preview

Gotterbarn: Video Game Analysis

Better Essays

Although it might seem wise to break immersion in all games, as Gotterbarn justly notes, immersion can have a positive influence too. Gotterbarn correctly states that "sometimes the impact [of immersion] is positive and useful" as social learning in videogames can give rise to "intrinsic motivation... so powerful that [players] are motivated to learn, and even search for solutions outside the game"(369-370) . Basically what he is saying is people can get so immersed in a game that their brain records the action as if it were actually being performed. I can personally attest to this, I used to play this game called Misamata which was about a scientist that washes up on a island with a plague and has to discover the cure for humanity and himself. …show more content…

Bad ethics, he adds, is not a purposeful move by developers (374). Game developers strive for popularity that with it brings monetary success. A common practice, almost universal to successful games, is a reward system. Rewards are most commonly found in real time strategy games and role playing games, that is why Gotterbarn uses them as his primary example. Gottenbarn precisely identifies that success in these games is determined by the number of points earned. He continues the discussion by adding that the issue is not how the points are earned, it is that the points are attributed to the player only (374). In short, rewarding each player individually makes the player become more self centered, only thinking of others as a means to an end goal (374). Some might argue that real sports already have this self-centered mentality, they are wrong. In team sports like soccer the points earned are determined by the teams overall success, however, the points earned in League of Legends, a multiplayer real time strategy game, is not based on the teams performance, but instead on individual performance. Where soccer promotes loyalty and teamwork, League of Legends promotes "thinking solely in terms of benefit to their character when making a decision" (Gotterbarn 374). This affect extends to single player games too, in Gotterbarn's …show more content…

Gotterbarn points out many methods for integrating better ethics into e-games. First Gotterbarn recommends that games allow the player to see the affects their actions are having (374). This is significant because without knowing the results of action players would not be able to learn from them. Take for example stealing in Grand Theft Auto, you can steal from a shop and the money will reappear, thus stealing in the GTA world is no problem, however in the real world someone has to pay for that stolen item. Gotterbarn also recommends allowing players to decide for themselves what is the right thing to do in any situation, which is only available ludological design, a non-fixed storyline (375). This is important because a users choice should be his own, indoctrination of quote "correct" choices like in Fable offer the user no chance for learning. Choices should also be murky, not black and white good or bad because this allows the player to decide for himself what is the correct choice. One difficult problem presented in a videogame called Banished is allowing nomads into your town so that they don’t starve, but allowing them in could allow diseases and parasites into your pristine town. There is no right or wrong answer to many of these question, which is why they are so great. Players must decide what is more important to them, without having predefined rewards or consequences for their

Get Access