But yes, the main problem is that the games haven't really gone into that diversity before, probably because 1) there's almost *too* much stuff to touch upon in one game, and 2) it might just get in the way of the audience who really are most interested in just playing as a badass space marine."
It's a symptom of the online discussion format and it's *very* interesting that the gamer entitlement argument arises just at the same time Gawker's Joel Johnson called most comments on his own network sites garbage.
Really, there are arguments for and against in each of the most-cited incidents of gamer "entitlement." I think the best thing that can be done to help the dialogue is just to invite more even-handed people to not yell about it over the internet. How exactly we do that, though, it another - much greater - challenge."
Really, whether you call it fun, stimulating, thought-provoking, or anything else, games that provide a worthwhile experience should be applauded."
(Also, I'd suggest everyone ignore Tanto unless he can start typing properly. Don't feed the trolls.)"
I'm loathe to make the tired old comparison, but it's about the same with most films. American blockbuster films are big here, and you'll get some popular Japanese movies on this end, but it usually won't be the number one in box office sales.
I just don't think many Japanese studios care to shell out the enormous amount of marketing in the US especially. We're not talking about gathering the guys who grew up on 90s RPGs, but the mainstream Western audience - throwing money at an audience perfectly comfortable with games made in North America with North American sensibilities would be too great a risk."
It does, however, occur when you listen to the audio tape while walking through the subject's office, lab or derelict apartments, taking in what life was like for these characters in the past while rummaging through the ruins in the "present." It's not the most active part of the game's story, but it's important nonetheless.
I do take issue whenever games journalists talk about "story" as if it were another separate component like "graphics" or "controls." Story and narrative comprise many moving parts, including the player's interaction."
Example: X Character will do anything to protect his family. Okay. Who are his family, really? What have they been through? What bonds do they share as far as upbringing, or shared experiences? For real characterization to appear they have to be treated as more than cutscenes to "make us hate the villain" or "make us care." You don't make a player care about a character. You show us why we should care, and let it happen naturally.
I suppose the truth is that gameplay always trumps these considerations - and rightly so. But if game developers continue to leave characterization to the wayside, we'll never really care about these so-called people we're playing in their games."
I really don't know why they don't have at least some women's teams and leagues. Would it cost too much to license women's leagues? Would there possibly be enough for a Women's World Cup expansion pack to FIFA '12 - or even a SKU all its own?"











