The study conducted by Dr. Christopher J. Ferguson involved taking 103 subjects, subjecting them to frustrating tasks, the nature of which remains unknown. The ending of Splinter Cell: Conviction was pretty frustrating, that’s a good guess. Anyhoo. After having undergone said irritating task, they were randomly selected to play no game, a non-violent video game, or a violent video game as a hero or a villian. The results were interesting to say the least.
“The results suggest that violent games reduce depression and hostile feelings in players through mood management.”
- Dr. Ferguson.
He even added that this research could be used to help patients with frustrations or violent behavior. There are loopholes of course. For instance, the study was conducted on adults, and the most galvanizing rallying cry of the naysayers has been that violent video games are corrupting out children. Additionally, with only 103 subjects divided further into four separate sub-test groups, the results may be a fluke instead of an accurate portrayal of society at large. It is also debatable whether the participants were optimal subjects for the study. Not to mention the other studies that suggest otherwise.
That being said, such on that Joe Baca!
Mass Effect 2 and Dragon Age: Origins – Two of the Greatest RPGs Ever Made
Mass Effect 2 was one of the greatest triumphs in RPG gaming in recent memory. BioWare created a universe that was believable, sucked you in and made you realize the importance of solid, gripping storytelling. Part of the reason the game stood out for me was because it was the continuation of the previous iteration, using a familiar cast of characters and led by Sheppard as the protagonist. This was the single most effective facet of the Mass Effect universe: getting the players emotionally involved in the trials and tribulations of one Commander Sheppard and deeply caring about all the conflicts he (or she) was mired in.
Dragon Age: Origins was also a great game. Part of the reason was the concept of the origins stories and how they inter-weaved throughout all the main story campaign and part of the reason was the rich detail of the universe, which has become a hallmark of BioWare games.
Why I Enjoyed Mass Effect 2 More in the Long Run
What I am trying to say is that I tremendously enjoyed both video games, but my relationship with both over the course of time morphed in diametrically opposite directions.
For Mass Effect 2, each additional piece of lore and DLC added to the universe and pulled me deeper into the ongoing conflict and the lives of the main cast of characters. I was intrigued, unable to put down the Firewalker, Overlord or Kasumi DLCs, because they continued to advance the story of a familiar character we had grown fond of, a character who had suddenly become the most important human being in the universe, an unsung hero by the name of Commander Sheppard.
Dragon Age: Origins, on the other hand, in the larger sense, failed to do so. The biggest problem Dragon Age: Origins faced was that there was no central protagonist to hold the narrative together. Sure each of the six starting stories inter-weaved and essentially boiled down to the same larger arc and Ferelden-spanning conflict, but there was no singular name you could identify the game with. Dragon Age: Origins was essentially about six versions of the same exact story, and any of those versions may have been the truth. I am not saying the characters were not well-developed, or that the stories were not intriguing in of themselves. I am just saying there was no central glue that held it all together because there was no central protagonist.
Then came the expansion: Awakenings. This new content further deteriorated my sense of involvement in the series by giving m a new protagonist to play with. Sure you could import your existing character, but the problem here is that the Orlesian character added, effectively, a seventh origins story to the mix. Thus I started losing interest in the universe. Put simply, I just didn’t care enough about the predicaments of the Dragon Age denizens, which is a sad thing to realize about a game you spent 112 hours, 13 minutes and 56 seconds playing.
So when I heard that a sequel was in the works, I was less than intrigued to give a rat’s ass about it.
Why I am excited about Dragon Age 2
What has piqued my curiosity now is Hawke. BioWare’s Chris Priestley said the following on the official forums a few weeks back (I know it’s several weeks later, the new job is kicking my ass!):
“While I do enjoy having fun with our fans, I am not joking about this. The player character is a human (either male or female) with the last name of Hawke. Dragon Age 2 is the story of Hawke.”
This immediately had me interested in what else he had to say about the upcoming game.
“Dragon Age 2 thrusts players into the role of Hawke, a penniless refugee who rises to power to become the single most important character in the world of Dragon Age. Known to be a survivor of the Blight and the Champion of Kirkwall, the legend around Hawke’s rise to power is shrouded in myth and rumor. Featuring an all-new story spanning 10 years, players will help tell that tale by making tough moral choices, gathering the deadliest of allies, amassing fame and fortune, and sealing their place in history. The way you play will write the story of how the world is changed forever.”
Hawke, my friends, is the new Sheppard. Like Sheppard, you can select a first name and decide if the character will be male or female. And most importantly, the series will now have a central character that everyone who talks about the game can relate to. I, for one, after waning interest in the series, am as excited about Dragon Age 2 as I am about Mass Effect 3.
Footnote: Another human male in another universe filled with alleged equal opportunity and various races. Kind of makes me think BioWare is a bunch of xenophobic sexists!
“The Call of Duty franchise is a force of nature. I think it is the closest thing this generation has to a Star Wars. I think it’s unique and bigger than any musical act or any movie franchise in that capacity.”
- Activision Publishing’s CEO Eric Hirshberg
I’m sorry, but this guy has obviously lost it. Comparing a video game, as much as we all, myself include, love them, to a phenomenon as grand and time-tested as Star Wars is not only cocky, it’s downright stupid. Thirty plus years later, we are still discussing, watching, and reveling in the glory of all that is Star Wars. If in 20 years from now we are raving about CoD in the same manner, perhaps then you would have some solid ground on which to stand and stake your claim.
Ask yourself, in all the time you have played CoD, is there a singular moment that can compare, let alone stand toe-to-toe, than when Princess Leia stumbles into Jabba’s lair in a gold bikini? I didn’t think so!
How can you tell a good raider from a bad raider?
GearScore? NO. Often times, people will rely on a numerical gear score, but this is not a good way to judge player quality. Very good players will have low gear scores when starting out, and very bad players who have been persistent or been carried can have very high scores. GearScore is not an indicator of goodness or badness; it’s purely an indication of how much time and luck the person has had on that character.
“What APB‘s really missing in terms of gameplay is a real sense of progression. You’ll be doing exactly the same task five minutes into the game as you’ll be doing fifty hours in. While there are various sub-factions to earn reputation with that unlock bigger weapons, and a few stats (Notoriety for Criminals and Prestige for Enforcers) that go up and down based on your performance at any given moment, nothing really changes. No zones are conquered, no wars are won, no faction-wide rewards are granted. Even when you’re doing it right, it’s just mission after mission after mission, and while you are unlocking new weapons or bits of customization, all you get is a small text notice in the chat bar. Nothing about the gameplay ever changes.”
Mike Schramm, Review: APB (Day 2: Enforcers, get enforcin’), Joystiq.com
Most modern MMOs like to define themselves as virtual worlds. What this implies is that even if the player logged off, the world would continue to exist. Bears would roam the forests, wolves would chase down and kill rabbits, Frenzyheart would fight on against the Oracles, the Purple Gang would patrol the West Side Heights, and so on and so forth. This creates a sense of immersion, a sense of belonging in a living, breathing world teeming with its own life.
The immersion factor is however shattered when you kill a boar, and another one pops up. It does not dig out of the surrounding mud, or come out of a farm enclosure of some kind. It simply… materializes out of thin air. In no other genre of gaming, be it FPS, RTS or even RPG, do your enemies pop out of thin air and re-populate the area minutes after you cleared the menace. The person who gave you the task of clearing out said enemies is still in the same peril, asking adventurer after adventurer to fix the situation for him.
It’s a pity to see Borderlands, which is not an MMO, come up with a viable and intelligent solution to the persistent respawn problem, without succumbing to the same old lazy formula. Last year I started “The Borderlands Chronicles”, a series of posts that recounts my adventures as Bronte the Hunter in Borderlands, providing narrative, critique and commendations along the way. You can find Part I here.
The later section of this inaugural post covers my fight with some skags, the game’s version of demonic dog-like starter creatures. They too respawn over time. The difference is that they charge out of small caves built into the game world. You cannot enter these caves yourself, they are a little too small. But the overall effect undeniably feeds immersion.
You spot a skag, you snipe it from 50 feet out. Immediately two more skags come snarling, charging out of the adjacent caves. And even if you kill every skag in the area, the respawn process will involve more skags eventually walking out of the caves, instead of magically appearing out of thin air.
The system makes sense. It is intuitive, it allows for the beasts to be persistent in the world without breaking the tenuous thread it has with the implied realism. Why can’t we have that in WoW? Or for that matter, any other MMO that uses the same respawn system? Why must we clear boar after boar in McLure Vineyards, only to have them appear by sheer force of will, out of thin air? Why must we wipe out all the worgens plaguing the town of Darkshire in Duskwood, only to watch them completely bypass the laws of nature and reproduction and re-populate their recently ravaged camp with judicious speed?
More importantly: anyone got a better idea?