Thank you, you've proved something here today, Tarvu: I don't know how the blogs work.
Unless you meant literally, in which case I assure you that you've proved nothing that everyone doesn't already know.
Unless you meant literally, in which case I assure you that you've proved nothing that everyone doesn't already know.
I'm gonna constructively criticize and say while I really wanted to finish your blog the game is just so damned old in blog time. :/
It's an okay blog for what it's worth.
It's an okay blog for what it's worth.
When Niko Bellic is so much more personable and believable than Tommy Vercetti, the question to the player is no longer "What do I want to do?" but "What do I want Niko to do?" - or, as you said, what does he want to do.
Interesting examination of open-world freedom and the power of a strong main character. I like.
Interesting examination of open-world freedom and the power of a strong main character. I like.
Very good article. I have a few comments:
Games are sold on their violence, on their potential for mayhem
In the defence of videogames, though violence is the current fashion, there are plenty of games such as Lemmings, Sim City, Puzzle Bobble, Tetris, Gran Turismo and Monkey Island in which violence is not required. Also:
there's never been a game in history that sought to attract an audience by telling them that they can obey traffic laws.
You must not have played Microsoft Flight Simulator or Driver, then.
I won't deny that the current vogue games; the Halos, Uncharteds, Modern Warfares and No More Heroes of this world, are superb games that nonetheless revel in violent conduct.
GTAIV is a sandbox game designed to get you a step closer to a character you can associate with and feel for, but at the end of the day GTA is still an interactive entertainment product and an escape from reality.
An interactive entertainment product forces you into the character's shoes; is it too daring to present even a fraction of the remorse that killing an innocent person would provide in real life? The current concensus points to Yes.
There are plenty of top games which have continued success and thrive on non-violence or abstraction: The Sims, Peggle, The Bit.Trip series, Boom Blox and Wii Sports (in fact all sports games) are examples to show that it's not all killing out there.
Games are sold on their violence, on their potential for mayhem
In the defence of videogames, though violence is the current fashion, there are plenty of games such as Lemmings, Sim City, Puzzle Bobble, Tetris, Gran Turismo and Monkey Island in which violence is not required. Also:
there's never been a game in history that sought to attract an audience by telling them that they can obey traffic laws.
You must not have played Microsoft Flight Simulator or Driver, then.
I won't deny that the current vogue games; the Halos, Uncharteds, Modern Warfares and No More Heroes of this world, are superb games that nonetheless revel in violent conduct.
GTAIV is a sandbox game designed to get you a step closer to a character you can associate with and feel for, but at the end of the day GTA is still an interactive entertainment product and an escape from reality.
An interactive entertainment product forces you into the character's shoes; is it too daring to present even a fraction of the remorse that killing an innocent person would provide in real life? The current concensus points to Yes.
There are plenty of top games which have continued success and thrive on non-violence or abstraction: The Sims, Peggle, The Bit.Trip series, Boom Blox and Wii Sports (in fact all sports games) are examples to show that it's not all killing out there.
I really appreciate the comment, CaptainBus. Of course I acknowledge that there's a significant market for non-violent games. However, how many of the games in that market are driven by narrative? I don't play games only for story, but I am undeniably most gratified when I feel that I'm a part of one.

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