Showing posts with label Philosophy. Show all posts
Showing posts with label Philosophy. Show all posts
Tuesday, November 12, 2013
[WoW] So Warlords of Draenor...
Blizzcon has come and gone, with the most major news being Blizzard's new foray into the MOBA genre, which I'll save for another post, and the next WoW expansion; Wailords of Crymore "Warlords of Draenor". I find my feelings about it could not be more mixed. Throwing us back to Outland...er..Draenor, on the somewhat flimsy story excuse of Garrosh going back and messing with the timeline (and apparently forgetting about the Time Traveler's paradox)...
Sunday, September 15, 2013
Design, Cosplay, Agency, and "Strong female characters"
"I'm not bad. I'm just drawn that way." - Jessica Rabbit
Not long ago in my post about heavier characters I mentioned that characters are created; they inherently lack agency because an artist or writer decides what they do. I was sitting in on a panel regarding women in gaming, and one of the topics which came up was about how "Cosplay is not consent." I agree with the statement, and I really liked a point made during the panel; that there is a difference between an artist creating a scantily clad character, and a cosplayer choosing to dress up as them. It got me thinking about "strong female characters" in games, and how adding "strong" to their description seems to excuse strange (read: skimpy) clothing choices.
Thursday, August 15, 2013
Depictions of weight in gaming
Note: There is now an update to this post, please see: http://outofbetablog.blogspot.com/2013/09/learning-and-evolving-or-weight-in.html
This isn't a topic I see often discussed in the arena of gaming, but I think it's relevant all the same. I am not going to sit and argue as to whether weight is an "-ism"; we can go around and around about "choice" or "predisposition". That is not the topic I want to go into though, instead I want to focus on how it is depicted in gaming, and why the modern trend is problematic. We hear a lot about race, gender, sexual orientation, and classism but I rarely hear people mention ableism or related issues with regards to gaming.
Remember, characters in games don't exist, they don't need to eat, sleep, work-out, have sex; they appear as an artist CHOOSES them to appear. If a female character appears in skimpy armor, it's because an artist chose to put her in it, not because "she likes to be sexy". We can flesh out these characters to justify those design choices, but how we choose to depict a character and the attitude we set around them are decisions the creators make.
Before I dive in, I may use words accidentally that might offend, but I do not intend to. If you, a reader, discover a word related to weight used pejoratively or insensatively, it is not intended. Point it out and I will happily remedy this.
This isn't a topic I see often discussed in the arena of gaming, but I think it's relevant all the same. I am not going to sit and argue as to whether weight is an "-ism"; we can go around and around about "choice" or "predisposition". That is not the topic I want to go into though, instead I want to focus on how it is depicted in gaming, and why the modern trend is problematic. We hear a lot about race, gender, sexual orientation, and classism but I rarely hear people mention ableism or related issues with regards to gaming.
Remember, characters in games don't exist, they don't need to eat, sleep, work-out, have sex; they appear as an artist CHOOSES them to appear. If a female character appears in skimpy armor, it's because an artist chose to put her in it, not because "she likes to be sexy". We can flesh out these characters to justify those design choices, but how we choose to depict a character and the attitude we set around them are decisions the creators make.
Before I dive in, I may use words accidentally that might offend, but I do not intend to. If you, a reader, discover a word related to weight used pejoratively or insensatively, it is not intended. Point it out and I will happily remedy this.
Wednesday, June 26, 2013
Smurfs, or, "Ethical issues caused by tiny blue people."
Once upon a time games had no matchmaker systems; you joined, you played...sometimes you had even teams and the game was plenty of fun! Other times you had the advantage and got to "ROFLstomp" (a technical term) the other team, and the rest you were the one being ROFLstomped. Eventually enough vocal players decided that they didn't like this paradigm; they didn't like that the majority of their games were becoming either the latter or former...either due to opponents that were not challenging, or opponents that they had no chance against. So developers stepped up and introduced ELO and other history-based matchmaking systems in an attempt to encourage more of those "even" games. This has not been without its consequences, especially for free-2-play games.
Wednesday, June 5, 2013
The Goblin fixed sexism!
Obviously the title is meant facetiously. While I have a respect for the knowledge of everyone's favorite goblin with regards to making money in games, I fear this time he's let his ego pull him unprepared into a new arena he is unfamiliar with. Here is the link to his post, and here are the links to the Tropes vs. Women videos he refers to.
Trigger warning: Mentions of rape jokes. Murder. War
Be warned, the post below is quite long, and sadly does not lend itself to a tl;dr any better than what I said above.
Monday, April 1, 2013
[MMO General] Trial Run
One of the smarter moves I think most F2P MMOs are making lately is the shift towards having trial periods for their premium or special options. This page out of the drug dealer playbook does help solve the problem of getting people to want to make that magical first purchase. As I have heard, the hardest gap to cross is getting people to spend that initial bit of cash, and thus anything to make players more likely to spend money is success. Finding the right balance between giving players a taste and removing the need to spend money or resources entirely is something few have managed to hit right on the nose, so below I wanted to address a few. Of course, it should be noted that because each game is different, that sweet spot exists in a different place for each.
Monday, March 4, 2013
League of Legends' Person of Color Problem
This post was brought on by a discussion I had with a friend, in which, as a joke, he exclaimed "There are no black people in League of Legends," referring to the character list. While perhaps a crass way to put it, he had a point. But League of Legends is one of the most popular games in the world right now, that had to be wrong. Yet I could not think of a single dark skinned champion to save my life. So I did the responsible thing and did some research, below are the findings and some analysis.
Labels:
Feminism,
Guild Wars 2,
League of Legends,
Philosophy
Wednesday, February 27, 2013
[General] Advancement and Guilds
I was going to do a post on Firefall's progression and crafting, which ironically happen to be the two things that Red 5 is about to change substantially so I will hold off until that is released. I still recommend the game! For those readers looking for beta spots I have a few invites left. Instead, with Guild Wars 2 coming out with a new patch, and me having taken an interest in playing it again recently, I thought I'd discuss some of my concerns about these new Guild Missions and what they can do to guilds.
Friday, November 16, 2012
Trouble with Binary choice
A decade and a half ago in the late 90's games such as Fallout and Planescape Torment released; among their accolades were the extensive dialogue trees that provided a sense of choice to the player with regards to how the story might play out. Each had varying degrees of success, but it was clear that your choices in any given conversation might effect that sub-story going forward; with some impacting the finale. Fast-forward to 2012 and we're cheering on games like Infamous, Mass Effect 3, and others simply for giving us the "paragon/renegade" options; the distilled, streamlined, and frankly, shallow, facsimiles of the systems that came before.
Tuesday, November 6, 2012
[GW2] Difficulty, tedium, and clocks
So the Guild Wars 2 Halloween event has come and gone; stirring ripples with its "one-time" event (now reproduced on youtube for viewing pleasure) a temporary zone and PvP games, and a clock tower jumping puzzle that would frustrate M. C. Escher. I decided to step back and ponder my thoughts on the last of those before writing. Why was the Clock Tower so frustrating, why was the aggregate response so negative? For the record, I completed it twice, and I actually enjoyed it once I got the hang of it.
Friday, October 12, 2012
[RP] Injecting your own Lore
One of my pet-peeves when roleplaying in an MMO are the people who have decided to create their own lore and abide by it rather than the setting of the game. While certainly, they have some right to do that, and if their circle accepts that it seems fine. However I find all too often that in MMO-RP this person wants everyone to accept their revisions. I think this irks me most because the way I see it, Roleplaying in an MMO or other game is akin to co-writing some fanfiction....there's give and take.
Wednesday, September 19, 2012
[GW2] Getting Female Armor right-ish, or, "Credit where credit is due."
I wanted to take a brief break from debating the finer points of the Trading Post or dungeon/event reward balance to discuss something I think Guild Wars 2 has done fairly well; armor sets for female characters. It's a debate as old as time; whether "bikini-plate" or whatever delightful monicker you want to assign to it belongs in a fantasy setting and how it should apply. I myself am of the opinion that it is fine, provided there are other options (for both genders!). The former; options for female characters, is something GW2 actually seems to do fairly well. I haven't seen enough compilations of their armor for male characters to make the judgment of whether that second equality standard is met. Continue pat the break for examples and explanations.
Friday, September 14, 2012
[GW2] Blowing Blizz out of the water
I have played WoW since a few days after its release and in that time I got used to hearing "Soon"tm from the CM's with regards to features that to me felt like they could be fixed in a matter of minutes. Blizzard is extremely reluctant to make changes outside of a patch unless the issue is substantially game-breaking. I recall PvPers eagerly awaiting a patch that might balance their class (or nerf another) and sitting through months to wait for something to be fixed. The typical expectation a player learned was that any fix beyond changing a number (and sometimes even that) would be a few months down the line.
Friday, September 7, 2012
[GW2] Stop counting, start playing
I do not necessarily consider myself a "goblin" in the economic sense, the existence of a market and trade in a game to me is just a nice bonus and not some requirement. I've played and enjoyed games with irreparably broken economies (FFXI, D3), and games with flourishing ones (EVE, WoW arguably). I typically have no problem earning enough gold (or whatever currency we're using) to facilitate my enjoyment of the game. This may come off as a "Here's how you SHOULD be playing..." post but I find that so many people are focusing so intently on the GW2 trading post that they are missing the bigger picture.
Tuesday, September 4, 2012
[GW2] I (don't) hate other people
Remember those exclaimations of frustration you used to utter in other games? They probably sounded a lot like:
"How did I get flagged!?"
"Ugh I wish this guy would go away..."
"That was MY node! I was fighting on it!"
"Oh great, someone else here is killing the same quest mobs."
Funny story, in Guild Wars 2, about 30 some hours in now, and I have yet to utter a single one of those phrases.
In every other MMO I have played until now, sighting another player was at best just a random encounter in which you parted ways, at worst it means competition for resources or an impending gank. This is not the case in Guild Wars 2. This is the first MMO (or MMO-ish) game I have played where I was actually happy to see other players...and I see a lot of them. While other bloggers have claimed that this lack of resource competition leads to a feeling of the world being "empty" I find it is exactly the opposite.
Lets put this in context. Often in SWTOR when someone else was killing the same quest mobs as I and they got into a sticky situation, a little voice in the back of my head whispered "Let 'em die..." because it meant less competition for me. In GW2 I find I am going out of my way to assist other players; I can say with certainty that a well-timed knife throw has rescued another player. I've tread off the beaten path to resurrect someone else because there was a nice xp cookie in it for me.
A few weeks ago Stubborn was asking about collectivism in MMORPG's and I think I have found one that's done it brilliantly. At least while out and about in the world I find that I am benefited most by helping other players. Having them around almost ensures improved odds for my own success.
Individual loot, individual resource nodes, bonus xp for contribution to objectives, xp for resurrecting other players....so many "individual" terms and yet they make the game feel so friendly. Personally I don't miss having people swipe veins out from under me while I'm clearing the mob right next to it. I don't miss mashing pull abilities to grab needed quest mobs before someone else takes them. I don't miss a quiet disdain from other players as I adventure in the same area as them. I'm fine with those things in other games, but I am glad for once that there is a game that encourages and rewards cooperative activity in a meaningful way (and not just by forcing us to form a random party or get a guild). Heck, some Hearts actually are faster to complete with other people, since both players can activate the items that give credit. Playing as I write, I encountered crab traps which gave credit for a heart and spawned a crab, which also gave heart credit upon defeat. If two players use the trap, two crabs spawn, so each can get extra credit and xp.
Some might say that this removes the opportunity to form impromptu groups out in the world to overcome challenges, but I've found the opposite...a handful of times now I have ended up randomly forming parties with people I am playing near....we form, do our quests, talk, and eventually part ways just like any other group, but without the drama that came from a sudden drop or internal strife over who's iron vein that was.
These are things I don't miss, for me they don't take aware from my enjoyment in the slightest. I can leisurely fight my way to a node without fear of it being swiped. I can show up at an event without fear that there won't be anything to, I can go to a heart and know mobs will be plentiful.
So end, me like, I hope more games do this!
"How did I get flagged!?"
"Ugh I wish this guy would go away..."
"That was MY node! I was fighting on it!"
"Oh great, someone else here is killing the same quest mobs."
Funny story, in Guild Wars 2, about 30 some hours in now, and I have yet to utter a single one of those phrases.
In every other MMO I have played until now, sighting another player was at best just a random encounter in which you parted ways, at worst it means competition for resources or an impending gank. This is not the case in Guild Wars 2. This is the first MMO (or MMO-ish) game I have played where I was actually happy to see other players...and I see a lot of them. While other bloggers have claimed that this lack of resource competition leads to a feeling of the world being "empty" I find it is exactly the opposite.
Lets put this in context. Often in SWTOR when someone else was killing the same quest mobs as I and they got into a sticky situation, a little voice in the back of my head whispered "Let 'em die..." because it meant less competition for me. In GW2 I find I am going out of my way to assist other players; I can say with certainty that a well-timed knife throw has rescued another player. I've tread off the beaten path to resurrect someone else because there was a nice xp cookie in it for me.
A few weeks ago Stubborn was asking about collectivism in MMORPG's and I think I have found one that's done it brilliantly. At least while out and about in the world I find that I am benefited most by helping other players. Having them around almost ensures improved odds for my own success.
Individual loot, individual resource nodes, bonus xp for contribution to objectives, xp for resurrecting other players....so many "individual" terms and yet they make the game feel so friendly. Personally I don't miss having people swipe veins out from under me while I'm clearing the mob right next to it. I don't miss mashing pull abilities to grab needed quest mobs before someone else takes them. I don't miss a quiet disdain from other players as I adventure in the same area as them. I'm fine with those things in other games, but I am glad for once that there is a game that encourages and rewards cooperative activity in a meaningful way (and not just by forcing us to form a random party or get a guild). Heck, some Hearts actually are faster to complete with other people, since both players can activate the items that give credit. Playing as I write, I encountered crab traps which gave credit for a heart and spawned a crab, which also gave heart credit upon defeat. If two players use the trap, two crabs spawn, so each can get extra credit and xp.
Some might say that this removes the opportunity to form impromptu groups out in the world to overcome challenges, but I've found the opposite...a handful of times now I have ended up randomly forming parties with people I am playing near....we form, do our quests, talk, and eventually part ways just like any other group, but without the drama that came from a sudden drop or internal strife over who's iron vein that was.
These are things I don't miss, for me they don't take aware from my enjoyment in the slightest. I can leisurely fight my way to a node without fear of it being swiped. I can show up at an event without fear that there won't be anything to, I can go to a heart and know mobs will be plentiful.
So end, me like, I hope more games do this!
Friday, August 24, 2012
F__k that loser!
Funny that Diablo 3 might end up being remembered for three words, "Fuck that loser!", posted off the cuff on Facebook by Jay Wilson in what he thought was a private conversation. You would think a lead developer at a major gaming company would know that nothing is private anymore. In this post I aim to discuss why those three words mean far more, and how they represent a pivotal change at Blizzard. Given my previous discussions about professionalism in gaming, it seemed prudent to throw in my hat.
Labels:
Diablo 3,
Mists of Pandaria,
Philosophy,
RANT,
WoW
Tuesday, August 21, 2012
Individualism and Collectivism [@SheepTheDiamond]
Edit: Had some additional thoughts, and adjusted a few things! I do apologize, the post got a bit long.
I was reading Stubborn's post at Sheep the Diamond regarding how certain games push us towards Collectivist or Individualist thinking, and it got me thinking about some of my early games and first forays into the MMO-universe. I think Stubborn's scores (at least for the games I have played from the list) are fairly accurate, but I think I will aim to add to the list in this case and offer my perspective on a few of the other games.
I was reading Stubborn's post at Sheep the Diamond regarding how certain games push us towards Collectivist or Individualist thinking, and it got me thinking about some of my early games and first forays into the MMO-universe. I think Stubborn's scores (at least for the games I have played from the list) are fairly accurate, but I think I will aim to add to the list in this case and offer my perspective on a few of the other games.
Sunday, August 12, 2012
How you die in games matters
"Our greatest glory consist not in never falling, but in rising every time we fall."
Oliver Goldsmith
The ways in which a person can die in a game are as varied as the games themselves. Furthermore, the effects of death on your gameplay are just as varied. You have Diablo 3 hardcore, in which death of a character is permanent and sets you back to zero, or games like Battlefield or Team Fortress 2 in which death is a temporary "you're out!" How that death comes about can matter a great deal; games are about learning and death should teach a player some kind of "lesson".
Thursday, August 2, 2012
Steam's New Subscriber Agreement
Earlier this week Valve caused a stir when they updated their Steam Subscriber Agreement to include what is colloquially known as an "Arbitration Clause" which I have quoted after the break. Suffice to say this new addition has aggravated many, lending ammunition to those that want to claim that Valve is just as "bad" as EA and that it's "fanboys" are merely overlooking a myriad of faults in order to white knight their favorite system. Ironically, I am surprised less by the fact that Valve has suddenly included this section than I am by that it took them this long to get it in there.
Tuesday, July 10, 2012
[WoW] Why tier iLevel jumps are so large...
This post came as the result of a thought experiment after a discussion my friends and I have frequently had. Why is it that, knowing that players are gear-hungry sorts, Blizzard repeatedly shoots itself in the foot and lets scaling go out of control by releasing such large jumps in item level. This kind of behavior has had serious affects in each expansion...things like...
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