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Kirk Hamilton - Kotaku -

Over the last couple of weeks, Jurassic Park has been just about everywhere. On websites. On social media. Beneath the earth, frozen in amber. We’ve all got Jurassic fever, and it’s been wonderful.

I blame Far Cry 3 for my own Jurassic fixation. That game’s lush island setting is just begging for some dinosaurs. And surely news of Jurassic Park 4‘s 2014 release date (hopefully sans dino-human hybrid commandos) and the coming 3D re-release of the original film have both helped keep velociraptors in the zeitgeist.

Whatever it is, we’ve all got dinosaurs on the brain. Clearly, the time is right for a new Jurassic Park video game.

Let’s track all the Jurassic Park stuff that’s surfaced lately.


First, there’s this joking “ad” for Dinosaur downloadable add-on content for Far Cry 3, which, well, if they ever DO make dino-based DLC, let’s hope it’s this bananas.


In addition to all our Far Cry 3 talk, there’s this volunteer-made Jurassic Park game called Jurassic Life in the works, using the Half-Life engine. Impressive.


And there are a couple of other independent Jurassic Park game-attempts out there, this one via Reddit as collected by Craig Person at RockPaperShotgun. This one’s a stab at remaking the 1998 PC game Jurassic Park: Trespasser in the Unity engine by Colin Kay.


Who then went ahead and made the whole thing again in CryEngine 2. (No dinosaurs yet, unfortunately.)

Neither of those last two are perhaps as impressive-looking as Jurassic Life (that may change once there are dinosaurs), though it’s hard not to get excited about these allegedly in-game images from another Trespasser remake (also via RPS) that look about exactly how I’d expect a current-day Jurassic Park game to look. That amazing image up top is from this collection. Here’s another one:

Nice.

It’s hard to say when any of these games will see the light of day. But one thing seems clear: We are starving for a good Jurassic Park game, and whoever is first to release a proper, Far Cry 3-like dinosaur adventure game will make a mint.


My own Jurassic Park gaming memories mostly consist of two games. The first is Jurassic Park for the Sega Game Gear, which I played the heck out of. It was cool enough, but hardly the amazing adventure that Jurassic Park fans really deserve. Here, you can see a Let’s Play by Arrow Quivershaft. Man, memories.


My other memory is of reading about (yes, reading about) the Sega CD take on the series, which looked so much cooler back then than it does now. Here’s NailStrafer playing it. Gah, that awful music.


I never did play the SNES Jurassic Park game, though there does seem to be plenty of love for it. So I’ll include a video of that, too. Here’s a Lets’ Play from Christopher The Knight.


Those games came out ages ago. But in the interim… what a dry spell it’s been. There was Telltale’s by-all-accounts lackluster Jurassic Park: The Game. There was also Primal Carnage, which was more of a quick Dinos vs. Humans deathmatch game. Past those two, not much, and certainly nothing like the open-world, first-person adventure game we’re all hoping for.

Come on, game-makers! Jurassic Park 4 is coming out! The license is hot! My one piece of advice: Don’t try to make Jurassic Park 4: The Game. Don’t tie this to a film’s release schedule. Use the dinosaurs, but make it its own thing. Follow the Arkham Asylum model. We’ve waited this long for a decent Jurassic Park game; we can wait a bit longer.

The world is ready. Here’s hoping the right people get together to make it happen.

Kojima Productions offers a new current built gen demo, released with the announcement of Metal Gear Solid: Ground Zeroe. All elements are created in the dynamic “Fox Engine” which helped create Metal Gear Sold 4: Guns of the Patriots and the upcoming Metal Gear Solid: “Revengeance”.  The story seems to pick up after the events of the “Peacewalker” incident and will explain what seems to be the “Les Enfante Terribles” project, and the development of Metal Gear: Zeke.

Hideo… Just take my money already…

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Here is the latest greatest with the “Zelda Animated Series” that is currently in the works with Dylan Baily and the ever growing team of Zelda enthusiast at Platt College San Diego. I am currently writing some of the episodes in the series which I’m not sure if I’m allowed to talk about (so I won’t), and also get to perform as a voice actor for the new character “Jour”. So needless to say I’m super excited about this and you should be to, so what juicy updates am I going to release you ask?

Well to start off the good news, I have some pdf documents that will do most of the work for me! This is the introduction booklet with information on the series, so click below to check it out!

ZeldaBookletfinal

Also this is a complete list of all the episodes in the first season, which will also be preformed as radio plays soon!

The Legend of Zelda Episode Guide List

The Project Zelda Team 

Greetings Fellow Zelda fans and Anime Otaku’s of the World.  Have you ever thought to yourself “I always wanted to see the legend of Zelda as a huge epic animated series! “ Well you’re dreams are coming true.  Of course some of you all are saying but wait isn’t there already a Zelda anime in the works? Yes, it’s by friends of ours, (and is based off the manga’s) but this kickstarter is to really get us, Project Zelda money to get animators, and other equipment. This non-profit fan made Zelda anime is based off the Video games, and we are starting right at the beginning.   As we all soar into the Sky, with season one being based on skyward sword.
The series dives deep into hyrule’s mythology and history, and combining 2D and 3D animation.  The series was created to celebrate the legend of Zelda’s history as well as the fans.  We are trying to get to our goal of raising a total for the full animation (and other equipment) budget of 24 episodes is 4,853,300 dollars. Yes folks creating an anime is very expensive to make and for this special occasion it’s all worth it, as you’ll see the origins of the Gerudo , The Sheikah and other  secrets of Hyrule  as well as we try to make sense of the infamous Timeline itself (which we will set ourselves apart by featuring Original stories.

Come check out this early preview showcasing some Zelda videos

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by Ryan Clements
July 27, 2012

If you play video games, you have — at some point — died.

Death has marched through video game history, distributing frustration, tears, broken controllers, and lost quarters with the same unflinching steadiness as a metronome. We as a collective gaming entity have grown accustomed to death. We sigh, reload save files, and soldier on. But these countless, untimely deaths have unusual effects on the stories we help to tell. Some games acknowledge death. Others do not. When death comes and goes without such acknowledgment, the reality of our favorite games snaps in two.

My first experience with video game death came from a wrecked submarine my father would pilot on our Apple II. I sat in his lap and manned the admittedly simpler firing controls, while he clumsily steered his way through a dark, underwater labyrinth. We never got far. And I thought little of it. I was a child, after all.

What struck me, however, was Mario’s startled face, his sudden shock and pain, upon slamming into a Goomba. He paused, tumbled through the air, and fell into oblivion. Gone forever, his mission for a princess’ love cut tragically shor… no wait, he’s okay. Somehow he returns to the world of the living. And so the cycle continues.

This is normal for us. And it gets weirder.

When the police gun down Niko Bellic in the streets of Liberty City, he should probably stay down. Yet he, too, rises. This miraculous ability was not Mario’s alone, but one shared by all digital denizens.

Our escape from death’s clutches gets out of hand when we control heroes never meant for the afterlife. One obvious example comes to us in the form of an armored green fellow named Master Chief. The iconic John-117 is supposed to boast a dangerous set of skills. In fact, we can safely say he’s the most skilled military operative in the entire human race. More importantly, he has a lot of luck (Eric Nylund said so in the Fall of Reach novelization). So why oh why does Master Chief die all the time? One stray grenade and years of combat experience ragdoll right out the window. Odd, right?

Commander Shepard comes to mind for the same reason. According to the expansive lore BioWare has built for us, Commander (Insert Name Here) Shepard is the most qualified human being in the galaxy to run the show. The “show” being the fate of the human race, specifically. With incredible combat prowess, technical knowhow, and an occasional knack for telekinesis, it stinks when Commander Shepard gets shot by some no-name grunt and dies.

Getting sucked into space and resurrected by Yvonne Strahovski, for the record, makes much more sense.

With death so prevalent in video games you may wonder how any game with fail states (i.e. death) can challenge a player without breaking the realism of the fictional world. It’s possible, and many games do have ways to threaten players with the possibility of loss without killing off the star.

The Prince of Persia remake from 2008 took a clever approach to this issue by eliminating the need for repeated deaths altogether. Instead, the mysterious and magical Elika saves the hero with every mistake we as players make, preventing his untimely demise in a flash of light.

Similarly, the vampire Rachel Alucard from the BlazBlue series also defies death. In fact, her transcendence of time and space plays an important role in the story. And as one of the most powerful characters in the cast, constant deaths wouldn’t suit her. So, upon losing a match, Rachel merely lies — unamused — on the ground. While her opponents slump in pain or crumple into heaps, Rachel reclines on her demonic minion. How bourgeoisie.

And while on the topic of smart dealings with death, it would shame us not to mention EVE Online, the world’s most complicated MMO. In EVE, you pilot awe-inspiring ships through the vastness of space… until you get vaporized by another player or passing pirate. Instead of dying in the traditional sense, though, your mind and/or soul “jumps” to a clone stored safely at a remote location. Players can even upgrade these clones to better soften the blow of death, or place them strategically around the universe to facilitate jumping between space stations.

EVE Online not only circumvents death but incorporates it into actual play. Those Icelandic chaps and chapettes sure know how to make games.

Clearly not all games and game developers can apply magic or unfathomable science to skirt around the reaper and his dark doings. But we, as imperfect beings, will always make mistakes while playing video games. And if those mistakes end in death, well, we have little choice but to accept the cyclical rebirth of our favorite characters — no matter how absurd their continuous resurrection may be.

Sadly, this unspoken agreement with death makes dying in video games much less meaningful. Like our desensitization to violence through continued exposure, we shrug at what should normally fill us with shock and sadness. So until developers come up with a better way to challenge gamers outside of pure mortal threat, we must resign ourselves to inevitable death, destruction, and fleeting darkness.

…unless you have a Phoenix Down.

Very, very special thanks to Brian Altano for designing the above imagery. Follow him on Twitter or here on IGN. He makes this sh*t look easy.

Ryan Clements writes for IGN. He looks forward to dancing tonight. Dancing in the dark. Follow him on Twitter or here on IGN, if you so choose.

Hey everybody just wanted to show my new school magazine design for Comic-Con. I attended it for the first time this year and it was incredible, I also collected a hefty amount of awesome photos which I will be posting soon, and by soon I mean like now!

Here are some more exclusive images from Comic-Con, (click images to enlarge) photography by me!

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Reblogged from JEDIONSTON:

So for those unlucky few who went to Comic Con and did not download this App I really feel sorry for you, but lucky for everybody else here is a link to the free Comic Con App giving a detailed program of panels and exhibits open through Sunday July 15th.

I will be  posting info and pictures from Comic Con shorty.

Click Here for Comic Con App

Assimilate your thoughts, into ours. Post your message into the collective comment center below.

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Come check out my blog in the {{STAND BY FOR ASSIMILATION}} section and talk video games!

Assimilate your thoughts, into ours. Post your message into the collective comment center below.

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Come check out my blog in the {{STAND BY FOR ASSIMILATION}} section and talk video games!

Header

Despite its reputation for over-delivery, Metal Gear Solid 4 challenges the player precisely because of what it leaves unsaid. Previous MGS games provided contradictions in message and action that created an exciting tension. They vilified war while valorizing warriors, told the player to kill and then dispensed rewards for not killing, required sneaking only to force discovery through cutscenes.

MGS4 falls mostly silent on these fronts. It offers few, if any, opposites to reconcile. While we have no way to know whether or not these silences are deliberate, we find suggestions in MGS4′s reliance upon a “war economy” context that the omissions have a purpose. This purpose is hardly insular or navel-gazing but relates uncomfortably close to the conversations about ultraviolence stemming from this year’s E3 as well as the trend toward the “gamification” of non-game activities.

Let’s take a closer look.

Substance -> Subsistence -> Indifference

The Metal Gear series prides itself on its unique flavor of stealth gameplay, and its approach to Stealth Espionage Action has evolved over the past 25 years. Action games rarely teach us to handle enemies with subtlety, so each game has had to train its players to sneak rather than to fight.

Earlier Metal Gear games use punishment to enforce stealth. Get seen in the original Metal Gear, and Snake won’t be coming home. Remaining unseen here does not imply a pacifist’s touch. The first three games in the series don’t care too much if you kill… only if you kill too loudly. Metal Gear Solid comes closest to acknowledging a bloodless run in its end-game ranking system, as the highest rank in the game, Big Boss, only becomes available with minimal kills.

Metal Gear Solid 2 changes this formula by rewarding the player for non-lethal stealth rather than enforcing stealth through punishment. End-game goodies such as the stealth suit and infinite ammo items require holdups rather than simple game completion, and you can’t holdup a corpse. To this end, it gives the player the M9 Beretta tranquilizer gun which puts enemies to sleep temporarily rather than permanently.

Metal Gear Solid 3 adds to this reward-based enforcement of stealth by giving the player more non-lethal tools, most notably CQC. By joining MGS2 and incorporating non-lethal stealth into its game design, it effectively creates a double game. Both MGS2 and MGS3 require different strategies depending on how lethally you play, thereby creating the sense that lethal Snake and non-lethal Snake actually have distinct characteristic differences.

Narratively, thematically, and interactively, then, non-lethal gameplay has become a heavily consequential element of the Metal Gear Solid experience. The choice between different playstyles contributes to the sense of contradiction and tension noted before. The games are exciting because they are not merely pacifistic or hawkish but both at the same time.

Spot ArtMGS4 dispenses with this contradiction entirely. Throwing back to MGS1′s sole recognition of pacifism via end-game rank, MGS4 offers fewer clear rewards for playing non-lethally. Each player can acquire almost any end-game goodie through other means, whether through the password system or by merely purchasing them from Drebin. MGS4 is also the first game to supply players with a catalog of emblems unlocked for different playstyles, diverging from previous games by encouraging violent and non-violent playstyles equally.

More disturbingly, though, it offers no clear punishment for killing either. MGS4 communicates its ambivalence to the player almost from the start. After surviving a tutorial sequence that sees Old Snake equipped with a pilfered AK and a Stun Knife, the player encounters Otacon’s Metal Gear Mk2. MGS2 and MGS3 opened by equipping the player solely with non-lethal sidearms; MGS4 presents both options at once as Otacon gives Snake both a lethal Operator handgun and Mk22 tranquilizer. When fighting the Praying Mantis PMC soldiers during the following action sequence, Old Snake’s choice of firearm does not matter. The battle is just as easily won by killing at it is by knocking out enemies.

A third option exists, of course. Old Snake can forego the moral question and slip through combat unnoticed, but this creates extra difficulty when encountering resistance and militia fighters. If Old Snake doesn’t participate in combat, they won’t trust him, making his forward movement more difficult. Through these means, MGS4 doesn’t punish players for lethal combat, yet it does punish players for avoiding conflict entirely. It doesn’t matter what you do to the PMC soldiers, but you’d better do something.

MGS4 renders Snake’s handling of the BB Unit bosses moot as well. Players can receive the Solar Gun, an easter egg from Kojima Productions’ Boktai/Lunar Knights series, after non-lethally defeating the BB Unit’s Beast forms. However, the individual soldiers still die whether Snake finishes their human forms lethally or not.

As if MGS4′s moral silence on killing weren’t troubling enough, the game also makes the gains from helping resistance fighters dubious at best. Helping rebels in the Middle East and South America does little more than convince them not to shoot Snake. This is more to Snake’s benefit than theirs since most players, when entering the resistance fighters’ ranks, take the opportunity to help themselves to the militia’s ammo and healing items.

MGS4 makes Old Snake’s alliance with the militias further one-sided when PMC platoons repeatedly destroy the groups whom Snake helps. In Act I, Snake helps the resistance fighters gain ground slowly, the sounds of flak and shrapnel ribboned with group cheers of “We did it!” Ultimately, however, they are decisively murdered by the BB Unit, after which a nursery-like corporate chime announces that the proxy battle has been settled.

In Act II, Snake contributes more dramatically to the militia’s cause as he rescues POWs, infiltrates enemy bases, and sabotages communications equipment crucial to the PMC’s operation. Snake and the resistance fighters part ways during the militia’s assault on the PMC’s main base. The outcome of that fight becomes clear during Snake’s escape atop Drebin’s APC. As our heroes gun through the areas previously traversed, we see not a single resistance fighter — only PMCs remaining in their roost.

Spot ArtMGS4 complements its narrative tones of futility with Drebin’s role as representative of the “war economy.” Drebin himself is a morally indifferent figure, in his words “neither enemy nor friend.” He sells arms to PMCs and resistance fighters alike, and he acts anonymously, not even owning his name. Hundreds of near identical “Drebins” across the world share his occupation and identity. His only distinguishing feature is his license number, 893. He is a “green collar,” one who profits off war without having a stake in the outcome, and he rightly identifies Old Snake as a green collar in turn.

Drebin and Old Snake cement their relationship in a Faustian deal. Drebin will outfit Snake with ever more powerful weapons in exchange for Snake’s footwork in retrieving guns from the battlefield. Snake scavenges; Drebin profits; Snake gets paid in materiel.

Through Drebin Points, MGS4 further enforces its indifference toward player choices between life and death. It doesn’t matter whether a PMC soldier falls dead or chemically dosed; what matters is that he drops his gun for Snake to collect. Likewise, though Snake must aid the militia for his safe passage through their territories, Drebin Points decrease the value of an individual soldier’s life. Even though Snake needs the militia itself for his mission, individual militia troops are worth more to him dead than alive because he can harvest their hardware. MGS4 communicates this element most powerfully after the BB Unit erases the militia near the end of Act I. Snake and the player are not invited to mourn their late comrades’ passing; rather, they are invited to trundle over the corpses and gather guns.

The sum of these parts gives MGS4 a moral texture very different from previous games in the series. It doesn’t matter whether or not Snake kills, but he should fight PMCs for his own advantage. The causes that he aids while fighting the PMCs are ultimately lost causes, while Snake has even less attachment to the humanity of individual soldiers since their deaths are literally his profit.

Spot ArtIt is an uphill struggle that ends not at a summit but a drop-off cliff. There’s no way out of the fight, and there’s no way to preserve the illusion offered in earlier games that Old Snake — or the player — is a killer with a heart of gold. MGS4 reduces us beyond soldiers to something worse, something we cannot truly respect: mercenary graverobbers.

Drebin and the Video Game Economy

Many players note (with displeasure) the changed pacing that occurs during Act III. The adrenaline combat highs of Acts I and II disappear in favor of the softer visual tones of humid Eastern European nights, after which the human power struggles disappear completely. PMCs and resistance fighters alike fade away, leaving behind inhuman Dwarf Gekko and less-than-human Haven troopers. This design decision becomes more intelligible when considered in the context of MGS4′s theme of indifference and the “video game economy.”

Little is more characteristic of a Metal Gear Solid title than turning game content into a commentary on video games themselves. In this regard, at least, MGS4 is no different from its forebears. Its design choices become more consequential when they feed into MGS4′s meta-commentary on video games. MGS4 uses Drebin Points to establish a “video game economy” in order to manifest, through game design, the narrative’s “war economy.”

We recognize this “video game economy” intuitively. We receive points as rewards for specific actions, and we exchange these points for further access to the video game. It’s the same system of exchange that underlies games as diverse as Final Fantasy 12 (with its License Grid) and Resident Evil 4 (with its weapon upgrades).

MGS4 uses cues typical of the video game medium to signal when we have performed rewarded actions. Prior to meeting Drebin, the player sees a tally of acquired ammunition on-screen whenever Old Snake picks up a weapon; as well, the player hears the traditional item pick-up sound effect. However, this interface changes after meeting Drebin. We see notifications not only of the type of ammo collected but of how many points that pickup earns. The item-pickup sound effect is augmented with extra chimes, as well, as MGS4 happily chirps every time we complete an action that earns points. We even get a special extended chime when we acquire an especially valuable weapon.

Spot ArtThese elements reinforce the correlation between the video game and war economies. While we immediately recognize the point ticker and sound effects as video game communications, we also recognize the point ticker as a Receipt of Good Exchanged. We hear, in the reward chime, a cash register’s jingle.

MGS4 truly begins its meta-commentary on video games after Act III when Liquid Ocelot takes the Sons of the Patriots nanomachine system offline. When he does so, state soldiers, militia troopers, and PMC employees literally cannot fire their guns. Without the SOP system, there is no war. Without war, there is no war economy. Yet the video game economy remains. Drebin’s narrative role as a weapons supplier should logically disappear since no one can buy weapons. His only customer is Old Snake — the player — whose line of credit comes not from the narrative but from the “video game economy” itself.

MGS titles prior to MGS4 use video games as a mediator between the player and their narrative universe. Sometimes, as in MGS2, the distinction between the video game and the narrative — the window and what we see through the window — collapses. We see such a collapse midway through MGS4.

Spot ArtMGS4 makes this transition with a clever sleight of hand. Act IV is an extended meditation on the fact that the MGS series is, at base, a video game. We open with an emulated return to MGS1′s Shadow Moses Island. By identifying this emulation as Old Snake’s dream, MGS4 suggests the onset of self-awareness through subconscious means.

Through flashback sequences back in the main game, MGS4 begins rewarding Drebin Points for actions that are more clearly interactions with the video game rather than with the fictional world. When Old Snake picks up weapons from the battlefield and sells them to Drebin using the Metal Gear Mk2 as courier, MGS4 dispenses Drebin Points for interacting with the virtual reality. Logically, Old Snake should receive no payment for remembering experiences from MGS1 during his return to the Shadow Moses heliport, yet MGS4 rewards the player Drebin Points simply for enjoying a reminiscence about an older video game within the current video game. The rationale of currency exchange through a “war economy” more overtly becomes the exchange rate of a “video game economy.”

Act IV’s combat also detaches from the established war economy. Dwarf Gekko replace human PMCs as Snake’s primary enemies. These targets are decidedly more video game-like than the PMC or militia troops. Dwarf Gekko are ciphers without personality, little vectors of movement that the player needs to gun down. They are stripped down video game fodder reminiscent of the crystal targets from MGS1′s and MGS2′s VR Missions. Haven Troopers likewise predominate as video game-like enemies. Before Act IV, they appeared previously as targets to take down indiscriminately during Act I’s ambush in the hotel, Act II’s stalking sequence, and Act III’s bike-and-gun chase. Each sequence forces the player to confront them as targets that must be taken down without the same kind of equivocation as is possible toward PMC and militia troopers. They serve the same role during the fight against Crying Wolf in Act IV and during the entire Outer Haven sequence.

Spot ArtAs cyborgs, their nanomachines force an immediate disintegration of their bodies and armor upon death. While this design choice fits their narrative role, it also emphasizes their identity as video game rather than narrative targets. Traditionally, video games do not waste memory space by preserving the on-screen representations of destroyed targets. While the bodies of dead human characters during previous acts ultimately disappeared, they did so subtly in order not to break the illusion of corpses heaped upon a battlefield. Haven Troopers disappear with more flamboyance. They flare blue, catching our eye’s attention, and making us more aware of them as video game targets that disappear after defeat as is traditional.

MGS4 continues this trajectory until its climax fistfight atop Outer Haven. Following the Screaming Mantis fight, a ghostly projection of Psycho Mantis calls attention to the player’s physical hardware. He observes the lack of a memory card and even comments on whether or not the player uses a DualShock3 or Sixaxis controller. Old Snake becomes overwhelmed with Dwarf Gekko, cipher enemies, right before Otacon destroys the architecture for the video game economy itself.

Spot Art

Coda

Taken as a whole, MGS4 uses its remarkable departures from traditional series themes to achieve ends that are entirely characteristic of the Metal Gear Solid series. It denies players the usual tension underlying the decision to kill or not to kill, and it couples this omission thematically with the “war economy.” It uses game design to express the “war economy” through the “video game economy” by giving both the same form: Drebin Points. Finally, it strips away the war economy altogether, leaving the player only the “video game economy” of scored points until the shell that houses the video game economy — the AI system — dissolves.

MGS4 does not merely advance an indifference to the value of human life. It calls attention to the means by which we become indifferent to human life.

Parting Shots

We come, then, to the hardest question: so what? How do these observations, however close or distanced from creative intention, apply beyond the virtual world of their birth?

The way that MGS4 encourages gun-lust echoes a dominant face of contemporary game design: “gamification.” Gamification refers to the decision to reinforce people’s actions with piecemeal rewards that produce a feeling of artificial accomplishment. It is a Pavlovian trap — one that we love to fall into.

Gamification appears well outside video games. Organizations assign point systems on everything from commission-based sales to improving an individual’s health to buying soft drinks. Walk into any gas station convenience store, and you’ll likely encounter dozens of instances of gamification from purchase reward points that you’ll register online to social gaming perks that accompany snack sales. This is gamification. It gets people to participate in activities that they otherwise wouldn’t. The rewarders generally don’t care about your hoard of points, however, and they’re more interested in what your participation in the “game” creates — revenue.

It is easiest to observe what others do, though, without seeing how we rhyme the same actions. Video games themselves become gamified when we add secondary prizes on top of whatever metric the game uses within its own code. Achievements and player Trophies act as incentives to get players to complete games they otherwise wouldn’t touch twice. It works, too! Don’t think that I earned a Platinum trophy for Shadows of the Damned because I was having a good time. Several of my friends will buy video games specifically to plump their Gamerscore, will play ultimately forgettable games like Burger King’s Sneak King simply for the Achievement points alone.

Spot ArtGamification gets people to buy games that they otherwise probably wouldn’t buy. Drebin points get MGS4′s players to kill and betray NPCs that they otherwise wouldn’t notice. Both, in parallel ways, fuel a “video game economy.”

During this year’s E3, Warren Spector gave increased legitimacy to concerns that video games have become not overly violent, but overly cruel. Violence in video games does not necessarily correlate with violent actions, but something seems off when video games offer scenes of sadism and cruelty as a reward for playing well. These concerns only focus on what these video games feature. The conversation does not yet consider that the gamification of games — the gamification of virtual cruelty — will be how we, as gamers, agree to participate and make those goals our own. Hunting Trophies and Achievements, we can look away from both the experience and the representations of violence that video games provide, much as Old Snake and MGS4′s players set aside prior concerns of the morality of killing in the search for Drebin Points.

To wrap up: Sigmund Freud, looking at the rich hoarders who created wealth disparity in Victorian Europe, famously identified the hoarding instinct as “anal retentive.” The desire to grab and keep money, in other words, was the adult version of an infant’s refusal to poop. This suggests more than the idea that the discontent of the 99% could be assuaged by providing the 1% with laxatives. It openly calls the stuff we hoard waste, filth, merde.

In gaming and consumer cultures increasingly defined by Gamerscores and Trophies — invented incentives to keep us chugging through MMOs and mediocre games — we might do well to ask ourselves what Old Snake does not: why are we hoarding and to what consequence?

http://www.1up.com/media/03/9/4/8/lg/539.jpg   James Clinton Howell

James Clinton Howell is an insurance customer support specialist with a variety of passions. He has an MA in Poetry from the University of Southern Mississippi, owns and runs the Japanese-English translation company DELTAHEAD Translation Group LLC, and serves as editor for the online literary journal Town Creek Poetry. His poems have appeared in the Journal of Truth and Consequences as well as The Southern Poetry Anthology Vol II. He has written extensively on the Metal Gear Solid series for PlayStation: the Official Magazine and provided localization support for MGS4 and MGS2: Digital Graphic Novel. He translates German, Old English, and Old Norse, and he is a Cisco certified network engineer.

His current video game projects include an annotated video walkthrough for earning the FOXHOUND Rank in Metal Gear Solid 3 as well as a farewell vidcast to Metal Gear Online. He publishes on YouTube under the username ShockleyHaynes. He lives in Chattanooga, TN.


BioWare has announced that the Mass Effect 3 Extended Cut will be available as a free download for Xbox 360, PlayStation 3 and PC on June 26th in North America. In Europe, the content will arrive on the same day for Xbox 360 and PC but will arrive on July 4th for PlayStation 3.
According to a post on the game’s official site, the extended cut “will expand upon the events at the end of Mass Effect 3 through additional cinematic sequences and epilogue scenes” and will “include deeper insight to Commander Shepard’s journey based on player choices during the war against the Reapers.”

The Extended Cut was announced back in April in response to widespread controversy over the ending of Mass Effect 3.

The Extended Cut will be a 1.9GB download. As for specific content, BioWare notes that it will include “additional scenes and epilogue sequences. It provides more of the answers and closure that players have been asking for. It gives a sense of what the future holds as a result of the decisions made throughout the series. And it shows greater detail in the successes or failures based on how players achieved their endings.”

BioWare notes that the game is “an expansion of the original endings to Mass Effect 3” but “does not fundamentally change the endings, but rather it expands on the meaning of the original endings, and reveals greater detail on the impact of player decisions.”

The company recommends that players “load a save game from before the [final Cerberus mission of the game] and play through to the end of the game.” The actual content of the Extended Cut will differ “depending on choices made throughout the Mass Effect series, so multiple playthroughs with a variety of different decisions will be required to experience the variety of possibilities offered by the new content.”

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