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Bias in Gaming – Learning Patience and Understanding through Cooperative Online Games

How much of life is about learning patience over immediate reaction? Patience in seeing that the hard work that you’re doing now will have some payoff in the future instead of taking seeing a way out now and changing tracks. Patience in dealing with others, taking a situation in and seeing things from another’s viewpoint, instead of letting subconscious reaction take over and responding in the same energy that you’re given. Aggression responding to aggression. Hate responding with hate.

And what happens when you aren’t taught these lessons in life? If you’re never taught to practice patience over immediacy, understanding over reaction? Would it be easy to work well with others knowing that every interaction if brought with the wrong energy will cause a troubling scene? Would it be easy to stay productive and motivated knowing that at the earliest sign of a way out you’d take it instead of staying focused on the task that you have and losing sight of why that you’d working on is important?

A life of immediacy and reaction is probably not the one that leads to the kind of life that you want. Although it feels good to take control in the moment, it’s rare that you don’t burn some bridges when acting on reactions.

When is it a failure of the system that you weren’t taught patience over immediacy, when it’s such a key aspect of social development? Schools try to teach this, but it’s hard to force kids with varying personalities and motivations to see a common end goal. What’s worse is that if you grow up in an environment which instigates immediate reaction over understanding, from the peers you interact with to the adults in the neighborhood, it’s more likely that you’d never learn patience as you’re primed completely to act on reaction.

How you learned reaction over patience is the same way you could to undo the process. The people you interact with set up an expectation for a behavior from you, making you accountable for those expectations to build a sense of responsibility. As long you have a system that makes you accountable for being patient and learning understanding, then you have a means of practicing patiences and understanding.

Have you ever been in a long-term guild in a game before, or even just had a group of friends that you’d meet with regularly in-game and play a game together that required a high degree of cooperation?

Learning the maps, the routing and building expertise in a weapon-set in Counter-Strike, Destiny or Call of Duty.

Having regular times to meet and work on new content but theory-crafting a skill tree during the off-time so that you can make the most of those group play-sessions instead of stopping every time you gained a level and looking up where you should dump the new skill points that you just earned in Diablo 3.

Spending time outside of play-sessions to get better gear and learning the mechanics of a raid-fight before meeting with friends once a week to try and choreograph 8-people to beat the same boss that you’ve all been working on for a few weeks with incremental progress in World of Warcraft or Final Fantasy XIV.

The few people willing to take up team-chat and coordinate a group of strangers to play a specific set of roles to have a well balanced team-composition when you never know how your teammates react when things go well or poorly in Overwatch or League of Legends.

Having responsibilities to train and come prepared but building the social skills to deal with the differing personality types and viewpoints that you come across. The kind of responsibility for self-development and accountability for positive social interactions that need to be practiced for patience and understanding.

So what are we exploring in this article? We’ll look into how social adaption can get skewed during developmental years, how responsibility can be instilled by building systems of expectations and accountability and how we can mimics these systems outside of IRL and possibly recreate them online.

More after the break.

Continue reading “Bias in Gaming – Learning Patience and Understanding through Cooperative Online Games”

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Game Idea: Quick, turn the lights on

The Backstory

I don’t know if many of you can relate, but I remember when I was much younger being asked to grab something from the basement/garage. Aside from these rooms being the least occupied for the house’s lifespan, they were also the most cluttered of the house. So walking into the basement, you are already pretty unfamiliar with the room, but now you have to go looking for something in there. After rummaging around the shelves and boxes, you find whatever you were looking for and you need to leave the place. The problem is the light switch was at the bottom of the stairs and once you turn it off, the security of light was gone. The security of knowing what could be around you in an unfamiliar room was gone. The security of awareness vanishes and you’re left with your paranoia and hypervigilance to anything that could be living in the basement.

Continue reading “Game Idea: Quick, turn the lights on”

Game Idea: Draw your enemies away – RTS (Controller: Wii U Pad)

Game Idea: Draw your enemies away – RTS (Wii U Pad)

The Game:

The idea is this: you’re doing the standard “make + build + kill” deployable units thing that Real-Time-Strategy games do (RTS) or even TTS (Turn-based Strategy games. To make things interesting you have a “draw”-ability that is limited use per game, but it allows you to set the stage in your favor when you’re on the offense or defense.

Continue reading “Game Idea: Draw your enemies away – RTS (Controller: Wii U Pad)”

Game Idea: Ico (if Yorda was a dog that needed to poop)

Game Idea: Ico (but if Yorda was a dog that needed to poop really badly)

This isn’t really a completely original game mechanic per-se, because the description of the game is completely within the header. For completeness-sake, let’s go about describing this, though.

You know that look a dog gets as they are pooping. That pathetic, helpless, protect me face? There’s a reason for it.

Continue reading “Game Idea: Ico (if Yorda was a dog that needed to poop)”

Game Idea: Suspense with Oculus + A Rentable Room

Game Idea: Suspense-Horror with Oculus with Tactile Information via physical objects

The Mechanic

Oculus game again. You and your Oculus are in a small room, 10 x 10, or the standard living space in downtown San Francisco for your month’s paycheck. But the room is set up with hundreds of tiny jets, like the ones from Jacuzzis and jets are laced throughout all planes of the room. The floor, the walls, the room. Maybe there are obstacles around the room, with air jets on them as well. But here’s the fun part, it’s a chase game, e.g. SlenderMan or If Only.

Maybe this many is a bit overboard, but you get the idea.
Maybe this many is a bit overboard, but you get the idea.

I talked about different controller types lending itself to the birth of different gameplay mechanics here, well the new interactive medium will be the room itself. Suspense/thriller games get you to jump by two main means, jump scares and creep-factor. But now you have a new set of mediums in the room to mess with your adrenal-glands.

Continue reading “Game Idea: Suspense with Oculus + A Rentable Room”

Game Idea: Star Wars via Oculus Rift and Wii-mote Combo. Extra expansion using the same combo

Game Idea: Star Wars via Oculus Rift and Wii mote

The Game: Star Wars Jedis mutha-fucka. Do I have to keep typin’

The Mechanic:

The combo mechanic I had is kinda simple, but can add a bit of depth to the game. The idea is we’re going no HUD for the game, much like how Metal Gear Solid 5 is changing their approach to keep the focus on the visuals around you rather than the patrol map and vision cones from its previous games.

The changes help the designer re-evaluate what should be important to the player, and that's ok by me
The changes help the designer re-evaluate what should be important to the player, and that’s ok by me

 

Continue reading “Game Idea: Star Wars via Oculus Rift and Wii-mote Combo. Extra expansion using the same combo”

Game Idea: Hide Your Porn (Classic Edition)

Game Idea: Hide your porn (Classic edition)

The Premise:

Having your own personal space means that we tend to accumulate things that pique our interest. Games, Toys, Movies, everything gets littered around our space because we tend to use them. But what about the things that embarrass us? When guests come over, then we start scrambling for places to hide our little secrets in hopes that they won’t embarrass us to people we’d rather not have knowing.

But in the age of the computer and online pornography, we don’t have hard copies lying around unless we prefer living in the stone-age with a dvd/vhs remote in our offhand instead of a mouse. Because of this, let’s roll the clock back to, say, 1998. If you want a video of 2 fine ladies and a donkey, or men with frozen bananas, you need to have a hard copy of it. But of course, you don’t want any of these things being found.

This might even be more embarrassing. Nickelback vs Donkey Porn. tough choice.
This might even be more embarrassing. Nickelback vs Donkey Porn. tough choice.

Continue reading “Game Idea: Hide Your Porn (Classic Edition)”

Game Idea: Where I’ve Been (Suspense Adventure)

Game Idea: Where I’ve been (Suspense adventure)

The Start:

The premise is easy, it starts out as an adventure game with a dash of tedium but only for a short time. You’re running errands for people, say 10 errands total around a city. It’s a bright day, you know where to go, probably takes about 15-20 minutes to complete while building some sort of character story in-between. The whole of the city should take probably 5-10 minutes to run through in broad daylight.

Continue reading “Game Idea: Where I’ve Been (Suspense Adventure)”

Steady Status Auto-Balancing of Games

Steady State Auto-Balancing

Idea

Looking at the scale of some of the online multiplayer games, it’s always fascinating to see how people always complain that only a small subset of things are usable in competitive play. In Halo or Counter-Strike, only a handful of weapons are considered good and the rest are never touched unless you’re in very constricted situations and the less-preferred weapon is the only option. League of Legends has over 100 champions to select from, but you only see about 30-40 played the majority of the time. Player-vs-player (PVP) in World of Warcraft tends to have the same team layout in their 2v2 and 3v3 arenas making the meta-game predictable after playing for so many iterations.

Developers do try and balance these problems, but re-balancing takes a long time to complete. When you make something (gun, character, class) weaker or stronger, it changes many other aspects of other classes. Which character’s are good to support them, who does the original character do well against, who does well against this character. Many aspects change because of small changes that the developers make to try and re-balance the game, making things that were perceptively weaker -> better and making things that seemed overpowering -> weaker.

Continue reading “Steady Status Auto-Balancing of Games”

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