A video game-themed window blinded designed by the UK-based Direct Blinds featuring controllers and handhelds of all shapes and sizes in the shape of Pac Man. |
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Saturday, August 31, 2013
How Retro Games are Still Crucial to the Gaming Market
What Does it Mean For Video Games To Grow Up?
To those who have read my post on the escapist aspect of video games, I feel that I have not been specific enough in addressing a crucial gaming-related issue I have presented in that post. I raise the issue again here with these questions: what does it mean for video games to 'grow up?' Should 'growing up' entail upping the ante in violence, blood, gore, cursing, and sex? Does it require an exponentially increased number of cinematic cutscenes and quick-time events (QTEs) as well as greatly extended the length to a point that interactivity on part of the player is limited to a few button presses? Is it merely a justification for spending millions upon billions of dollars on making the game world and its inhabitants appear and feel as realistic as possible, as if realism is the one and only art style? The short answer to the last three counts would have to be no. Although there is no simple answer the original question, my own answer would be to have developers and producers of video games to do three things: to have more mature forms of storytelling, to discard all of the outdated storytelling tropes that offend and alienate people of different genders, races, religions, ethnics, and sexual orientation; and to hire new programmers, designers, artists, from these aforementioned demographics that would open new avenues of game development including design and storytelling. In order to understand how this relates to video games growing up, I will be summarizing the overall narratives of two video games, each from different generations in terms of content that justifies the M-rating and the sort of maturity that lies beneath the digital surface: Duke Nukem 3D and Bioshock Infinite.
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