JONAS JURGENS
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Likes a lot of things, including playing video games. And writing about video games. Currently writes for blog called Nightmare Mode with a bunch of much better writers than him. He implores you to check it out.
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FEATURED POST
Games rarely allow us to take the role of anyone but the hero. The other side of that line offers a glimpse of something unique.
Wednesday, September 14, 2011 |
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POST BY THIS AUTHOR (9)
Generating sympathy with causes, movements and/or people in games is tricky, as they cannot evoke it in the same way movies do. The player needs to feel sympthy, not the character he/she is playing. The guerrilla setting of Homefront and Red Faction: Guerrilla is one place where it all could be so right, but it all failed so badly.
Monday, February 13, 2012 |
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Maybe I just don't fit together with MMOs. Maybe I should look for other genres? No! I do - on some level, at least - love MMOs, however dull they may be. But they must have a makeover before I'll come back.
Wednesday, November 16, 2011 |
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Violence and games have been sadly, inextricably connected, and mindless violence diminishes any point a game tries to make. We need a fresher, more clever approach to violence in games.
Friday, November 04, 2011 |
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Homosexual characters in video games are usually just play the role of the odd side-kick. The experiment "A Closed World" tries to remedy that, though it stumbles along the way.
Saturday, October 08, 2011 |
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Big budget, zombie-themed games don't understand what the undead truly represent, but these upcoming indie titles may actually evoke that desperation, fear, and isolation.
Friday, August 26, 2011 |
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Despite not featuring intricate plotlines and audiovisual beauty, the indie hit Atom Zombie Smasher still manages to pack an emotional punch. It's not just mere zombie-killing -- it's a comment on the difficult decisions leaders must make when disaster strikes.
Monday, August 15, 2011 |
Comments (4)
Do you want to be good or evil? You don't have to have played a lot of video games to see that choices often boil down to these abstract, polarized terms. In this article, I delve into how games may deliver more meaningful choices. For choices to have true meaning, the players mustn't know they're making them.
Monday, August 08, 2011 |
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Practically every time a developer has decided that their should be set in current conflict, the public has responded with irrational fear and preemptive scorn. In this article, I give some suggestions to why this almost always occurs.
Wednesday, July 13, 2011 |
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COMMENTS BY THIS AUTHOR (2)
"It's definitely possible, and I've achieved it on several occasions, but I think on later levels (2 and 3 level outbreaks), it becomes necessary, sometimes, to sacrifice a few civilians if you are to capture the infected territory. And territories can be extremely important in the long run to make sure Zed doesn't gain the momentum.
Off topic: Frontpage!? Yay!"
Tuesday, August 16, 2011








Secondly, do write that article! You certainly have put a lot of thought into the subject, and getting perspectives on the matter from different people can only be beneficial.
Particularly the world-influencing is interesting. Besides in Nationstates (which isn't an MMORPG in the traditional sense) and EVE Online, there's rarely a way for players to collectively reshape the world their avatars roam in. There are no consequences of your actions, and thus everything just goes in circles.
No doubt the reason for the world being static is because of the great difficulty in constantly updating the lore of the game. How do the developers react when"The Great Evil" is vanquished, how is the world reshaped? One solution to this could be - like in EVE - to allow the players to play fairly freely within the EVE universe, which results in them forming rivalling guilds that constantly fight for supremacy. Let the players create the story themselves. "