Nick Yee’s DAEDALUS PROJECT
Nick Yee performed research on the motivations behind players engagement in MMORPG’s (World of Warcraft, Everquest, etc). The following is an excerpt from a 17 year old male’s experience of WOW:
Needless to say Jio broke down. Toorsk still hadn’t written (it seems he just stopped playing the game) and it wasn’t long before she went out to search for him and ending up dieing alot. It eventually an orc named Morkris calmed her down, and she is begining to get over Toorsk and is falling for a guy who she just found up is already married. This is also making her worry that she is just addicted to attention and will fall for whatever Tauren is giving her attention at the moment. She has alot of issues she needs to work out so she’s a bit messed up emotionally.
(excerpt from a critical analysis on Supergiant Game’s Bastion)
Most videogames are filmic in their presentation. These games clearly articulate their world both visually and verbally in the aim to create a believable experience for the gamer. Bastion is more akin to literature in its narrative. In literature the reader creates the world in his imagination using descriptive cues from the author. Bastion is the same way. The levels of Bastion, while beautifully rendered are fairly repetitive. Having played through the game, very few distinguishing features stand out between each level. This is not a fault of the game, for Bastion requires a little imagination. It’s describing a world for the gamer to fill in instead of presenting a world. This imaginative extrapolation adds another layer of interactivity, perhaps making up for the lack of character creation that is a standard of most RPG’s these days.