BYU Study: Gaming Will Make You A Loser

I was listening to the radio in the car on the way home and all of a sudden, John Tesh was talking about this study from Brigham Young University that links video games to poor relationships with friends and family. According to John Tesh, the study says that a group of 813 students from six different universities answered questions about their gaming habits and the qualities of their relationships with friends and family. The study goes on to say that--

What? Why was I listening to John Tesh? We're not talking about me, okay? We need to focus.

The study (if you want to read the whole thing, it's available online) makes the following connections, among others:

1.) Playing video games, especially violent ones, is "negatively related" to relationships with parents and friends.

2.) The more young women play video games, the lower their self-esteem gets.

3.) People who play games are more likely to be involved in "risky behaviors" like binge drinking, drug abuse, and sexual promiscuity.

If you read that article I linked to above, you'll see that the researchers themselves say that the connection is "modest."

So what's the big deal?

I think it's a bit more telling that they were surveying 20-year-old students; you could just as easily make a connection between preference in ice cream flavors and "risky behaviors" because at the end of the day, they are twenty-year-old college students.

Do you know what I think causes people to have low self-esteem, fights with their parents, and a need to drink vast quantities of alcohol? Being in college. According to the study, 90% of the students surveyed lived away from their parents, which means that it is a hell of a lot easier for them to go out drinking or bring somebody home or, heaven forbid, stay up all night playing video games.

Why do they do this? Because they can.

Laura Walker, the co-author of the study, concludes, "It may be that young adults remove themselves from important social settings to play video games, or that people who already struggle with relationships are trying to find other ways to spend their time...[m]y guess is that it’s some of both and becomes circular." This makes sense at first, maybe, but it completely ignores the element of responsibility.

Let's say, for example, that you stayed up all night playing video games, so you slept during the day and missed class. You do this a number of times throughout the semester. When you receive your grades, you find that you have not performed particularly well.

Congratulations, says the study. Your video game habit has affected your academic performance, just like I said it would.

Now let's say that you stay up all night watching MacGyver. You miss class, you come home, you spend the next night watching Star Trek, and so on. You get your grades and they're terrible. Why are the grades bad? Because of TV Land? Or because you failed to get your shit together?

I'm thinking it's the latter, and it should be no different for video games. The fact is that people who neglect one part of their lives to indulge another will see a decrease in quality in the neglected area. And a big part of what people learn in college is how to prioritize, how to set goals, and how to balance work and fun. In other words, college is where many people learn to be adults. But it is also where many people drink and have a lot of sex, because that's pretty much what young people will do, if given half a chance.

-Evan

*Bonus Strangeness: The article refers to "Project READY", and the study contains a link to www.projectready.net. But if you click on that link, it's an ad portal. I'm not shouting conspiracy or anything; that's just kind of weird. Oh, and there's only one mention of Project READY on the Internet, and its goal is not to examine the transition of young people to adulthood, but rather to help non-traditional Iowa students earn a high-school diploma. Make of this information what you will.

Read More

A Long Time Coming

So I had this great post ready to go and sitting at work. Now I understand why I can't access Blogger from my work. (Stupid Privacy laws...) Now the problem becomes when you spend good work time working on something and it up and disappears leaving you to have to make something else up. Such is the case with this post.

Due to the hectic schedules of you wonderful hosts we pushed back our topic to this coming weekend. As such we will be talking about game developer shortcuts and cliches. I'm sure many of you have already read Evan's post, that we are not worthy of, about the subject and have a great head start. Now for some input from me.

I don't want to go into too much detail on my thoughts (That is why we record by the way...) but I do want to leave you with some questions:

1) What are some of the first things that come to mind when you think of cliches and shortcuts in gaming? Some examples include: Giant hit me signs on a boss, "random" encounters, etc.

2) Has a cliche ever ruined a game or possibly an entire genre for you?

3) Are these shortcuts necessary in order to push out the games at today's break neck pace or would the entire industry be better off without them?

4) And a new one thanks to Gamescon: Peter "I'm frickin insane!" Moyleneux (Yeah I probably misspelled it, but I really don't care. The guy is creepy.) unveiled Fable 3. He SWEARS he will be ripping the foundation from RPG's for this game. The question: What the hell is he talking about and is he removing the "cliched" Dungeon's and Dragon's style RPG foundation?

So yeah just a few things to think about.

And you know what, the PSP rocks. Rock Band for the PSP ROCKS! I really wish I didn't have to say that. I picked it up for my birthday as a bundle and I just love it. I also now remember how much I loved Lumines originally. Now if Memory Sticks weren't so damned expensive.

And just so you know if you use Axe products and live near a Target try and pick up their special gamer packs. $5 for the products and 300 Microsoft Points. Stocking up on cleaning product AND free points. You can't lose. I almost have enough to pick up all the Fallout 3 expansions. Now if I just had time to play between Madden and NCAA...

-John
Read More

Alarming Findings

Report: Game Reviews Create Bias

LOS ANGELES -- The act of playing a video game, and then writing down one's opinions to be read by others, creates unfair biases against games the reviewer did not like, according to a report released today by independent advocacy group People Looking at Games Under Extreme Scrutiny (PLaGUES).

The report -- Game Played: How Unfavorable Press Coverage Affects Sales -- documents the connection between game reviewers who speak poorly about certain games and public reluctance to pay money for them, concluding that negative reviews create a bias which results in poor sales for games that do not review well.

"It's about time these game reviewers got taken to task for their unfair swaying of public opinion," said Randy Dibswillow, President of developer Crackup Games. Crackup's latest release, Let's Wank for the Nintendo Wii, currently has a 5% review average on Metacritic and has sold fewer than 300 copies.

"We spent weeks, if not months, on that game, and that's not including the days of testing," Dibswillow said. "We really wanted to nail the controls. But reviewers don't care about all that work; they just want to be funny. A few people worked several hours on Let's Wank, and that game deserves to be played."

"It's a game about wanking," said Jack "Bucky" McIntosh, Reviews Editor at popular game site Insert Coin. "Like, that's all you do. You make wanking motions with the Wii Remote and it gives you a score...somehow. How can you charge money for that?"

Dibswillow has gained support in the game industry, including an endorsement from That Giant Video Game Company President Maximillian Kaust. That Giant Video Game Company's Space Marine 5 also drew the ire of game journalists when it shipped with only half of the game on the disc.

"First of all, the claims that we shipped half a game are just wrong," Kaust said. "We at That Giant Video Game Company believe, first and foremost, in quality, and those three levels are the best you're going to find anywhere. We were looking forward to extending the experience of Space Marine 5 through three brand-new levels available as for-pay downloadable content, but I don't know that that's going to happen now. Thanks a lot, game reviewers. I hope you're happy."

PLaGUES spokesperson Janet Hobson-Dibswillow expanded on the group's findings, saying, "It's really shocking what the media is doing to these companies. These are good people who work hard for their creative visions. Back before the Internet, we didn't have all these smartass kids bending the public to their wills, and companies like Crackup and That Giant Video Game Company could release shitty games and they sold great. Wait...did I say 'shitty games'? I meant 'games.'"

When asked if PLaGUES would be running a study to examine the effects of positive reviews on public opinion, Hobson-Dibswillow responded, "I don't really see the value in that."
Read More

Excited about Playstation

Growing up I never thought I'd say this, but right now I am very excited about the Playstation brand and the Playstation 3.

We all knew it was coming, but the PS3 Slim has me stoked. I've never really *wanted* a PS3 before, mostly because they're so expensive. If I somehow happened to have four or five hundred dollars not doing anything in particular (which, as a married homeowner expecting a baby, ain't ever gonna happen) I've always said that I could use it for a PS3, but we all know things like that just don't happen.

Historically speaking, I expected Sony to debut a PS3 Slim soon, but not for $300. They dropped the current models by $100 in order to move inventory, and as far as I can tell, there will now be strictly one model of the PS3, which includes a 160GB hard drive, and everything else you could want (except for that pesky PS2 emulation... *tsk tsk*). $300 is totally acceptable for real, honest-to-goodness competition at this point, and I expect the new system to do well.

Heck, I want one. As in, I would seriously would consider getting one when I can afford to replace my 360 if I didn't already have a lot of 360 games. Or maybe a "we finished paying for our car so let's celebrate" PS3 Slim. Who knows, but I definitely, honestly want a PS3 Slim. It's attractive, it's desirable, it's affordable, and there are used games a'plenty at this point in its life.

The *other* thing about me being excited about Playstation is that I've started working on my stack of PS2 games from last Christmas. I began to play God of War last week, and it's a ton of fun. I really like it, and I can see myself staying up later than I need to be, down in the basement slashing baddies.

Playing the PS2 has got me excited about gaming again, and that's a good thing. I've been in a gaming drought ever since I lost my 360, and I'm glad that I have the PS2 to fall back on. It's nice.

At this point in the game (har) I could see myself eventually (but not *too* eventually...) having all three current-gen systems. I'd even genuinely consider selling the Wii to get a PS3 Slim if it weren't for a few games on the horizon that I'm going to buy, such as Metroid Prime Trilogy and Mario Galaxy 2.

So we'll see what happens.

-Phil
Read More

Thoughts on the 360 Summer Update

The 360 Dashboard Update on Tuesday added several new features to the interface. After a few days with it, here are my initial impressions, in convenient bulleted-list form.

The Good

* Party Watch: My friend and I watched some Classic Doctor Who on what translates proportionally to an approximately 378-inch television. There is no universe in which that is not badass. And all the while we were chatting over our headsets, making jokes, and offering comments. The opportunities for MST3K-style antics are inspiring.

* It is incredibly easy and fast to add things to the Netflix Instant Queue from the Dashboard.

The Bad

* Avatar Marketplace: To be fair, I don't think I'm the target audience for this, as I'm either too old or too cheap. My avatar hasn't changed since I made it; it looks and dresses like me. I am that boring. Still, I can kind of see the appeal of giving him a lightsaber to further prove to the world what a giant fucking nerd I am. But I can't see the appeal of paying 5 bucks for it. These Geek Taxes gotta end.

* It is incredibly easy and fast to add things to the Netflix Instant Queue from the Dashboard. My Queue runneth over as it is, and I just added entire seasons of "Californication" and "Man vs. Food". Heaven help me when they add the ability to browse everything on Netflix.


The Ambivalent

* When a person is about to get booted from XBox Live while in a Party Watch session, their avatar will actually get up and leave the room. This is actually pretty cool, as far as visual representations of tech problems go, but it also led to me screaming, "No! Sit down! Please don't leave me!" at my television. It was like watching the last episode of "Cheers" all over again.

* I don't have a lot of friends on XBox Live, so I don't know how useful the extra sort options are. I can see the benefits of alphabetizing, though, if someone has a hundred people on that list; it's just never occurred to me that the Friends List view needed any updating.

* Still waiting to see how Avatar Awards works out, since I have yet to earn any. Of course, given my history with achievements, this could go into the "Bad" category real fast.


The "Whuh?"

* Richard Linklater's Slacker appears under the "Classics" heading of Netflix browsing, right between Hitchcock's Dial 'M' For Murder and Peter Medak's The Ruling Class. I have no comments here; that just struck me as odd.
Read More

Three Shortcuts Game Designers Should Stop Taking

Everyone who creates something wants to make it the best they can. But sometimes, whether due to limitations in time or resources or plain laziness, shortcuts must be taken. In the case of video games, most shortcuts go unnoticed, and sometimes they even work out for the best, as in the case of Silent Hill’s iconic, draw-distance-concealing fog. But for every over-wise teenager trying to get home before his parents, there is an unscrupulous electrical engineer creating a recipe for disaster.

Here are three shortcuts game designers take that they really shouldn’t, and what they might try instead.


1. Bosses So Nice You Fight ‘Em Twice

I haven’t actually seen this one in a while, but it still bears repeating, and anyone who went through the uncompromising gauntlet at the end of Viewtiful Joe knows what I mean. Not satisfied with your ability to defeat these bosses once, the creators of that game made you fight them all again. Right in a row. Without letting you save between them. It’s enough to make a person rage-quit. Which I did, after my seventeenth failure, and now that’s the only thing I remember about the game.

It’s not just Viewtiful Joe, of course. Hell, even The Wind Waker fell victim to the Siren Song of Do-It-Again. I suppose the point might be to build up some tension leading up to the final boss fight, but isn’t that kind of what the rest of the game is supposed to be about? Then again, it might also be about artificially adding length and difficulty to a game considered to be too short, but that’s like putting extra potatoes in a breakfast burrito: it is bland, tasteless filler that only causes one to get fed up more quickly.

What they might try instead: Make the final boss harder. Or add one more boss before the final boss. Or hey, just cut out the rehash. It’s simpler, cheaper, faster, and nobody will miss it.


2. George Lucas Morality

Obi-Wan Kenobi once said that “Only a Sith deals in absolutes.” Well, not really; one of the cornerstones of the Star Wars series is that the Jedi are totally good and the Sith are pure dag-nasty evil. Light Side, Dark Side. There is no Gray Side.

And so it is in games, as well. This has actually been discussed a lot lately, with the release of games like Infamous and the upcoming release of Mass Effect 2, and people seem to be in agreement: there are more nuanced ways to handle morality than making gamers choose between taking a box full of kittens to an orphanage for blind children, and eating the kittens, then burning down the orphanage and salting the earth so that nothing will grow there again.

What they might try instead: The consensus seems to be to make morality more fluid, and less stark. Give players choices with actual consequences, both good and bad, that may not be immediately apparent. But also, let’s not forget about the object that has single-handedly kept realistic moral choices at bay: the Morality Meter.

Every game that employs morality as a play mechanic, at least in recent years, has had some kind of Morality Meter that reduces player choices to numbers on a scale. Did you give some money to a homeless person? The Morality Meter goes up three points. Did you explode a busload of nuns? The Morality Meter goes down two points. Not only does a Morality Meter oversimplify complex actions, it also ensures that each choice a player makes occurs in a vacuum, in which one’s decision to stab an old lady can be “cancelled out” if followed immediately by a trip to the park to feed the ducks. At the park, nobody is saying, “Isn’t that the guy who just stabbed your grandma? What does he want with those ducks?” They’re saying, “Aww…he loves those ducks so much.” Kill a hundred innocent people in Fable 2, then give a million gold to a beggar and you’ll see what I mean.

So please…get rid of the Morality Meter. Give us something real.


3. Hobbit Game Design

Also known as "There-and-Back-Again" Design, in Hobbit games it is not enough to go from Point A to Point B to Point C and then done; instead, the game takes players from A to C, then back to B to pick up anything they might have missed, and then returns them to C to deal with the trouble there, and then, seemingly for the hell of it, sends them all the way back to A to open that Mysterious Door they walked by during the tutorial. But only after a quick stop at the hitherto unmentioned Point D to pick up the key.

This is not much of a problem in open-world games, which are all about exploring and becoming familiar with a persistent and well-trod environment, but some of the most beloved games in recent memory have succumbed to Running Out of Levels Syndrome.

Halo has a lot going for it, but there is no denying that at a certain point in the game, it forces players to turn around and go back from whence they came until they end up pretty much exactly where they started. Sure, there was some stuff on fire on the way back that was not on fire on the way out, but they were the same areas, leading to the same places. For all their innovation, the makers of Halo only made half a map.

Metroid Prime 3 almost get a pass here because it is a fairly open experience, but it is a bit much near the end when the proceedings grind to a halt while the player revisits every planet to collect hidden fuel cells. This is, in fact, not much different from having to fight all of the bosses again, except that it takes quite a bit longer and is, in several important ways, less fun.

What they might try instead: Trim the fat. There is nothing wrong with making a short, linear game if what is in there is worth playing. If the world is small, fill the space between Points A and B with fun things to do, but keep it moving forward. Likewise, if a game is more open, let it feel that way. Don’t make gamers return to places because they have to; let them return because they want to.

Thoughts? Additions? I’d love to hear them.

Read More