People with disabilities have long had difficulty accessing video games for various reasons and with varying degrees of limited accommodations. Game play details ranging from color schemes in darker settings to story lines and fight scenes that can overwhelm cognitive understanding have left many games out of the question. Controllers have been too difficult or impossible to use, and the mechanics too fast or the quest chains too long and tangled. The canyon of hardcore games almost seemed, at times, to bar disabled gamers from their guild.
The concern that casual games are going to ruin the gaming market plays on a couple of assumptions: 1) That "hardcore" means "difficult," something that only a veteran gamer of many years should be able to play intuitively, and should only appeal to that certain narrow demographic. 2) That hardcore and casual gamers are two ends of a wide canyon and they shall never cross the divide into local co-op mode.
I wanted to make sure that my voice wasn't the only one droning at you during this series, so I bestowed some fangirl love upon some prominent pro-gamers in exchange for interviews. I was really honored that Anna Collier, one of the most well-known in the field agreed to humor me.
The Age of the Internet has brought many advances in the way that we play games. It usually breaks down into three categories, and I like to chunk things neatly for the sake of paragraphs. The Internet has brought we the gamers The Good, The Bad, and the Ugly. The Good is that it has opened up a whole world where we can interact with other game enthusiasts and engage in our favorite games together from miles away. Bungie Games has banked on this for years now. The Bad, I would say, is lag. Lag kills, and as wired as South Korea is, they haven't solved this problem for me yet, as too many times I am looking for my corpse in some Azerothan forest. The Ugly, however, would be the freedom that so many feel that anonymity permits them to ruin the experience of online gaming for the rest of us.
If you are a service member on deployment or stationed overseas you may find yourself limited in the ways that you are able to spend your free time. You could spend your time doing PT (physical training), studying for exams, doing PT, maybe doing college work online, doing PT, or, if you are a gamer, spending some quality time with your console or computer and your choice of n00bs to pwn. But that can be difficult when the higher brass decides to limit what games you can purchase.
Kaos' Homefront starts with a very real line of succession, Kim Jong-Un, the actual named successor to DPRK's current dictator. Dave Votypka from Kaos describes the two Koreas as the fourth largest military power in the world and one of the most technologically advanced countries in existence, explaining that this is the foundation of the future history that they have engineered. While I love the idea of a First-Person Shooter that doesn't have the U.S. attacking some ambiguous foreign power overseas, I am wary of using real-time events to create another panic based on Korean mistrust.
Many game designers and developers deliver games that meet the minimal requirements to make me happy, but there are certain game delivery elements that always ruin it for me. The lack of diversity in many games is one of these, and I often see it when I walk down the store aisle or rummage through my collection...
I often have trouble discussing my observations of social justice themes in various entertainment media with people. Usually I find that people take issue with my wanting to look further into a topic that they are enjoying, and if I criticize or attempt to dissect it, I must be attacking their hobby or even them personally for enjoying something because I find fault in that particular movie, TV show, or game. But why would I spend so much time criticizing something that I myself don't enjoy?
The false dichotomy dividing "good" and "evil" into groups represented by light and dark goes back further than my first memories of seeing The Empire Strikes Back at the drive-in. It is a way of looking at the world around us and packing things into neat little boxes, and it has enveloped our popular culture and our mythology. How does this affect the way some people consume video games?
Despite the fact that, according to the ESA, gamers are about 40% women and girls (to be really general), it doesn't seem that the world of developers and marketers has caught on terribly to these stats. Or to many things, actually.