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Aftersleep Books
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Trigger Happy Videogames and the Entertainment RThe following report compares books using the SERCount Rating (base on the result count from the search engine). |
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Aftersleep Books - 2005-06-20 07:00:00 | © Copyright 2004 - www.aftersleep.com () | sitemap | top |
The flaw in this book is focussing too narrowly on twitch games, mostly the combat/exploration games like Tomb Raider or Metal Gear Solid. Poole can't be bothered with god-games like Populous or Sim-City or pure exploration-puzzle games like Myst, and says as much. He misses out on a huge realm of other styles of game and playing experience. This is a shame, because Poole looks like he has the intellectual chops to write a comprehensive book on this subject.
Pool is on to something in the last chapter, when he theorizes that the next frontier is making the player feel responsible for his decisions in the game world. You might feel bad when Aeris buys it in Final Fantasy VII, but it was in a cut scene so you don't feel responsible because it was beyond your control.
For the reasons Poole discusses earlier, this is hard to do in an adventure-style game. If a character dies in a cut scene, it isn't your fault. If she dies in gameplay, you just keep playing it through until she lives. (Kirk didn't accept the no-win situation; why should you?)
However, this is where his distaste for god-games trips him up. Players of Civilization or other management games don't have easy replay buttons. Anybody whose sim-city burns because they under-funded the fire department knows all about actions and consequences. We care about a place if we build it. We don't care about a place if we just wander around shooting things in it.
Also, instilling responsibility in games may be a dead end. Arguably, the whole point of play is to avoid responsibility. Play is a separate realm in which success or failure don't matter in the rest of world. Creating consequences for our actions in a game world would make it too much like work.
This may be why some people find on-line games so addictive. They become like work, instead of play, because there are consequences if you don't play hard enough. You can let down the other players, and your enemies can attack what you have created.
Poole doesn't write about on-line multi-player games, because they barely existed when he wrote this, only a couple of years ago. I think he could write another intriguing book on the subject, if he would just take his eyes off Lara Croft and take a walk through Riven.