Archive for February, 2010

Video games marketed at young children: Too much, too soon?

Tuesday, February 23rd, 2010

How young is too young for a child to be introduced to videogames? I believe as long as a child can hold a controller and is aware tof the interaction between themselves and the actions on the screen, they are old enough to play games. I myself have been playing videogames since I was a mere 4 years old, some of my best memories as a child is sitting down with my family with a game of Super Mario Bros. or Pacman. Here I am 20 years later still an avid gamer, and I have not developed any of the problems some people would lead you to believe about children exposed to video games at a young age. I have not developed anti-social behavior, I have not become more aggressive or susceptible to violent tendencies or lose my awareness of what’s real versus what’s fantasy.

Quite the contrary I believe exposure to video games can be quite beneficial for children; we live in a world where everyday our needs and desires for technological advances grow exponentially. Children now much more so than when I was a child are required to have a certain level of technological savvy. I believe video games make excellent window technology for young children to use to keep up with ever growing technology curve. Video games gives children practice interfacing with technology and given how much the technology of video game consoles are treading into the territory of multimedia technology, it is becoming a valuable commodity for instructing on the use of all kinds of technology.

Video games can have more benefits more young children, current technology advances has allowed for more immersive experiences with video games. Take for example the Nintendo console the Wii, there are several games designed specifically for young children. The are games designed to teach children math, science and reading skills, these games allow children to learn with stimulus such as entertaining characters, music and visuals. The Nintendo Wii does this but also allows children to also physically interact the experience, so the child is not forced to sit still (something we know children don’t like to do too much of) and the learning tool can better keep the childs attention. Video games can also be a tool used to help children and their parents interact during these learning experience in a way that can prove to be fun for parent and child.

Video games also have several overlooked benefits, it teaches children problem solving, focus, attention to detail, the elements of story telling and teamwork. The last probably being the most overlooked benefit of them all as there are several games that require and/or promote teamwork. Parents should not be apprehensive about allowing their children to be exposed to video games, its an excellent learning tool and has many benefits. However parents should be aware not every game is suitable for children and should take an active role in what their children play, with a little care video games can prove quite beneficial.

Downloadable game review: New Star Soccer

Sunday, February 21st, 2010

In any sports game, the first sign of quality is not with the graphics, but the controls. If player movement mimics the motion-style of real athletes, that is evidence game designers took their time creating the game. Downloadable trial game New Star Soccer reminds me of sports titles on the original NES: the basic strategy is there, but gameplay is firmly two-dimensional.

New Star did its homework on the world of soccer. Leagues from around the globe are included along with powerhouse and minor teams from the U.S. For trademark reasons, there are minor changes in player and team names. Major League Soccer’s D.C. United is represented as D.C. Anited. Colors, cities and players are faithful to real-world counterparts. Prolific scorer Luciano Emilio scored two of my goals in a game against Crystal Palace.

Settings and customization are indeed impressive. For a simple game, New Star Soccer allows players to have teams focused on speed, control, set plays, power or flair. If more of one attribute is emphasized, corresponding attributes are lessened by equal degree. The key to successful play is a meaningful balance between the most important attributes: control, power and dribbling ability.

Poor gameplay is the achilles heel of New Star soccer. Players are either controlled by the AI or at least guided by it. We get only the crudest ability to change direction, pass and shoot. In this day and age, there is no reason for sloppy and archaic controls in sports games. There is simply too much competition between freeware, Sony, Nintendo and Microsoft for games of this quality to succeed. There must be half-dozen or more 90’s era games that stand head-and-shoulders above New Star in terms of both graphics and gameplay.

If the designers spent just half the time on player movement as they had copying data from soccer leagues in a hundred differemt countries, we might have a real game on our hands. Sadly, creativity and innovation are not halmarks of most sports games. The trend has long been in copying major leagues as closely as possible, without regard for the desires of the fans or gaming enthusiasts. The trial version of New Star Soccer lasts one hour, more than enough time to realize the game is worth much less than 60 minutes of your day. Due to lack of creativity, poor gameplay and shoddy graphics, New Star merits just two stars out of five.

The most iconic video game characters

Monday, February 15th, 2010

With the invention of the first video game in 1947 the first “characters” were created. Played on an oscilloscope, the first idea for the game “Tennis for Two” came from television pioneer and physicist Thomas T. Goldsmith Jr.. By 1974 with the invention of D&D the “Characters” had run wild and were in every basement and dorm room of men (and sometimes women) of all ages. The idea of such a character has become the staple of any gamers diet. Even now some gamers find it essential for a rewarding game experience on any platform.

The “Characters” are less than their name, they’re more of an idea. These “characters” are the gamers themselves. The “You” has been taken advantage of today not only for gaming but for media outlets like “YouTube”, “Wikipedia”, and even “Helium”. In a game things such as: graphics, sound quality, game play, and a plot can be less than substandard even overlooked for something as simple as a create a character function (ex. RuneScape).

Today the largest creator of games with the “You” equation would arguably have to be Will Wright. His first game is also iconic in the gaming industry as the beginning of a new gaming era. “SimCity” first was released in 1989 and was an instant success. By 2000 Will had already made many more popular offshoots of “SimCity”, when he released his new and again groundbreaking game “The Sims”. Soon after Will was given a “Lifetime Achievement Award” at the Game Developers Choice Awards in 2001 and in 2002 became the fifth person to be inducted into the Academy of Interactive Arts and Sciences’ Hall of Fame. In 2007 the British Academy of Film and Television Arts awarded him a fellowship, the first given to a game designer. Since he was devoted solely to offering the players a chance to be in the action, the effects of this approach are obvious. Currently he is working on another totally new title “Spore” due to be released in september 2007.

MMORPG’s have become the greatest addiction second only to all drugs and sex. In June 2005 a child died from the neglect caused by “World of Warcraft” addicted parents in Korea. China alone boasts to have over 5.5 million gamers with profiles in “WoW” (short acronym for “World of Warcraft”). Adventure is a common craving in all human beings, but pain and difficulty is often not so sought after. Day to day life can also be not what you and I had planned for our future, so escaping has been the common vice among cultures since the invention of alcohol and eventually opium. all these drugs can only lead to short term escape, and children usually have trouble accessing such goods. Today however losing yourself with the perfect character that you created and designed to have everything you wished you had can go on adventures for potentially unlimited amounts of time in one sitting is easier than eating. You never knew how dangerous you could be for yourself did you?

In this day and age no one can be more recognizable than themselves. Even with a fictitious character like “Master Chief”, he is left faceless in order to give the player the imaginative ability to put their own face on the character and thus become themselves part of the battle. Since the action of gaming itself is incredibly docile even with the images on screen, being able to throw yourself into another much more entertaining world and depict yourself as a hero or heroin is intoxicating to say the least.

Whats what in game consoles

Monday, February 15th, 2010

The game industry has boomed since the arrival of the next generation consoles. The improvements in gaming hardware have changed the way people play games and have produced some revolutionary game designs.

There are three main contenders in the game industry for the title of most popular and revolutionary console. They are the Playstation 3, the Xbox 360 and the Nintendo Wii. Each one was designed for different purposes and attracts a variety of different players.

The first console to be released for the recent console war is the Xbox 360, Microsoft’s second console to date. There are different variations of the console at different prices so that the consumer can choose exactly what they want from their machine. The three versions available are the Xbox 360 Arcade, which costs $279.99, the Xbox 360 Premium or Pro, priced at $349.99, and finally the Elite which costs 449.99.

The Arcade version replaced an earlier version called the Core. This version includes a wireless controller, a composite AV cable, 256MB memory unit, HDMI 1.2 output and five Xbox live titles including Boom Boom Rocket and Pac-Man Championship Edition.

The Premium console has the same specifications of the Arcade version, with a few upgrades. It includes a detachable 20GB hard disc filled with game demons, video clips and a free game.

The Elite version of the console is the most expensive of the lot and includes a 120GB hard drive. Instead of the standard silver of the other consoles, it is matte black in colour.

All the consoles come with Xbox live. Xbox live connects the player to the internet and allows you to play games, browse the internet, buy games direct from Microsoft and talk to other players. The graphics have been updated and polished so that the next gen games look stunning. The Xbox 360 has a vast amount of games already available for it, due to its early release.

The Xbox 360 does not support backwards compatibility for all Xbox games, only a few of them work perfectly on the console. It does however play DVDs and music.

The next console to be released was the Nintendo Wii. The Wii is the smallest of the three console giants and is the easiest to pick up and play. This is the only console to have changed the way people play games. The Xbox 360 and Playstation 3 may have the trump card when it comes to next gen graphics, but it is the Wii that has captured a whole new generation of gamers and kept the old faithful fans.

Its wide appeal comes

How to make video games

Saturday, February 13th, 2010

Heading a game development team, or going solo on a project has been the dream of gamers since the arrival of Pong. This has become such a focus that even some major universities and community colleges offer Game Design courses. In this article I will outline what is needed for game development, along with some tips and hints on getting a foot in the door. I am going to make the assumption that viewers of this article have no knowledge of programming languages, modeling or animation. I will begin start with the solo venture. While this is often a more difficult route, the designer is only limited by his knowledge and imagination.


Unlike working with a team of developers, the designer of the solo project needs to have the ability to not only program the game engine but also draw the art, animate, model, texture, compose music and sound effects. Once he has completed the game he also needs to market it and distribute it. Here is a list of steps for building a great game.

*Buy a notebook and designate it as an idea book. Spend a good length of time working out what you want to do. Do you want it to be a space trading sim with 3d graphics, A side scrolling platformer or even a first person shooter? Who is the main character, what does he look like and why is he driven to a goal? Who are the protagonists? This is not a design document, this is just a book of ideas for games. Feel free to play around with different ideas.

*Now that you have a general idea of the type of game you want to make look at what kind of controls you want, how you want the game to look,the sound and a general feeling for the game. Think about the world your character lives in. It could be a post-apocalyptic wasteland, a government controlled Orwellian world or even a Victorian era steam punk setting. Flesh out your world.

*By now, you have a good idea on the type of game you want, who is in it and what kind of setting. Now you need to think about how you will create your world. This requires you to study. You need to learn a programming language, even the game maker program require some programming knowledge. You do have some options. Look into the strengths and weaknesses of the various programming languages. For example C++ is a very popular language, it is very fast and is has many programs to help in the use of it. However it is prone to memory leaks.Java is easy to use but can be slow. There are many others, research. Buy a book on the language or check one out from

Are video games getting better or worse as graphics, sound and gameplay complexity improve? – Part 1

Saturday, February 6th, 2010

I think, as a whole, that video games have improved considerably from the days of Pong, Space Invaders and Asteroids. However, it would be wrong of me to say that it is only because of graphics, sound or complexity.

It is easy to see that video games have improved considerably with the introduction of these elements. The games of the 80s with their colors and sounds made games like Pong seem infantile. However, in the earliest days, video game designers were extremely limited by what they could accomplish with the simple tools that they had available.

The first video game system that I played as a child was an Oddessy II system. You had very simple controls to move white dots on a black screen. In order to make the screen more interesting, you would use the static of the TV screen to hold a colorful plastic overlay (such as a picture of a haunted house). Intense gameplay was not in the cards.

Graphics improved and innovative joysticks, trackballs and similar tools became more prevalent. This cut loose, somewhat, the designers who had more room to work with and could get more innovative with their games.

There came a point, in my view, where the graphics, sound and complexity weren’t the most important aspects of the games. The graphics became more true-to-life. Rich sounds blared from the TV or computer. Controls started to have more buttons than a typewriter. However, it seemed that the games, while they looked cooler, didn’t become any more fun because of it. In fact, the games either seemed too distracting with the graphics and sound or so complex that you’d lose two rounds of the game before you even started to play.

It seemed like the best games started to come about by being simpler, more intuitive and making the player think and act together. Games like Tetris became a hit even though it really wasn’t that impressive technically. The puzzle-like concept of the game combined with the fast pace of a video game made it simple to play but challenging. Other games that featured “quests” or some sort of story focused more on drawing the player into their interactive world than complexity. (Admittedly, graphics and sounds were used strongly to make it easier for players to immerse themselves in the game. However, it tended to be the background story and setting that made those games so strong.)

The strongest games have not been the ones that were on the cutting edge technically with images, noises and lots of ways to confuse your fingers. The strongest games were those that focused on the innovation of the games concepts.

Consider for a moment what the most popular game console is at the moment. I speak, of course, of the Nintendo Wii. With the PS3s and XBoxes on the market, the Wii is definitely on the poorer end for graphic quality. While the sound is as good as the other devices, it makes no real strides in that. Though the technology behind the controllers are amazing, the real amazement come not from their complexity but on how easy and intuitive they are to use.

The games, though, are enjoyable to the point of being addictive.

While graphics, sound and more complex gameplay certainly made their mark in making better games, the part that counts most is the innovation and playability of the game itself. The graphics, sounds and complexity can help a good concept but without that core, the game itself is easy to put away. These elements are the packaging that can improve a good product but lead to disappointment on a game that has a poor concept behind it.

Assessing career progression within the video games industry – Part 2

Monday, February 1st, 2010

Video Games are the next great artistic medium. The number of schools who specialize in preparing you for a video game career are increasing every year. Full Sail, UAT and ITT-Tech all specialize in game development or have a division that does. Princeton recently added game design to its curricullim along with dozens of other state colleges. There doesn’t seem to be an end to educators trying to cash in on the phenemenon that video games has become. Most of these, of course, focus on the design side of video games, but the market goes far beyond that. There is packaging, manuals, magazines, localization (intrepretation for transport to or from overseas), even acting and of course the ever present commercial advertising.


Smaller, so-called casual games are beginning to corner their own niche of the market. Where as blockbuster caliber games such as Halo, Grand Theft Auto, Mass Effect, and Assassins’ Creed have development teams whose numbers eventually swell to several hundred members. Some of these casual games are created by individuals or small groups for online download directly to the different home consoles or flash websites that specialize in such small games. Most people have heard of Diner Dash, which spawned a whole new genre of video games called ‘Time-Management’. Another such small game is called Everyday Shooter, from which every single facet of it was developed by one man. The art, design, and intriguing musical sound effects were all put into place by someone who was relatively unknown within the games industry. This man, Jonathan Mak, sold his game on the Playstation downloadadble store and has already sold more than 100,000 digital copies and received rave reviews for his interesting take on the classic game formula.

So it’s not completely necessary to go to a large publisher or development studio and start in the mail room or as a tester. Testers are the industry accepted entry point for aspiring developers, and typically require a working knowledge of coding and programming to successfully keep a job and advance. This job is far from glamourous as you may have to spend eight hours a day, every day playing an early almost unplayable build of a video game that may or may not be any good. Not everything that is released comes out as good as a Halo, after all. Plus, testers have to do things that normal gamers wouldn’t necessarily do in game to make sure that something weird isn’t going to cause the game to