This is rather long, so get comfortable. I wrote this for my Applied Anthropology class last spring (this was before the whole Atari name change or absorbtion or whatever, so this is pretty out-dated). All material in it is MY intellectual property. You hear me? MINE!!
Let me know what you guys think.
Cyber-Advocacy
Bringing Shame to a Legacy
Most social scientists regard video games as a scourge that propagates a worldview where life is cheap and expendable. They tend to ask questions like “What kind of effect will this have on children?” out of a total misunderstanding of how widespread this phenomenon has become. I have personally played many online video games with people of all ages, from 7 to 60. Most PC gamers seem to be legal adults, yet video games continue to be seen as an exclusively childish thing to devote one’s time to. Regardless of the stigma associated with adults who play video games, these people exist and are numerous. And they, like many groups in this world, are being taken advantage of.
One very recent example of this kind of exploit can be seen in a game released by publisher Infogrames Interactive (IG) and developer Quicksilver Software (QS). The game is one in a line of Space Strategy Simulators or 4X games (literally: eXpand, eXplore, eXploit, and eXterminate) that held a place at the top of the turn-based strategy genre. Games in this genre are usually overly complex, difficult to play, and almost impossible to master. And unlike games of skill or reflexes, 4X games require patience, planning, and intelligence to play. IG’s newest 4X game Master of Orion 3 (MOO3) was one of the most highly anticipated releases of 2003, and the developers had been working on the project for more than three years prior to the release date. The game was toted as revolutionary, something that would revitalize a genre of game that had been on the verge of implosion in the wake of thousands of beautifully rendered but mindless shoot ‘em up and real-time games. It took the two companies over three years to produce the off-the-shelf version of the game, but when the game was finally released, six months after the advertised date, it was an utter disappointment. The following that Master of Orion and Master of Orion 2 had built was an angry lot, and those who were familiar with the genre but not MOO were just as angry. Many gamers had spent the few months prior to its release making really good friends with the staff at their local game vendors- as the official site actually reported the game as being released long before it was in stores.
Let me know what you guys think.
Cyber-Advocacy
Bringing Shame to a Legacy
Most social scientists regard video games as a scourge that propagates a worldview where life is cheap and expendable. They tend to ask questions like “What kind of effect will this have on children?” out of a total misunderstanding of how widespread this phenomenon has become. I have personally played many online video games with people of all ages, from 7 to 60. Most PC gamers seem to be legal adults, yet video games continue to be seen as an exclusively childish thing to devote one’s time to. Regardless of the stigma associated with adults who play video games, these people exist and are numerous. And they, like many groups in this world, are being taken advantage of.
One very recent example of this kind of exploit can be seen in a game released by publisher Infogrames Interactive (IG) and developer Quicksilver Software (QS). The game is one in a line of Space Strategy Simulators or 4X games (literally: eXpand, eXplore, eXploit, and eXterminate) that held a place at the top of the turn-based strategy genre. Games in this genre are usually overly complex, difficult to play, and almost impossible to master. And unlike games of skill or reflexes, 4X games require patience, planning, and intelligence to play. IG’s newest 4X game Master of Orion 3 (MOO3) was one of the most highly anticipated releases of 2003, and the developers had been working on the project for more than three years prior to the release date. The game was toted as revolutionary, something that would revitalize a genre of game that had been on the verge of implosion in the wake of thousands of beautifully rendered but mindless shoot ‘em up and real-time games. It took the two companies over three years to produce the off-the-shelf version of the game, but when the game was finally released, six months after the advertised date, it was an utter disappointment. The following that Master of Orion and Master of Orion 2 had built was an angry lot, and those who were familiar with the genre but not MOO were just as angry. Many gamers had spent the few months prior to its release making really good friends with the staff at their local game vendors- as the official site actually reported the game as being released long before it was in stores.
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