And what other qualities have taken the main stage of video games today? The video game world is an ever-changing realm, originally it was a staple way to pass the time, then it became what we looked forward to after a hard day’s work. So as the gaming world becomes more complex, new game types emerge to fill our free time. But very rarely does a game like Pac-Man or Pong come out; a game that has no real story in it, it’s just a way to score points. However it is my belief that even when there is no literal story to a multiplayer game we still have a background to the reason we compete.
In Civilization, for instance, your task is to create an empire that will “stand the test of time.” No one person has that kind of power or control in real life, but in a video game, that power is gifted upon you and if you have the imagination and wit, these free-worlds can take you to great lengths. One player, whose favorite game was Everquest, a 3D fantasy-themed massively multiplayer online role-playing game commented, “I’d say the most addictive part for me was definitely the gain of power and status. The way in which as you progressively gain power you become more (of) an object of awe (to) the other players … each new skill isn’t enough.” Even the fir... ... middle of paper ... ...s own cyclical destruction. In 300 pages, Cleave explains of how he tried to twist every way he could to escape how hard life had become for him, and sooner rather than later, he became “hooked” on video games. As he explained, it only got worse.
These young adults have participated in the rapid development of video games from the most simple of games like Pong all the way to games like the super-realistic BioShock. The game of pong was very simple while BioShock is anything but simple. There are dozens of genres of video games, but the most controversial of which are “first person shooters”. These games also have a focus on violent game play where the main objective is to shoot enemies. Today’s young adults play many of these and have gained skills from them that were never anticipated.
It’s too common to see a video game release that takes itself too seriously. When things are taken too seriously and fun is removed from the grand scheme of things, you are left with an industry that recycles old game concepts and does little to introduce fresh ideas to reinvigorate the industry. Every so often a title comes along that turns the gaming world on its head through means of great humor and original conceptual design. Hyperdimension Neptunia is that kind of game. Taking place in a realm known as GameIndustri, Neptunia makes fun of the home console war and this clever idea creates a pathway for a title to have limitless potential.
Video games revive Adams actual life to some extent; without the game he would not find any point in his life because of all the struggles and negativity he has been through. The book Lucky Wander Boy by W.B. Weiss is about a man named Adam Pennyman during the golden age of video games trying to find the perfect game. Throughout the book Adam Pennyman is creating an encyclopedia of every game he has created. The encyclopedia is called Catalogue of Obsolete Entertainments and in it he has referenced video games such as Pac-Man, Donkey Kong, Frogger, and many others.
Critics state that that video games do not have the artistic values that art has but perhaps there needs to be a new definition of what art is to include video games. Art can be divide in to two different categories, “literacy arts,” art forms that attempt to tell a story, and “fine arts,” traditional works, sculptures, and paintings, as well music and dance. Video games, along with film, are an example of a literacy art form. Video games are increasingly becoming literacy art by telling stories that are equal if not better than those found in most movies. Not just mediocre stories to have them in the games, but compelling stories that drive the player to push forward.
(Real 1) For instance, by escaping reality, even for a short amount of time, you can release stress by killing bad guys in “World of Warcraft” or focus on different angles to get everyday tasks completed. Video games can also help reduce anxiety through taking a different approach to problems people face during their lifetimes. Alternative realities can help people when they get sick or hurt by helping them stay optimistic and set real goals for themselves to achieve. (Real 2) Reality worlds can also help a person build a support barrier by inviting them to play a game instead of asking for help outright. (Real 3) Since the creation of games many different genres have shown up, including fa... ... middle of paper ...
Sony needs to focus on customer needs and wants to reach their customers better. Currently, the PlayStation 3’s strongest aspect Word choice. However, Sony has the opportunity to regain market control with improved networking and a wider range of software. Sony is faced with clear and present issues that have been keeping them from truly excelling in the video game industry. The lack of innovation within their video game networking and consoles has resulted in them having a small market share of the industry.
And finally, Legend of Kindara whose graphics were much easier to look at, again has common elements of popular games, Zelda ? Even so it still mimicking success without offering anything new for the viewers to get excited about, just a typic... ... middle of paper ... ...e lack of planning on presentation for marketing deployment I believe will have an ill effect on the out of success for all three. The fifth and final element that I seemed to identify with was the overall value of these games being able to offer something new to the player, or the publisher. All three games are simi-lar in style to other successful games, such as Super Mario and Zelda. But in order to try and mimic the success of a successful game you need to offer something new.
Video games are new by many people standards, but few art mediums have had as strong an impact on our society and culture as video games. They are also one of the most controversial. Why are video games so hotly debated? Is it because of the violent nature of major titles? What if video games were able to teach us about taxes, land management, and balancing relationships?