Videogame companies have chosen a target demographic (adolescent boys) and they’ll do whatever they have to to make them happy—even if that means pretending real women don’t exist.
Search Results for: J.F. Sargent
Stuggling to stay relevant in the 21st century
Despite the fact that you can’t turn on the TV without being reminded about the existence of superhero movies, the original medium for superhero stories —comic books—has been in significant decline over the past few years. They’ve tried to bring in new readers by diversifying their line-up: DC Comics rebooted everything with its “New 52!” while Marvel Comics created the parallel “Ultimate Universe” where the same characters face different, more “risky” situations in a completely separate, parallel universe. This experimentation has led to some great, progressive storylines that have moved the medium forward, but it also highlights some big problems. […]
How game designers turn prejudice into play
The definitive element of a videogame is the player’s agency within the game’s world. Instead of “viewers,” games have “players," and the player makes dozens of choices every minute that directly shape the experience: Will Mario sneak around the turtle monster, or will he jump on it until it dies? That sense of control over the protagonist can give the narrative of a videogame much greater impact than that of any conventional form of storytelling.But with that agency comes an illusion of freedom--which is dangerous. The player is not really “free,” since their actions are limited to the options created […]