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How Game Gimmicks Break Immersion 228

The Moving Pixels blog has brief discussion of how gimmicky game mechanics often break a player's sense of immersion, making it painfully obvious that he's simply jumping through carefully planned hoops set up by the developers. The author takes an example from Singularity, which has a weapon that can time-shift objects between a pristine, functional state and a broken, decayed state. Quoting: "The core issue with this time control device is that it's just not grand and sweeping enough. It doesn't feel like it's part of a world gone mad. Instead it's just a gameplay tool. You can only use it on certain things in certain places. You can 'un-decay' this chalkboard but not that desk. You can dissolve that piece of cover but not most of the walls in the game. The ultimate failure of such cheap tricks is that they make the game world less immersive rather than more compelling. The world gets divided into those few things that I can time shift, that different set of things I can levitate, and that majority of things that I can't interact with at all. ... I'm painfully aware that all that I'm really doing is pushing the right button at the right place and time. Sure, that's what many games are when you get down to it, but part of the artistry of game design comes from trying to hide this fact."

Why Spore Is Special 77

The New York Times is running a long piece by Steven Johnson, author of "Everything Bad Is Good For You." In 'The Long Zoom', Johnson describes just what is so special about Will Wright's Spore . From the article: "Despite the fictions, many of the themes of Spore are immensely valuable ones, particularly in an age of environmental crisis: the fragility of life, the connection between micro- and macro- scales, the complex networks of ecosystems and food webs, the impact of new technology on social systems. Spore's players will get to experience firsthand how choices made on a local scale -- a single creature's decision to, say, adopt an omnivorous lifestyle -- can end up having global repercussions. They will detect similarities between one level of the game and another, the complex balancing act of global trade mirroring the complex balancing act of building a sustainable environment. And traveling through a simulated universe, from cells to constellations, will, ideally, make them more curious about the real-world universe they already inhabit -- and show them that they have the power to shape that universe as well."

Comment Re:Bad idea but bound to happen with todays thinki (Score 2, Interesting) 526

Good day to answer to a troll, here goes...

26 letters and 0-9 are not the best way to communicate with computer if your native language has more than 26 letters in its alphabet. It's not about being insulted or offended, it's about being understood. The computer speaks all natural languages equally badly, after all.

Let's think about average nordic webshop owner who sells beds online for a minute, operating for example in Finland or Sweden. He wants to sell stuff to the native dwellers and hence needs a domain name that has an "a" with two dots on top of it so that the domain name for bed is spelled corretly in swedish or finnish. It might surprise some people, but there are quite a lot of people who don't speak a single word of english. So the people who he wishes to sell beds to A) know how to spell "bed" in their native language and B)have a key like that in their keyboards, and, *gasp* prefer to use correct spelling when referring to things!

So you don't have an "a" with two dots on your keyboard? That's just too bad, but then again you probably don't speak finnish too well either. Why would you want to visit that e-bedshop then?

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