Silent Hill, as a franchise, is hard to concisely explain. It's scary, sure. But there's some truly magnificent story moments shown throughout the series, and it consistently used great creature and world design to tell them.
Mods have been a free resource for close to twenty years. Mod creators have never gone into development thinking about making a profit, and the main goal has always been to make something cool or interesting to share with people.
The "good feeling" of success is called in neuroscience "dopamine reward system", and it reinforces neural successful connections: we thus become better, smarter, and faster, at solving problems.
I'm a 40-year-old man and I'm about to play Minecraft for the first time. I'm doing it for you, for me, for all of us that have no rational idea of what it is, what it does or what it means. Is it Adolf Hitler's second, more 'downtime' book? Or some trending subterranean hobby that they're all psyched about on the QVC channel? From the look of the screen in front of me, no.
The content of video games can affect how we think, especially the young people that grow up with them. Video games have the potential to be an incredibly positive influence, the Mario and Zelda franchises can get people playing in groups, the Mass Effect series has great representation and series like Total War and Age of Empires can spark interests in history.
The biggest issue with video-games in the families I work with is whether parents are engaged with purchasing and playing the games themselves.
I've been thinking about the psychology of Destiny's loot system and how it compares to other games. I think they've done one thing well and one thing not as well. Let's look at something I think Bungie's designers flubbed on first.
Given the choice to play video games or go to school on any given day, my children would choose video games. So as both a father and a video game designer I wonder: could schools tap into the things that make learning so addictive in the games that my kids are playing?
n the battle of good vs evil there needs to be balance. For every extremist-made comic there should be one purporting an adventurous alternative. Dilbert's gags about expense reports just won't cut it.
Sony recently launched its new Playstation Now service that lets you rent access to streaming games. Technically I know they're saying it's still in b...
Games are complex, as are our interactions with them, and there are many theories about what makes for fun, frustrating, or enjoyable game beyond just how much red is on the screen... The "violence in the video games" scene needs to move beyond simply "do they or don't they".
Despite the parameters we put in place at home, and despite the archaic primary school they go to with less technology than my grandparents' house, video games are a vibrant and significant part of our children's culture and mindset in every aspect of their lives.
As night falls, we are led into a round stony pit. Designer Jon Bausor has created an urban skyline that encircles the audience. We quickly discover that we are in the middle of a live video game. But we are merely observers, unable to predict or change the outcome.
I connected to YouTube on a new device recently, so a device without the vast user history Google likes to collect. I noticed at the top of the screen were the top 5 'Most Popular Right Now' videos for the UK. What struck me was that 4 out of 5 were video games. The only non video game offering was a Beyoncé video in second place.
Remember Sunny Delight? I do. As a child of the 90s, I loved its playful branding and attention-wrecking sugar rushes. It looked like happiness in a bottle. It tasted like orange juice as imagined by peddlers of Ritalin.
First, the basics. Activision and Toys For Bob return with the fourth installment of the Skylanders franchise, Skylanders Trap Team. Trap Team features 16 brand new Trap Master Skylanders and 18 new core Skylanders who are on the hunt for escaped villains from Cloudcracker Prison.