So as the first blog post of the year and really the start
of my own experience with the gaming world, I thought I’d begin with the
ultimate end- death. Of course, in the virtual world, “death” doesn’t have
quite the same ultimate, irrevocable quality. In the gaming world when you die,
you’re perhaps set back a bit in time, effort and patience but it’s not really the end of your virtual life. Well,
or so I thought until I found this article online that noted a new trend in
gaming- the trend towards inevitable, or even irrevocable, death.
Basically for those that might not click on the link, there
is a trend in games for death to be either extremely, frustratingly frequent
(as in you may not last 30 seconds) or as in the game ‘One Chance’, as a far
more real punishment. In One Chance, you literally have one chance at the game.
If you die, then that’s it, you can no longer play.
The article discusses how this affects the way that you
experience the game but it’s also interesting to consider why this trend is occurring and what this might indicate about the
dynamics of the gaming community. It certainly reinforces what Kevin was saying
in the lecture about the appeal of the challenge and the rising elitism of the
gaming community. If you can survive One Chance or get to a certain level of
Dark Souls you must be a real gamer,
someone others can really respect. Perhaps it’s also true that after years and
years of experience, today’s gamers are wired with an unprecedented resilience.
I know personally, when challenged in an area I would consider myself good at
or have had years of success at, frustration breeds obsession rather than disheartenment.
For those that have for years prided themselves on their skill, to be defeated
is simply not an option, with the dangling satisfaction of triumph more and
more alluring with each “game over”.
Finally, because these games heighten the realism and sense
of danger it’s interesting how games like One Chance could be explored deeper
from a psychological/philosophical standpoint. In single player games, there’s
no real human connection or interaction with other characters, making game play
more predictable. Yet it would be interesting to have death as a very real
punishment in a MMORPG strategy and/or team work based game. As demonstrated in
the reading, MMORPGs bring games somewhat closer to the “real world” by demonstrating
the interactions within a community. They can also make the gameplay more tense
and unpredictable. I guess in such a
game there would need to be a lot of build up and strategizing before there was
much possibility of you being killed (in order to make the game workable and
worthwhile). However, I think it would make an interesting case study from a
range of academic viewpoints- political, psychological, game theory, etc. What
do you guys think?
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