How Video Games Changed the World Page #14
- Year:
- 2013
- 120 min
- 106 Views
cross kind of any moral line
and, through circumstances, he ends
up teaming up
with this 14-year-old teenager,
girl, Ellie.
I need a gun. No, you don't.
Joel?
I can handle myself. No!
I think Ellie in The Last Of Us
was a great female character.
She's young, but she's very capable,
but she's also got
this interesting vulnerability
and she's not grown up in our world.
I've never been in a plane.
Isn't that weird?
And she can't really
kind of understand it
and she sort of brings a unique
perspective because of that.
She can't envisage a time
when young teenage girls were just
sort of obsessed with boys,
and looking good.
That's completely alien to her.
Is this really all
they had to worry about?
Boys? Movies?
Deciding which shirt goes
with which skirt?
It's bizarre.
Like any self-respecting
box set drama,
the game gradually
and inexorably moves towards
a fulfilling,
some might say devastating climax.
For the first time in my life,
I was crying, as I held a controller
I'm really glad my wife didn't come
in, but I was just kind of going...
Oh, my God.
Game designers are getting older.
Lots of the big game
designers are in their 30s and 40s
and they have children,
and they suddenly are thinking
about games in a different way.
Not as systems,
not as scoring mechanics,
but as an emotional experience.
Oh, baby girl.
It's OK, it's OK.
In the next five to ten years,
we're going to see
more games about emotions
and about social situations,
about politics and about society,
because we are now living
in an age where we understand
what happens around us in a very
interactive and very digital way.
So here we are now in 2013 with
games at a bit of a crossroads.
From the monochrome simplicity
of Pong, they've transformed
via this series of technological
and conceptual shockwaves
to become the most varied form
of entertainment
since the written word.
But one thing we've seen
throughout this show
is that gaming never stands still.
And, sure enough, a new generation
of hardware has just arrived,
bringing with it a fresh set
of capabilities which is going to
overturn everything
that went before.
As their slick promo
material makes clear,
the new PlayStation 4
and Xbox One are both more powerful
than their predecessors,
to gaming's future
is their marked new emphasis
on integrated social networking
features.
Now, why would games systems want
to include social networking?
Unless maybe social networking
already functions like a game.
Twitter is a massively multiplayer
online game
in which you
choose an interesting avatar
and then role-play a persona
loosely based on your own,
attempting to recruit followers
by repeatedly pressing
lettered buttons to form
interesting sentences.
The biggest way in which video games
have affected our world,
for me, is the increasing
gameification of real life.
Stuff like Twitter is a game.
It's about small achievements
adding up to bigger ones.
And it's about playing
the rules of whatever you're in.
Gameification means applying
the mechanics of video games to real-life.
Now, often, this boils down
to incentivising people
to perform the same
action over and over.
Each time Mario headbutts a block,
he gets a coin.
When he gets 100 coins,
he gets an extra life,
and these perpetual little
pats on the head
compel you to bash
those blocks for hours.
By supplying a constant stream
of fun-size rewards,
social networking has, by accident,
gameified whole aspects
of our lives.
Every second, another little
gold coin for you to collect.
More followers, more retweets,
compelling you to
interact over and over again.
These are games we don't even
realise we're playing.
Every day, you have a drama and you
have everyone sort of piling in
to be the one to talk about,
to be the one who gets retweeted.
It has become kind of a game
that I find myself gauging,
when I do a tweet,
and I try to guess ahead of time,
like, how many retweets
is that going to get, and how many
favourites is that going to get.
In terms of the competition,
especially between, like,
celebrities or people with
the verification tick,
every time I see someone,
or every time someone's talking
about someone,
they're talking about,
oh, I've got 50,000,
I've got a million
followers, I've got this.
And it very much reminded me
of a lot of games like that.
It was always about how many points
you got. It ups your profile
and makes you feel like you're doing
something in your life.
What I do on Twitter a lot is just
project a false persona.
And it is like that avatar thing.
It's like World of Warcraft
or anything like that.
The way I am on Twitter is nothing
like the way I am in real life.
That feels like a game, sometimes,
you know what I mean?
If you're a sociopath,
feels like a game.
So, how have video games
changed the world?
Well, they've entertained us,
they've put us in the shoes
of cartoon characters
in fantastic settings,
they've made spatial reasoning fun,
they've allowed people to connect
and explore nonexistent worlds,
they've helped bridge the gap
between Eastern and Western culture,
they've provided a safe space
to run riot,
to fantasise out loud without anyone
actually getting killed,
they've handed a generation
of creative thinkers
a whole new set of tools
to express themselves with,
and they've inspired
and instructed millions of children.
Not that anyone cares about them!
But, perhaps most significantly,
possibly sinisterly,
games have now burrowed, by stealth,
into aspects of our social lives
online
and we, in response,
have cheerfully invited them in,
and that trend's just going
to continue
until whole areas of our existence
have become games.
In fact, you'll scarcely
be known as you any more.
You'll just be known as Player One.
You might as well change your name
by deed poll now and have done with it.
That's the end of the programme now.
I'd say game over,
but only a prick would say that.
Get out of my show.
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