgrading I keep convincing myself to wait until the next big thing i&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;s released whether it is a cheaper duo core, Intel motherboards, or even a Direct X 11 Graphics cards.  Sure, I have come across comparable deals for $20 GeForce 8600 cards after MRI (Mail-in Rebate) but even deals that are a steal have me at hesitation.  I am the P&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;C gamer that refuses the upgrade until every part of his rig is obsolete.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;Thankfully &lt;span style="font-weight: bold;"&gt;Dead Space&lt;/span&gt; ran like a dream on my PC, albeit with above average original X&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;box graphics. But optimal graphics can be over-rated.  Just like the Nintendo acolyte, I too believe that graphics are not the end all be all of this console generation or the next.  Which explains my disappointment with the current growth of game design these last few years.  For the past year, I have told myself that &lt;span style="font-weight: bold;"&gt;Fallout 3&lt;/span&gt; will be the game that makes me purchase a n&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;ew rig.  Well, the release date has passed and still I am content with my current PC situation.  I often joke that when &lt;span style="font-weight: bold;"&gt;Half-Life 3&lt;/span&gt; arrives in 2014 it will the be year I finally upgrade.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_Q-AQ_BSaW6E/SQ6nCPK4nzI/AAAAAAAAAQY/mJymSSuA2Cw/s1600-h/Atry.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 137px;" src="http://1.bp.blogspot.com/_Q-AQ_BSaW6E/SQ6nCPK4nzI/AAAAAAAAAQY/mJymSSuA2Cw/s400/Atry.jpg" alt="" id="BLOGGER_PHOTO_ID_5264328671316451122" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;But perhaps I am reaching my limit.  Currently, I am playing two extremely graphics intensive games on an unsupported graphics card&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;, &lt;span style="font-weight: bold;"&gt;Far Cry 2&lt;/span&gt; and &lt;span style="font-weight: bold;"&gt;Fallout 3&lt;/span&gt;.  Both can run the game fairly smoothly but of course everything is on low settings.  Al&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;l of the textures in &lt;span style="font-weight: bold;"&gt;Far Cry 2&lt;/span&gt; are merely solid colors and whenever I am in the heat of battle the frame-rate drops exponentially and &lt;span style="font-weight: bold;"&gt;Fallout 3&lt;/span&gt; crashes if I play more than an hour. Plus, the fog of war makes me feel like I am playing &lt;span style="font-weight: bold;"&gt;Turok&lt;/span&gt; for the N64.  Often I will get shot at by invisible enemies until I walk close enough for the models to pop-up into my vie&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;w.  It is not the most convenient way to game nor is it what the developer intended the experience to be.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;And though I do own the next-gen consoles (my first time owning a console in more than a decade) I &lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;am unwilling to move away from my PC loyalties.  Playing &lt;span style="font-weight: bold;"&gt;Bioshock&lt;/span&gt; on the Xbox360 verified my suspicions that the console FPS just isn't for me and while playing Valve games on my PC online remains adequate, it does not convince me that I have any need to upgrade just yet. This is the diatribe of a stubborn gamer and also a good argument against PC gaming though I will fight you to the death if you claim such a farce.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_Q-AQ_BSaW6E/SQ6pa-vsnnI/AAAAAAAAAQo/yIURKun5hO4/s1600-h/heck.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 166px;" src="http://4.bp.blogspot.com/_Q-AQ_BSaW6E/SQ6pa-vsnnI/AAAAAAAAAQo/yIURKun5hO4/s400/heck.jpg" alt="" id="BLOGGER_PHOTO_ID_5264331295427436146" border="0" /&gt;&lt;/a&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;&lt;br /&gt;The same argument can be said to those not playing games on an HDTV.  In fact, the reason I have not upgraded my PC is because I am investing in an HDTV.  Gaming's relationship with technology &lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;and entertainment is a fickle one.  Unlike any other medium where technology is often combatant with music and film, games have blossomed under business models such as subscriptions and digital distribution.  And the relationship between Nvidia, ATI, Intel, and AMD with the gaming world is fascination.  But I digress as this is probably an entirely separate blog post in itself.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_Q-AQ_BSaW6E/SQ6l8IAOXmI/AAAAAAAAAQA/HDKyqpLMY5U/s1600-h/joystick-keys-sidewinder2.gif"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 250px; height: 250px;" src="http://3.bp.blogspot.com/_Q-AQ_BSaW6E/SQ6l8IAOXmI/AAAAAAAAAQA/HDKyqpLMY5U/s400/joystick-keys-sidewinder2.gif" alt="" id="BLOGGER_PHOTO_ID_5264327466801847906" border="0" /&gt;&lt;/a&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;The fact of the matter is, perhaps I have finally reached my limit&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt; to hardcore PC gaming at the moment.  Though I will attempt to trudge through &lt;span style="font-weight: bold;"&gt;Fallout 3&lt;/span&gt; with my diplorable minimal settings and I am certain I will definitely be playing &lt;span style="font-weight: bold;"&gt;Left4Dead&lt;/span&gt; on my PC, I doubt that I can keep up with the majority of the PC games that are released an longer.  But despite this fact, I sure as hell will try.   &lt;span style="font-weight: bold;"&gt;The Witcher&lt;/span&gt; and &lt;span style="font-weight: bold;"&gt;S.T.A.L.K.E.R.  &lt;/span&gt;were amazing two titles releases the past year and I am sure that many more PC games will be released in 2009 that I will definitel&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;y attempt to test out with this old PC. Unofficially supported be damned, I am a masochist gamer and PC fanboy.  And though I am sure it would  visually and opti&lt;/span&gt;&lt;span style=";font-family:arial;font-size:100%;"  &gt;mally make sense to purchase multiplatform games on the console, old habits die hard.  It is funny how much a platform of choice allows a gamer to rationalize and tolerate at obscene limits.  And though my experiences with my inconsistent frame-rate, model popping, solid texture, limited field of vision, and game crashing will definitely hinder the intended enjoyment of these games, it is small potatoes compared to the ability to play on a machine that I built and love to play on--warts and all.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8272238864974528698-8259801796503194734?l=graduateschoolgamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://graduateschoolgamer.blogspot.com/2008/11/push-it-to-limit_02.html</link><author>noreply@blogger.com (Graduate School Gamer)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/_Q-AQ_BSaW6E/SQ6ofeD76sI/AAAAAAAAAQg/fwzExaHxDSo/s72-c/dead-computer.jpg" height="72" width="72" /><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8272238864974528698.post-6728018310192268356</guid><pubDate>Sat, 01 Nov 2008 18:26:00 +0000</pubDate><atom:updated>2008-11-01T12:48:59.277-07:00</atom:updated><title>Reveling in the splatterfest</title><description>&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:arial;"&gt;Elephant in the room: Game violence.  Since the arrival and passing of 1992's Mortal Kombat, game violence has become a notorious topic and often combated with immediate aversion from gamers.  If some one brings up the issue they are instantly viewed as some sort of prude.  Nowadays the hot topic is sex in games, but glorified violence is still ripe with discussion especially as games reach another milestone of graphical prowess approaching the uncanny valley.&lt;br /&gt;&lt;br /&gt;&lt;a style="left: 0px ! important; top: 18px ! important;" title="Click here to block this object with Adblock Plus" class="abp-objtab-02018768284117035 visible ontop" href="http://www.youtube.com/v/aIdkR85kpKs&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;/a&gt;&lt;a style="left: 0px ! important; top: 18px ! important;" title="Click here to block this object with Adblock Plus" class="abp-objtab-02018768284117035 visible ontop" href="http://www.youtube.com/v/aIdkR85kpKs&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;/a&gt;&lt;object height="344" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/aIdkR85kpKs&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/aIdkR85kpKs&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" height="344" width="425"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;I had just finished &lt;span style="font-weight: bold;"&gt;Dead Space&lt;/span&gt; and though I adore the entire absent HUD aesthetic of the game, I was taken aback by how pornographic the death scenes in the game are &lt;/span&gt;&lt;/span&gt;&lt;span mce_=""  style="font-size:100%;"&gt;&lt;span style="font-family:arial;"&gt;(my favorite clip is at 3:28)&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:arial;"&gt;. I would not go so far as to say that I was offended or disturbed by having the protagonist Isaac being ripped in half or eaten.  But I do have to say that the gore in combination with the rag doll animation was strangely both bothersome and visceral.  There is an extremely voyeuristic quality that goes along with the splatter film that is not only dis&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:arial;"&gt;turbing but compelling.  Just as with a car accident on the road we a drawn to this unseemly horror in horror games as well. But  &lt;span style="font-weight: bold;"&gt;Dead Space&lt;/span&gt; has the luxury of escaping this sort of violence in gaming argument.  Instead the game can b&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:arial;"&gt;e categorized as violence in media because the violence confronts the player as a consequence as opposed to being conducted by the player.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_Q-AQ_BSaW6E/SQypEXQZM1I/AAAAAAAAAPk/JPo9-7fsvVI/s1600-h/bloody+mess.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 254px; height: 147px;" src="http://1.bp.blogspot.com/_Q-AQ_BSaW6E/SQypEXQZM1I/AAAAAAAAAPk/JPo9-7fsvVI/s400/bloody+mess.jpg" alt="" id="BLOGGER_PHOTO_ID_5263767956916613970" border="0" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:arial;"&gt;This glorified violence is just as gruesome in other games as well.  But the reception and connotation of violence takes on a different meaning when performed by the player.  In &lt;span style="font-weight: bold;"&gt;Fallout 3&lt;/span&gt; using the V.A.T.S.  system to finish off enemies will change the camera angle to view to third person and then jump to the enemy in slow-motion to augment the  violence.  This is amplified even more if the player has the Bloody Mess perk which enhances the violence to satiric degrees with heads exploding and limbs flying. It is not wrong to assert that violence is the reward to the player for using V.A.T.S. in the game.  &lt;span style="font-weight: bold;"&gt;Fallout &lt;/span&gt;has always been an ultra-violent series, but the violence in the previous game was itself confrontational whereas the violence in &lt;span style="font-weight: bold;"&gt;Fallout 3&lt;/span&gt; becomes confrontational moreso because it purposefully highlighted&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:arial;"&gt; rather than merely violent. Personally, I gain a huge sense of accomplishment when I shoot a nail-gun at a person's head on&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:arial;"&gt;ly to have the particular anatomy nailed onto the wall behind the limp body that is feet away from the limb.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_Q-AQ_BSaW6E/SQypO6UcnUI/AAAAAAAAAPs/vKLSc8MPgEw/s1600-h/mad+world.jpg"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 252px; height: 140px;" src="http://2.bp.blogspot.com/_Q-AQ_BSaW6E/SQypO6UcnUI/AAAAAAAAAPs/vKLSc8MPgEw/s400/mad+world.jpg" alt="" id="BLOGGER_PHOTO_ID_5263768138127547714" border="0" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:arial;"&gt;In an era where &lt;span style="font-weight: bold;"&gt;Gears of War&lt;/span&gt; curb&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:arial;"&gt; stomping&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:arial;"&gt; is&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:arial;"&gt; acceptab&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:arial;"&gt;le and &lt;span style="font-weight: bold;"&gt;No More Heroes&lt;/span&gt;&lt;span&gt; and &lt;/span&gt;&lt;span style="font-weight: bold;"&gt;Mad World&lt;/span&gt; can be considered the saving grace for the hardcore to the Nintendo Wii it is interesting how we intake our violence.  But what is fascinating is how subjective we are in how it disturbs us in a case by case basis.  David Ellis of Gamevideos.com has been particular vocal in how appalled he was with &lt;span style="font-weight: bold;"&gt;Fallout 3&lt;/span&gt;'s violence.  But he did not give a second thought to &lt;span style="font-weight: bold;"&gt;Gears of War&lt;/span&gt; whose dismemberment is just as glorified.  That is not to say that he is wrong, but something in that game's depiction of that violence was disturbing particular to him.  A&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:arial;"&gt;nd maybe, that is one &lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:arial;"&gt;of &lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:arial;"&gt;the successes of &lt;span style="font-weight: bold;"&gt;Fallout&lt;/span&gt;.  Developer &lt;span style="font-style: italic;"&gt;Bethesda &lt;/span&gt;intended &lt;span style="font-weight: bold;"&gt;Fallout&lt;span style="font-weight: bold;"&gt; 3&lt;/span&gt;&lt;/span&gt; to become a &lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:arial;"&gt;game with consequences, and by accentuating the violence it reveals itself as a consequences.  The world of &lt;span style="font-weight: bold;"&gt;Fallout 3&lt;/span&gt; is a detrimental dystopia to live in and there is an atmosphere of desperation, sadness, and loneliness that marries &lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:arial;"&gt;itself well with the game's explicit gore.  This may be a cheap cop-out and giving &lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:arial;"&gt;&lt;span style="font-style: italic;"&gt;Bethesda&lt;/span&gt; too much credit. But if a gamer can begin to &lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_Q-AQ_BSaW6E/SQypluE6FNI/AAAAAAAAAP0/vU66fng0Rmo/s1600-h/curb+stomp.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 239px; height: 133px;" src="http://3.bp.blogspot.com/_Q-AQ_BSaW6E/SQypluE6FNI/AAAAAAAAAP0/vU66fng0Rmo/s400/curb+stomp.jpg" alt="" id="BLOGGER_PHOTO_ID_5263768529978135762" border="0" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:arial;"&gt;confront violence as a consequence &lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-family:arial;"&gt;of his actions, it not only vindicates the philosphy of this game, but adds another element of player response that is underplayed and ignored in interactive media within the community.&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8272238864974528698-6728018310192268356?l=graduateschoolgamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://graduateschoolgamer.blogspot.com/2008/11/reveling-in-splatter.html</link><author>noreply@blogger.com (Graduate School Gamer)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://1.bp.blogspot.com/_Q-AQ_BSaW6E/SQypEXQZM1I/AAAAAAAAAPk/JPo9-7fsvVI/s72-c/bloody+mess.jpg" height="72" width="72" /><thr:total>1</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8272238864974528698.post-3546498397692105343</guid><pubDate>Sat, 01 Nov 2008 00:19:00 +0000</pubDate><atom:updated>2008-10-31T18:12:32.604-07:00</atom:updated><title>A seasonal overload</title><description>&lt;span style="font-size:85%;"&gt;&lt;a style="font-family: arial;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_Q-AQ_BSaW6E/SQuiJi-ER5I/AAAAAAAAAO8/nsaf2M8pvDs/s1600-h/gamestop.jpg"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; 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	mso-header-margin:.5in; 	mso-footer-margin:.5in; 	mso-paper-source:0;} div.Section1 	{page:Section1;} --&gt; &lt;/style&gt;&lt;!--[if gte mso 10]&gt; &lt;style&gt;  /* Style Definitions */  table.MsoNormalTable 	{mso-style-name:"Table Normal"; 	mso-tstyle-rowband-size:0; 	mso-tstyle-colband-size:0; 	mso-style-noshow:yes; 	mso-style-priority:99; 	mso-style-qformat:yes; 	mso-style-parent:""; 	mso-padding-alt:0in 5.4pt 0in 5.4pt; 	mso-para-margin-top:0in; 	mso-para-margin-right:0in; 	mso-para-margin-bottom:10.0pt; 	mso-para-margin-left:0in; 	line-height:115%; 	mso-pagination:widow-orphan; 	font-size:11.0pt; 	font-family:"Calibri","sans-serif"; 	mso-ascii-font-family:Calibri; 	mso-ascii-theme-font:minor-latin; 	mso-fareast-font-family:"Times New Roman"; 	mso-fareast-theme-font:minor-fareast; 	mso-hansi-font-family:Calibri; 	mso-hansi-theme-font:minor-latin;} &lt;/style&gt; &lt;![endif]--&gt;  &lt;p style="font-family: arial;font-family:arial;" class="MsoNormal" &gt;&lt;span style="font-size:85%;"&gt;Happy Halloween.&lt;/span&gt;&lt;span style=";font-size:85%;" &gt;  &lt;/span&gt;&lt;span style="font-size:85%;"&gt;Now that midterms are over I can finally get down to some hardcore gaming.&lt;/span&gt;&lt;span style=";font-size:85%;" &gt;  &lt;/span&gt;&lt;span style="font-size:85%;"&gt;Or so I thought as there is an array of other papers and articles write as well as research to do.&lt;/span&gt;&lt;span style=";font-size:85%;" &gt;  &lt;/span&gt;&lt;span style="font-size:85%;"&gt;Looking at my previous post I see that using the term “credible gamers” should actually be replaced with “enthusiast gamers.”&lt;/span&gt;&lt;span style=";font-size:85%;" &gt;  &lt;/span&gt;&lt;span style="font-size:85%;"&gt;It is a problem me and my fellow bloggers are facing today, which is finding the time not only to play video games but also keep up with games released—especially during the fourth quarter rush. Because I have missed a week of posting, this will be an especially longer post than usual so please bare with me.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: arial;font-family:arial;" class="MsoNormal" &gt;&lt;span style="font-size:85%;"&gt;The sentiment of many game journalists and commentators is that the developer means for the player not to rush through games.&lt;/span&gt;&lt;span style=";font-size:85%;" &gt;  &lt;/span&gt;&lt;span style="font-size:85%;"&gt;Games such as &lt;b style=""&gt;Fallout 3&lt;/b&gt; or &lt;b style=""&gt;Fable 2&lt;/b&gt; are meant to be digested in slow spurts.&lt;/span&gt;&lt;span style=";font-size:85%;" &gt;  &lt;/span&gt;&lt;span style="font-size:85%;"&gt;That is not to say that they discourage the opinions of reviewers and other gamers that go into marathon play sessions.&lt;/span&gt;&lt;span style=";font-size:85%;" &gt;  &lt;/span&gt;&lt;span style="font-size:85%;"&gt;But it is discerning that games seem to have such a short window of attention only lasting for a week or two if they are lucky.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: arial;font-family:arial;" class="MsoNormal" &gt;&lt;span style="font-size:85%;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_Q-AQ_BSaW6E/SQuke6g4LeI/AAAAAAAAAPc/gzbsmCDPosA/s1600-h/Ratatouille+Anton+Ego.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 158px; height: 134px;" src="http://1.bp.blogspot.com/_Q-AQ_BSaW6E/SQuke6g4LeI/AAAAAAAAAPc/gzbsmCDPosA/s400/Ratatouille+Anton+Ego.jpg" alt="" id="BLOGGER_PHOTO_ID_5263481440522743266" border="0" /&gt;&lt;/a&gt;Again, I must compare to different mediums as books and movies also require such slow digestion.&lt;/span&gt;&lt;span style=";font-size:85%;" &gt; &lt;/span&gt;&lt;span style=";font-size:85%;" &gt; &lt;/span&gt;&lt;span style="font-size:85%;"&gt;For any kind of intellectual reflection there needs to be duration during and afterwards of the experience.&lt;/span&gt;&lt;span style=";font-size:85%;" &gt;  &lt;/span&gt;&lt;span style="font-size:85%;"&gt;I personally believe, that much of the appreciation for games comes post-gameplay rather than during.&lt;/span&gt;&lt;span style=";font-size:85%;" &gt;  &lt;/span&gt;&lt;span style="font-size:85%;"&gt;This allows for more in depth investigation and pondering of the product.&lt;/span&gt;&lt;span style=";font-size:85%;" &gt;  &lt;/span&gt;&lt;span style="font-size:85%;"&gt;A lot of what my fellow commentators seem to touch upon is the experience while playing the game and the criticism is that because of this October rush of games we are unable to give the time of day to examine a game before we must move on to the next one.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: arial;font-family:arial;"  class="MsoNormal"&gt;&lt;span style="font-size:85%;"&gt;Of course, the average consumer does not care about looking at games in this manner.&lt;/span&gt;&lt;span style=";font-size:85%;" &gt;  &lt;/span&gt;&lt;span style="font-size:85%;"&gt;They just want the next blockbuster to take up their time.&lt;/span&gt;&lt;span style=";font-size:85%;" &gt;  &lt;/span&gt;&lt;span style="font-size:85%;"&gt;And of course, it is rare that reviews can review every game as their extensive backlog library indicates.&lt;/span&gt;&lt;/p&gt;    &lt;p class="MsoNormal" style="font-family: arial;"&gt;&lt;span style="font-size:85%;"&gt;I believe we are asking too much.&lt;/span&gt;&lt;span style=";font-size:85%;" &gt;  &lt;/span&gt;&lt;span style="font-size:85%;"&gt;Looking at reviews and criticism in other media there is a vast division between the two.&lt;/span&gt;&lt;span style=";font-size:85%;" &gt;  &lt;/span&gt;&lt;span style="font-size:85%;"&gt;Comparing reviews of books, television, or film to criticisms months and years afterwards there is a multitude of difference in the approach and topics brought upon in reach.&lt;/span&gt;&lt;span style=";font-size:85%;" &gt;  &lt;/span&gt;&lt;span style="font-size:85%;"&gt;We should not expect the same from reviews and I believe it is unfair to expect as such.&lt;/span&gt;&lt;span style=";font-size:85%;" &gt;  &lt;/span&gt;&lt;span style="font-size:85%;"&gt;The criticism that developers mean for a game to be played a certain way is erroneous as a major aspect of interactive media is that the player gains control of the gameplay.&lt;/span&gt;&lt;span style=";font-size:85%;" &gt;  &lt;/span&gt;&lt;span style="font-size:85%;"&gt;Especially for such open world games, it is insane to believe game experience and personal play can be judged in a numerical ratings system.&lt;/span&gt;&lt;/p&gt;&lt;p class="MsoNormal" style="font-family: arial;"&gt;&lt;span style="font-size:85%;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_Q-AQ_BSaW6E/SQui1KCuqlI/AAAAAAAAAPU/_fcfFGbPk3U/s1600-h/Hardcore-Gamer-Magazine.jpg"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 140px; height: 181px;" src="http://4.bp.blogspot.com/_Q-AQ_BSaW6E/SQui1KCuqlI/AAAAAAAAAPU/_fcfFGbPk3U/s400/Hardcore-Gamer-Magazine.jpg" alt="" id="BLOGGER_PHOTO_ID_5263479623625124434" border="0" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="font-family: arial;font-family:arial;" class="MsoNormal" &gt;&lt;span style="font-size:85%;"&gt;Not having the luxury of time (and especially money) to play every game that is released the best we can do is savor what we have.&lt;/span&gt;&lt;span style=";font-size:85%;" &gt;  &lt;/span&gt;&lt;span style="font-size:85%;"&gt;My confession is that I have never owned a 3d graphics console until this current generation.&lt;/span&gt;&lt;span style=";font-size:85%;" &gt;  &lt;/span&gt;&lt;span style="font-size:85%;"&gt;I have since been retreading many of the PS2 gems that I had missed on my PS3 and my appreciation for design and artistry has me in awe in the past console generation compared to our current one.&lt;/span&gt;&lt;span style=";font-size:85%;" &gt;  &lt;/span&gt;&lt;span style="font-size:85%;"&gt;Surprisingly, little has changed which is one of the reasons I started this blog.&lt;/span&gt;&lt;span style=";font-size:85%;" &gt;  &lt;/span&gt;&lt;span style="font-size:85%;"&gt;Because there is so much more where interactive media can go from where it is now apart from the boom of social interaction games.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: arial;font-family:arial;"  class="MsoNormal"&gt;&lt;span style="font-size:85%;"&gt;All great things come in retrospect.&lt;/span&gt;&lt;span style=";font-size:85%;" &gt;  &lt;/span&gt;&lt;span style="font-size:85%;"&gt;Though we may be or may not be blowing through the numerous AAA games that are coming out this season, it does not mean that they are no appreciated.&lt;/span&gt;&lt;span style=";font-size:85%;" &gt;  &lt;/span&gt;&lt;span style="font-size:85%;"&gt;I would argue that the best season for gamers is the summer drought allowing time to not only backtrack on games missed but also reflect and replay games that we had back in the Fall.&lt;/span&gt;&lt;span style=";font-size:85%;" &gt;  &lt;/span&gt;&lt;span style="font-size:85%;"&gt;And, of course, we become disassociated with the hype machine that often plagues games that we criticize and idolize.&lt;/span&gt;&lt;/p&gt;  &lt;p style="font-family: arial;font-family:arial;"  class="MsoNormal"&gt;&lt;span style="font-size:85%;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_Q-AQ_BSaW6E/SQuinDwJr5I/AAAAAAAAAPM/t2hyt31HZeU/s1600-h/retrogamershirts_link1.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 211px; height: 174px;" src="http://3.bp.blogspot.com/_Q-AQ_BSaW6E/SQuinDwJr5I/AAAAAAAAAPM/t2hyt31HZeU/s400/retrogamershirts_link1.jpg" alt="" id="BLOGGER_PHOTO_ID_5263479381418422162" border="0" /&gt;&lt;/a&gt;So while you are trying to play and buy games during this period of global economic downturn, do not feel pressured to play every game this season.&lt;/span&gt;&lt;span style=";font-size:85%;" &gt;  &lt;/span&gt;&lt;span style="font-size:85%;"&gt;Because more often than not, the current discussion of the game is superficial and it is only months afterwards when we revisit out experience do we realize the impact and importance of these games.&lt;/span&gt;&lt;span style=";font-size:85%;" &gt;  &lt;/span&gt;&lt;span style="font-size:85%;"&gt;However, I do have to say that marathon gaming itself is a fascination topic of player experience.&lt;/span&gt;&lt;span style=";font-size:85%;" &gt;  &lt;/span&gt;&lt;span style="font-size:85%;"&gt;Just as watching a season of television at once rather than an entire year can put a series into perspective that we may not have experienced by watching a series in how it was “meant” to be seen.&lt;/span&gt;&lt;span style=";font-size:85%;" &gt; &lt;/span&gt;&lt;span style="font-size:85%;"&gt;Intentions can be overrated and we must discover ourselves how much we value our time and the experience we want as opposed to what the developer wants.&lt;/span&gt;&lt;/p&gt;  &lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8272238864974528698-3546498397692105343?l=graduateschoolgamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://graduateschoolgamer.blogspot.com/2008/10/seasonal-overload.html</link><author>noreply@blogger.com (Graduate School Gamer)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/_Q-AQ_BSaW6E/SQuiJi-ER5I/AAAAAAAAAO8/nsaf2M8pvDs/s72-c/gamestop.jpg" height="72" width="72" /><thr:total>2</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8272238864974528698.post-2321058070872156575</guid><pubDate>Thu, 30 Oct 2008 04:20:00 +0000</pubDate><atom:updated>2008-10-29T21:22:26.045-07:00</atom:updated><title>Credible Gamers in the Blogosphere</title><description>&lt;span style="font-size:100%;"&gt;&lt;span style="font-family: arial;"&gt;So if you haven't noticed, it has been a week since I have posted.  This is mainly because it is midterm season and I have not had the time to game nor blog.  It is a popular sentiment that is being discussed about gaming in the blogosphere.  Expect a post tomorrow on my own take on this topic and the obstacles of remaining a gamer as well as a graduate student.&lt;/span&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8272238864974528698-2321058070872156575?l=graduateschoolgamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://graduateschoolgamer.blogspot.com/2008/10/credible-gamers-in-blogosphere.html</link><author>noreply@blogger.com (Graduate School Gamer)</author><thr:total>1</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8272238864974528698.post-1569411492684466134</guid><pubDate>Fri, 24 Oct 2008 06:23:00 +0000</pubDate><atom:updated>2008-10-24T01:15:58.112-07:00</atom:updated><title>Nondescript region of concern</title><description>&lt;span style="font-weight: bold;font-family:arial;" &gt;Far Cry 2&lt;/span&gt;&lt;span style="font-family:arial;"&gt; looks absolutely gorgeous and I am tempted to upgrade my PC to take advantage of the visual orgasm.  Now with that out of the way, I want to talk about the plot of the game.  No, I won't delve into the specifics of its mercenary structure or parallelisms into &lt;/span&gt;&lt;span style="font-style: italic;font-family:arial;" &gt;Heart of Darkness&lt;/span&gt;&lt;span style="font-family:arial;"&gt;.  I want to address an issue that I believe a lot of war games have: the nondescript, nonspecific, undisclosed location of the game's setting.    &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Far Cry 2&lt;/span&gt;&lt;span style="font-family:arial;"&gt; takes place in an unstable African state.  That may suffice for a typical action game, but if the developer intended to place a greater effort into the story-which they have spoken that it was a major concern-then I don't believe having a nondescript location helps their efforts.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a style="font-family: arial;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_Q-AQ_BSaW6E/SQFs1-P_j2I/AAAAAAAAANg/8Ma1gQQyHpM/s1600-h/far+cry.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 201px; height: 113px;" src="http://2.bp.blogspot.com/_Q-AQ_BSaW6E/SQFs1-P_j2I/AAAAAAAAANg/8Ma1gQQyHpM/s400/far+cry.jpg" alt="" id="BLOGGER_PHOTO_ID_5260605514244394850" border="0" /&gt;&lt;/a&gt;&lt;span style="font-family:arial;"&gt;Now, a fair argument can be made that this just isn't necessary.  Africa is simply enough.  The player does not need any more specifics for an FPS "action game."  But I believe, that this mentality hinders the genre to grow because it takes away from what could be a very mature narrative and the impression gamers have with playing this genre. What this mindset does do is boils it down to basically a dumb-action movie.  But action movies can be very stimulating-look at the &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Terminator&lt;/span&gt; series or even the &lt;span style="font-weight: bold;font-family:arial;" &gt;Bourne&lt;/span&gt;&lt;span style="font-family:arial;"&gt; series.  There is no reason that video games need to be dumbed-down to the player.  I even find it slightly offensive that Africa can be considered a setting that is representational of all the regions in the continent.  No one would set a game simply in Europe with a single environmental backdrop and expect it to represent the entire continent.  It is absolutely ludicrous.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a style="font-family: arial;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_Q-AQ_BSaW6E/SQFwVDW9v1I/AAAAAAAAANo/0e7SlO7q5Q4/s1600-h/call-of-duty-4.jpg"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 152px; height: 219px;" src="http://1.bp.blogspot.com/_Q-AQ_BSaW6E/SQFwVDW9v1I/AAAAAAAAANo/0e7SlO7q5Q4/s400/call-of-duty-4.jpg" alt="" id="BLOGGER_PHOTO_ID_5260609346726641490" border="0" /&gt;&lt;/a&gt;&lt;span style="font-family:arial;"&gt;This is highly controversial in the case of &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Call of Duty 4: Modern W&lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;arfare&lt;/span&gt;&lt;span style="font-family:arial;"&gt; where it is set in an unnamed Middle East country.  What the hell is that?  Now before I go further, I do want to give credit that the game does have an amazingly well constructed narrative and simply one of the most memorable gaming moments of last year.  But I don't believe the game went far enough in its responsibility for depicting the consequences of modern warfare.  For a game set in modern warfare, the reality of it is totally disassociated when players can bomb areas from a computer screen within the game.  It is both beautiful and shocking in the amount of time, care, and detail Infinity Ward put into the game.  And though I applaud &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;COD4&lt;/span&gt;&lt;span style="font-family:arial;"&gt; as a great game, I wish they gave the player the benefit of the doubt that they can process their actions with a specific setting that purveys much more social and political intertext than simply placing it in the Middle East.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;And now we come to the topic of censorship.  I am sure if &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;COD4&lt;/span&gt;&lt;span style="font-family:arial;"&gt; were to set  it in a specific nation there would be huge uproar.  But I believe that is a very ignorant sentiment from dissenters.  By not placing the game more grounding into the current reality, players have an easier time to disconnect with it.  If &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;COD4&lt;/span&gt;&lt;span style="font-family:arial;"&gt; were set in Iran, Iraq, Afghanistan (which it might as well be) I believe the narrative would become much stronger and have a larger impact on the player.  &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a style="font-family: arial;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_Q-AQ_BSaW6E/SQFyHWRnNlI/AAAAAAAAANw/pUmKH6DXY8Y/s1600-h/gta.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 225px;" src="http://4.bp.blogspot.com/_Q-AQ_BSaW6E/SQFyHWRnNlI/AAAAAAAAANw/pUmKH6DXY8Y/s400/gta.jpg" alt="" id="BLOGGER_PHOTO_ID_5260611310309553746" border="0" /&gt;&lt;/a&gt;&lt;span style="font-family:arial;"&gt;But do not confuse my intentions to have all games become overly serious.  Video games are entertainment and they are an escape.  &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Grand Theft Auto&lt;/span&gt;&lt;span style="font-family:arial;"&gt; would not be what it is today if it didn't give the player the ability for free reign.  Game narratives are not required to present the players with social conniptions or epiphanies.  However, they should try to push the medium in some facet whether it is narrative, game play, design, or simply perfection of certain mechanics.  All I am saying is it would be nice to know where the hell and who the hell I am taking head shots at.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8272238864974528698-1569411492684466134?l=graduateschoolgamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://graduateschoolgamer.blogspot.com/2008/10/nondescript-region-of-concern.html</link><author>noreply@blogger.com (Graduate School Gamer)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/_Q-AQ_BSaW6E/SQFs1-P_j2I/AAAAAAAAANg/8Ma1gQQyHpM/s72-c/far+cry.jpg" height="72" width="72" /><thr:total>3</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8272238864974528698.post-1168323985237175441</guid><pubDate>Wed, 22 Oct 2008 07:07:00 +0000</pubDate><atom:updated>2008-10-22T11:52:35.266-07:00</atom:updated><title>How am I not myself?</title><description>&lt;a style="font-family: arial;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_Q-AQ_BSaW6E/SP7Sz_eTkhI/AAAAAAAAANA/Zu3p2IG9jEI/s1600-h/Lacan.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 169px; height: 145px;" src="http://3.bp.blogspot.com/_Q-AQ_BSaW6E/SP7Sz_eTkhI/AAAAAAAAANA/Zu3p2IG9jEI/s400/Lacan.jpg" alt="" id="BLOGGER_PHOTO_ID_5259873205469024786" border="0" /&gt;&lt;/a&gt;&lt;span style="font-family:arial;"&gt;It was bound to happen as my current graduate curriculum has converged into my blog.  Luckily, it is a subject I am completely immersed in and intellectually stimulated with at this point &lt;/span&gt;&lt;span style="font-family:arial;"&gt;in the semester.  It is the notion of transference between the identity of the player and the identity of the avatar, where the two subjects do not collide but exist in tangent parallels to one another.  I apologize to fellow students that are curre&lt;/span&gt;&lt;span style="font-family:arial;"&gt;ntly reading my blog, but it is the "Lacanian" sense of the internal gaze where one is aware himself as himself as the other peering at himself.  &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;This idea was sparked by the most recent post by the Brainy Gamer, Michael Abbott, who references a link from &lt;/span&gt;&lt;a style="font-family: arial;" href="http://versusclucluland.blogspot.com/2008/10/leaving-vault-means-you-probably-ar.html"&gt;Iroquois Pliskin's experience with the game &lt;span style="font-weight: bold;"&gt;Fallout&lt;/span&gt;.&lt;/a&gt;&lt;span style="font-family:arial;"&gt;  One particular passage caught my interest:&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;blockquote  style="font-family:arial;"&gt;"&lt;span style="font-style: normal;"&gt;You feel like you &lt;/span&gt;&lt;em&gt;share an &lt;/em&gt;&lt;em&gt;experience&lt;/em&gt;&lt;span style="font-style: normal;"&gt; with your cha&lt;/span&gt;&lt;span style="font-style: normal;"&gt;racter, this experience of being thrust into a world you barely understand, one that is unpredictable and promising at once; and sharing an experience is the beginning of a relationship."&lt;br /&gt;&lt;/span&gt;&lt;/blockquote&gt;&lt;span style="font-family:arial;"&gt;What grabbed me was this shared instance with the character when the character actually is yourself.  Essentially, when you a playing single-player games it is a very intimate, personal experience the player has with himself.  This fits especially well with an RPG such as &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Fallout&lt;/span&gt; where the sense of loneliness is imperative to the gameplay experience.  Another good example is &lt;span style="font-weight: bold;font-family:arial;" &gt;Half-Life 2&lt;/span&gt;&lt;span style="font-family:arial;"&gt;.  I am, of course, ignoring the dialog that occurs between the player and the designer in this particular instance and I am sure if I were writing some sort of dissertation this element would most definitely be addressed.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a style="font-family: arial;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_Q-AQ_BSaW6E/SP7U-uBGghI/AAAAAAAAANI/2T01QgID004/s1600-h/Fallout3A.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_Q-AQ_BSaW6E/SP7U-uBGghI/AAAAAAAAANI/2T01QgID004/s400/Fallout3A.jpg" alt="" id="BLOGGER_PHOTO_ID_5259875588784947730" border="0" /&gt;&lt;/a&gt;&lt;span style="font-family:arial;"&gt;But I find this aura of simultaneous separation and identification fascinating.  It is the moment where the player thrusts himself onto the avatar, creating his own identity, yet remaining distant to the character in the game space unbeknown that that character is, in fact, himself.  There is a kind of aloofness to the relationship someone has to an avatar that is extremely familiar and artificial, which I believe, Pliskin touches upon in her experience with the game.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;So what does this all mean?  Well, it is an experience that can be comparable to the idea audience identification within film.  Where the viewer begins to not only fell empathy but identify himself as the character on screen.  But, I believe, the division becomes even more blurred in video games because the player is shaping the character as himself or as whom&lt;/span&gt;&lt;span style="font-family:arial;"&gt; he unconsciously wishes himself to be in the game space.  While at the same time, this construction of&lt;/span&gt;&lt;a style="font-family: arial;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_Q-AQ_BSaW6E/SP7YrAXw4-I/AAAAAAAAANQ/IcR05ibd-ww/s1600-h/2525517439_2df9c4a88b.jpg"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 214px; height: 120px;" src="http://1.bp.blogspot.com/_Q-AQ_BSaW6E/SP7YrAXw4-I/AAAAAAAAANQ/IcR05ibd-ww/s400/2525517439_2df9c4a88b.jpg" alt="" id="BLOGGER_PHOTO_ID_5259879648160965602" border="0" /&gt;&lt;/a&gt;&lt;span style="font-family:arial;"&gt; pixels is inherently not himself and artificial.  This is an experience that video games, in particular, &lt;/span&gt;&lt;span style="font-family:arial;"&gt;provide almost &lt;/span&gt;&lt;span style="font-family:arial;"&gt;exclusively.  When this relationship becomes aware to the player, for example in a game cinematic, it disrupts the channel between the player, himself, his avatar, and the game.  And that is why the video game cinematic has come under such recent contention.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;I do not want to delve too deep into this dynamic relationship between the player and the avatar, but it is definitely an avenue of intellectual curiosity that I hope to revisit in the future.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8272238864974528698-1168323985237175441?l=graduateschoolgamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://graduateschoolgamer.blogspot.com/2008/10/how-am-i-not-myself.html</link><author>noreply@blogger.com (Graduate School Gamer)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/_Q-AQ_BSaW6E/SP7Sz_eTkhI/AAAAAAAAANA/Zu3p2IG9jEI/s72-c/Lacan.jpg" height="72" width="72" /><thr:total>0</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8272238864974528698.post-1816581801734376409</guid><pubDate>Tue, 21 Oct 2008 00:48:00 +0000</pubDate><atom:updated>2008-10-22T22:56:42.739-07:00</atom:updated><title>"I chose something different. I chose the impossible."</title><description>&lt;span style="font-family:arial;"&gt;If you haven't already heard, &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Bioshock 2&lt;/span&gt;&lt;span style="font-family:arial;"&gt; is being developed.  And, since the recent leak of the extras for the PS3 version of the game there is a trailer that is making its way through the Internet.  In the trailer below which shows a very adorable little, plush Big Daddy doll and a woman looking into the see, which many have speculated to be a grown up Little Sister.  The tentative title for the sequel (though it still could be a prequel) is &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Bioshock 2: Sea of Dreams.&lt;/span&gt;&lt;span style="font-family:arial;"&gt;  Thankfully, it does have the excellent song "Dream" by the Pied Pipers playing in the background.&lt;/span&gt;&lt;span style="font-family:arial;"&gt;&lt;br /&gt;&lt;br /&gt;&lt;a style="left: 0px ! important; top: 15px ! important;" title="Click here to block this object with Adblock Plus" class="abp-objtab-06325096575630029 visible ontop" href="http://www.youtube.com/v/W7O2YeMU9aA&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;/a&gt;&lt;object height="344" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/W7O2YeMU9aA&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;embed src="http://www.youtube.com/v/W7O2YeMU9aA&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" allowfullscreen="true" height="344" width="425"&gt;&lt;/embed&gt;&lt;/object&gt;Now, there have been a lot of message board and blog posts about the possibilities of this sequel's plot.  Will the Little Sisters have to come back to Rapture?  Will we see the consequences of Jack's actions on Rapture?  What of its inhabitants?  What is to become of the Big Daddies?  So forth and so forth.  Now, I won't bore you with my own suggestions of the sequel's narrative, but I do hope that the 2k Marin team does delve into one important aspect of the game, its themes.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a style="font-family: arial;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_Q-AQ_BSaW6E/SP0teUt5hzI/AAAAAAAAAMU/LNATNFSWbTE/s1600-h/ryanrand.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 370px; height: 210px;" src="http://2.bp.blogspot.com/_Q-AQ_BSaW6E/SP0teUt5hzI/AAAAAAAAAMU/LNATNFSWbTE/s400/ryanrand.jpg" alt="" id="BLOGGER_PHOTO_ID_5259409938819155762" border="0" /&gt;&lt;/a&gt;&lt;span style="font-family:arial;"&gt;Definitely, my favorite aspect of &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Bioshock&lt;/span&gt;&lt;span style="font-family:arial;"&gt; was its integration of Ayn Rand's philosophy of Objectivism.  And if the 2k Marin team does not delve into this element of &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Bioshock&lt;/span&gt;&lt;span style="font-family:arial;"&gt; it will be a massive failure of  importance to the product in its status as a groundbreaking work of art in game narrative and maturity.  It would be wonderful if who ever is helming the narrative looks further into how Andrew &lt;/span&gt;&lt;span style="font-family:arial;"&gt;Ryan's philosophy has affected the inhabitants of Rapture and even integrate elements from Rand's &lt;span style="font-style: italic;"&gt;Fountainhead&lt;/span&gt; as opposed to &lt;span style="font-style: italic;"&gt;Atlas Shrugged&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_Q-AQ_BSaW6E/SP0wkImKwQI/AAAAAAAAAMc/2iugIt7RMkI/s1600-h/bdaddy.jpg"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 211px; height: 125px;" src="http://2.bp.blogspot.com/_Q-AQ_BSaW6E/SP0wkImKwQI/AAAAAAAAAMc/2iugIt7RMkI/s400/bdaddy.jpg" alt="" id="BLOGGER_PHOTO_ID_5259413337179603202" border="0" /&gt;&lt;/a&gt;&lt;span style="font-family:arial;"&gt;In fact, to take it even further I would love to see the sequel of &lt;span style="font-weight: bold;"&gt;Bioshock&lt;/span&gt; to investigate the philosophies of Subjectivism and even Relativism as opposed to Rand's Objectivism.  What if Fountaine was right to oppose Andrew Ryan?  This is a sequel that is burdened with a legacy no one initially asked for.  But on the plus side, it h&lt;/span&gt;&lt;span style="font-family:arial;"&gt;as a world that is alive with inspiration and possibilities.  Though Ken Levine may only have a consulting role this time around, I know there are others in 2K just as talented and hopeful to creating something truly unique and worth while.  Here is to keeping my figures crossed and looking out into the sea of possibilities.&lt;/span&gt;&lt;object style="font-family: arial;" height="344" width="425"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/object&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8272238864974528698-1816581801734376409?l=graduateschoolgamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://graduateschoolgamer.blogspot.com/2008/10/i-chose-something-different-i-chose.html</link><author>noreply@blogger.com (Graduate School Gamer)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/_Q-AQ_BSaW6E/SP0teUt5hzI/AAAAAAAAAMU/LNATNFSWbTE/s72-c/ryanrand.jpg" height="72" width="72" /><thr:total>2</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8272238864974528698.post-6221802311385143787</guid><pubDate>Sun, 19 Oct 2008 21:07:00 +0000</pubDate><atom:updated>2008-10-19T14:54:11.156-07:00</atom:updated><title>Emotional (dis)content</title><description>&lt;span style="font-family:arial;"&gt;Film critic Roger Moore recently posted his review of the &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Max Payne&lt;/span&gt;&lt;span style="font-family:arial;"&gt; film in the Orlando Sentinel.  Surprise, surprise the movie is not garnering well-received reviews.  But Moore does make a particular comment in his review concerning the emotional weight of a particular incident in the new film.  Having not seen the movie, but played the games (spoiler alert!) I am sure it concerns the death of the female lead Mona Sax.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt; &lt;a style="font-family: arial;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_Q-AQ_BSaW6E/SPukaiteuZI/AAAAAAAAAL0/KrUiB7x9iks/s1600-h/009_max_payne_2_box.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_Q-AQ_BSaW6E/SPukaiteuZI/AAAAAAAAAL0/KrUiB7x9iks/s400/009_max_payne_2_box.jpg" alt="" id="BLOGGER_PHOTO_ID_5258977765786302866" border="0" /&gt;&lt;/a&gt;&lt;span style="font-family:arial;"&gt;In his review, Moore writes: "But as good as a couple of its action beats are, Max still suffers from the heartlessness that makes games emotionally inferior to movies. Nobody ever shed a tear over a video-game character's death."&lt;/span&gt;  &lt;span style="font-family:arial;"&gt;Now, I don't particularly remember crying when Mona dies in &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Ma&lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;x Payne 2: the Fall of Max Payne&lt;/span&gt;&lt;span style="font-family:arial;"&gt;--personally I believe Payne's family being brutally murdered in the first game had enough emotional weight and placing in a female love interest complete undercuts his original motivation in the first game--Moore is &lt;span style="font-style: italic;"&gt;more &lt;/span&gt;or less correct.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a style="font-family: arial;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_Q-AQ_BSaW6E/SPuknjTzjNI/AAAAAAAAAME/ZErz7dfLIlg/s1600-h/AerisDeath1.jpg"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 218px; height: 153px;" src="http://3.bp.blogspot.com/_Q-AQ_BSaW6E/SPuknjTzjNI/AAAAAAAAAME/ZErz7dfLIlg/s400/AerisDeath1.jpg" alt="" id="BLOGGER_PHOTO_ID_5258977989285350610" border="0" /&gt;&lt;/a&gt;&lt;span style="font-family:arial;"&gt;Now, I am sure that there are millions&lt;/span&gt;&lt;span style="font-family:arial;"&gt; of Final &lt;/span&gt;&lt;span style="font-family:arial;"&gt;Fantasy fans &lt;/span&gt;&lt;span style="font-family:arial;"&gt;spamming Moo&lt;/span&gt;&lt;span style="font-family:arial;"&gt;re's e-mail about Aeris's death.  There are plenty of game characters where the player does feel empathy and regret towards like Agro in &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Shadow of Colossus&lt;/span&gt;&lt;span style="font-family:arial;"&gt;, Dogmeat in &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Fallout&lt;/span&gt;&lt;span style="font-family:arial;"&gt;, and even more recent games such as &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Metal Gear Solid 4&lt;/span&gt;&lt;span style="font-family:arial;"&gt; and &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Half Life: Episode 2&lt;/span&gt;&lt;span style="font-family:arial;"&gt;. I am not sure if at any time these people cried upon their passing.  And why not? Games, especially RPGs, allow the player vast amounts of time to become attached to characters intimately through narrative and gameplay.  Personally, I don't believe it is the fault of the narrative format but of writers unwilling to take changes in game narratives.  There are plenty of moments where I believed if a character died I would honestly feel very emotional towards their death.  Part of me hopes that Alex will die in &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Half Life: Episode 3&lt;/span&gt;&lt;span style="font-family:arial;"&gt; when it is released sometime around 2010--the emo-wuss in me hopes she doesn't.&lt;/span&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;a style="font-family: arial;" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_Q-AQ_BSaW6E/SPunzCl0FjI/AAAAAAAAAMM/12r3sSMbWlk/s1600-h/elephant_man.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 133px; height: 167px;" src="http://2.bp.blogspot.com/_Q-AQ_BSaW6E/SPunzCl0FjI/AAAAAAAAAMM/12r3sSMbWlk/s400/elephant_man.jpg" alt="" id="BLOGGER_PHOTO_ID_5258981485195826738" border="0" /&gt;&lt;/a&gt;&lt;span style="font-family:arial;"&gt;The&lt;/span&gt;&lt;span style="font-family:arial;"&gt; fault, I believe, primarily is attributed to the player and the sense of entitlement players expect from the developer.  The trend today is for the player to make their own narrative while playing and it is doubtful that the player will want to be a sadomasochist and creative negative consequences for himself.  A recent example is &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Fable 2&lt;/span&gt;&lt;span style="font-family:arial;"&gt; where if the player was attacked for extended periods of time it would cause irreconcilable damage and the avatar would become facially deformed.  This was quickly taken out because many players did not want their avatar disfigured and would reload game to the previous save point.   My apologies to Joseph Merrick.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-family:arial;"&gt;Recently games have been receiving narrative acclaim for its simple use of interactivity in key points.  Examples can be forcing the player to pull the trigger to kill The Boss in &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Metal Gear 3&lt;/span&gt;&lt;span style="font-family:arial;"&gt;, watching &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;To Kill A Mockingbird&lt;/span&gt;&lt;span style="font-family:arial;"&gt; in &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;The Darkness&lt;/span&gt;&lt;span style="font-family:arial;"&gt;, and even blinking in &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Alone in the Dark&lt;/span&gt;&lt;span style="font-family:arial;"&gt;.  It's a step in the right direction.  &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Mass Effect&lt;/span&gt;&lt;span style="font-family:arial;"&gt; gave the player the ability the option to chose who sacrifices their life to save the crew.  But I think developers should go a step further.  Specifically, in &lt;/span&gt;&lt;span style="font-weight: bold;font-family:arial;" &gt;Metal Gear&lt;/span&gt;&lt;span style="font-family:arial;"&gt; it should be the illusion of choice forcing the player to live with decisions that are, in all purposes, out of his hands.  Shedding a tear for a character is one thing, but shedding a tear because it is your fault is a wonderful emotional avenue that I hope games will explore as they continue to mature.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8272238864974528698-6221802311385143787?l=graduateschoolgamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://graduateschoolgamer.blogspot.com/2008/10/emotional-discontent.html</link><author>noreply@blogger.com (Graduate School Gamer)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://2.bp.blogspot.com/_Q-AQ_BSaW6E/SPukaiteuZI/AAAAAAAAAL0/KrUiB7x9iks/s72-c/009_max_payne_2_box.jpg" height="72" width="72" /><thr:total>3</thr:total></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-8272238864974528698.post-7102937133662302288</guid><pubDate>Fri, 17 Oct 2008 20:10:00 +0000</pubDate><atom:updated>2008-10-17T13:41:55.546-07:00</atom:updated><title>Feelin' Criminal</title><description>&lt;span style="font-family:arial;"&gt;So I walk into Gamestop yesterday to cancel my pre-order of Little Big Planet.  I have decided that I will not have the time to utilize the level creation in the g&lt;/span&gt;&lt;span style="font-family:arial;"&gt;ame and would rather purchase it later than having the box, still in shrink wrap, collecting dusk on my shelf.  Casually, I tell the clerk that I would like to cancel my pre-order and she tells her manager that another pre-order has been canceled.  The Gamestop manager proceeds to insinuate that I had purchased it  from the Mom &amp;amp; Pop video game store across the street, &lt;/span&gt;&lt;span style="font-family:arial;"&gt;Gameplay.  Apparently, said store had broken the release date and started selling the game.&lt;/span&gt; &lt;span style="text-decoration: underline;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_Q-AQ_BSaW6E/SPj4KF188II/AAAAAAAAALs/lwtAxnbly5o/s1600-h/gamestop_logo.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_Q-AQ_BSaW6E/SPj4KF188II/AAAAAAAAALs/lwtAxnbly5o/s400/gamestop_logo.jpg" alt="" id="BLOGGER_PHOTO_ID_5258225417205903490" border="0" /&gt;&lt;/a&gt;&lt;span style="font-family:arial;"&gt;Now, I am not the biggest Gamestop fan but I am not a d&lt;/span&gt;&lt;span style="font-family:arial;"&gt;issenter of the store chain.  My brother had worked at an EB Games before the merger and I too had once worked in retail.  But I do not appreciate that the fact that I am treated as some sort of criminal for cancelling my pre-order.  I almost considered cancelling my Fallout 3 pre-order on the spot.  This poor customer service is probably the largest fault of Gamestop--other than their status is a faceless, retail abusive corporation.  I have no problem with the used-game market as it is more power to the consumer, though I do disagree with Gamestop's policy on buying used games from customers.&lt;br /&gt;&lt;br /&gt;The difference with the Mom &amp;amp; Pop store, Gameplay, is that the customer/retailer dynamic is much different.  I can talk to a Gameplay employee for extended period of time witho&lt;/span&gt;&lt;span style="font-family:arial;"&gt;ut feeling compelled to purchase from the store that day.  However, every employer at Gamestop feels like a salesman insisting me to pre-order a title, by some peripheral, getting a rewards card, or trying to sell a subscription to GamePro.  It is a feeling of intrusiveness and dynamic where you seem more like commission number.  And for the manager to relay a tone of accusation to an honest customer is down right insulting.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_Q-AQ_BSaW6E/SPj3yVguaEI/AAAAAAAAALk/bkeGFnGnjU8/s1600-h/TF2_Spy01.jpg"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer;" src="http://2.bp.blogspot.com/_Q-AQ_BSaW6E/SPj3yVguaEI/AAAAAAAAALk/bkeGFnGnjU8/s400/TF2_Spy01.jpg" alt="" id="BLOGGER_PHOTO_ID_5258225009094977602" border="0" /&gt;&lt;/a&gt;&lt;span style="font-family:arial;"&gt;Though Gameplay is in the wrong for breaking the release &lt;/span&gt;&lt;span style="font-family:arial;"&gt;date, it does not excuse this particular Gamestop to take out the frustration onto the customer.  Though I still feel empathy for the lowly Gamestop employee that hates his manager and deplores the fact the he is required t&lt;/span&gt;&lt;span style="font-family:arial;"&gt;o push these ridiculous products and deals onto an unwanted customer, Gamestop can seriously f*ck off in the future. &lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8272238864974528698-7102937133662302288?l=graduateschoolgamer.blogspot.com' alt='' /&gt;&lt;/div&gt;</description><link>http://graduateschoolgamer.blogspot.com/2008/10/gamestop-feeling-criminal.html</link><author>noreply@blogger.com (Graduate School Gamer)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://3.bp.blogspot.com/_Q-AQ_BSaW6E/SPj4KF188II/AAAAAAAAALs/lwtAxnbly5o/s72-c/gamestop_logo.jpg" height="72" width="72" /><thr:total>0</thr:total></item></channel></rss>

