Showing posts with label Gamer. Show all posts
Showing posts with label Gamer. Show all posts

Sunday, 6 February 2011

Social shaming: My fear of FarmVille

The image of gamers is changing, slowly, and this is largely due to social networking sites. The stereotype of pasty mal-exercised social outcasts gaming for 20 hours-a-day in their mothers’ basement is being replaced by that of “normal” people from a variety of backgrounds, social groups and cultures who do their gaming on sites like Facebook, making gaming more mainstream; so, as a lifelong gamer, why am I afraid to play FarmVille?

Statistics show that social gaming is massive; FarmVille, the game that arguably started the social gaming revolution, has 52 million active users at present. This is dwarfed by the new hot title, CityVille, which has a whopping 98 million active users. To put this into context, that’s more than the population of the United Kingdom. So if gaming has become socially acceptable, as indicated by the sheer numbers of people gaming on one particular application on just one – albeit mammoth – website, should hardcore gamers feel a pang of shame for indulging in these pursuits?

I am a gamer; I have been since the early 1980s. I have owned an Atari 2600, a Commodore 64, a ZX Spectrum, an Amiga 500, a Microsoft PC, a Sega Master System and Mega Drive, a Gameboy, PlayStations 1 & 2, a PSP, an Xbox and a 360 in my gaming career. I have sampled most game genres and rank Real Time Strategy games highly. As one who has witnessed the evolution of video games over the past 3 decades I feel I should embrace the move toward social games, many of which are RTS based that I should enjoy. I speak here of FarmVille, although in reality I’d be more likely to play games like Kingdoms of Camelot or Mafia Wars, but their presence on such a widely used social network puts me off. My reasoning may be debatable, but it’s as follows: I don’t like the idea of everybody on my “friends” list, which includes work colleagues and people on the peripheral of my social circle, being updated every time I sew a field or request help to build a barn. The very nature of social gaming requires this sort of interaction with other users, but having been on the receiving end of countless requests to help others in their gaming efforts, and having been annoyed by the persistence of them despite my not having the same application, I am loathed to inflict this upon my “friends”. It’s the carpet-bombing nature of the applications’ update messages coupled with the lack of customisable privacy options with which I have an issue.

An immediate retort to this would be to say that the option exists within Facebook to ignore all such notifications, however, not everyone chooses to click on this option. This may be because they are happy to receive them, or eager to involve themselves in the game, but what if they’re not? It is entirely possible that people can simply skip through the endless updates spewed out by these applications and, although it could be argued that it is their choice not to get rid of them, I wouldn’t want everyone to see these updates generated by my gaming. I’m not alone in my frustration; an entire anti-FarmVille movement exists within Facebook, born of just this sort of complaint, sporting over 2 million disgruntled users.

For me, collaborative gaming should be about people who want to game together working toward a common goal. If users don’t want to be involved, or don’t have the application, then the system shouldn’t bother them with updates or requests. However, as Facebook and social networks like it have a mandate to expand, it’s not likely that social gaming will move into a less intrusive format any time soon.

I’m sure there are many very worthy games to play in the social gaming genre, but until the scope of who is informed of and involved in my gaming is more tightly controlled it will remain an area of the gaming world that I’ll avoid. I don’t play games on Facebook partly because of the privacy issue and partly due to a reluctance to have my pastimes scrutinised by everyone connected with my social media accounts. I don’t want everyone I know to see what I’m playing and how often I play it; for me, that privilege is reserved for those friends I game with on Xbox LIVE.

Sunday, 23 May 2010

Booted and Spurred

As you can see, The Gaming Gentleman is booted and spurred and ready for action on the frontier. I’m currently working my way through the treacherous terrain of the Old West, blasting my way through gangs of bandits and rescuing maidens, and hookers, in distress. It can only mean that I have finally gotten my hands on a copy of Red Dead Redemption on Xbox 360. For the princely sum of £49 I purchased the limited addition version available from GAME stores in the UK, which includes not just the game itself but exclusive downloadable content.

The added extras are Golden Guns, weapons that increase your fame when kills are made with them, War Horse, quite simply the fastest, strongest horse available to you in the game, and the Deadly Assassin outfit, which allows your Dead-Eye metre to refill more rapidly after kills.

I am enjoying progressing the single player game and will shortly be reviewing it here at the blog and at a website that I am working for as a writer. The multiplayer aspect of the game, however, has me a little concerned. Despite being hailed as a new, greater standard of multiplayer experience, one which will allow players to explore the vastness of the Old West and team up with fellow Xbox LIVE players to create posses and take on other gangs, thus far all I have encountered are players more concerned with shooting you as soon as you re-spawn, before you can get together with other players and generally making the multiplayer experience a frustrating and deeply un-entertaining one.

To add to the multiplayer woes, it appears to be full of glitches, like disappearing characters, and the sheer number of people trying to log on to the servers seems to be overloading them and causing problems when connecting to a game. That said, the single player game is impressive and addictive and I hope to have completed it soon. Perhaps in the meantime Rockstar San Diego may have addressed the glitches and server issues on multiplayer, and the obtrusive players may have gotten sick of ruining the fun for everyone else, or fallen off a cliff. I can but hope.

Monday, 3 May 2010

Video Game Time Machine: Rick Dangerous 1989

After a random Google browsing section I found myself being dragged in a figurative Delorean past 88mph and back in time to the land of gaming nostalgia. Thanks to a great website, I have rediscovered one of my childhood favourite video games: Rick Dangerous.

Rick Dangerous was a platform action puzzle game originally released in 1989, which not only toyed with plagiarism, but openly flouted it. Undoubtedly based largely on Raiders of the Lost Ark, even the Front cover of Rick Dangerous looked suspiciously like Indiana Jones. If the game had been made now Lucas Arts would be suing for copyright infringement, however, as it was made before the fiscal power of the games industry had been discovered, it passed by unscathed.

Much more cartoonish than Dr Jones, Rick Dangerous was a British agent who travels to the Amazon to find the lost Goolu tribe. His plane crashes and he parachutes into the jungle. The beginning of the game sees the fedora-sporting Rick running away from a giant boulder (just like the opening sequence of Raiders) and negotiating a maze of traps, triggers and Amazon warriors. The game was very clever too; although armed with 6 bullets, 6 explosive charges and a stick for stunning opponents, players would need to pick their battles, decide who to shoot and who to avoid in order to conserve the valuable arsenal, as reloads were few and far between.

A thinking kid’s game, Rick Dangerous played out over 4 levels; the Amazon, Egypt, Castle Schwarzendumpf (a Nazi stronghold) and a Nazi missile base, where Rick must stop a deadly missile attack on London. Some of the traps had no visible warning so the only way to progress the game in many areas was through trial and error, something that would annoy many but which I found to be one of the great draws of the game. The graphics and gameplay were in keeping with other games of its time, 2-dimentional and comic with individual screens that needed to be negotiated one at a time in order to progress the game. The music (midi files of course) was comic and, bizarrely, very appropriate to the gameplay and the setting.

I was ten years old when Rick Dangerous came out on the Amiga 500 and it was addictive. Like Super Mario Bros mixed with my all time hero Indiana Jones (was then, is now), it’s clear to see why it had such appeal at a time when video games were becoming a much larger part of our lives. Anyone who is interested and has some spare time should visit the website where a full version of the game is playable on your web browser for free.