"It's difficult to play popular shooters like Halo or Team Fortress 2 on public servers without encountering racial or homophobic slurs. On websites that cater to gamers, visitors routinely spam comment threads and message boards with unhinged, bigoted troll posts. Our self-contradictions become more obvious as gaming matures and absorbs more people into the fold. The ubiquity of intolerant language and belligerent behavior raises troubling questions about what truly lies behind the mask of online identity."
Aug 15, 2008
[Multiple Personalities in the Gaming Community]
Aug 12, 2008
[The Relationship Dynamic in 'Braid']
(Spoiler warnings in effect for those who haven't played it yet.)
Aug 5, 2008
[Not My Rant, But a Good One]
A must-watch for SciFi geeks everywhere. =)
Jul 12, 2008
[The Importance of Moderation Online]
The example of the Kathy Sierra debacle and it's resulting debates on web conduct, as well as a more recent event on Wired, illustrates clearly why allowing asshats unrestricted access to a web space quickly spirals the entire atmosphere of the community down the toilet. It eventually becomes simply an echo chamber for the lowest of the low, repelling and silencing anyone whom the trolls do not wish to be heard. Any chance for intelligent, constructive interaction in that space is then destroyed.
The actual side affect of proper moderation of a web community is that a free exchange of ideas becomes truly possible once those who are incapable/unwilling to behave like civilized beings are not allowed to usurp control and set the tone to their own low standards. Your personal web space is your own; do not be afraid to stand up for it.
Related reading:
'If Your Website's Full of Assholes, It's Your Fault'
'How to Keep Hostile Jerks From Taking Over Your Online Community'
Jul 11, 2008
[The 'Casual' Fallacy and the Blue Ocean Rising]
Here is a snippet:
"The game industry was, and still is, distinctively hardcore. They generate their profits from sequels and big blockbuster games. The developers are all hardcore. The publishers are generally hardcore as well.
When a hardcore gamer looks at a hardcore game, he sees sophistication, magnificence, and, most important, art as if it were a mirror image facing him. When a hardcore gamer looks as a casual game, he sees simplicity, non-art, easiness, and, in sum, a retardation of gaming. Hardcore view casual games not as progress in gaming but as games tailor made for gaming retards.
“Retards!?” says a shocked reader. “Surely you can’t say what you mean!” Why not? When a casual gamer picks up the standard dual shock controller, he gets confused. He doesn’t have the patience to wade through these elaborate 3d worlds or memorize fourteen button combinations. While the hardcore call him “stupid”, he retaliates by calling gaming “stupid”.
Anytime you read ‘casual games’ in the news, just replace ‘casual’ with the word ‘retard’ and you will get how it is truly perceived by the industry. “There is a casual gamer boom!” should translate to “There is a retard gamer boom!”. The “EA Casual Games Division” really is translated to “EA Retard Games Division”. “Why are you calling casual gamers retarded!?” thunders one reader. I am not. I am saying that the hardcore industry is the one who thinks this way. ‘Casual’ is just a nice way of saying ‘dumb’ in their eyes.
The reason why hardcore gamers’ hearts sink when a company says they will make the game include ‘casuals’ is because they know that all the edge, difficulty, and passion will be ripped out to make a generic, easy, and soul-less game.
Despite every company and their dog making these ‘casual’ games, the so-called casual audience is not buying them (just as they didn’t buy the platformer clones of the 8-bit generation, the fighter clones of the 16-bit generation, the GTA clones of last generation, and so on). When seeing their ‘casual games’ flop while seeing Nintendo’s ‘casual’ games in the bestsellers, the third parties growl and say, “IT IS ALL NINTENDO’S FAULT! People only buy Nintendo games! Third parties can’t succeed on this platform!”
The problem is not in these companies’ execution of their plan. The problem is their world-view. Their perception is totally off, and it is costing these companies millions upon millions of dollars. Don’t you think, guys, that it is time to think about things a littler harder before you waste more millions?
There is No Casual Gamer."
Jun 9, 2008
[Lern2Make a Sandbox, kthx]
There are many differences between sandbox and theme park MMOs, but I think one that often gets overlooked, at least by fans, is the one I want to get into today: the ability to play a sandbox MMO ‘wrong’.
Wrong not in the optimal or min/max sense, but wrong in that you are not using the tools available to you to get the most fun out of the game. Theme park games don’t have this problem because they basically force you to play ‘correctly’. You can’t accidently stay in one place too long; the game moves you on. It gives you breadcrumb quests, it grays out the current quests/mobs, and it stops giving you xp/items, all in the effort to get you into the next zone/area it wants you in. That’s not always the case with a sandbox game, and that is one of the hurdles such games face when trying to keep new players.
I think that as a result of WoW (which is now most people's main experience with MMOs), many new players to these other/older games have had their exploratory instincts stifled and shut down. Of course they will just mill around in a small, helpless circle in a sandbox game, not knowing what to do next, because they have no idea what to do unless the game mechanics are specifically pushing them somewhere. They have had no experience with anything different. It's not the fault of the players, but of the game in failing to properly show them how a Sandbox-style world works.
Any new sandbox games that come out in the future, will need to 'wean' such players gradually into the Sandbox style, via more structured intro gameplay that eventually 'lets off the reins' and lets the player make their own way. At the very least, the whole 'drop them into the world and let them figure it out' is a thing of the past. Sandbox games are going to have to come to terms with that fact if they want to make it in the new future of MMORPGs.