Many RPGs tend to be a stagnant pile of generic regurgitation (like most military FPS titles today). In truth, a limited amount of RPG titles have innovated and offer something new. Apparently, developers such as Bioware and Bethesda have re-invigorated the genre, however this is highly debatable. Although by the same token, RPGs can’t seem to claw away from the tropes that generally plague the genre. RPGs try to present themselves as god-like entities, ubiquitous in nature, wrought by what the developers deem an original concept. Few titles are original, and thus this is the sad state of affairs for RPGs. Arguably, Magicka isn’t a wholly original concept, but what has been lacking from titles such as Dragon Age, Fallout New Vegas and Mass Effect is a definitive co-op experience that is fun, engaging and addictive (as well as extremely witty). Magicka embraces all the clichés of RPGs, and is not afraid of its heritage. The game ardently positions itself as a parody, with its ludicrous storyline and somewhat squeaky ‘Swedish’ dialogue. Even as a parody, by simplifying the core elements of the typical isometric RPG (a.k.a Diablo) Magicka becomes an exercise in chaotic tomfoolery. The game was developed by Indie dev team Paradox Interactive who hawker the goods in a nostalgic, yet incredibly satisfying release. The developer consummate the marriage of a “shoot em’ up” with the versatility of an RPG game. Born from this unholy union is a full-fledged multiplayer blood bath, involving hooded midgets in bath robes and magical beam battles that would rival even Dragonball. Magicka’s setting is familiar to most fantasy buffs and draws on this heritage with a perturbed hysterical grin. The game follows the scenario of a magical kingdom und... ... middle of paper ... ...g other mages, someone could be on the offense utilising an amalgamation of arcane, fire and lightning spells, with another in a defensive position utilising water and ice spells, simultaneously casting area affect spells. The options are endless and players can play Magicka however they see fit as there is true no class structure imposed on the player. At the other end of the spectrum, the experience in the single player campaign is lacking, as consequently Magicka is truly a multiplayer game. I still feel that Magicka should be able to stand on its own two feet as a single player experience, as it seems Paradox Interactive were only concerned about its multiplayer component. As a single player game, Magicka becomes unwieldy at times with later boss battles requiring loads of effort, unattainable for the average player without the help of friend on-screen or online.
This paper is an attempt to explain the negative conceptions about role-playing games, especially claims that the games are Satanic. I will be using many primary sources from the Internet, most of which are from Christian websites, to determine precisely what is being claimed about the games. I will be using more academic sources in order to try to explain where the claims are coming from. As the websites primarily focus on Dungeons & Dragons (henceforth noted as D&D), I too will focus on this game. First I will examine the most common conceptions one by one and try to determine the source of each, and then I will examine the claims as a whole to give an overall theory about them.
Dungeons and Dragons (“D&D”, the “Property ”) is a fantasy role-playing game that encourages players to imagine adventures. Each player can choose from one of the seven character classes, each has its own traits and specialties, to become its alter ego throughout the adventure. A Dungeon Master, who sets out rules, guides the players in their adventure and governs the game. The game comprises of an “entire universe of settings, rules, creatures and artifacts disseminated in books, magazines and other publications [.] (Sweetpea vs. Hasbro, 2013)” In 1974, Gary Gygax and Dave Arneson published the first D&D under Tactical Studies Rules, Inc., later became TSR, Inc. (“TSR”).
Imagine for a moment, a world of death. For 200 years your family has been sealed away with a thousand other people, to protect you from the dangers outside. Now your father has disappeared, and it’s up to you to find him. After a harrowing escape from your subterranean home, you walk through a tunnel to the outside world, past dead bodies, stretched out in front of the door, as if to say “don’t leave us out here to die!” As you walk through the gate to the outside, and as your eyes slowly adjust to the sun you have never seen, a wasteland emerges before you. The world is devastated, destroyed and annihilated. Broken twisted hunks of metal lie next to a sign on the side of the mountain saying “scenic overlook” on your right, the broken remains of the interstate bridge stand as a monument to a destroyed culture. Petrified trees are all that remains of the local fauna. Off in the distance, all that remains is destruction. While you may think of this stunning visualization of a wonderful novel, this is actually one of the opening scenes from Todd Howard and Bethesda Game Studios’ “Fallout 3.”
For many, the world of Runescape is an unfamiliar world. Runescape involves many players in a medieval world of ghosts, goblins, and dangerous dragons. By fighting these monsters, characters can level up and get stronger. Each combat level that a player acquires increases his or her character’s strength by one point. People outside this discourse community would have a difficult time trying to understand everything that is going on in this internet game. Even people playing for years might not know everything there is to know about the game. It takes about two weeks to understand and incorporate Runescape’s terms and ways to trade, but that two weeks goes by plenty fast. Breaking things down to its simplest parts is a tough thing to do, but it puts the world of Runescape into view for others that have not heard about the game. Interacting with the other players of Runescape and understanding what the other people are trying to say are key survival techniques that must be used in order to last in this game.
The history of video games began in early 1950s, and it continued in development until today. video games gained popularity as movies and T.V shows, and like movies which producers focus on the story plot, each character role, and the way they are being represented, videogames have the same concerns, especially character 's role and, representation, because most of players will not care about the game’s story, they just want to have fun playing the game, but the player will play as a character, or meet other characters from various gender, and that what make game designers care about the gender and, characters representation. and by the way of presenting gender, it will control the number of players of both genders, because it could connect to their life. games industry made researches about what both genders want in their game,
Magic The Gathering is a card game that takes place in a fictitious multiverse. Each plane is a different universe with different characters. Richard Garfield created the game in the early 1990’s. When the publisher house Wizards of the Coast published the game and it went crazy. Richard Garfield was a huge hit. At that time he was a mathematics professor and a game designer, then later around 1994 he joined Wizards of the Coast as a full time game designer and left the academia world. In Richard Garfield’s creation Magic the Gathering card game, the history, rules and different world’s of the game are important mystical parts.
There are two different viewpoints on this issue. Some people simply think there can be gender integrated sports, while others think gender segregated sports are better. Deborah Brake explains arguments for and against segregated sports teams. Some of the concepts brought up for having gender integrated sports teams is that having separate sports teams would send out a message that women are less than men. Integrated sports teams accommodate both genders and abilities.
The world we live in has changed dramatically over the last thirty years with the invention of the internet, smart phones, and video gaming systems. The world we live in now was unimaginable and the technology advances we have made are remarkable. Video game consoles and how we as a society play them has changed dramatically since the beginning of gaming in the 1970’s. Over the last decade there have been many arguments concerning video games such as too much violence, obesity, addiction, social wellbeing, and many other health related issues. Video games also have some advantages to include hand eye coordination, a strategic mind set, educational and teach life lessons to the players. However, video games do cause more harm than good because the negative outcomes out weight the positive aspects of playing video games.
RPGs or role playing games are games in which the player takes on the roles of the characters and controls their actions in order to further character development. RPGs generally have a strong story and character back story that fully immerses the player in the fictional world. Final Fantasy 13 or FF13 for short is the 13th installment in the Final Fantasy franchise and it that falls under this genre of gaming. A game of this genre and style should strive to have well developed visuals, a complete story, full character backstories that are interesting, a non-linear gameplay, and a solid functioning combat system. These things among others are the backbone of games in general and meeting them in a way that creates an in-depth and fun experience is required. All these elements are existent in FF13 but some of them are not fine-tuned or developed enough in order to create an enjoyable experience. Based on those criteria Final Fantasy 13 falls short in compared to its previous installments and in the genre in general.
Whether they be first-person shooters like Call of Duty, sports games like Madden or Fifa, racing games like Forza or Mariokart, or even games and apps on your phones, there are quite a bit of gamers in here. According to the Entertainment Software Association, about 59% of American play some sort of video game, so gaming isn’t all that uncommon (Entertainment Software Association, 2014). As such, there must be some sort of effect on the audience of this growing form of entertainment.
Frost, J. L., Wortham, S. C., & Reifel, S. (2010, July 20). Characteristics of Social Play | Education.com. Retrieved March 3, 2014, from http://www.education.com/reference/article/characteristics-social-play/
3. “Video Games” by Chris Jozefowics. Published by Gareth Stevens Publishing 2010. Pleasantville, NY 10570-70000 USA. Produced by Editorials Directions Inc.
Video games are games that allows interaction with one user playing against the system or two or more players against each other on a video screen such as a TV or computer monitor. Video games are good ways to understand and master skills in the game. When comparing Madden and 2k, the two games are very similar in a way such as, they are both a physical sport. They are both controlled by a person behind an analog stick. The games have some of the similar controls. The games are very effective in our youth lives. This effect could be a good and a bad thing, because the game could keep the youth in the house and out of trouble, or it could cause damage in the long run because of the youth being in front of a Television for a long time.
In society’s current era of technological advancement, video games have gone a long way since they were first created. Video games in the twenty-first century are no longer just toys or junk in the lifestyles of the youth. They have become innovative inventions that not only entertain its users, but also help aid the people in both the academic field and in jobs. The influences that video games bring about in the culture of the youth today are, in fact, not the negative influences that most people think. Video games are actually this generation’s new medium for educating the youth. The information they learn are also mostly positive and useful things that they may apply in their future lives (Prensky 4). In a generation that revolves around technology and connectivity, developers and educators have already been able to produce fun and interesting games that can teach and train people. Video game developers and educators should continue to collaborate in order to create more positive, educational, and appealing games.
Currently, video games are a part of the lives of nearly all children. Video games are an element of modern life and have a lasting impact. There are various opinions regarding the impact that video games have on young children. For example there are those who believe that video games cause nothing but harm to children. On the other hand, there are others who believe that video games effectively support children’s learning. Educational video games offer children endless options and change the way students are learning.