Kotaku

Every Girl's Crazy 'Bout a Sharp Dressed Avatar


Clothing puts flesh on the avatar.


I'm with Tim Gunn on this one (and really in a sense anthropologists and sociologists before him, like Erving Goffman), fashion is a form of rhetoric.  What you put on tends to communicate, be your desire to align yourself with your favorite sports team or with a musical subculture, advertise your competence for a job or political office, or make clear that you are available to the opposite sex (or maybe just for sex).  What we put on is emblematic.  Even the slob who just throws on whatever is in his closet this morning is inadvertently telling us something.


Thus, as games have grown more mature and more interested in communicating messages, stories, and ideas in a more complex way, it seems to me inevitable that the virtual closets of our avatars have expanded.  In a medium where the visual plays a big role in speaking to its audience, understanding characters through their physical appearance is important.  Character customization additionally plays to the medium's strengths as it allows the player the opportunity to participate in how a story is told and how their virtual self is supposed to be understood in the context of the virtual performance that they are taking part in.
Just to illustrate what I am after in a relatively minimal way and to demonstrate how a single shift in appearance can make a difference in how we understand virtual drama, I would draw your attention to Dogtek's simple Flash game, Hippolyta.  In Hippolyta, the player is asked to take on the role of a captive amazon who is attempting to escape captivity by a Grecian army on the back of her horse.  Hippolyta is dressed and armed minimally, wearing only a loin cloth and possessing only a spear for defense. 


Now while reviewers of the game have made a great deal of noise over the fact that Hippolyta appears topless in the game (you know, the excitement of "boobies!"), few mention the effect that this choice of apparel has on understanding the character and her predicament.  Indeed, the choice on Dogtek's part to feature a near nude protagonist may be entirely salacious.  However, the choice still has symbolic consequence.  Like the infamous shower scene from Psycho, tension ramps up around a character that is in peril particularly when that character is represented at their most vulnerable.  Part of the reason that Marion Crane's murder is so powerful and memorable is the defenselessness that nudity implies.  Clothing protects on a whole host of levels, and when you only have your bare hands to prevent being stabbed, the terror of vulnerability is heightened.  Hippolyta's situation, as a single individual trying to escape an entire army with the rules of the game also heightening her vulnerability (Hippolyta has no life bar, a single hit will kill her) , becomes more dramatic due to her vulnerability and reminds the player of his or her own vulnerability (again, the threat of the one shot kill).


The few character customization options that exist in the game make this tendency for the image of vulnerability to affect our understanding of Hippolyta's predicament more clear.  A full suit of armor is unlockable in the game.  Thus, with more time spent playing the game and as the player's competence at doing so grows, Hippolyta can be clothed.  A fully armored Hippolyta astride her horse has the appearance of a far less vulnerable figure.  Ironically, this armor does not actually effect the actual gameplay in Hippolyta (the armor literally provides no additional benefit for defense or add to vitality in the game), however, it does create the illusion of a less vulnerable protagonist.  Additionally, there is some truth to this representation as well.  As noted, the armor is only unlockable based on performance in the game.  It is a safe bet that the armored Hippolyta is being guided by a player who will likely (due to practice and experience with the game) be less vulnerable.  They are likely more competent at survival then when they first took on the role of Hippolyta, and the armor reflects that degree of competence.


Every Girl's Crazy 'Bout a Sharp Dressed Avatar


Along somewhat similar lines, the transformation that occurs in the physical appearance of the Batman in Arkham Asylum speaks some clear messages about the protagonist's (and player's) experience in the game's world.  As the game progresses, Batman's costume begins to show signs of wear.  Tears across his chest appear after a few hours of gameplay.  Soon enough his cape is torn, then becomes slightly shredded.  The careful observer will note that Batman is sporting a five o'clock shadow in the closing encounters in the game. 


Batman's slowly unraveling threads serve one obvious symbolic function and that is merely to represent the passage of time in the game.  While time is sometimes marked in game worlds, often enough (except in games like the Fable franchise or the Sims series, which actually concern themselves with the aging of characters) it rarely can be seen on characters themselves, especially in the short term.  Clothing remains cleanly pressed and unsoiled, despite characters that are often bathing in the blood of their enemies.  Even games, like Dragon Age, that allow for blood to stain characters only make such effects temporary.  Eventually your characters magically emerge clean and fresh for no apparent reason.  In Arkham Asylum, Batman's unshaven jaw and steadily more disheveled duds clearly illustrate that encounters here have temporal and, thus, actual effects.


They are also emblematic of what is going on in the narrative itself.  Batman begins his descent into Arkham seemingly rested and ready for battle.  The state of his costume seems to speak to his state of preparedness.  However, the eventual wear in his clothing and the more "uncivilized" state of his hygiene speak to the deterioration of his own body and mind as the regularity of battle and the psychically challenging encounters with characters like the Scarecrow also wear him down.  If Bats is feeling a little nuts, he is beginning to look a little crazy.  His body speaks his state of mind. 


A similar sense of how the deterioration of clothing and hygiene effect our sense of an individual is built very directly into the gameplay itself of Deadly Premonition.  Besides making sure that he has enough ammo to battle supernatural hordes, assuming the role of Agent Francis York Morgan of the FBI also requires the player to concern themselves with maintaining York's appearance.  It might seem strange that a survival horror game is interested in what are more or less the mechanics of a life sim,  interestingly though, this need speaks very directly to the fact that the main character of the game is a professional.


Every Girl's Crazy 'Bout a Sharp Dressed Avatar


At the beginning of the game, York has three suits that he can swap among to change up his look.  However, the choice of suits is not merely arbitrary or based on the players desired look for the character.  When York visits his suitcase, the various suits' statuses are given, a suit might "look like new" or be "starting to look dirty" or be "very dirty."  York can send suits out for cleaning to improve that status, though that takes time in the game.  Changing out of a dirty suit into a fresh one results in a monetary bonus for the player.  Additionally, York can shave when he stops by a bathroom mirror and doing so also results in a cash reward.  These rewards might seem strange to players who are more accustomed to games in which they are financially rewarded only for doing things like looting bodies and treasure chests, but again, this really speaks to the nature of York as a professional. 


York is given a cash bonus at the end of missions in Deadly Premonition seemingly in response to him "doing his job" for the Bureau.  Such rationale also explains why cash bonuses are received for dressing appropriately.  It is a requirement of his job, dressing well in an occupation that requires one to lean heavily on his credibility when interacting with the public is going to make for a successful agent.  Intriguingly, Deadly Premonition allows the maintenance of clothing to speak to job performance and success in ways more subtle than most games have considered.  Additionally, it is entirely possible for the player to ignore the reward system built into dressing respectably.  Monetary rewards do not follow such decisions, and ultimately, the folks that York encounters during his investigation will begin to treat him differently, less respectfully, as York's soiled clothing begins drawing flies.


It may seem counterintuitive that placing a layer of what is already an artificial representation (clothing) over an artificial representation of a human makes that representation seem more real, more "natural," but clothing puts flesh on the avatar.


Reprinted with permission of PopMatters.


PopMatters is an international magazine of cultural criticism that reviews music, film, television, DVD, books, comic books/graphic fiction, and video games. Additional coverage of gaming culture can be found in their Multimedia section.


Grand Theft Auto III

Monopoly Gets The Grand Theft Auto III Treatment After years of top-down and isometric views, EA is taking the Monopoly franchise to the streets, transforming it from board game to a "dynamic, living, 3D world." Will this be Monopoly's Grand Theft Auto III?


While the Grand Theft Auto series is known today for creating living, breathing, immersive 3D worlds, the series started off with a basic, top-down view. When Rockstar delivered Grand Theft Auto III in full 3D it quickly became a smash hit, ushering in a new era of free-roaming sandbox titles. Will EA's Monopoly Streets be just as revolutionary?


Monopoly Streets is an EA Play label being developed in celebration of the 75th anniversary of Hasbro's Monopoly brand. It takes players off the game board and puts them on the streets of Monopoly's city, with the world changing dynamically as players acquire and upgrade new properties.


The game, slated for release this Holiday season on the Xbox 360, PlayStation 3, and Nintendo Wii, will feature online multiplayer, allowing players to hook up with friends via the internet and walk the streets together. Downloadable content will be available in the form of themed boards, characters, tokens, and, in the Xbox 360's case, avatar gear. Yes, Xbox 360 players will be able to play with their avatars, populating their cities with their friends' online representations, while Wii owners can do the same with their Miis.


"We're taking Hasbro's No. 1 family game brand and masterfully striking the balance of offering the classic MONOPOLY play experience and adding a spectacular new visual treatment as we bring the classic board to life with players walking the streets of MONOPOLY," said Chip Lange, General Manager and Senior Vice President of EA's Hasbro Division. "MONOPOLY Streets will bring people together and connect families all over the world by offering online gameplay through their gaming consoles. We think this unique, combined offering will bring families together around the TV this holiday season for a classic family gaming tradition they'll remember for years to come."


The question is, will Monopoly fans embrace this new game, or shun it? When Grand Theft Auto went 3D, there were a few purists out there who dreaded the change, and GTA is a franchise that only had a four year history at the time.


With 75 years of tradition behind the Monopoly franchise, is it time for a change, or is it far too late? We'll find out this holiday season.
[image]


BioShock® 2

Death and Ethical ViolenceIt is no secret that much of the world sees our beloved hobby as a nothing but juvenile, ultra-violent, and ultimately irresponsible. Some have gone so far as to coin the term "murder simulators" for first person shooters and titles like Grand Theft Auto.


These statements are often met with either blind rage or immediate dismissal by the gaming community (at least the part that follows industry news). This is fair. More often than not, those making blanket statements like these are entirely uninformed. However, I have come to the realization that while I do not believe violent video games to be the cause of real world violence, there have been enough noble attempts and genuine progress made in the area of taking death and the act of killing a little more seriously in games lately to warrant a discussion on the matter.


For me, the biggest problem a game can have is a disconnect between myself and those I am being asked to ruthlessly gun down. I like to know why I am killing that guy or blowing that building up. If I am thrust into the body of a character and tasked with a very serious act, one that I would morally oppose in the real world, I am extremely turned off if there is any confusion as to why. It can be something as simple as "These guys are invading Earth!" or "Your kidnapped daughter is in there!". Sure, I would prefer it to be something a bit more meaty and original, but without any proper context behind the violence, for me, the immersion is immediately and irreparably broken.


I would like to preface the remainder of this article by saying that I am a longtime player and lover of all video games, many of which could be considered incredibly violent. As with all entertainment mediums, I have no issues whatsoever with the use of violence in games as a central gameplay element or a narrative device. Nor do I take issue with others who bask in the glory of a head shot or squeal with delight at the death screams of a grunt you just lit on fire. This article is meant to examine an emerging trend in video games in which the player is asked to take the act of killing more seriously, and consider the moral implications and consequences.


Ever since I was granted infinite time to pull the trigger at a certain heart wrenching moment in Metal Gear Solid 3: Snake Eater, I have truly valued being given a little time to stop and think when tasked with serious ethical decisions in games. To me, "its just a game" has never flown. No. This does not mean I think all games have to be completely realistic and utterly serious. I for one have no issue at all with the violence levels in many of the most highly criticized and controversial titles. Plowing through a dozen innocent bystanders in a stolen 4-door coupe in GTA isn't fine with me because "its just a game". Its fine with me because Rockstar Games presents the scenario (to all but the most stubborn onlookers) with a palpable sense of absurdity and satire.


In more universally accessible and popular forms of entertainment, senseless violence is not tolerated if presented in a such an inconsequential manner. Over the top gore and dismemberment is reserved for specific genres, often presented with tongue planted firmly in cheek. Either that, or when the violence is meant to be unpleasant - bringing the viewer into the atrocities or war, for example. When there seems to be no reason or justification behind the violence, or no self-aware or comedic tones, the violence is viewed as irresponsible - both morally and artistically.


Certainly then it is possible for a game to be irresponsible with its use of violence, especially with it's handling of player-controlled killing. Why should video games get to slip by without considering such things? With guns and death a part of nearly every major studio release, there are a rare few moments when we are asked to actually think about our actions. Pulling the trigger has become second nature. Its no longer about taking a life, but clearing the next checkpoint. Here are a few recent examples of games that take a moment to shine a light on the decisions they are asking their players to make.


Death and Ethical ViolenceModern Warfare 2 - No Russian
Arguably the most controversial level in any game of the past few years. When news first broke of this levels inclusion in the game, I began to feel almost guilty about what I was going to have to take part in. After finally playing through it, while it did leave me rather unsettled, I felt that the developer's intent was clear. Could the same information been given in a cutscene? Of course, but I do feel that the emotional impact for players willing to take the scene seriously would have suffered. Infinity Ward took a very big risk allowing players to take an active part in a massacre of innocents. At the same time though, they were giving players the chance to play it passively, walking at deliberate pace, taking in the savagery around them. For those willing to see the level as more than "just a game", I think there was something pretty powerful to take from that. Was a Call of Duty game the ideal venue for such a statement? Perhaps not. Nevertheless I find such a compelling attempt at bringing real world ethics into play commendable.


Death and Ethical Violence
Heavy Rain – I'm No Killer
About two thirds through Heavy Rain, one of the protagonists is tasked with killing a complete stranger in order to receive valuable information. This plot device is not new. Countless games feature execution missions. In Heavy Rain though, the severity of the task is always on the player's mind. At first, I was disappointed that my character even walked out the door to go begin the mission. It seemed to go so strongly against the nature of how way I had been playing up until that point. During the mission itself though, Quantic Dream's intentions became evident. At the height of the drama, I stood there, gun pressed against a man's head. Did I have the guts to pull the trigger? For a change, I didn't have to.


Death and Ethical Violence
Bioshock 2 – Savior: 25 G
Having some degree of a morality system is practically mandatory for all current generation RPGs (or role playing shooters). Giving the player the option of good and evil allows us at home to feel like we have even more control over our avatar than in more linear titles. Honestly though, these choices, more often than not, amount to little more than doing what is morally the "right" thing to do or being a comic book style villain. Sure it can be fun to take the dark path, but being "evil" in a game with a morality element hardly ever feels like a realistic path.


At a few key moments in Bioshock 2, the player, after being informed of various key bits of backstory, is offered the opportunity to kill a character. Through brilliant use of unreliable narrators and contradictory advice, these decisions can be truly difficult. We are left with our gun pointed at a quivering man or woman, at their most vulnerable. With the information at hand, are they worth being kept alive? We are given all the time we need to make out choice. Pull the trigger, or just walk out the door?


Death and Ethical Violence
Brutal Legend: A Fallen Friend
I know. This is one of the last games anyone would expect in a list like this, but there was one moment in particular that really stuck with me. It came after the entire story was over and I was just roaming around the open world. I came across the grave of a character that played a major role in the game until his untimely death in battle. Exiting my car, I walked over to the monument. When I got close enough, it triggered a change in camera angle that pulled back, revealing a gorgeous landscape view as my character knelt down and paid respects. For as long as I didn't touch a button, this angle would remain, allowing me to mourn and reflect on all the life lost in the battles that got me to this point. Overall, the game carries a very light and comedic tone throughout, but by giving us the chance to stop and take a breath, Tim Schafer and his crew allow the player to think back on everything they just experienced – a very rare and very special moment.


An important detail about instances like these is that they do not all end in the player deciding to be morally "right" or "good" and putting down the gun. It is when I am asked to take my own morality into consideration before pulling the trigger, and I still go through with it, that I am truly surprised. When an in-game decision teaches you a little bit about yourself, that is a powerful moment that no other entertainment medium can provide in quite the same way.


There will always be those who miss the point and exploit a game for less honorable means. Graphic imagery will always trump artistic intent for a certain section of the population. That should not, however, be seen as the fault of the artist. Game developers who look to progress the medium, like all artists who do so, should be commended for bringing a bit more significance and weight to the stories they tell. Violence, when used properly can be an incredibly strong narrative tool. It is only when proper artistic intent is absent that a problem arises.


From allowing the player to develop a deep understanding of their soon-to-be-dead enemies, to trusting in the emotional impact of being asked to pull a trigger only once rather than thousands of times, game developers are advancing their treatment of death in the medium. As technology improves how realistically people and faces can be rendered, it is important to improve how realistically serious acts of violence are represented. To me, nothing is more immersive than having actually pause the game and think about the tasks I am being asked to carry out. Not because we "must please think of the children", but because it makes for a richer overall experience.


Feel free to share your thoughts and favorite moments like these in the comments below.


Reprinted from The Geek Beast: It's Just a Game with permission of the author.


Daniel Carbone (Female Orca) is a filmmaker and writer living in Brooklyn, NY. Co-creator of Geek Beast (www.thegeekbeast.com) and lifelong lover of video games and all things interactive, he hopes to play even the smallest part in further elevating the medium to the level of respect and attention it deserves. He can be contacted at danielpatrickcarbone@gmail.com or geekbeast@gmail.com.


Kotaku

Nice Guys, Stressed Ladies And The Curious Ways They Play Video GamesA galpal and I are discussing video games over cocktails at a bar. Well, kind of. She's trying to tell me why she plays FarmVille, and in the course of the discussion I find out her life is a mess.


This new acquaintance of mine and I have recently bonded over our fondness for farming simulators. I'm trying to explain to her how my personal favorites, the Harvest Moon games – as much life simulators as farm simulators – are and aren't like her FarmVille favorite.


Nice Guys, Stressed Ladies And The Curious Ways They Play Video Games"It just feels really good to know that I'm on top of things," she tells me, chewing on her straw a little nervously as she explains why she's so into FarmVille. "I like to know my farm is in good shape and, like, everyone can see it."


I know the feeling; our motivations seem similar. I get really into Harvest Moon's evolving, character-based chronology. The act of progression is satisfying. You build your farm in a village of others who become your friends as you watch them fall in love, marry, and participate in seasonal festivals. You yourself are a character who can choose a husband (or wife, if you're playing as a boy) and have a baby, family pets, and a home that you can upgrade.


Rosie (not her real name) is a FarmVille junkie like millions of others. She's probably poured as many hours into her Facebook farm as I have into my Nintendo DS one. "It makes me feel like I have my shit together," she tells me after a pause.


But the way she tells me this is funny; she looks a little furtively around her, speaks a little bit softly. Guiltily, even.


I ask her, "You don't have your shit together?"


Silence.


Farm Junkies In The Facebook Era

Nice Guys, Stressed Ladies And The Curious Ways They Play Video GamesRosie and I aren't close, and it's uncomfortable for her to reveal the anxiety she feels about being unemployed. Especially in the Facebook era, where she alludes to a sense of insecurity that old classmates from her alma mater, or friends of her mother's, are continually privy to a social profile she considers unimpressive. She doesn't like how she looks in tagged photos.


She balks at admitting that her status as a "total FarmVille addict," as she describes it, is a reaction to the sense of helplessness she feels in the exposed world of social networking – but I suspect I might have hit on something by the way she can't meet my eyes.


I am twenty-something, old enough not to want to specify the "something." I am aware of the passage of time and hypercritical of my ability to balance work, play, and home life. I don't often think about why I play video games like Harvest Moon – to me, they've always been a way to unplug from the common pressures of living; most people, to some extent, use video games as a form of distraction or escapism.


Nice Guys, Stressed Ladies And The Curious Ways They Play Video Games


"Pete," The Nice Guy

Wondering if I'm onto something, I phone up an old friend — let's call him "Pete." Pete's a quintessential "nice guy." Shy and retiring, he'd never hurt a fly. He's the kind of guy who holds doors open for women, pulls out chairs. He quit a job he loved so that he could move back to his hometown and look after his sick mother. Seriously.


Of course, the old adage about nice guys finishing last is true for Pete. Despite his unfailing gentleness, he has trouble with girls. Time and time again, he's ended up relegated to the "friend zone" while some big jerk swipes his crush. I remembered playing Grand Theft Auto: Vice City with him when we lived in the same city, and feeling like his enthusiasm for crashing cars and shooting pedestrians felt just slightly out of character.


I ring him up to see how he's doing, and rather than explain that I'm kicking around an article about coping mechanisms, I just tell him I'm exploring people's most common gameplay behaviors. I ask him if he still plays GTA – he says he's played every iteration since Vice City, pretty much. I ask him what his favorite things to do in the game worlds are.


"I kinda make up these weird story things," he says, a little sheepishly. "Yeah, I think they're funny – like, I pretend I'm shooting a movie and then I have the characters do all this random shit that has nothing to do with the game."


Like what?


"Like… I'll pick up a whore and do it with her and then I'll drive the car off a cliff or something."


Or something?


"Or like, I'll drive around until she freaks out and bails, and then I'll chase her down and beat her and get my money back," Pete says. The way he laughs nervously is kind of unlike him.


Nice Guys, Stressed Ladies And The Curious Ways They Play Video GamesHe continues: "One time I drove a prostitute to my girlfriend's house [in GTA: San Andreas] and when she jumped out in the chick's driveway I beat her to death with the pink dildo, and then I gave it to my girlfriend as a present." Laughs. "She loved it. It was hilarious."


I get psychoanalytical again; I ask if he resents women, or resents his nice guy status, and if he's acting out these feelings through the game. I expect the same kind of embarrassed dismissal that Rosie gave me. Instead, Pete gives a strangely bitter laugh and tells me frankly, "Probably."


Control Freak

I think of Rosie's latent emotionality about FarmVille, and Pete's repressed anger, and figure I should turn the lens inward a bit and think about the way I play Harvest Moon. In contrast to my real life, I am eager for time to pass in the world; I like the opportunities for new crops and new festivals that the changing seasons bring. Unlike my real life, I find it a burden to go out and socialize with the game's villagers, as one must do to gain certain perks of their friendship. I am obsessive about hoarding money (in real life it burns a hole in my pocket), and compulsive about removing weeds and stones from my garden (in real life, I can't be bothered to do dishes more than once a week).


Nice Guys, Stressed Ladies And The Curious Ways They Play Video GamesI'm not living as myself in Harvest Moon; I'm not projecting a "fantasy life," as the series has often advertised. In fact, I'm using the repetitious organizational tasks within the game as a counter-measure to real-world activities. I'm not using the game for escapism. I'm using it for a sense of control.


Except one uncomfortable parallel: When playing Harvest Moon, I always choose the most unattainable, reticent bachelor. Time after time, I marry the mean ones. The game mechanic requires you to win over your future husband by regularly approaching them with gifts. I elect not to disclose some of my past dating habits here.


I tell Pete this, when I'm explaining to him all about the real nature of my article, asking his permission to write candidly (if pseudonymously) about him, and he was all for it. In fact, he seemed surprised that I'd address the topic.


"Doesn't everyone use games as a coping mechanism? You're gonna get a million comments saying, 'duh,'" he suggested, only half-joking.


He says: "You really only pursue the jerks in that farm game?"


Yeah.


He laughs, "You're so totally the kind of girl that makes me beat women in GTA."


I don't think it's really that funny. But Pete really is a nice guy. That's his idea of a joke.


[ Leigh Alexander is news director for Gamasutra, author of the Sexy Videogameland blog, and freelances reviews and criticism to a variety of outlets. Her monthly column at Kotaku deals with cultural issues surrounding games and gamers. She can be reached at leighalexander1 AT gmail DOT com.]


Kotaku

Nice Guys, Stressed Ladies And The Things Video Games Let Them DoA galpal and I are discussing video games over cocktails at a bar. Well, kind of. She's trying to tell me why she plays FarmVille, and in the course of the discussion I find out her life is a mess.


This new acquaintance of mine and I have recently bonded over our fondness for farming simulators. I'm trying to explain to her how my personal favorites, the Harvest Moon games – as much life simulators as farm simulators – are and aren't like her FarmVille favorite.


Nice Guys, Stressed Ladies And The Things Video Games Let Them Do"It just feels really good to know that I'm on top of things," she tells me, chewing on her straw a little nervously as she explains why she's so into FarmVille. "I like to know my farm is in good shape and, like, everyone can see it."


I know the feeling; our motivations seem similar. I get really into Harvest Moon's evolving, character-based chronology. The act of progression is satisfying. You build your farm in a village of others who become your friends as you watch them fall in love, marry, and participate in seasonal festivals. You yourself are a character who can choose a husband (or wife, if you're playing as a boy) and have a baby, family pets, and a home that you can upgrade.


Rosie (not her real name) is a FarmVille junkie like millions of others. She's probably poured as many hours into her Facebook farm as I have into my Nintendo DS one. "It makes me feel like I have my shit together," she tells me after a pause.


But the way she tells me this is funny; she looks a little furtively around her, speaks a little bit softly. Guiltily, even.


I ask her, "You don't have your shit together?"


Silence.


Farm Junkies In The Facebook Era

Nice Guys, Stressed Ladies And The Things Video Games Let Them DoRosie and I aren't close, and it's uncomfortable for her to reveal the anxiety she feels about being unemployed. Especially in the Facebook era, where she alludes to a sense of insecurity that old classmates from her alma mater, or friends of her mother's, are continually privy to a social profile she considers unimpressive. She doesn't like how she looks in tagged photos.


She balks at admitting that her status as a "total FarmVille addict," as she describes it, is a reaction to the sense of helplessness she feels in the exposed world of social networking – but I suspect I might have hit on something by the way she can't meet my eyes.


I am twenty-something, old enough not to want to specify the "something." I am aware of the passage of time and hypercritical of my ability to balance work, play, and home life. I don't often think about why I play video games like Harvest Moon – to me, they've always been a way to unplug from the common pressures of living; most people, to some extent, use video games as a form of distraction or escapism.


Nice Guys, Stressed Ladies And The Things Video Games Let Them Do


"Pete," The Nice Guy

Wondering if I'm onto something, I phone up an old friend — let's call him "Pete." Pete's a quintessential "nice guy." Shy and retiring, he'd never hurt a fly. He's the kind of guy who holds doors open for women, pulls out chairs. He quit a job he loved so that he could move back to his hometown and look after his sick mother. Seriously.


Of course, the old adage about nice guys finishing last is true for Pete. Despite his unfailing gentleness, he has trouble with girls. Time and time again, he's ended up relegated to the "friend zone" while some big jerk swipes his crush. I remembered playing Grand Theft Auto: Vice City with him when we lived in the same city, and feeling like his enthusiasm for crashing cars and shooting pedestrians felt just slightly out of character.


I ring him up to see how he's doing, and rather than explain that I'm kicking around an article about coping mechanisms, I just tell him I'm exploring people's most common gameplay behaviors. I ask him if he still plays GTA – he says he's played every iteration since Vice City, pretty much. I ask him what his favorite things to do in the game worlds are.


"I kinda make up these weird story things," he says, a little sheepishly. "Yeah, I think they're funny – like, I pretend I'm shooting a movie and then I have the characters do all this random shit that has nothing to do with the game."


Like what?


"Like… I'll pick up a whore and do it with her and then I'll drive the car off a cliff or something."


Or something?


"Or like, I'll drive around until she freaks out and bails, and then I'll chase her down and beat her and get my money back," Pete says. The way he laughs nervously is kind of unlike him.


Nice Guys, Stressed Ladies And The Things Video Games Let Them DoHe continues: "One time I drove a prostitute to my girlfriend's house [in GTA: San Andreas] and when she jumped out in the chick's driveway I beat her to death with the pink dildo, and then I gave it to my girlfriend as a present." Laughs. "She loved it. It was hilarious."


I get psychoanalytical again; I ask if he resents women, or resents his nice guy status, and if he's acting out these feelings through the game. I expect the same kind of embarrassed dismissal that Rosie gave me. Instead, Pete gives a strangely bitter laugh and tells me frankly, "Probably."


Control Freak

I think of Rosie's latent emotionality about FarmVille, and Pete's repressed anger, and figure I should turn the lens inward a bit and think about the way I play Harvest Moon. In contrast to my real life, I am eager for time to pass in the world; I like the opportunities for new crops and new festivals that the changing seasons bring. Unlike my real life, I find it a burden to go out and socialize with the game's villagers, as one must do to gain certain perks of their friendship. I am obsessive about hoarding money (in real life it burns a hole in my pocket), and compulsive about removing weeds and stones from my garden (in real life, I can't be bothered to do dishes more than once a week).


Nice Guys, Stressed Ladies And The Things Video Games Let Them DoI'm not living as myself in Harvest Moon; I'm not projecting a "fantasy life," as the series has often advertised. In fact, I'm using the repetitious organizational tasks within the game as a counter-measure to real-world activities. I'm not using the game for escapism. I'm using it for a sense of control.


Except one uncomfortable parallel: When playing Harvest Moon, I always choose the most unattainable, reticent bachelor. Time after time, I marry the mean ones. The game mechanic requires you to win over your future husband by regularly approaching them with gifts. I elect not to disclose some of my past dating habits here.


I tell Pete this, when I'm explaining to him all about the real nature of my article, asking his permission to write candidly (if pseudonymously) about him, and he was all for it. In fact, he seemed surprised that I'd address the topic.


"Doesn't everyone use games as a coping mechanism? You're gonna get a million comments saying, 'duh,'" he suggested, only half-joking.


He says: "You really only pursue the jerks in that farm game?"


Yeah.


He laughs, "You're so totally the kind of girl that makes me beat women in GTA."


I don't think it's really that funny. But Pete really is a nice guy. That's his idea of a joke.


[ Leigh Alexander is news director for Gamasutra, author of the Sexy Videogameland blog, and freelances reviews and criticism to a variety of outlets. Her monthly column at Kotaku deals with cultural issues surrounding games and gamers. She can be reached at leighalexander1 AT gmail DOT com.]


Apr 26, 2010
Grand Theft Auto: Vice City - Valve
Be quick! Short and fast sales on your favorite Rockstar Games all week long. Starting the week off, Grand Theft Auto: Vice City is 75% off, but only for 2 hours! Offer ends at 3pm Pacific time. Plus, stay tuned all week for more short and fast sales on your favorite Rockstar Games. Join the Rockstar Community Group for instant notifications on every sale this week!

Or you can go ahead and pick up the Rockstar Collection: 13 best-selling Rockstar Games for 50% off all week long.
RIP - Trilogy™

Guru, Rapper Who Portrayed Grand Theft Auto III's 8-Ball, Dies at 43Keith Elam, a hip-hop artist who performed under the name Guru, died Monday after ending a long battle with cancer. Elam voiced 8-Ball, the demolitions artist with whom the protagonist escapes at the very beginning of Grand Theft Auto III.


Rockstar Games noted Elam's passing in a brief obituary on its newswire today. "Guru was truly a hip-hop legend, one of the genre's greatest voices, and we are eternally grateful for his contributions to the Grand Theft Auto series as the character 8-Ball," the studio said. "Our condolences to the entire Elam family, to our good friend and his long-time Gang Starr collaborator DJ Premier, and to everyone else who had the pleasure of knowing or working with the man."


In the game, Elam's character is the first associate of Claude, the main character, although their partnership presumably ends when it's revealed that 8-Ball rigs with explosives a vehicle Claude is meant to drive, as part of a trap devised by mob boss Salvatore Leone. 8-Ball later appears in Grand Theft Auto: Liberty City Stories


As Guru, Elam was one half of the rap duo Gang Starr, and made eight albums between 1993 and 2009.


In Memory of Keith Elam aka Guru [Rockstar, thanks James H.]


Grand Theft Auto IV Trailer

Is New York Overplayed?Apparently a lot of you are sick of playing video games set in the city in which I live.


Last week, from the comfort of my desk at the Gawker Media offices in New York City, I reported about an event I attended in the TriBeCa neighborhood of New York City about a new video game that will be set in New York City.


That game is Crysis 2, and many of the comments I saw in reaction could be summed up as "another one?"


Yes, video games have been set in the Big Apple, for a long time.


Is New York Overplayed?
Mike Tyson's Punch-Out, Nintendo Entertainment System, 1987: Boxer Little Mac goes jogging past the Statue of Liberty.


Make that, a really long time.


Is New York Overplayed?
Spider-Man, Atari 2600, 1982: Peter Parker, in spandex, swings past, uh, maybe a skyscraper or large NYC-style cheese grater.


Everyone knows that there are piles of games set in New York City. (Everyone = Wikipedia.) Even the people making games in New York City know this.


"There was this point when everybody was doing New York [in video games]" Crysis 2's lead creator Cevat Yerli, told me. (He's not from New York. He's based in Germany). "So why do we do New York as well? ... I liked the challenge of standing out from all the crowd."


You see, we've crossed from the era when it was hard to make games set in NYC because no one was doing it, to the era when it's hard because everyone is doing it.


Is New York Overplayed?
Prototype, Xbox 360 and PlayStation 3, 2009: Some sort of biological infection wrecks Manhattan. The military is called in. Players get to blow them up and the infected creeps — chases through Central Park included.


Standing out from the New York crowd was not Yerli's only motivation. Before I even told him I live in Brooklyn he was justifying the transition of the Crysis series from tropical island to Manhattan Island with the one fact every New Yorker agrees with: This city is awesome.


"I also always saw New York as a symbol of nature," Yerli said. "It is an icon. People know the Statue of Liberty. People know New York. There's so much to it, and, for me, it's the pride of mankind. Then if I want to save some city — which one would it be — that symbolizes the strong will of mankind, if you will? That is New York."


I thanked Yerli for designating my home as the place to save.


Games set in New York often are in this city because they have to be (that's where Spider-Man lives!) or because it makes for a recognizable backdrop (that's the Statue of Liberty!) or because, well, it's a cool city that provides a pretty good template. You don't even have to call it New York City — call it Liberty City — and people will still know what you're talking about and look forward to base-jumping off the Empire State Building or cursing at the taxis.


Is New York Overplayed?
Grand Theft Auto IV, Xbox 360 and PS3 and PC, 2008: A love letter to four of five of the boroughs of New York City, as multicultural and socially wild a New York game as there ever has been.


Realize that even some racing video games have New York City tracks, which makes little sense, unless you've fantasized about looping the lanes of Manhattan Bridge or the streets of Times Square. Also odd, and worth noting, almost no major New York game-making development studios are in New York City, so this isn't like television or comics where the creators seem to set their fiction in the place they live.


Yerli, whose Crysis series was previously set on a tropical island is in New York for the 2010 sequel for good reason, he told me: "This time the the location is an integral part of the story. It has its own character arc per se. It is a lively character that is alive. It has its transformations going on. It is something that is, in a sense, crying and you want to protect it. It wants to be saved and for me that kind of already tells so much story without having to tell it. Showing it instead of telling it."


I'm okay with the idea of New York crying. Hey, I was okay with whatever it was that happened to New York in Metal Gear Solid 2, though I'm still not sure what that was. (Anyone?)


Is New York Overplayed?
Turtles in Time, Super Nintendo, 1982: The Teenage Mutant Ninja Turtles, NYC residents.


For all the games set in New York, I don't have many memorably New York City gaming moments. I think I liked jumping to the top of the Empire State Building in Prototype, but it's already fading from memory. I liked spray-painting subway cars in the version of New York in Marc Ecko's Getting Up. Doing a King-Kong and shooting down helicopters from the top of the Empire State Building in GTA IV's The Ballad of Gay Tony was cool too, rivaled by the game's motorcycle chase on subway tracks and that great New York moment of dangling a blogger from a helicopter hovering over Battery Park or thereabouts.


I don't mind all the New York City video games. But I live here. Admit it, though, Los Angeles, GTA: San Andreas not withstanding is too devoid of landmarks to be an interesting video game locale. Other cities? Shanghai is getting some attention in Army of Two and Kane & Lynch sequels this year. Moscow has some cool buildings, as does Paris, which was rendered quite nicely in last year's The Saboteur.


Maybe Crysis 2 can be the final New York City game. Yerli has an idea that might make it suitable for that honor.


He had told me that he'd been to New York City three times during the development of Crysis 2. The third visit was recent:


"Over New Year's I've been to New York to work out the ending of the game," he said. "I was supposed to go to kind of my second honeymoon with my wife and I canceled that one." (He remains married, believe it or not). "Instead I came here for New York for New Year's.... The point was the end [of the game] wasn't clicking. So I got this beautiful view of Central Park and whole of New York on the right side of me and I was thinking: 'What can I do with New York in the end?'"


"How can you destroy it?" I asked.


"Something that no game, no movie, no fiction ever did with New York," he said. "And, rest assured, that trip did provide the idea."


New York video games, I love you all.


Is New York Overplayed?

Crysis 2, PC and PlayStation 3 and Xbox 360, 2010. New York needs saving.


Grand Theft Auto IV: The Complete Edition - Valve
Updates to Grand Theft Auto IV have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Rockstar Games Social Club
  • Remove Rockstar Games Social Club application
  • Separate RGSC application no longer required to launch game
  • Social Club login now occurs during the launch process

Shadows
  • A new, less memory-intensive, and better-looking scalable shadow solution has been implemented
  • Enhanced Night Shadows added with user-selectable level of detail (replaces Shadow Density)

Performance
  • Rendering optimizations have been made to improve performance, particularly when enabling shadows
  • User-configurable graphics settings have been added for shadow control
  • Improved memory management

Multiplayer
  • Enhanced security to isolate users from cheaters and hackers

Episodic Content
  • Provide in-game support to purchase "The Lost and Damned" and "The Ballad of Gay Tony"

Bug Fixes
  • Vehicle shadows re-enabled between 8pm and 6am
  • Fix floating street textures
  • Pedestrians in vehicles appear further out from the player to allow for long range sniping
  • The Moon has been implemented with simulated lunar phases
  • RESC 10" error fix for specific hardware configurations
Grand Theft Auto: Episodes from Liberty City - Valve
Grand Theft Auto: Episodes from Liberty City includes both The Lost and Damned, and The Ballad of Gay Tony together and does not require the original Grand Theft Auto IV to play.

Now Available in North America and Brazil. Coming to the rest of world on April 16th.
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