Sunday, April 15, 2007

Nintendo Kills Mario with Wii-Mote

Today I awoke to truly awful news. This is the type of news that can send a person into a daze for hours. It’s the type of news that makes one stop and contemplate about something that was once beautiful, but is now tainted forever. I’m talking about the announcement of Mario and Sonic: At the Olympic Games. When I first saw this, the first thing that came to mind was how can Shigeru Miyamoto of all people, let this happen? I can think of one reason, and that’s to cash in on some serious bank. However, I feel like this game could end up a disaster on any piece of land outside Japan.


There’s nothing wrong at all with exploring different ways to implement characters in games. For one, Super Smash Bros. is a great game. There’s nothing wrong with that game because its fun and the game play works. However, what I’m most distraught about are the many iterations of the Mario Party franchise. It’s true, while the game had a hay-day on the Nintendo 64, and that is where it should have ended. The party game genre has been beaten nearly to death, and while they are fun games for the moment, the novelty of it all quickly wears off.


Party games should never go past the first game produced. Great examples of this type of failure are: Mario Party, Super Monkey Ball and Fusion Frenzy. I’ve already touched on Mario Party, Super Monkey Ball loses its charm after a few weeks of playing it, and fusion frenzy was a game that maybe was deserving of being part of the X Box Live Arcade; it is nothing more than that. I fell in love with Super Monkey Ball on the GCN, however, as I played the most recent version, Banana Blitz on the Wii, I felt somewhat cheated out of the 30 minutes that I played that game. Most of the games did not control well at all and maybe 5 out of 50 mini-games are actually worth playing.


Enter, Rayman Raving Rabbids. Ubisoft hit a home run with this game for two reasons. One, the design of the rabbits is pure genius. They have a certain demented charm about them that makes them so stupid, they’re absolutely loveable. A person who does not find them funny in the least bit has a heart made of iron and pumps cyanide into their veins. Secondly, the mini games are fun and while there’s not a whole lot to say about variety, the rabbits and the challenge factor easily make up for that short coming. Ubisoft can do two things from here on out. Make another party game and destroy Rayman forever, or go back to the platforming roots and innovate from there.


Nintendo and SEGA are making grave mistakes with making At the Olympics. There is nothing loveable about Mario or Sonic, and that’s a fact. They’ve overstayed their welcome and the only thing that allows them to pump money into their respective companies is the fact that Nintendo and SEGA fan boys orgasm every time a new game comes out that features them.


Me, I am absolutely indifferent about “Brand Mascots” such as Mario, Sonic, Kratos, Sam Fisher, Solid Snake, and Master Chief. I do not buy any obscure game that comes out brandishing their names on the front. Could you imagine seeing them all together on a party game? Just imagine, Super Bloody Spec Ops Deluxe! (Spare me… Ughh) Halo 3 hasn’t proven itself yet, I’ve seen no game play past anything on the alpha-build, and the multiplayer will stay relatively the same sans the minor tweaks and features. Will I buy it? My answer is probably, but will I buy the Halo Wars spin off? My answer is no way on God’s green planet will I even consider plopping down sixty dollars for that. Metal Gear Solid 4 looks great, but once Solid Snake dies, I’m probably going to refrain from buying any more re-iterations of the Metal Gear franchise.


What I’m trying to get at is that I’m tired of seeing franchises get milked for cash in the most disdainful way possible. Mario is dead, Sonic is dead, Snake is going to die, and Sam Fisher is going to retire. Let’s just let them be.


R.I.P.

Creative Development

We Hardly Knew Ye”

Elitist Attitude

A couple weeks ago, Microsoft released X-box 360 Elite. The Elite is the newest version of the X-box that features a gigantic 120 GB HDD and HDMI capabilities. Sony has reacted to this by saying they are staying the course; however, just last week the discontinued the sales of the 20 GB PS3 in North America. Microsoft is also doing the same thing as they are discontinuing the sale of the X-box 360 “core” system.

What does this say about the state of video game consoles? With the way that technology advances, can you really be sure you're buying the right technology at the right time? Microsoft obviously thinks it makes sense to provide the latest and greatest technology, but isn't it too early at this time? Normally, you see a price drop come when a console comes to be nearly three years old, but having a totally re-designed console at this point seems a little brash.
Why couldn't Microsoft make this console at the start of their reign in the next generation? Microsoft knew full well at the time what Sony was going to be bringing to the table with the PS3, so it would have made sense to make the absolute latest console with all the latest hardware. I'm not saying that the X-box 360 is an inferior system, but a move like this paints a picture of fear in the Microsoft Corporation.

Another point I would like to bring up is; what does this say to the early adopters of the X-box 360? The “core” system didn't make sense to most industry vets and hardcore gamers at the time; however, from my personal experience, the “core” system made perfect sense. There are some gamers out there that only want a casual gaming experience. The system did not feature a hard drive, a concept that escaped me. The 20 GB HDD would have been perfect for a person who wants to download content and play some games from the X-box Live Arcade. This would work out best because the less hardcore gamers had a small hard drive while the hardcore had a larger hard drive. Manufacturing the Elite at the start of the console's life would have worked out much better.

No matter which way you look at it, this move either is the best that Microsoft has made, or the worst. The way I look at it, it draws a big question mark on the face of Microsoft Games. Is this a perfect way to create market buzz, or is this Microsoft making drastic decisions due to the release of the PS3? Sony Computer Entertainment is having a rough time at this point with their latest console, but the PS3 is definitely built to last well into the next generation on the horizon. It's very puzzling, but exciting to watch as three video game behemoths clash in head to head market kombat. Round 2 Fight.


Friday, April 13, 2007

Essay

Daniel Wise

Composition II

Deanna Hueners

4/11/07

Exploring the Effects of Violent Video Games on Society

Video games are more advanced now than they have ever been now since the latest generation of video game consoles have rolled into retailers. With stunning graphics and room shaking sound, awareness of violence in video games has risen drastically. Games are drastically different now than they were five to ten years ago. Video games were once regarded as toys for kids and there was little concern for them to cause harm. Back then, parents believed that video games caused children to become over-weight and inactive in the world around them. There was little thought taken to the possibility that these games could turn normal people into violent deviants. With cartoon like graphics, there was no concern.

Now, games are capable of pushing hardware to its absolute limits in terms of technical prowess and developers have taken full advantage of this. Games like Grand Theft Auto, constantly push the boundaries of what is inappropriate to society's standards. Players are given free will to roam around the game's world doing whatever they please. Essentially they are an underling for major crime families, but players can detract from the main story line to cause whatever mayhem they want in fictional cites. They can steal cars, buy weapons, kill people (including cops) and disobey all laws and regulations.

Video game publisher Ubisoft has been in partnership with Tom Clancy since 1996 when they created Rainbow Six, a tactical shooting game based off a Clancy novel of the same name. The series has been very popular among the gaming community for many years, and the latest iteration Rainbow Six: Vegas has stirred up controversy in the city of Las Vegas, which is the setting of the game. In this game, the player takes the role of a leader of an international anti-terrorism strike force. A handful of terrorists have taken over Las Vegas and it is the job of the player to take them out. As the player progresses through the game, they will find themselves in fire fights in the streets and in the casinos. The layout of Las Vegas is accurate but stays within legal boundaries. These legal boundaries require that permission be granted to use hotel names, otherwise, the names of the land marks must be made up. An article by Doug Elfman, an award winning critic, who writes for the Chicago Sun-Times, writes that Oscar Goodman, mayor of Las Vegas, said that the game could “economically Hurt Vegas” and “it may be something that is not entitled to free speech.” Elfman describes Las Vegas Mayor Oscar Goodman's reaction to the game as ludicrous saying, “Goodman acted in Casino, which depicted murdering mobsters in Vegas.” Due to this fact, it's hard to imagine why Goodman would think that this video game could damage the city of Las Vegas.

There has been a significant debate on whether, violent video games evoke aggressive behavior in children. The events of the Columbine High School shooting and several shootings that have occurred across the country have opened peoples eyes the the reality that there could be a possibility that violent video games evoke violent behavior. Reports have confirmed that the shooters involved in the Columbine shooting were avid fans of the PC game Doom.

Craig A. Anderson, head of the psychology department at Iowa State University states, “Violent video games are successfully marketed to, and easily obtained by, children and adolescents.” There has been much concern of this since the school shootings that took place in the late 1990's and early 2000's. In his book, Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy, Anderson portrays most gamers as shut-ins and mostly interested in violent images and topics. They are mostly researching violent subject matter on the internet and play games for the violence and tend to be “more interested in the violent images than in the game itself.” (Anderson)

Anderson also goes on to state that these students spend “Inordinate amounts of time playing video games” However it is unclear about how much an inordinate amount of time is. The authors of the book make a reference to a study that was conducted in 1996 in which fourth grade girls played 4.5 hours a week on average, while boys played video games 7.1 hours a week. One must wonder what an inordinate amount of time playing video games really means. The book also reports on a more recent study amongst eighth and ninth graders and this has shown that the amount of playing video games on average has grown amongst the students. Boys mostly averaged thirteen hours a week, which may seem high, but in reality, that is a little under two hours a day. One must also deduce from the weekly average that most of that time is unevenly dispersed between weekdays and weekends. Girls stayed mostly around five hours of play time per week.

The authors of Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy are very quick to explain that the research does not directly correlate the link between violent video games and violent crimes. They explain that “Frequent associations with violent crimes do not, in themselves, constitute strong scientific evidence that exposure to violent video games is a contributing causal factor in violent behavior.” However, they also believe that the debate on if all media induce aggressive behavior “is over ... and should have been over 30 years ago.”

There may be a relation between violent video games and violent behavior, but the evidence does not seem strong enough to support such a claim. One must take into account the background in which the child has grown up in. Each child's life differs greatly from one to the other. Some grow up in broken homes while others have great family support. At school, some may be ostracized by their peers and some might have a mental disorder that prevents them from discerning the difference between reality and video games. Violence has always been present in the world and children have been exposed to other violent media such as television, movies and music.

Craig Anderson made an earlier report in 2003 attempting to debunk some myths about the influence of violence in video games on children. He states that video games have a very direct relation to aggressive behavior through “increased aggressive behavior, thoughts, and affect; increased physiological arousal” (Anderson) He also says that exposure to violent video games have raised actions such as: “delinquency, fighting at school and during free play periods, and violent criminal behavior.” He believes another myth that violent video games affect small fractions of people in society is false. While there isn't enough proof to state which demographics are affected by violent video games, he states that people who are consistently aggressive are more susceptible to the effects of violent video games that people who are normally nonviolent.

While early video games featured 2D animated graphics and cartoon like violence, Anderson believes that children are still affected by this seemingly harmless form of violence. He states that studies conducted by college students show “increased aggression” after the children witnessed unrealistic violence. Anderson Theorizes that exposure to violence in video games create a sort of reward system for violent acts. He believes that these games give a positive feeling to “aggressive solutions” which also makes being violent more “cognitively accessible.” He also believes that exposure to violent video games decrease the negative feelings one should feel towards violent situations.

The United States Army has been relying on this aggressive behavior for their recruiting efforts. William Lugo, assistant professor of sociology at Eastern Connecticut State University in Willimantic , explains that the United States Army has been freely distributing a game known as America's Army. The army has set 4 million dollars aside for the development of this game. The game uses the best technology available right now and puts the player in the boots of a newly enlisted soldier and puts them through a simple boot camp and instruction, then sets them out to defend the country against terrorists. (Lugo) It is believed that this type of exposure to battlefield conditions will desensitize new recruits to the realities of war.

There are many video games made with many age ranges in mind. In 1994 the ESRB (Entertainment Software Ratings Board) was established to create a rating system for video games. The ESRB rates games based on content and the ratings range from Early Childhood, Everyone, Teen (13+), Mature (17+) and Adult. (ESRB) Publishers send their completed games to the ESRB to be rated and once this is done, the games are shipped off to retailers. Patricia Vance, President of the ESRB says “ESRB tends to primarily focus on reaching out to parents about the importance of ratings.” (ESRB)

In June 2006, the ESRB teamed up with Penny Arcade, an on-line web comic written by Jerry Holkins and illustrated by Mike Krahulik, to create a PSA campaign that was geared towards the older generation of gamers. Vance says, “This campaign is focused on gamers under the age of 21 who may not yet fully appreciate the benefits of the rating system.” Gaming magazines have been working with the ESRB for several year but felt the ads were “disconnected from their readers” due to the ads being geared more towards parents. Vance then goes on to state that while gamers may not consider the ESRB as something that is cool, “At the very least we want gamers to understand the purpose that we serve.”

With the Video Game industry reaching 10 billion dollars annually, there are plenty of alternatives to consider to violent video games. Nintendo has been lauded by the public as consistently producing nonviolent, family-friendly video games ever since Shigeru Miyamoto created the iconic video game figure, Mario. For over twenty years, Nintendo has gone against what is considered popular in video games. They have chosen accessibility over what is considered the norm these days with video games.

Another alternative to violent video games are computer games that have been created by the likes of Sid Meier. Victorino Matus, an assistant managing Editor at the Weekly Standard, had an opportunity to sit with Sid Meier and talk about the development of games like Civilization and what sets Sid's games apart from all the others. Sid Meier is the creator of the highly popular Civilization series which makes the player the ruler of a civilization. The game begins at the start of time and it is up to the player to reach world domination through diplomacy, scientific prowess or through warfare. While violence is implied, it is not graphic nor intense.

Sid Meier got his inspiration for Civilization not through playing computer games, but through playing the board game Risk. "Conquer the world. All those cool pieces. You felt like you were king. It gave you a lot of power." (Matus) Religion has also been a big factor in the development of Civilization. Meier is a Lutheran and the integration of religion into his game creates one of the many strategies in playing Civilizaton. “Competing civilizations can send out missionaries, found a religion, create temples, cathedrals, and even launch crusades.” (Matus)

Meier is adamant about keeping the blood and gore out of his video games because he too is a parent and is concerned about the messages that his children receive from playing video games. He believes that as a game designer, he's responsible for what is put out onto the market place and he is concerned about the content that is put into all his games. (Matus) Meier says, “I've raised a son and I know all the messages, all the influences, all the things that come into a young person's life”

It is Meier's goal to have everyone who plays his games, to learn something from them. Whether it is becoming more aware of the civilizations that came before, or to go deeper into the game and learn about the individual civilizations and how they came to be in reality. The rulers in the game take after the rulers of their respective countries such as Ghengis Kahn and the Mongols, or Abraham Lincoln and the Americans. (Matus)

There's no denying the fact that video games have an impression on the youth of the world. While violent video games can cause children to become more aggressive, it is up to the parents to make sure that the children know what the difference is between real violence and violence in the world around them. Video game consoles now have parental control settings that allow the parents to make sure their kids are playing appropriate video games. The ESRB is also hard at work at making sure game publishers provide the right content to the masses. The video game industry has established itself as a major medium in the world today and while it is still a young industry and still has plenty to learn, it is on it's way to becoming more responsible to making sure the right content reaches the right people.



Works Cited

Anderson, Craig A. Violent Video Games: Myths, Facts,. Psychological Science Agenda. Oct. 2003. American Psychological Association. 26 Mar. 2007 .

Anderson, Craig A., Douglas A. Gentile, and Katherine E. Buckley. Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy. New York: Oxford UP, 2007. 190.

Elfman, Doug. Vegas Mayor Wastes Time, Slams OK Shooting Game. Oregon Live. 8 Dec. 2006. The Oregonian. 26 Mar. 2007 .

ESRB and Penny Arcade Team Up to Create New Gamer PSA Campaign. ESRB.org. 6 Jan. 2006. Entertainment Software Rating Board. 13 Apr. 2007 .

Lugo, William. "Violent Video Games Recruit American Youth." Reclaiming Children and Youth 15 (2006): 11-15.

Matus, Victorino. 'Civilization' and Its Contents. The Weekly Standard 12 (2007): 19-24.