The design and business of gaming from the perspective of an experienced developer

Category: Games and Politics (Page 6 of 9)

After Falling Off Deep End, Jack Thompson Hits Rock Bottom

Game Politics is reporting that they got hold of an email from Dr. David Walsh of the National Institute on Media and the Family to Jack ‘Nutboy’ Thompson, where Walsh completely disavows all relationship with Thompson, just days after Jack Thompson’s announcement of a bounty of $10000 for someone to make an FPS that involves the gory deaths of key industry executives (as reported yesterday). A snippet: Continue reading

I’m Boycotting Girl Scout Cookies

I’ve been asked what I think about the video game ban in California, which I note for the partisans was sponsored by Yee, a Democrat, and signed by Schwartzenegger, who is what passes for a Republican in California. My short answer is “I’m boycotting Girl Scout cookies.”

Leland Yee, co-author of the bill, was quick to sign up the California Girl Scouts, which he then went on to repeatedly stroll out at media events in order to drum up sympathy for the bill. Continue reading

Chinese Gamers Protest MMO Limitations

You can take my civil rights, you can take my freedoms, you can take my privacy, but take my ability to take part in an 8 hour raid on Molten Core, and it’sTiananmen all over again!

As of August 29, more than 1,000 Chinese gamers had signed the petition opposing implementation of the new time limits. Chinese authorities said last week they planned to implement a new system that would deduct from the ability levels of online game characters after an individual had played a game for more than three consecutive hours. The system was designed to prevent online game addiction. The online petition is currently on http://bbs.wowchina.com.

Yeah, we’ve discussed this before, and it’s probably too optimistic to hope that our future history books will have to acknowledge MMO addiction as the tipping point that brought down the last communist superpower, but there were a couple parts of the article I found interesting. First was this:

“The new system has real potential to adversely impact online games in China, because the system will probably reduce total playing time, which is directly proportional to income for operators,” Huang said.

Interesting. This seems to directly contradict this:

In addition to the petition, gamers have also begun discussing counter measures to circumvent the impact of the new time limits. The most popular countermeasure suggested has been to open several accounts, so when the new timing system kicks-in for one account, players can then switch to another account and continue play. In fact, such a tactic would be beneficial for online game operators, an official with a leading Chinese online gaming firm, who asked to remain anonymous, told Interfax.

Based on how we play here in the states, at least, that second scenario seems a lot more likely. Of course, what’s interesting to me as a game designer is how these limitations will actually end up affecting gameplay. Huge WoW raids can take a lot longer than 3 hours to complete (which is, of course, certainly not unique to their game), and you can spend an enormous amount of your time waiting in queue to get into battlegrounds. Given how much money WoW gets from China, the interesting question is whether or not Blizzard makes changes to accomodate these new restrictions, and ultimately, whether or not other markets will get to benefit from them as well.

Finally, Rest For The Wicked

The other half of online gaming oversight from the Chinese government came today. Soon, leading games in China (including WoW) will institute measures designed to dissuade players from playing constant hours, in order to combat “sloth, truancy and even murder”. The exact measures are, at this point, a tad hazy, as each source I’ve found on the topic gives a slightly different account of what’s going on. One description is as follows.

The anti-addiction system cuts in-game benefits to players after three hours. For most games this will mean awarding fewer “experience points” to fantasy characters and reducing the value of virtual goods such as magic weapons that they acquire.

After five hours online, players will be subjected every 15 minutes to the warning: “You have entered unhealthy game time, please go offline immediately to rest. If you do not your health will be damaged and the benefits you can win will be cut to zero.“

Continue reading

Super Happy Fun Player Kill

Yet another hint that gaming is entering the mainstream – worldwide. My fiancee fell in love with Shanghai on her business trip out there, and watches a couple of blogs from the area. That’s where she saw this interesting tidbit.

Chao Ji Nu Sheng (”Super Voice Girls”) is the Chinese version of American Idol. Certainly nothing wrong with that, other than the blight which is Reality TV now having invaded all cultures except perhaps the African Bushman. And you have to give the Chinese credit for getting rid of the annoying guys and just putting cute Asian women on stage – it would be interesting to compare their demographics to ours, where AI is, at least anecdotally, a show that appeals to women and teen girls. But this is the part that caught the eye of my fiancee: Continue reading

Youth Gone Mild

Steven Johnson, author of Everything Bad is Good For you: How Today’s Popular Culture is Actually Making Us Smarter, is the subject of this article on canada.com regarding violence in video games. In the midst of it, he links to the Child Well-Being Index at Duke University.

The latest index, released last March, shows that violent crime among teens and adolescents in the United States has plunged by almost two-thirds since 1975, to less than 10 juveniles per 1,000 people.

Continue reading

Parents Let Their Kids Play M-Rated Games

In the other thread, Josh asks a study explaining why parents do the stupid things they do. Ask and you shall recieve. From an article not quite a month old…

A study commissioned by the UK games industry found that parents let children play games for adults, even though they knew they were 18-rated.

“Parents perceive age ratings as a guide but not as a definite prohibition,” said Jurgen Freund, Modulum chief executive. “Some may have not liked the content but they did not prohibit the game.”

The research showed that parents were more concerned about children spending too many hours playing games, rather than about what type of title they were playing.

Long story short: if parents are aware of the rating system and what ‘M’ means but still buys the game, at what point can all of the blame cease to be placed at the industry’s footsteps?

The original comments thread is here.

More on Game Violence Studies

On re-reading my comments from last Friday about the AC2 study, I realize that my poor, unfocused diatribe levelled pointed fingers in a direction I was completely not intending to. I blame the fact that my brain was in ‘Late Friday Mode’.

The study actually accomplished what it was trying to do, judging from the title of the study (“Internet Fantasy Violence: A Test of Aggression in an Online Game.”) To some degree, it clears my chosen genre of work (MMOs) from the charges levelled at the GTA’s of the industry. As an aside, it also is useful in that it successfully points out that simply having blinking images of very mild violence on a computer screen isn’t going to turn your kids into zombies. While obvious to some, this is still a useful data point to have, and highlights the importance of content, interactivity, and tone to the debate. Continue reading

Your Monday Morning Hot Coffee

J of Damned Vulpine was at the Hot Coffee panel I did last week, and wrote up a very thorough summary. The debate continues onward on the Austin Game Developers boards.

In other news, Jack Thompson has tried to get the people who run Game Revolution arrested, because someone who works on one of their affiliate sites made this AIM icon. This, combined with the VGCats exchange from last week, pretty much confirms that Jack is about three Doritos short of a salsa bowl.

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