The other day I had a conversation on Twitter with Adam Williamson about why I use the term ‘videogames’.
You, the reader, have probably noticed that every so often someone suggests
that we should use another word. The idea is that the word fails to adequately
reflect a changing medium and needs to be replaced by one that can handle the
job. Academics frequently use ‘digital games’’; Williamson has half-jokingly coined
the term ‘digic’; I once preferred ‘computer game’ because it sounded more
mature. Others have adopted ‘ractive’ from Neal Stephenson’s The Diamond Age, to the clear detriment
of humanity (or at least the English-speaking parts). But I use 'videogames', and here's why.
And Cain talked with Abel his brother, saying, let us play a round of Halo: and it came to pass, when Abel was getting a beer, that Cain reversed Abel's controls, and when he returned did slay him.
Showing posts with label player desire. Show all posts
Showing posts with label player desire. Show all posts
Saturday, 17 November 2012
Saturday, 20 October 2012
Quizzical Play #1: How to Not Play Dishonored
Posted by
John Brindle
This month, everyone except me has been playing Dishonored. I read the blog posts, watch the Let’s Plays, and fantasize about the choices I might make – but right now, £39.99 for a new release is the difference between making rent and borrowing money. At the same time, I can't bear to be left out of the blogging frenzy that's struck up around the game. So how can I write about Dishonored without having played it? Simple: maybe nobody else is playing it either.
Saturday, 3 December 2011
Automatic Gardens
Posted by
John Brindle
If a game makes me spend hours playing and there’s nobody to make money from it, am I being exploited? Such are the deep and ponderous questions found in the Zen Garden of Plants vs. Zombies. It was my strange fate to become obsessed with this seemingly pointless but actually mysterious time-sink minigame – and to wonder why a game would offer automation as its ultimate reward.
Things start simply. Halfway through the main Adventure mode of PvZ, you’re introduced to the Garden and given a potted plant to grow there. Plop it down and it’ll start popping out coins every thirty seconds. Click on the coin, enjoy the satisfying tinkle of acquisition, wait another thirty seconds, and repeat – for hours, if that’s your idea of fun. It’s like a skinner box, except nobody’s watching and the scientists have hit the pub.
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