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October 2007 Archives

October 1, 2007

From Sun Tzu to XBOX

Question: Do you think that military use of computer games increases or decreases the likelihood of armed conflict?


I highly doubt that the military use of computer games increases the likelihood of armed conflict. Armed conflict stems from political disagreements, clashes in theological/social/economic values, desire of wealth and power, and intent to maintain wealth and power.
America's Army is a great research tool, amazing propaganda and one of the most creative advertising ploys ever.
The game reaches the young, male population and does so effectively. Out of abundance and convenience, this new generation is bored, lazy, and completely uninterested, always looking for "the next best thing." Advances in technology have greatly influenced the mindset of "newer is better" and these youth are idly waiting to be entertained in a way that only comes from authentic experiences.
War happens. It's been happening since the advent of creation (or evolution if you so prefer) and it will continue to happen as long as there are humans on this earth. As long as there exists a population with great resources, there will exist a great army behind this population. Or the population will lose its resource.
In present war-times, there exists a real, proven threat to American freedom and quality of life, ("pin-pointing" that threat is impossible and as we have seen in history "sending a message" works!) and those in power are doing what they can to maintain these freedoms and qualities of life that at present, do not exist elsewhere. Any great nation will receive great threat.Thus any great nation will have a great Army whose missions and procedures will never be fully understood by the public civilian population, considerably less so for those in opposition to military presence/use.
I applaud the Army for stirring such an interest in today's youth and combating the negative, anti-American (and often anti-war) masses and media who only complain but never actually do anything positive to change the system.

October 3, 2007

Subversive Computer/Video Games

Values at Play
http://www.valuesatplay.org/ is a website that claims, "Technology has the power to transform human behavior and shape institutions." A new breed of brainwashing...
They seek to build games that promote "values" of "equity, creativity, [and] diversity."
Unfortunately, they are in the "research" phase and do not, as of yet, have any games available online for play or demo.
v%40p.jpg



Play Attention!

Another educational game, Play Attention, helps kids with ADD. Check out this article: http://www.lockergnome.com/nexus/game/2005/08/26/some-video-games-have-a-positive-side/
And this website: http://www.playattention.com/
Soon, your son or daughter will be beating YOU at chess!
playatt.jpg


Digital Praise

Finally, perhaps the most interesting and tailored example, is Digital Praise, a "Christian Computer Game" company, who seeks to "...glorify God through the development of software for children, teenagers, and families that spreads the Gospel of Jesus Christ..."
http://www.digitalpraise.com/flash.php
Yes! Veggie Tales DANCE DANCE DANCE!!! I can't wait for WOW! Worship Guitar Hero!


Some examples....



Adventures in Odyssey
digprs.jpg
Screenshot from game "Adventures in Odyssey"



Eternal Warseternalwar.jpg"In the Chirstian computer game Eternal Wars by TwoGuysSoftware, you play Mike, a guardian angel sent by God to save troubled teen John Cornado from his inner demons."



Source: http://jscms.jrn.columbia.edu/cns/2005-03-01/lemer-religiousgames/

October 10, 2007

Idea for Serious Game

"War on Terror"


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In this serious game, a player would be able to choose whether to play as a member of a political party, member of the military, member of a government agency, private interest group, or as a "civilian" - a "9-to--5er." In the game, the player would rely on "intelligence," police, and the media to inform decisions on the war on terror. Random, unprovoked acts of terror would occur, and the player would be in charge of appeasing "the masses;" in other words, providing stories to the media so that the public would be "Satisfied," although in the game the public would never be satisfied.

When the public is completely dissatisfied, an option for starting a new form of government would be available for the player to choose to build. Of course, the country would go into recession and plagues like rioting, revolts etc. would occur.
This game would give those gamers, who wish to see a change, and think they have a solution, an opportunity to experiment in a real-time, virtual world, with other users/gamers trying to do the same.

This game would have to be as realistic (thus complex) and true (with involvement from various political, government, public and private agencies) and, of course, be secretly backed by the U.S. government.

This game would not include actual combat. It would be a strategy game.

The Sims are Coming to Wii

...And they look like Mii!
Is it Mii or is the Wii geared towards 7-year old harajuku girls?

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According to online game previewers, this game is expected to be released in Japan sometime this year.

AFMP Critique

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I realize that the game is not about graphics, animation, movie sequences or any other eye-candy gamers expect. However, the game could use a facelift, and by facelift, I mean, a new UI. A tutorial would also be helpful! The reading is heavy. Perhaps information could be displayed to the user as he plays. After he chooses the head of his organization, the computer could prompt him for his next move.

I did not play much, but the game lacks appeal. The initial response to playing is a mixture of confusion, boredom, and eye fatigue.


afmp2.jpg


The desk top/note book page information display seems dated, though the music is credited from 2005! The game could take cues from other strategy and military games by providing an easy first "level," a tutorial, or even a gameplay demo as a video. The ridiculous amount of text could be simplified and the icons could us refinement as well. The sketchbook style graphics and Sim-City landscape are both disappointing and distracting. The overall theme, however, is quite interesting and has a lot of potential.

October 29, 2007

HL2/CS Fallingwater Map = Awesomeness

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http://www.youtube.com/watch?v=Tqsk4WARk2I
HL2 version


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http://www.youtube.com/watch?v=ag_sOnD0hsg
CS version

Indigo Prophecy

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Indigo Prophecy is a movie-like game in which the player gets to be one of four
characters in a pretty unique and mysterious plot.
The realism (and likewise, surrealism) is fairly innovative for a 2005 computer
game.


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The cinematic qualities of the game include an interactive narrative that only
deviates slightly from the more traditional linear story lines common in games.
However, it creates the effect of a level of personification quite uncommon in games.


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Although the mood-meter of the character is not crucial to game play, it is crucial
to player involvement. As one plays, one continually seeks ways to maintain a
"good mood" amidst a series of dark experiences and bleak environments created
by the game's designers.


indigo1.jpg

The game includes many uniqee features that give the player a sense that the game
would not "happen" without them. This role playing is evidence of Indigo Prophecy's
predecessors, Adventure, Zelda, and King's quest but unlike these older games, Indigo
Prophecy uses time constraints to add yet another layer or realism to the game play.

There are moments in the game where the player is responsible for exploring his world
in a mundane, virtual fashion, such as checking email messages, cleaning his room,
and listening to music. Kissing one's spouse goodbye, playing basketball, and
feeding one's self or drinking beverages are other mundane but crucial parts of
everyday life.


indigo4.jpg

The game creators use quite a bit of foreshadowing, although, for the first few hours of
play, it is overwhelming, unnecessary, and distracting. There is something deep and
sinister going on, but the player does not know exactly what it is or who to trust. In a
film, this effect of suspense and suspicion would be captivating, but in a computer
game it is simply "fluff."


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Though different paths are offered and "bad" choices can be made, thus prohibiting the
player from "winning" or feeling as if he is on the "right" path, there cannot be complete
openendedness in the game. The possibilities are not infinite nor are they so different
from one another. The creators were successful in allowing more non-traditional
choices. Most games which offer a right way and wrong way, forcing players who travel
down the wrong path to either repeat their steps or miss out on something only to later
realize it was crucial for beating the game. This game removes that pressure with
another one: that if the wisest choice is not made quickly, the remaining choices
thereafter will be significantly limited. As I found out from playing the game, making
wise choices quickly is quite difficult.

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Overall, I was quite impressed with the game. I am currently looking for a version that
works with my console. I would definitely like to play another game like it, though
the characters and story (murder/detective/religious/existentialist themes) are not of
particular interest to me.


About October 2007

This page contains all entries posted to Michelle Mucker in October 2007. They are listed from oldest to newest.

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