I love being able to share my hobby with my son. Wyatt and I had fun watching the gameplay demo for Star Wars Jedi: Fallen Order.
While I’m not playing video games as much these days, I’m sure a AAA Star Wars game from Respawn Entertainment (Titanfall, Apex Legends) could put a controller back in my hands.
I’m tired of buying games that I can’t play in front of my son. Sure, I’ve enjoyed Bloodborne and Tales from the Borderlands. But I’ve been on the look out for something new to play with Wyatt. An experience to share. This could be it.
I don’t know about you but when I play a game, I oftentimes play it to break it. I want to see what the game will allow me to do. For instance, in EA’s The Sim’s, I would often try and figure out the best way to off my virtual characters. If this meant removing the ladder from the pool and watching them swim until they died, then I would do it. In Fallout 3, I made the terrible choice to blow up a town, which you can read about here.
RockPaperShotgun had an article awhile back about why you can’t shoot civilians in Battlefield 3. When asking the game’s executive producer, Patrick Bach, why this is so, he responded:
“In a game where it’s more authentic, when you have a gun in your hand and a child in front of you what would happen? Well the player would probably shoot that child.”
Now if you are anything like me, you’d probably shoot the kid just to see if you can. Back when the original Medal of Honor: Allied Assault came out, I remember trying to shoot my fellow soldiers just to see if I could. In a way, I was just testing out the game world’s rules to see what they were. That is not to say that if I was in the actual Army, I would try and shoot my fellow soldiers. I have a firm grasp on what consequences are in the real world versus consequences in a game. I know that if Mario accidently misses a jump and falls in a hole he is dead unless I have an extra guy to continue playing. Patrick Bach, however, doesn’t see this as a testing of virtual world rules. He instead thinks it is due to:
if you put the player in front of a choice where they can do good things or bad things, they will do bad things, go dark side – because people think it’s cool to be naughty, they won’t be caught…
Wait, did a game developer just admit that humans are by nature depraved, even evil? Continuing to read the article, we see that Bach isn’t as concerned about morals as he is of being blamed for others virtual acts.
We would be the ones to be blamed. We have to build our experiences so we don’t put the player in experiences where they can do bad things.
That almost sounds like Bach thinks that games are more than just virtual experiences. I can almost hear in his quote on limitations that he realizes he has a responsibility to his audience.
Me personally, I’m trying to stay away from civilians in games like BF because I think people will do bad. I don’t want to see videos on the internet where people shoot civilians. That’s something I will sanitise by removing that feature from the game.
I tie all of the above into the following thought:
What if God had decided not to give us free will?
In Romans 1, we see that God is known to everyone:
20 For since the creation of the world God’s invisible qualities—his eternal power and divine nature—have been clearly seen, being understood from what has been made, so that people are without excuse.
Looking around, we can see God’s handywork all around us. We are without excuse. However, those that wish to embrace that which was created versus the Creator have a choice.
21 For although they knew God, they neither glorified him as God nor gave thanks to him, but their thinking became futile and their foolish hearts were darkened. 22 Although they claimed to be wise, they became fools 23 and exchanged the glory of the immortal God for images made to look like a mortal human being and birds and animals and reptiles.
What is crazy, is that their choice leads to sin and eventually death:
32 Although they know God’s righteous decree that those who do such things deserve death, they not only continue to do these very things but also approve of those who practice them.
I am proud to serve a Creator that lets me choose my own choices in this life. One that will forgive me for all the Sims I left stranded in the pool. He is the ultimate executive producer in that He holds nothing back and freely gave of His own son so that we may spend eternity with Him. God doesn’t care about what the crowd thinks, He cares for you and me.
In a clever attempt at marketing, hype, and product synergy for the upcoming Dragon Age: Origins, EA 2D has created a browser-based tactical RPG by the name of Dragon Age: Journeys. Divided into chapter installments, subtitled The Deep Roads, the free-to-play RPG will serve as an introduction to the world of Dragon Age: Origins. This time killer will be available October 2009.
The age of the dragon is but a click away.
Today we have important news to share with the community. EA is restructuring its RPG and MMO games development into a new group that includes both Mythic and BioWare. This newly formed team will be led by Ray Muzyka, co-founder and General Manager of BioWare. With this change, Ray becomes Group General Manager of the new RPG/MMO studio group. BioWare’s other co-founder, Greg Zeschuk will become Group Creative Officer for the new RPG/MMO studio group. Rob Denton will step up as General Manager of Mythic and report to Ray. BioWare’s studios remain unchanged and continue to report to Ray.
Mark Jacobs, current General Manager of Mythic will leave EA on June 23, 2009. We thank Mark for his contributions at Mythic and wish him the very best going forward. Mark played a major part in the success of Mythic with his contribution as General Manager and Lead Designer of WAR.
Mythic retains a strong team led by Rob who co-founded Mythic in 1995. Rob played a critical role in the development of Dark Age of Camelot. In his previous role as COO, he was responsible for all day-to-day management of the studio including all development, operations and support.
Please join us in celebrating the union of these two award-winning studios.
(As posted in the Warhammer Herald)