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Gaming (View in PDF) |
Why do I game? |
Problems of gaming |
Hacks vs. glitches |
PC vs. consoles |
Downloadable content (DLC)
Open world/sandbox games |
Artificial intelligence |
Best gaming elements |
Related links
Where it all started; with one of the original consoles: the Atari 2600. (and yes, we're playing Space Invaders) |
Why do I game? I began enjoying them since before I was a teen. They're fun. And they are a temporary—but needed—escape from the caustic, and often painful, real world surrounding us. We don't live in the gaming world, but it is fun to visit. They're also a means of venting frustration that simply cannot be done in real life. They also provide a sense of virtual friendship and comradery with select other gamers.
Problems of gaming: A tendency to lose track of time and addiction can be problems. Being a victim of hackers/cheaters (a massive problem), and subsequent anger at hacking because you're just not sure whether or not that gamer used an aimbot or wallhack to take you out. Sadly—truth is—a lot of people hack; PunkBuster and Valve Anti-Cheat (VAC) notwithstanding.
Hacks vs. glitches: This is a legitimately interesting debate; but one in which I will quickly state which side I'm on: glitches. Why? First, some definitions (mine) are in order, as there is a fundamental difference between them:
Rockstar, developers of the Grand Theft Auto series, are digging a hole for themselves by treating players who discover glitches (and post them on YouTube) as hackers/script kiddies and punishing them. Rockstar, it is your own faulty code that needs fixing. Not the gamers who discovered them. Granted, you may not agree with what gamers are doing with your glitches (and we might not either), but remember that they are, in effect, acting as your biggest—and most thorough—group of belated beta testers. If they are hacking, then by all means ban their accounts permanently or send them directly to the cheater's pool. But if they discover something within the game that's not working right, then thank them for it and fix it quickly. We are living in the information age, so of course it's going to be on YouTube for all to see—including you...so you have zero excuses not to suck it up and fix it.
Your code is your problem, and your game becomes more robust when those glitches are discovered, posted in a public place, and subsequently fixed. And perhaps if you worked harder to monitor YouTube for glitches and/or hired people to solely test for glitches, those bugs wouldn't be there very long. Hmm. So get busy. But what's that? Aww, did your execs really lose some Sharkcard sales (read: profit) because some players made some in-game money off your glitches? Let me call a waambulance for you. Man up, Rockstar. Own your software—bugs and all—and stop your whining. You can learn some valuable lessons from how Valve is handling Team Fortress 2. You'll make more money by maintaining goodwill toward your gamers than you'll 'save' by sending them to the "cheater's" pool for punishment (which should be reserved for script kiddies).
PC vs. consoles: The never-ending debate. Interestingly enough, some people own both a PC and one or more consoles. Why?
But whichever platform you choose, let's be fair and objective about it: games should be developed to fully support the maximum power and unique benefits each platform is capable of. No more nerfing for the lowest common denominator. End of story. Game developers need to:
Downloadable content (DLC): Something to look forward to for players, it also provides a source of revenue to the game developer, since marketing knows that we gamers are more likely to fork over our hard-earned money if coerced to do so in smaller increments. Sadly however, there's a lot of eye-candy-only DLC (new content that doesn't directly extend or significantly enhance gameplay) being generated and hyped, which is clearly failing to provide any long-term playability to the game itself. Case in point: much of the DLC that Rockstar releases for GTA stirs excitement that quickly vanishes after only a couple of weeks, only to be replaced with excitement for the next upcoming release. Some DLC has the capability to extend playability through new interactivity, but most does not. Again, the majority of gaming companies use it as a means of increasing their post-game profit; not extending gameplay. This needs to change.
Open world/sandbox games: Because they have fewer limits on your movement and actions, there are more opportunities for creativity, interaction with other players, and playability is extended significantly. The fewer reminders there are that you're playing a game, the greater the feel of realism, which translates into playability. Open world games let you ask the perpetual question of "What can I try next?" A good sandbox game should, as much as possible, mimic the real-world through terrain, physics, weather, objects, movement, and interaction between all those elements. There should be only plausible, minimal limits to movement (such as the outermost edges of the map itself; e.g. The Thirteenth Floor). No unenterable houses, rooms, or fake doors just there for decoration. If the user isn't supposed to be able to go somewhere, it should be an obvious, plausible part of the terrain or structure. Nothing is more annoying than approaching an object only to learn (after several climb/jump attempts) that "sorry; you can't climb on top of this rockface/crate/box/ledge or jump/climb over this fence" fail.
Artificial intelligence (AI): Getting better, but still lacking any serious consideration. For examples, take a look at any Watch Dogs AI glitches.
Best gaming elements: Unfortunately, no single game has ever combined the best gaming elements that have proven themselves in the past (and why is that?!), so here's my list of the best elements I've personally encountered over the years:
Realistic character movement (most fluid and balanced): Battlefield 3 Verbose character movement (but slow and very clumsy): ARMA 3 Realistic water effects (beach): Crysis Realistic water effects (water surface): Grand Theft Auto 5/Watch Dogs Realistic water effects (underwater): Crysis/ARMA 3 Realistic flamethrower: Return to Castle Wolfenstein Realistic fire/flames: GTA 5 Original elements: Attack dogs: Call of Duty: Black Ops Sound effect of bullets piercing clothing: Goldeneye (N64) Grappling hook: Quake Hang glider: Far Cry On-the-fly weapon modification: Crysis Detail of environment: Grand Theft Auto 5/ARMA 3/EfT Breaching door: Battlefield 1/Escape From Tarkov Mannable underwater vehicle: GTA 5 Realistic sound effects: Grenade launcher ricochet: Quake Overall weapons: Battlefield 3 Grenade exploding in water: Crysis Ease of vehicle movement/control: Crysis Wars Character access to map: GTA 5 Destructible environment: Battlefield 3/Watch Dogs (but preset only) Truly destructible environment (permanent): -none- Vehicle customization: GTA 5 Verbose weapon customization: Escape from Tarkov On-the-fly weapon customization: Crysis General graphics: Watch Dogs/GTA 5 (PC/PS4/XBox One) General attention to detail: Grand Theft Auto 5
Related links: Playing Games For All the Wrong Reasons | Gaming Criticism | The Zombie Game I'm Still Looking For
Note: Some opinions expressed in various links above may not necessarily reflect my own. | Comments? |