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Putting Videogames in the Proper Context

Choosing a regular topic for a column on videogames isn’t the easiest task. And no, I’m not just saying that to weasel out of debating the philosophical merits of Odama or inherent ludicrousness of Sen. Juan Hinojosa’s (D-Texas) proposed 5% tax on the sale of digital diversions.

A nascent form of entertainment under siege by parents, politicians and religious groups alike ? plus flush with singular personalities, polarizing issues and genuine artistic potential ? commentary on any one singular subject strikes me as inadequate. Or, as we in the writing biz say, there’s just no way mere words can do justice to the medium or attempt to sum such an interesting category up.

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Which is precisely why you’ll have to forgive me for not honing my laser-like sites on any of the pressing issues at hand (e.g. Lara Croft’s recent extreme makeover or the impending rise of PlayStation 3). Instead, at the moment, I’m more enthralled by the mere fact that critics, insiders, media watchdogs, trade organizations, retailers, consumers, kids and even Hillary Clinton herself simply have so damn much to talk about in the first place.

Call it self-aggrandizing if you will: Despite Roger Ebert’s by now well-publicized comments to the contrary, I believe games haven’t just outstripped movies as the medium of choice for leisure seekers worldwide. I’m firmly convinced they’re poised to be the go-to platform for free-thinkers, revolutionaries, movers, shakers, educators, writers, role models and, yes, air-headed preteens to boot by the time the 21st century’s just a footnote in all our Windows-powered, Apple-engineered holographic eBooks. No matter what bastions of conservatism (see: your daily paper, the local 10 o’clock news) claim, it’s hardly far-fetched today to envision that gaming holds the promise to exceed literature, cinema and music in terms of dominating public mindshare.

Thank a little concept known as interactivity. Unlike works produced in other formats, hands-on experiences with games are entirely subjective and wholly unique every time you pick up a keyboard or controller. Hence the reason you’ll never hear the same two opinions on Grand Theft Auto: San Andreas’ risqué and ultra-violent content; even something as seemingly straightforward as a gangsta lifestyle simulator connects with millions of people in as many different ways.

Great novels do this. So do films and plays. Ditto for classic albums, mind-expanding artworks and reams of epic poetry? The difference with games, however: They accomplish all this and more because nothing’s fixed. While products in the past were confined to traditional storylines with finite beginnings and ends, now the joy in playing is one of discovery ? essentially, the journey’s end matters less than the path you choose to take to get there. And as technology evolves, so too will the craft, until it’s far surpassed any of the more stagnant forms of amusement, whose major advances come slowly, but surely, not once every six months to three years.

Long story short ? Frogger and Centipede have been forced to rest in peace, making way for epics like World of Warcraft, The Sims 2 and Will Wright’s upcoming world-building opus Spore, which ask players to make intellectual, moral and, oddly enough, even psychosexual choices of significant import. And the sector’s natural progression is forcing everyone, even longtime fans, to start asking questions and touching upon issues that, years ago, weren’t even a part of the pastime’s vernacular.

The culture shift has been a long time coming, but stop and take a step back and you’ll notice it’s finally arrived. What’s more, over the span of the next 5-10 years, as systems like Microsoft’s Xbox 360 and Nintendo’s DS Lite push conceptual boundaries to the limit, it’s certain to become even more pronounced. Soon, as I see it, we’ll not only be discussing why Square-Enix’s latest role-playing masterwork is, presumably, the greatest book you ever played. We’ll also be contemplating how Nintendo’s New Super Mario Bros. stacks up in terms of cultural significance to Pink Floyd’s The Wall.

Granted, at the moment, some of these concepts seem a little far-fetched. (Blame it on all the time I’ve spent sitting mindlessly hypnotized in front of LocoRoco, if you must.) But it’s the very fact that I, and others, are even beginning to consider the possibility that such bizarre tangents could pass as conversational topics and not just Red-Bull-and-vodka-fueled ramblings that presently makes the game industry so compelling.

Ten years ago, we were naively bumbling along, wondering whether 3D environments could ever support quality gameplay and if this new-fangled PlayStation device was really going to make in the marketplace. Magazines like GamePro, Nintendo Power and Electronic Gaming Monthly focused coverage almost exclusively on straightforward previews, reviews, strategy guides and the occasional developer profile. As for software buyers’ biggest concern, it was wasting time worrying over whether Battle Arena Toshinden could actually stack up against proper, arcade-exclusive fighting favorites.

By comparison, nowadays, you’ve got the New York Times contemplating the wisdom of West Virginia schools’ decision to implement Dance Dance Revolution as part of their physical fitness curriculum. Congressmen fighting to outdo one another with bills that prohibit the sale of games to minors based on a variety of fictionalized, pressing and/or scientifically or spiritually-motivated concerns. Schools such as MIT and the University of Southern California implementing courses (and in some cases entire undergraduate programs) devoted to careers in the industry. Not to mention feature spots on CNN addressing the social impact of titles like 25 to Life instead of Starcade‘s candy-coated antics.

All of which adds up to a pastime that’s come to encompass more than mere pixels and synthesized sound effects. Meaning that when you speak about games with your buddies, you’re no longer just simply asking how to defeat Bowser or Donkey Kong; you’re touching on a range of topics varying from the emotional to the ethical and everything in between.

For someone who grew up stunned simply by the concepts of warp zones and high scores, it’s a hell of a lot to swallow. And likewise hard to know where to begin any kind of associated discourse. Thankfully, there’s no shortage of places to start looking either.

So I leave it open to you, dear reader: Where should we go from here? What’s got you most fascinated about the industry?

Is it the rise of games which actually build brainpower? How about the unexpected, yet sudden and meteoric success of titles like Guitar Hero? Or maybe just the quality of marketing research that went into naming Nintendo’s new console the Wii (hey, at least it beats the “Du”)?

Write in and let us know. There’s nothing we critics love more than a spirited discussion. And, of course, for that matter, an easy way to get a jump on writing the next column, leaving us more free time to clock in with recent favorites like Metal Gear Solid 3: Subsistence and Space Rangers 2?

We played tons of games at GDC 2024. Put these ones on your wish list
A cutscene from Sopa.

Every year at GDC, we play dozens of games that are unlike anything we’ve ever seen before. It’s usually where we find titles that go on to become some of our favorites of the year, like last year’s show-stealing Viewfinder. And while we love finding those surefire hits, our favorite part of the show is discovering the totally unique projects that we can’t stop thinking about.

There was no shortage of those games at and around this year’s show. Over the course of a week, we’d play a host of creative games with totally innovative ideas. There was everything from a Tomagotchi tribute to a creepy horror game about a streamer on the occult dark web. If you’re the kind of person who worries that the gaming industry is out of ideas, this year’s show should alleviate those fears. To celebrate that, we’ve rounded up our favorite games from this year’s show. You’ll find that no two games here look remotely alike – and that’s what makes them so special.
Dungeons of Hinterberg

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Nvidia’s AI game demo puts endless dialogue trees everywhere
An AI game demo produced by Nvidia.

Nvidia did what we all knew was coming -- it made an AI-driven game demo. In Convert Protocol, you play as a detective trying to track down a particular subject at a high-end hotel. The promise is sleuthing through conversations with non-playable characters (NPCs) to get what you need. Except in this demo, you use your microphone and voice to ask questions instead of choosing from a list of preset options.

I saw the demo with a few other journalists in a small private showing. As the demo fired up and Nvidia's Seth Schneider, senior product manager for ACE, took the reigns, I was filled with excitement. We could ask anything; we could do anything. This is the dream for this type of detective game. You don't get to play the role of a detective with a preset list of dialogue options. You get to ask what you want, when you want.

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Pacific Drive puts you behind the wheel of a supernatural station wagon
A broken down station wagon in Pacific Drive.

Vehicles are often little more than a tool to get players from point A to point B in games, so any title that makes their cars more intrinsic to the experience than that is inherently intriguing. There are games like Days Gone that treat its heroes motorcycle as a main character, as well as titles Death Stranding and Mudrunner that make traversing rugged terrain in vehicles a critical part of the experience. Pacific Drive takes elements from all those games to create something unique: an immersive sim roguelike where taking care of your car is vital to success.
Ahead of Pacific Drive’s appearance at Gamescom 2023’s Future Game Show, Digital Trends attended a hands-off presentation held by publisher Kepler Interactive. We saw a Pacific Drive in action and spoke with the developers to learn more about its racing game influences and the vital role that the station wagon players drive around plays in crafting memorable, emergent experiences. Pacific Drive is undoubtedly one of the more eclectic indies on the horizon and that should put it on your radar if you love immersive sims, roguelikes, and even racing games.
A not-so-joyful ride
In Pacific Drive, the player’s primary goal is to drive a station wagon (based on one of the developers’ cars) through the bizarre “Olympic Exclusion Zone” in the U.S. Pacific Northwest. This plays out in run-based roguelite fashion as players kit their car out in a garage, set out on a drive, and aim to make it as far as possible while dealing with supernatural anomalies that can stop your run if you aren’t careful.
To start the demo, Game Director Seth Rosen repaired parts of a car in the garage before charting out a path to take. Like Slay the Spire, Pacific Drive runs are made up of encounters on interconnected and branching paths, although the individual levels that make up these routes are pretty big places players can drive around and explore in. Rosen was heading toward a giant wall in the game’s world for this specific run, and the game looked and played normally as Rosen drove away from the garage and entered a new level where the large wall could be seen in the distance.

Until this point, the driving mechanics all looked simulation-like, with the car driving differently on and off-road and with tires impacting its handling too. For a time, the driving wouldn’t seem out of place in something like Gran Turismo 7, but that quickly changed when Rosen encountered a spark tower. This tower disabled gravity in a certain area, launching the car up and off course. Because of elements like this, Ironwood Studios says it’s hard to palace Pacific Drive on the arcade-like to simulation spectrum that most driving-focused games fall into.
“We’re big fans of how accessible Pacific Drive is and want players to feel the fantasy of driving an old station wagon around,” Creative Director Alexander Dracott tells Digital Trends. “But we also like the inherent storytelling that comes from things like mud and rain that affect the handling of the car a little bit. So we definitely picked and chose the parts of different driving elements that were important to us.”
That’s why when players drive around, they’ll encounter various obstacles of both the realistic and unrealistic variety and have to find a way to solve them. To solve the spark tower situation, Rosen had to get out of the car, find the core powering the spark tower, and destroy it with the impact hammer, one of the many tools at his disposal. Whether in or out of the car, it looks like there are going to be a lot of emergent situations that players will need to adapt to.
A compelling immersive sim
Ironwood Studios is adamant that Pacific Drive is an immersive sim, a style of game that’s very reactive to the player’s actions and typically home to many engaging emergent moments. Players have many tools, car upgrades, and customization options to help them gather resources and deal with various literal and figurative roadblocks. The most impressive aspect of this hands-off demo was how interactable the world was. The game is played entirely from the first person, and you’ll sometimes need to look around in your station wagon to interact with particular objects or check the general health of the car. Even within the garage, the vehicles players are repairing and map used to chart the path players want to take all exist within the game’s world.

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