186: The Hardcore Persuasion

Higurashi

New member
Jan 23, 2008
1,517
0
0
Christina Jen-Chia Hsieh said:
The Hardcore Persuasion
While I could take an easy way out of Purposetown with the Gloomtrain, I have some thoughts on the "gamer face" principle and what surrounds it. I was hardcore when I was little. Hell, who was not? The main thing I remember putting me into the very trance we are talking about was immersion and, to some extent, fascination with the world I delved in. The first game I got was <url=http://en.wikipedia.org/wiki/James_Pond_III>James Pond III, and for those who know of its design, you know it is not exactly gloomy. It was, however, utterly mysterious and captivating in its unfamiliarity. This might have been what got me hooked on gaming, and what enabled me unrivaled focus at what I was playing. Back then, doom and gloom was definitely even more captivating, as everything was, because there was an unfamiliar psychology behind it. I was already back then interested in psychology, and when I got my hands on <url=http://en.wikipedia.org/wiki/Shining_in_the_Darkness>Shining in the Darkness from some backwater (probably unauthorized) salesperson, I was sold for life.

Growing "old" has unfortunately abated a lot of the joy I could feel from gaming, and perhaps most of this fact should be chalked up to experience. I might be a bit world-weary right now, but I have every hope that it will wear off and I will become that gaming middle-aged uncle (I think I already am an uncle, but you get my point), like my own uncle is, and later the gaming grandpa who can truly enjoy not only simply fun games like Paper Mario 2: The Thousand Year Door, but also immersing and serious games like Mass Effect.

Gamers' seriousness from exactly the kind of responsibility you speak of is indeed quite natural, in that they can not only affect the world they have delved into so deeply (as you can not with books or films), but also know that there is experience and learning in exploring the different possibilities. This kept me going for a very long time with Mass Effect, and, in truth, enables you to live even deeper in the world you play and observe. From experience, we know there are things to be learned about the world in the massive creativity that is possible, and about ourselves in how the human consciousness is explored. This makes virtual experiences both an art and a science.
This very same effect of learning can naturally be achieved in, exempli gratia, Paper Mario, in that when I played it, I found myself sympathizing with some of the various characters and feeling strongly for them, learning about myself. The task ahead of me was just as grim because they mattered to me, and no doom or gloom was needed.

tl;dr: I agree on most points, and doom and gloom is just a simple way of producing seriousness for the sake of conjuring interest and immersion. Many times, other methods would be more effective. Excellent writing! I enjoyed it greatly as it reflected many of my own contemplations throughout the years.
 

Nordstrom

New member
Aug 24, 2006
124
0
0
People's faces look very serious when they are reading too, but no one complains about it or thinks it strange.

edit:
I appreciate how the article captures the feeling of playing a game and why we find it engaging.
 

ZippyDSMlee

New member
Sep 1, 2007
3,959
0
0
I remember my first encounter with Bioshock as well the first time I saw it and the dev speak that said it was going to be like System shock really got me pumped for it, then I got it...the shine slowly wore off as all I could see is what could have been, after 3 hours I stopped playing because the mouse was broken it was a weak port of game that was watered down for modern casual gaming.... Rest in piece system shock your bastard child has done well but hes a complete bastard still...
 

theultimateend

New member
Nov 1, 2007
3,621
0
0
TsunamiWombat said:
I actually hate movies with depressing endings.
Generally if I spend 2 hours watching a movie it better have a happy ending. Not because I MUST have a good ending but really...every time a movie has a depressing ending these days I leave thinking "That was a waste of 2 hours of my life."

It's the presentation. People think Depressing is inherently creative and they make a storyline that doesn't engage you enough to offset the pisspoor finality of the protagonist.

Good example is that movie where that kid is dying and he uses his soul or something to get some girl to find him. She finally finds him after an hour and a half and she (I forget how) ends up getting wounded saving him. So at the end she dies. The movie sets you up to think it'll be a romance which would have made it perfect.

Instead the movie starts with one person dying.
Ends with one person dying.

So it was utterly pointless. All the inbetween made you want them to just get together at the end and make like bunnies but nope, you just left thinking "Wow that was a shitty movie." The other 9 people with me felt the same way :p.
 

s0ap sudz

New member
Aug 28, 2008
262
0
0
Great article.

I'm only not smiling whilst playing shooters or puzzle games though. :)
 

whyarecarrots

New member
Nov 19, 2008
417
0
0
CUnk said:
edgeofblade said:
What about Fallout 3? You can make things "right" from a very limited perspective, but you are still living in a nuclear wasteland.
FO3 was the first thing I thought of when I read the article. I actually grew attached to my role of self-appointed protector of the Wasteland. I even made it a point to blow away any eye bots I came across after my run in with the Enclave, even though they are harmless and don't have and bearing on the game.
Good to see I'm not the only one!