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lilith70

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lilith70

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#1  Edited By lilith70
@HitmanAgent47: How old are you?  
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lilith70

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#2  Edited By lilith70

I love Aggies.  I totally do.  Texas A&M has released a study that suggests that young adults who play violent video games after having a rough day or partaking in especially frustrating activities are LESS likely to be violent themselves AND derive direct emotional benefit from playing the games.  This is not meant to suggest that all violent video games are appropriate for all cases - they make a strong point of emphasizing that they focused on young adults and not children - but it's legitimizing what I think we've all known for a long time:  sometimes, after a long hard day at work, it's good therapy to just blow s**t up. 
 
Take a gander - and a big thanks to 1UP.com for bringing us the story - and tell me what you think.  Do you use video games to relieve stress?  What kinds of games work best?  Have you noticed a different kind of emotional response to different types of games?  (I have!  But you first!)

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lilith70

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#3  Edited By lilith70
@Brodehouse: I totally appreciate the perspective of games as art, but I've also been to some art shows where pretty much everyone (myself included) were looking at the work and thinking, "Ohdeargodsonallplanes, what the hell was this guy thinking!??!"  Okay, art for art's sake is fine, but when the same fellow gets EXTREMELY bent out of shape and mad because he doesn't sell any art?  That's kinda where you have to ask where motivation comes from. 
 
In video games, yes, it's art, but we have to sell it in order to be able to afford to make more art.  And I think Jimbo here also brings up a good point.  Perhaps the true key to success is to find the middle ground. 
 
Five ohgodimsosorry points if you can think of a particular video game where a little early interaction with actual gamers might've made all the difference in the world.  XD  
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lilith70

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#4  Edited By lilith70
@sagesebas: I can't comment on what I had to do with Alice - that's relegated to the rumors and fantasies of my closest friends (who have some pretty wild imaginations).  I did not work on that game, unfortunately, but I am looking forward to being able to talk about the sequel soon.
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lilith70

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#5  Edited By lilith70

We're all very excited by EA's new Vorpal Blade from the original Alice game, but it started a discussion, and I'd like your input. 
 
How important is merchandising to you?  What elements of a game inspire you to want to collect things relating to it?  I've seen everything from knitting patterns to collectible toys to hand-sculpted statues to t-shirts, and these could be in relation to any number of games.  (Don't even get me started on the tattoos!)  I'm always left wondering if my particular tastes really reflect those of other gamers, given that I'm not particularly "typical" in any other way.  I like to collect things relating to a strong story, personally, but maybe you're of a different mind. 
 
What does a game have to have for you to want to turn it into a collection?

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lilith70

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#6  Edited By lilith70
@Jimbo: Those are all very good points.  I think some developers ask questions like this in response (at least in part) to the feeling of the financial crunch that America, at least, is experiencing.  Or maybe it's the drive to make "the perfect game".
 
Sometimes, I think when we put these kinds of questions out there, it's not just a matter of saying "How can I make the perfect game" but rather "Is a dominant request worth making"?  For instance, there are tons of puzzle gamers who would love nothing more than clicking on bubbles and stacking blocks for hours on end.  (I know, I've seen it.  And it confuses me.)  And then there are FPS fans who could care less about puzzles and really just want to fight their way through the story.  And then there are those who want to "play god" or just blow things up or go through turn-based combat... 
 
But what if we had an idea for a game that involved sorting belly-button lint, and by doing that the player created some kind of incendiary device that had to be used to blow apart obstacles through a fail-able maze while simultaneously evading both the cleaning crew and an army of mutant fleas, all while trying to additionally gather up pieces of attire dropped at random by buxom sorority girls who happen to also be the daughters of crazed mobsters hell-bent on holding the neighborhood ransom with marauding monster trucks?  That's pretty all-over-the-board, but I've seen pitches like that.  (Not that specifically, but close.  And thank whatever gods there might be that it's not my job to answer them!)  Developers who might be entertaining an idea like that would consider what the fans or overall gamer community would respond to the best and take the best elements of it, putting it together into something playable. 
 
Understand that I'm not a developer - I just work for the company as the community liaison, if you will.  I'm mainly curious whether you think gamers should have a voice in a developing project, and if so, how much.  
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#7  Edited By lilith70
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lilith70

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#8  Edited By lilith70
@Video_Game_King: TOTALLY.  Except not.  SPicy  HORse?  And I have about as much hair as Al Gore.  It just happened.  XD
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lilith70

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#9  Edited By lilith70

I used to sit in awe and just a little bit of jealousy when I was a kid, watching friends play endless rounds of "Pong" on their Ataris.  Video games for me were carefully-collected-and-hidden quarters spent in long afternoons of Ms. Pacman, Joust, Tempest, and Galaga.  And then we got our first PC, a Texas Instruments 8088 with TWO 5.5-inch floppy drives AND a mouse! 
 
(And, yes, I'm mostly sharing this to assure you that I am Old.) 
 
Fast-forward many years, and I work  for Spicy Horse Games, the latest endeavor of our illustrious leader (and my high school buddy), American McGee.  I get to see the newest and neatest developments as we unfold the process of creating games, and it's often things that the general public will never lay eyes on.  (Sometimes, that's quite a blessing.)  What I do, however, is not so much about game development as it is community development.  I manage the forum and keep the hint of our works in the public eye... but not just any eye.   
 
I am the SPHORax, I speak for the fans. 
 
More and more, I think game developers are starting to get the idea that the key to their success comes not in "focus groups" (comprised mainly of people who are not in the target demographic) or in "statistical analysis" (trends of what games perform well over what period of time) but more and more in the words of what comes directly from the public, the people who are buying the games themselves - not just those buying the advertising for the games.  Why does Madden Sports or Halo titles do so well in the marketplace?  Because that's where the advertising dollars are.  What would happen if we turned the model upside down and instead started designing games creatively from the feedback we get from the people who are actually playing? 
 
That's where we're going, I think - certainly as a company and ideally as an industry.  If you can only buy one game for a year, let's say, what would you want to see it in?  Different endings?  How much play time?  What would be "too much"?  How aggressive should it be?  How gentle?  How many puzzles versus how many shoot-em-ups?  How many character options?  How important is multi-player?  What is appealing about single-character linear stories?  What is appealing about sandbox worlds?  What stories mean the most to you? 
 
These are the things I explore, both as a community manager and as a sometime writer.  What's the point of writing a story that no one else wants to read?  I know that we're working hard to keep a finger on the pulse of What Gamers Want, but is this an across-the-board good thing?  Where is the line between what we think you'll like, what you specifically ask for, and then something totally new and mind-blowingly amazing? 
 
Chime in.  What do you think?

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