Wednesday, February 13, 2013

David Cage is right: Violence is not essential

David Cage is right: Violence is not essential screenshot

Earlier this week, Allistair suggests that violence is an integral part of the dive, which could lead to games that do not have more. This decision followed a presentation by pompous jerk serial and occasional truth Sayer, David Cage. If the spirit of your article - that violence is a facet of the game that we should not reject or ignore -. It is one that I totally agree with, I think it might put too much emphasis on the

violence certainly has a role in our beloved hobby. It is the simplest, most obvious conflict, which often leads to later games. It is also a good way to accentuate the drama and tension, highlighting the key moments in a game. Then there is the simple fact that it can be a hell of a lot of fun, while offering the kind of catharsis, as many people want to relax with your current game of choice.

I will not deny that the violence is convincing, and even important. So if you expect a sentence of hiking, you are in the wrong place. If, however, took as incoherent why violence

not necessary

, then you're probably not lost.

What do you do when handed a firearm or, indeed, any type of weapon? I guess the obvious answer would be that fire, rotate, and in general to participate in some form of combat. This certainly makes sense. A gun is a tool, and is intended to cause bodily harm. So, when you give a weapon in a game, which is clearly given one goal: to kill things Is not it a little boring, right? The games are to engage our imagination, and after playing countless games of shooting people in the face or dismember with axes, I can not think of anything less imaginative.

exactly a firearm. It is a civil war and American gun could not shoot something, even if I wanted to. When I was 17 years ago, my first reaction was to pretend not to shoot. Instead, I asked my father, at the beginning, if I could take it apart. I've never had a gun before, let alone one that was so steeped in history, so I wanted to know what made it work. said no, of course, but that does not stop me from fantasizing about the study of mechanisms, cataloging of each party, and learn more about how it was developed. Even forced me to read about the Civil War, a piece of history not really addressed in the program of Scotland, and was fascinated by the whole period.

Here is a weapon, an old pistol, which was, if it is not actually killed at least designed with this in mind, and it was inspiring to educate. I imagined myself as a soldier, he was pretending to shoot anyone, in any case, they posed as a gunsmith and historian.

hiking promise I did not? There is a reason for this, however. When I get a gun in a game, I know what I'm supposed to do with it, I know what the game tells me that I need to use it, but it is almost the last thing you want to do. Be compelled violence feels restrictive, and may even lead extracted from the full experience when I realize that I have very little control over the events as they play. I can point and shoot you can.

I can still enjoy

size bugs with swords and chainsaws, and when I see a pouring spout blood strain can cause a cheeky smile, but the violence itself is not the overall experience more immersive not press any other action, such as mixing alchemical concoction or a puppy pet, because 9 times out of 10, I could not imagine a more creative use of my time. In a game like

Anarchy Reigns

, works because the game is based on the fight, there is a context, but with titles subtle conflict is all that we remember we are in a game. It would be awkward multiplayer

Spec Ops:. Line

, just check a box

Allistair

violence suggests that lends itself to a more immersive journey through clear and immediate feedback. You pull a gun is fired, no recoil, is the impact of the ball when it hits a wall or meat. It is loud, bombastic, and there are plenty of visual stimuli. This is also what we expect to happen when firing a weapon. However, the most violent games to shoot a gun so many times that you might not notice. When you have killed countless people, burned thousands of clips, perhaps millions of bullets, remains as immersive as the first time I pulled the trigger?

There are several ways to solve the above problem to kill so many people and do the same action many times, of course. Metro 2033

is counting every bullet, other securities, such as STALKER

series gave weapons players n ' unreliable, and last year Chivalry highlighted the physical trauma caused by hacking and slashing enemies shrieks, head and shoulders rolling bones, blood and viscera varied covering the battlefield. Unfortunately, this is much less common than violence without significant interactions with all the weapons and the victims.

As our library of games increases aggressive tendencies, which are formed to accept violence as part of the gaming experience in general. This is, I think, why Allistair think it is imperative that as he does. It has become almost synonymous with the average. This does not mean that you should be.

A former roommate of mine to avoid any game that does not kill. In games that have function, lamented when he could not kill all NPCs. When playing Fallout: New Vegas

who made a simple search in Goodsprings, because when he is in control of his character, he killed everything lives in the people.

His desire to put everything in premature death meant that he missed a lot of dialogue, quests, items and experience that makes the overall flavor Fallout

as fun. Now I'm not suggesting one minute he was "playing badly", as it was designed to allow players to experience this way, but it was definitely ignoring the game itself to violence therein.

Photo Photo This is, I think, is what happens to all of us when we put so much emphasis on violence. We begin to forget how much fun it is to do things that have nothing to do with the death and mutilation. Basically, we are encouraging lazy design. Where is the impetus to the search for a developer to create a puzzle game about exploration to add some weapons and combat apparently attract people to a higher level? Photo Photo Photo Photo -touch, physics can be much deeper and more meaningful to make bullet holes in the ends. When I see an NPC or another player, I want to know who this person is, what


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