I was doing a little research for images to include in the album for Classic games. It didn't seem to matter what I was searching for, there was always an image of a computer based version listed first. This wasn't necessarily an issue, however, it does draw to attention the desperate change in attitude to an electronic age.
One of the psychological aspects to participating in games, and a reason for many of their induction years before, was the social interaction. The physical participation between you and the opponent was as much part of the game play as the game itself. Strategy and control and ultimate victory over the opponent. Swapping this into a computer environment has altered the standard somewhat. Firstly, it has engaged the human factor against an invisible processor based opponent that only has interface via an avatar. The second value is that the solo aspect to playing away from real social interaction changes the game play as well as the social structure of the individual in any given environment.
Luckily there is a resistance to this methodology of total virtual cross-over and people still enjoy the process of sitting down as a group and participating in real-time game play. What is striking with the virtual aspect however, is the seeming need to convert almost all values of games into a virtual arena. It is also striking that the interface and activities of the former games have been duplicated. Not redeveloped with the purpose of fitting into the new 2d environment, many of these games actually replicate their real-world counterparts to every minor detail. Almost as though there is a need to generate a virtual world in so many aspects of solo interaction that it is easy for an individual to create and participate in a social life extracted away from the normal; maybe mundane and less spectacular real world.
How games should proceed is to make clear distinction in aspects of gameplay that are crucial to the success of the games. Games are not just about playing. There is a great deal of semantic value to games, both real world and virtual. The physical and psychological presence of other opponents is crucial to the development of the underlying social make-up. Virtual games generates an extraction that is not on the whole wrong, but has socila implications to how we work, play and work with each other.
One of the psychological aspects to participating in games, and a reason for many of their induction years before, was the social interaction. The physical participation between you and the opponent was as much part of the game play as the game itself. Strategy and control and ultimate victory over the opponent. Swapping this into a computer environment has altered the standard somewhat. Firstly, it has engaged the human factor against an invisible processor based opponent that only has interface via an avatar. The second value is that the solo aspect to playing away from real social interaction changes the game play as well as the social structure of the individual in any given environment.
Luckily there is a resistance to this methodology of total virtual cross-over and people still enjoy the process of sitting down as a group and participating in real-time game play. What is striking with the virtual aspect however, is the seeming need to convert almost all values of games into a virtual arena. It is also striking that the interface and activities of the former games have been duplicated. Not redeveloped with the purpose of fitting into the new 2d environment, many of these games actually replicate their real-world counterparts to every minor detail. Almost as though there is a need to generate a virtual world in so many aspects of solo interaction that it is easy for an individual to create and participate in a social life extracted away from the normal; maybe mundane and less spectacular real world.
How games should proceed is to make clear distinction in aspects of gameplay that are crucial to the success of the games. Games are not just about playing. There is a great deal of semantic value to games, both real world and virtual. The physical and psychological presence of other opponents is crucial to the development of the underlying social make-up. Virtual games generates an extraction that is not on the whole wrong, but has socila implications to how we work, play and work with each other.
No comments:
Post a Comment