Martes, Marso 25, 2014

Trends in Gaming, Today: Interactive, ‘Reward-oriented,’ Simplistic, Escapist, Cathartic.

                                                                                                                                                                   
Trends in Gaming, Today: Interactive, ‘Reward-oriented,’ Simplistic, Escapist, Cathartic.
Arevalo, Marco Antonio G.      

            Long lines are inescapable in the Philippines. The University of the Philippines (UP) is jokingly and ironically, appropriately called the University of Pila (Pila meaning Line or Queue). People, Filipinos especially, nowadays when they are idle, resort to unsheathing their gadgets and start fiddling with their devices. It is common sight to see people, after standing a few seconds in line feel bored and immediately remedy it with activity via their gadgets. Whether it through texting, calling, chatting or reading, people of this modern age have been subconsciously fighting against this state of insipidness. One of the more prominent ways, people have fought this state of non-activity or dullness is through gaming.

The prominence of gaming as a means to fight boredom can be attributed to the radical change brought by the advent of smart phones, and tablets; both are essentially powerful handheld devices. These gadgets have revolutionized the interaction of people with technology by making gadgets more ergonomic in design, lightweight, and to some extent sleek and aesthetically pleasing. It is for those reasons that owning powerful and sometimes trending of the latest devices have been attributed to prestige, wealth and status symbol. Technological advancements such as the now ubiquitous touch screen have provided an interface where the person is further immersed in applications or games. The array of companies producing such devices has made owning gadgets easier. Gone are the days where the only the richest monopolize ownership of gadgets. People of different backgrounds and social classes are able to purchase these gadgets at cheaper prices because of the competitive market and therefore they share experiences with each other when it concerns gadgets. Touch screen/pad technology has enabled people interact with the game itself, making the game more immersive and interactive. Previously, a ball or laser in the mouse read hand movements, clicks or gestures to move a single cursor or pointer on the screen.

The change from single cursor mouse to multi-touch capability is best juxtaposed through the well-known tower defense game, Plants vs Zombies (PvZ) and its sequel Plants vs Zombies 2: It`s about Time. The premise of the PvZ games is simple, to establish a defense against hordes incoming of zombies. In the original PvZ, using a single cursor, one must gather sunlight, the game`s energy currency, in order to buy plants necessary for building one`s defense. In more difficult levels, the amount of moving objects on the screen becomes overwhelming, that keeping up requires faster mouse movement, clicking or both. This drawback or challenge to some PvZ players is alleviated by the advancement of touch screen interfaces which allow multi-touch gestures. Thus players are able to play the game more effectively. They are immersed into simultaneously micromanaging tasks ranging from planting anthropomorphized fighting plants to defeating comically-themed zombies.

These interactive games can be purchased through App Stores such as the iTunes store, Blackberry store,  and Android Market. Once can browse through a multitude of applications and games, some of which are offered for free or at the very least for a small price. The ownership of a smartphone has allowed people to partake of freebies which ultimately nurture the increasing content and variety of services within the device.

Some games are aimed strategy. Prominent games such as 2Fuse, Candy crush, 4 Pics and 1 word, 94 seconds: category word game and their variants require strategy, planning and hand-eye coordination. The premise of 4 Pics, 1 Word is to deduce a word by associating 4 different pictures. The word is then built using a set of randomly sequenced letters, which contains the answer. When an answer is wrong, a bleep is heard. Essentially, there is a auditory or visual indicator for incorrectness and conversely correctness. When one is able to get a correct answer, corresponding points are awarded. And these in-game currencies are used to unlock different features. The award-winning Angry Birds series of games best display the arrival of in-game currencies. The game was founded on the premise of using a given set of ‘angry’ birds as projectiles, as such in these earlier versions, people needed to strategize where to strike. Higher points and star levels are awarded to fewer projectiles thrown, with maximum damage. This basic premise is sustained in the entire series, the more recent ones, however differ from their earlier versions. Newer versions such as Angry Birds Star Wars and Angry Birds Star Wars II use in-game currency to customize which projectiles are thrown.  The player can now choose when to use a themed characters` skill, which themed character is thrown and to an extent, in which order they are thrown. People now have more control on how the game is played, how damage is dealt. Still the basic premise is there, and that customization is possible for a price.

Similarly, games now include achievements, usually in the form, titular awards recognizing the attainment of certain levels or states, or the unlocking of specific features or combinations. These titles are accompanied by ‘monetary’ compensation, in the form of in-app currency, which depending on the player can further their progress in the game. Temple Run and Temple Run 2, and Minion Rush are games which adequately display how in-app currency helps the player. The 3 games, mentioned are founded on the idea that the player controls a running character. The character then has to avoid obstacles on the path, gather coins and claim power-ups. The distance of the run, the amount of money and bonuses collected determines the amount received by the player in the game. In Temple Run, power-ups which provide headstarts or bonuses during a run can be purchased at an increasing amount. When a player reaches a certain threshold, such as 2000m, it is recognized as an achievement which has its proportional in-game returns.

One of the reasons, people might be playing these games is that real-time investments or efforts do have an immediate return. Thus people are demoralized by this lack of rewards and so people lean towards the notion of ‘instant gratification’ which games can provide. When people are queued, the idleness is considered subconsciously as non-productive. Time is being wasted. Because people are unable to leave the line, people need to feel a better sense of security or productivity. Perhaps, this is the reason, people are delighted to achieve such titles, though in reality, these attainments are ephemeral and do not have tangible returns.

The latest trend in gaming, is embodied by one of the most recent gaming addictions of 2013, Flappy Bird. The premise of this game and its many variants, born after its discontinuation, is to control the flight path of an oddly-shaped bird and navigate it through treacherous pipes. In these games, one can detect a return to the simple. There is a return to the simple single command button. The trajectory of the bird is dependent on the timing and single-button pressing. Among the mentioned games, it is apparent that Flappy Bird is the simplest in terms of controls and even design. The character itself is very simplistic. The non-avian-looking bird appears pixelated thus limiting its design. Games during the 90s, as represented by the iconic Super Mario games then, featured characters which appear pixelated because of the limitations of technology then. Technology has advance further that pixelation is viewed as hallmark feature of 90s games.

Flappy Bird`s premise of avoiding projectiles in order to gain a higher score is so simple that its simplicity could be inferred to be the source of people`s addiction towards the game. People compare their high scores with each other and, even at the least for that moment, people commend and recognize the person for their skill. As much as the game is about skill and timing, there is still an element of luck involved in its simplicity. That and the fact that there are no other returns does beg the question, “why then continue to play such a game?” To answer that, people, Filipinos today, are subjected to a capitalist consumerist competitive society where in achievement is about climbing higher on the social ladder. The concern with this mentality is that in climbing up, people are indirectly being pushed down. Similar to Flappy Bird high scores, people are comparing themselves with each other. This comparison, which is amplified by ego, jealously and the desire to impress amplifies the desire thus deforming it to an addiction.

Another way of attacking the idea of playing such games is that the games act as a release.
The player is able to purge their negative emotions by hammering the single command button, or by avoiding obstacles, smash obstacles with thrown avian projectiles or annihilate monsters using plant themed weaponry. The stress brought about by the lack of success is purged by providing success in this virtual world. And though there are no tangible, or monetary returns, people do still return to these ‘free’ games for some level of catharsis.

Games in general, create sensations or initiate responses which might be the reason why people prefer gaming over stillness and eventual boredom. Because of this alternative life experience, how the person views the world, becomes at least temporarily dependent on what or where they wish to immerse themselves. The smorgasbord of games provide the person a larger array of alternatives for their present reality. This alternative reality can possibly, and momentarily feed a person`s unfulfilled desires or provides an ‘instant gratification’ of sorts. Though not physically, Filipinos, or people in general are able to escape the feeling of being delayed, being queued, which they perceive as inconvenience. These ‘free’ games have brought people, a sense of choice, control and achievement that they may not experience in their daily lives, which is why it is preferred in times of vulnerability.

Trends in Gaming, Today: Interactive, ‘Reward-oriented,’ Simplistic, Escapist, Cathartic.


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