Gaming Archive

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The Console Wars: The Only Way to Win is Not to Play

Many years ago I was a kid without a game console. I begged. I pleaded. I cajoled. I negotiated. I even attempted to save my own money to buy a bare bones Nintendo Entertainment System. No matter what I did my father always vetoed my console desire with the exact same rebuttal.

“You have a computer. There is nothing a Nintendo or a Sega can do that your computer can’t do.”

And when I would extol the virtues of Super Mario Brothers 3, or any other console exclusive title, my dad would drop some PC exclusive in my lap. Case in point, I was the first kid in my elementary school to ever play Jill of the Jungle, Duke Nukem, and Wolfenstien 3D. Consequentially, I was also the first kid to get sent to the principal’s office for regaling my friends with Nazi killing adventures.

Now, after reading the highlights and watching various clips of Sony and Microsoft’s E3 presentations, I’m inclined to agree with Peter Molyneux’s recent sentiments. The console wars have devolved into a frat boy pissing contest between Sony and Microsoft. There’s nothing genuinely next generation about either of these consoles-who-would-be-king. They seem like little more than content delivery devices for AAAA franchise titles. Whooo Metal Gear Solid 5 you say? This time with less David Hayter? Well I’m sure to jump on that and hump it all the way to the bank. An always on Kinect and games which require a constant internet connection for no reason other than Microsoft’s clumsy attempt at DRM? Nah. I’ll pass.

So you know what, Sony and Microsoft, I’m out. I’m taking my PS2, my Xbox 360 and I’m going home. Twenty some years later you guys have proven that my dad was right. Anything I could ever want to play I can now play on a PC. From both a financial and gaming ideology point of view, it makes no sense to keep picking sides in this pointless heavyweight slug fest.

On cost, allow me to illustrate with an example from six years ago. Back then I wasn’t sure if I wanted a new gaming PC or an Xbox 360. The decision ultimately came down to the fact that in the mid-2000s a game’s development cycle began on the consoles before being half-heartedly ported to PCs. Even a game as brainless as Guitar Hero demanded a top of the line PC because lazy porting from the then powerful Xbox and imposed upon most Pentium 4 systems. Absent today’s vibrant indie and middleweight studio renaissance, and cheap multi-core processors, it seemed stupid to spend $1000 on a new gaming rig when I could drop less than half of that on an Xbox. In retrospect, that initial $400 investment plus six years of Xbox Live Gold fees balances out to what it would now cost me for a decent mid-range system. If we assume the PS4 and Xbox One will share a lifespan similar to their predecessors, either console plus five years of their premium online service puts would-be gamers in the ballpark of spending as much on a console as they would on a PC. Thus does the argument that console gaming is cheaper than PC gaming die.

In terms of digital rights management, which since the announcement of the Xbox One’s always online requirement has become an in-vogue discussion among even the most pedestrian of CoD players, it’s hard to make a case for the PC being second fiddle. Yes, EA’s Origin service sucks the devil’s ass. But Valve’s counterpart, Steam, more than makes up for Origin’s shortcomings in terms of ease of use, a deep game library, an indie friendly distribution model, and an offline play feature.

Superior to both Steam and Origin, and arguably the next big thing even though it has been around for a while, is gog.com. No longer just a vault for Dos Box enhanced versions of old games, which in and of itself is pretty fantastic, there are indie and medium scale publishers that now release directly to Gog.com. And all of the games on there are DRM free.

This means there are publishers out there who actually want gamers to feel a sense of ownership when they buy a game. Though I’m not sure from which magic land of faeries and pixies they hail. Possibly, Seattle?

Even in the darkest days of safedisc showing up on seemingly every PC title, there were always the digital libertarians distributing cracks to work around those control measures. Good luck finding a similar software analogue for the PS4.

From my point of view, the only thing Sony and Microsoft accomplished at E3 is to demonstrate how the biggest parts of the console market are attempting to rebrand themselves as the RIAA: locking down content whenever possible, reminding customers they own nothing but a licence, and generally acting as the gatekeeper through which all fun must flow. Meanwhile PC developers, in spite of stupid things like Windows 8, generally seem more apt to embrace a philosophy of letting end users use the content as they like, knowing full well that if they try to be overly-officious dicks about DRM, they will just drive paying customers to piracy. Granted there are always going to be exceptions to the rule. For example, Blizzard never really gave us a satisfactory reason for Diablo 3’s always online requirements.

It’s time for Microsoft and Sony to stop treating the console wars as a struggle between super powers. They are not the Soviet Union and United States of America, fighting for the hearts and minds of proxy players within their respective spheres of influence. They might be the biggest kids on the block, but the time of their unchallenged hegemony is over. The PC has endured marginalization and now presents itself as a viable third way. For those who still want a controller based experience, the OUYA is branding itself as the people’s console, promising a $100 retail price and games in the $10-$15 range. If Microsoft and Sony don’t react to these developments in a meaningful way, then they will spend the next year alienating more and more people whose first loyalty is to the content, not the console.


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#1reasonwhy and #1reasontobe – A Gentleman’s Guide to Why More Men Should Care About Sexism

When I read the tweets associated with the #1reasonwhy and #1reasontobe hashtags I wasn’t surprised to see the awful chauvinism and sexism that women in the gaming industry have to deal with. Disappointed and embarrassed on behalf of my gender, yes. But surprised, no. Unless a person has kept their head in the sand for the last few years, there has been no shortage of examples within genre culture demonstrating just how pervasive and pernicious misogyny can be.

In a laudable attempt to educate, Kotaku took it upon itself to aggregate some of the #onereasonwhy tweets. After I finished with the article, I made the mistake of glancing at the reader comments. Therein, I saw this.

I can’t help but feel this whole “Girls in Games” thing is being drummed up a little more than it should be.

Considering there are fewer woman (sic) than men working in the industry there’s bound to be cases of sexism against woman, but unfortunately, isn’t this just the nature of the beast? If the roles were reversed you can’t say that sexism simply wouldn’t exist.

This all stems from the fact that more males than females are interested in games, coding, design, etc. This coupled with the fact that a smaller percentage of them would actually have what it takes to land themselves an industry job (men are not exempt from this) helps explain the apparent lack of woman.

Thankfully, comments like these were in the minority. A great many commenters, who identified themselves as male, were sympathetic and lamented the fact that the game industry, as well as game culture, can be downright hostile to women. But how do we account for people like the commenter above, who seemingly do not understand the chicken and egg causality which keeps women on the margins of the industry?

Allow me to offer a story which might help those who don’t get it/don’t see the problem generate a bit of empathy.

A couple of years ago I was having dinner with my girlfriend’s extended family. Out of the blue one of her aunts said that video games made men violent psychotics; she then stared at me. Rather than ignoring the obvious attempt to stir up shit, I engaged. I demanded to know what behavioural psychology studies she was referencing. I praised digital mediums as an art form which marries rich visual aesthetic with comprehensive and layered storytelling. I used reason and logic to hold the table hostage for a good three minutes.

After all, who was this person to sit in judgement of me as both a man and a gamer? What unmitigated gall to presume to understand not only my world view, but a thing about which I am infinitely more knowledgeable than her. Never the less, I swallowed my outrage, and went on with dinner.

Fast forward to last summer. I was at a con attending a panel on gaming. One of the panelists, who identified herself as a PhD candidate in the digital humanities, made the broad sweeping sophomoric statement that “Men are only interested in video games as a means of sating their bloodlust.”

Odd, I didn’t know I suffered from blood lust.

Once again, a person made a value judgement against me based on a dubious gender driven supposition. Adding to the milieu, there was one very vocal member of the audience who was quick to agree with the offending panelist; this person happened to be sitting right next to me. This time I didn’t bother to speak. I just quietly nodded and smiled, before trading business cards with another member of the audience so that we might play Starcraft 2 together sometime, you know to work through our blood lust and stuff.

I’m 31 years old. I’ve been a gamer for at least 20 of those years. Within my adult life I’ve been held to task as a male gamer twice. Twice in twenty years. If I took anything away from the #1reasonwhy and #1reasontobe hashtag it’s that women gamers, women in the industry, and women training to be in the industry – even at a high school level – would probably look at two gender slanted comments in a single day and call it a win compared to the usual volume of crap.

So when somebody says “…there are fewer woman (sic) than men working in the industry [so] there’s bound to be cases of sexism” My first reaction has to be, “Well, no wonder women don’t want to work in the industry. Think about all the shit they have to put up with just to get there. Imagine if every day you were being called a caveman for being a gamer, and king of the cavemen for wanting to design games.” If somebody gave me crap every day because what I was doing didn’t fit in with what was expected of me based on the arrangement of my genitals, I might just say “Fuck it” and find a career trajectory where my gender wasn’t such an issue.

So to my fellow men who don’t understand why this is a big issue, think about when somebody has called you a Neanderthal for playing a FPS; then imagine hearing it every day, all of your life. Now imagine somebody doing that to your sister, friend, girlfriend, girl you want to be your girlfriend, or wife. Are you angry yet? Feeling frustrated yet? I am.


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Podcast Episode 23: Madeline Ashby talks about vN: The First Machine Dynasty

Featuring the voices of Adam Shaftoe and Madeline Ashby.

Topics under discussion include

-   The NASA JPL Curiosity Mars lander

-   von Neumanns versus robots

-   vN as a story about replication

-   Robots as cultural zeitgeist

-   Gaming motifs in vN

-   Madeline and I editorialize on watching movies on AMC

-   The Ashby model of domestic labour

-   Destroying Seattle (and Vancouver) for fun and profit

vN: The First Machine Dynasty is available now from Angry Robot Books.

Head over to madelineashby.com to read Madeline’s blog and check out some of her other projects.

Cold Intro Music: The Lady of Vastness by Dan-O at DanoSongs.com

Theme music: Bionic Command Stage 4 by Necropolo

Bionic Commando stage 4 (Dale vs Wray mix) (NecroPolo) / CC BY-NC-SA 3.0


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Round Two with Hitman Absolution

Nothing Phallic About This...

Wherein the trolls troll me, and things get even more creepy than they were yesterday.

Prior to about 11am this morning, I was quite content to move on to new things for today’s post. Then I got trolled. Under normal circumstances I wouldn’t care as I tend to get trolled at least once or twice per week. But this particular troll decided to accuse me of plagiarism. For the record, my day job for eight months of the year is busting plagiarists. Needless to say, I didn’t take kindly to the accusation. So no, dear troll, I won’t stop talking about this issue. Should you take umbrage at my words, might I recommend clicking the little “X” in the top right corner of the window.

To the point at hand.

Shortly after I posted yesterday’s Hitman piece, I found another trailer for the game. I think this one predates the “Saints” trailer, but it is no less problematic. Once again, the themes in play are sexposition and monumental fails in marketing. Let’s bring in the accused.

 

Really? 47 busts up all that security and there’s not a single alarm triggered? Where are the security cameras? Perhaps a motion detector for the stairwell? And how sound proofed is the bathroom that Diana (47’s former handler) doesn’t hear electrical wires being ripped from drywall? Forget about gender portrayals, I’m having trouble suspending my disbelief long enough to get through the meat and potatoes of this trailer.

Seriously though, does anybody else remember when the Hitman games were at least somewhat plausible? This trailer is about one sword and nine cyborgs short of being a companion piece for Metal Gear Rising. Forgive me for belabouring the point, but rapid fire action like this isn’t how I remember playing the Hitman games. Yes, the option was always there for aggressive tactical action. And each time I said fuck it to stealth and went in guns a blazing, I ended up getting killed for my efforts. The spirit of the game is anchored to finesse and cleverness. 47 is the sort of killer who replaces a prop gun with a real gun to get at an actor who is his target. This vision of 47 lacks the elegance in wet work that the Hitman series has always rewarded.

Some might argue that Diana, despite her nakedness, falls into the category of “Strong Female Character”. Perhaps this is a valid point given this character’s history with 47 and “The Agency”. Yet this trailer presents her as a helpless victim from start to finish. A developer who had any sense of their actual audience would depict Diana sitting behind a desk, pistol in hand, akin to 007’s M. This trailer eschews any of that context, opting for something that looks more like the opening act of a snuff film. Need proof? Okay. Point 1: She’s a victim of home invasion by a formerly trusted companion. Point 2: She’s caught naked. Point 3: She’s caught naked in the shower.

For a moment, forget about how the die-hard Hitman fans are going to respond to something like this. Instead think about the reaction of a newbie. Between this and the Saints trailer, IO Interactive is presenting the franchise as something that has a very odd relationship with women. Women are either getting killed while skanked up, or caught naked in the shower – perhaps to be killed? Why? What’s the point? What possible take away message could this be offering other than: buy this game and maybe you’ll see some cleavage. To reference a friend of mine, if I wanted boobies I would go buy Dead or Alive Beach Volleyball. At least that is decent enough to be up front and honest about what it is, and it’s not a volleyball game.

I want to wrap up with an assertion. If the trolling of Anita Sarkeesian has demonstrated anything, it is that a rather vocal percentage of gamers view the industry as their own personal Augusta National Golf Course. Said members don’t like hearing that women in video games should be more than objects of fetish and fancy. They think that a more respectful, and less exploitative/rapey, treatment of women in games will somehow translate to censorship and a limiting of “artistic expression”. This is a rather misguided belief. Making more games like Portal and fewer like Bayonetta, doesn’t mean the Bayonetta games are going to go away forever. There will always be a market for T&A. Equal rights legislation for women didn’t magically kill porn, did it? This progressive paradigm shift will mean more games with characters like Chell, Cortana, Shodan, and Sarah Kerrigan (at least before she became a talking point for colonization – and go figure that two out of the four non-reprehensible female characters I could think of off the top of my head aren’t even human).

This is not a conversation that should end. Gods help the gaming industry if it ever does.


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Peripheral Debut for Hawken and Mechwarrior at e3: Welcome to Things Unnecessary

Bat shit crazy. I can think of no other words to suitably describe my reaction to a move by hardware designers Ripleigh and Razer. Tuesday night at E3, the two companies debuted prototypes for what will inevitably be multi-hundred dollar control platforms dedicated to the upcoming mech brawlers Hawken and Mechwarrior Online.

Links to the Hawken controller here and the Mechwarrior controller here.

Cool? Yes. Do I want one? Hell yes. Will I pay for it? Hells no.

Am I the only one who remembers the mid-2000s? In case they’ve slipped your mind, they were the years when every game developer in the world decided to abandon game design that encouraged the use of control hardware beyond a mouse and keyboard. Even Bill Gates went on the record citing a mouse and keyboard as the only things a person should need if they are going to play a PC game.

Adding a further layer of fog to the logic behind these decisions is the fact that Hawken and Mechwarrior Online are “free to play” games. Gamers don’t like paying money for this style of game on the best of days. What in the nine circles of hell makes these companies think there is sufficient market demand for over the top dedicated peripherals? I know it’s been a while since we’ve had a Mechwarrior title, and Hawken does look all sorts of shiny, but $250 – the assumed price for the Ripleigh MEK-FU controller – is a huge investment for a game that encourages players to pay for it FOREVER.

Were there a greater saturation of mech games with a traditional pay model on the market, I might think about buying one of these monstrosities. Until such time as I see another Earthsiege coming out of whoever owns Dynamix’s IPs, I can’t imagine what would motivate me to buy a piece of hardware that costs more than my video card.

The good news is that I doubt Piranha Games, Mechwarrior Online’s developer, and Adhesive Games, Hawken’s designers, are gearing their final product toward these sorts of controllers. I’m sure my trusty Logitech 3D flight stick will do quite nicely for both. Also, as a lover of big robot fighting games, I couldn’t be happier to see two games within this oft ignored genre hitting the market within the same year. I’m even considering an investment in Mechwarrior Online, if the game lives up to the hype and isn’t a glorified Skinner Box. But these peripherals scream luxury goods. In a questionable economy, does it seem a bright idea to dedicate time and resources to building a peripheral that only 1% of a niche percentage of gamers will bother to buy?


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Gaming Bullies: Why Conventional Strategies Won’t Solve This Problem

There’s been a lot of talk in the news about the relationship between gaming and bullying. Where does smack talk end and harassment begin? What can be done to make sure that vulnerable people aren’t being exposed to cyber bullying while partaking in an activity that is supposed to be recreational? These are essential conversations. Yet experts seem to devote little attention to something that is obvious to anybody who is a gamer. The kind of bullying that happens in game space is not the same as that which unfolds in schools and other non-gaming online spaces.

I don’t want to suggest that game spaces are somehow exempt from lowest common denominator bullying and hate speak. That happens, and it’s quite sad. Instead, I would offer that there is a fundamentally different state of mind to the gaming bully, and said state is likely immune to conventional anti-bullying strategies.

Allow me to explain through narrative. Once upon a time there was a bully named Brandon. He had a shitty home life, a learning disability, and at age twelve stood nearly six feet tall. For various and sundry reasons, he decided that he would torment yours truly through a combination of punches to my knee and subsequent public ridicule as I limped around the playground. My parents’ advice was pointless in this situation; they told me to ignore him. That made things worse. Teachers were worse than useless in their attempts facilitate some sort of peace treaty between myself and my bully. If the half-illiterate lummox had any respect for the rule of law and civil discourse, then he wouldn’t have taken to bullying.

The only solution was one that Admiral Adama espoused in Battlestar: meet force with force. It took one glorious act of resistance, wherein I visited upon Brandon the pain and embarrassment he had heaped upon me for months, to break the cycle. For the remainder of that year, and the year that followed, Brandon never so much as made eye contact with me. But oh how I waited for the day when he would give me even the thinnest excuse to lay another beating on him. I had proven myself his superior; he knew it and I knew it. More than anything in the world, I wanted an opportunity to settle accounts for all the times he had laid his hands upon me.

Why this story, you might ask. Because gaming bullies, are not the Brandons of the world. They are not the sort who pick on smart kids because of their own short comings. They’re not sociopaths in the making who feel a giddy pleasure in hurting others. Gaming bullies are me, or rather what people like Brandon could have made me. Gaming bullies are people who have proven themselves superior to others, within their given game, and then search for opportunities to demonstrate that superiority. This is the keystone reason why combating gaming bullying is going to be a particularly challenging thing.

Consider current strategies for fighting childhood/teenage bullying. A pillar of that effort is reminding people that we are all, by and large, equal. Gaming bullies won’t respond to that principle as the game space itself is a pure meritocracy. If a person practices long enough, they will get good at their chosen game. In the mind of the gaming bully, they have earned the right to stomp on the skulls of their lessers – possibly because they were stomped on as a newbie (a behaviour pattern that gaming bullies share with those in the real world) or possibly because they feel that by virtue of their skill alone they can act however they like. Let me be clear, I don’t condone this false sense of privilege and entitlement. Nor do I mean to suggest that every elite player is prone to such retrograde behavior. Simply that those who undertake bullying actions in game spaces do so with an institutional righteousness that is absent in more conventional bullying. Therefore telling the gaming bully that their actions are unacceptable on the grounds of equanimity, and every act that stems from said core principle, will not be well met.

Another variable to consider is that gaming spaces are not public spaces. They’re owned by private corporations who are in the business of facilitating competition. While most responsible developers include, at the very least, boilerplate terms of service that name hate speak as grounds for termination of service, the effectiveness those policies depend heavily upon the willingness of gamers to self police.

Consider this example. Some months ago I was in Starcraft 2’s in-game chat. Therein one gentleman was going on at length about his inability to find a job. He aired all sorts of dirty laundry, including a story about his inability to land a gig at a fast food restaurant. Some people in the chat decided to give this fellow a hard time. He was told that if he sounded as desperate and pathetic in his cover letters as he did in chat, nobody would ever give him a job – perhaps a fair point if it wasn’t wrapped in a bow of dickishnes and snark. Another person said something along the lines of “just kill yourself already”. Others called him out for moaning about his life in Starcraft, rather than devoting his energy to job hunting. I doubt any of the people in this scenario would win a congeniality award, but who among them crossed the line? By what means do we measure that line? And before you say common sense, let’s remember this is a person venting about their career in an in-game Starcraft chat. Common sense would dictate a person talk to their therapist about those issues, not a room full of strangers.

This example also begs the question, what do gamers owe to each other as members of a community? How far does that community extend outside of the game space? Should everybody who was in that chat room have flagged the “kill yourself” guy for abuse? Or in his own trollish and ill-bred way, was he saying what we were all thinking, “Stop hijacking the conversation when we’re trying to talk about build orders.” Thus do we come to the next big problem in game space bullying: gaming is an intensely personal activity. The idea that a gamer would have to take on responsibility for other gamers’ welfare runs counter intuitive to the whole process. Why should a person pay for a game only to be told that part of enjoying that experience requires them to be on guard for potential bullies and other deviant behavior? Is that even a realistic expectation? NB: I’m excluding MMOs from this particular line of thought as they have their own unique social mores and hierarchies that would be worthy of a post on its own.

While I whole heartedly believe that conversations on gaming and bullying need to happen, these talks need to framed within an appropriate context. In the real world, people are trained to believe that we are all equal and valid. In the gaming world, this is hardly the case. The elite are elite not through inheritance or circumstance of birth, but through performance. Dealing with bullying that emerges out of that head space will require a strategy that 1) addresses the fact that these bullies have earned a station that puts them above others in a particular game space 2) doesn’t depend the expectation that gamers will be a self policing community and 3) is not so invasive that it prompts gamers, who can be very libertarian, into acts of Anonymous-esque rebellion against the measures that are meant to ensure a safe experience for all.


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Shaftoe’s Rants: The Grown-up Lan Party

I’m no stranger to the LAN party.  After nearly thirty years of geekdom, getting together to game, all the while consuming an alarming amount of cola, pizza and salted snacks, is hardly a new experience.  However, this was my first dance in a few years and it seems that the LAN party demographic underwent a few changes while I was gone.

The first thing that is immediately striking about the grown-up LAN party is that people bring their significant others.  At first, this worried me.  Nothing kills a day of gaming like people hovering over your shoulder, wanting to know when it is time to go home.  This anomaly was further underscored by the presence of toddlers.  Rest assured, I’m not about to delve into a screed against children or the fact that my generation is getting older.  Instead, I’d just like to point out some very high irony.  One of the big reasons people like me started going to LAN parties is because we couldn’t find women who would put up with us, let alone have sex with us.  Score one for the nerds coming full circle.

Surprisingly, toddlers aren’t that big of an impediment to gaming.  Granted we had to spot our host a few points in Halo Reach when his kid decided that he needed to “help” daddy kill some godless blues.  But more often than not the miracles of consumerism kept the kids occupied for hours on end.  Some might allege that we are horrible people for tucking one toddler in for a nap while plopping the other in front of a screen and saying, “watch while we amuse ourselves like a rowdy herd of adolescents”.  I, however, call it brilliant parenting.  Probably for the best that I don’t plan on having kids anytime soon.  I also hope my future mother-in-law doesn’t read this rant.

Meanwhile, the significant others went…somewhere.  I think they told us where they were going to a movie…or out…somewhere…else.  I was too busy trying to shoot down a banshee with a sniper rifle to notice the details.  My teammate, who I started calling Caboose, suggested that the women probably think they are getting the better half of the deal: they get an afternoon to do whatever they want while the men look after the kids; I disagree.  No matter what the women did, it can’t possibly measure up to what we got that afternoon.  Despite having to include child care in the order of the day, the LAN party’s standing rule of “leave your life at the door” remained intact.  Even after the women returned, we didn’t talk about our work, mortgages, car payments, job prospects or any of the other things that keep adults up at night.  We were eight men warriors Spartans gods of awesome, all in their late twenties or early thirties, whose only concern was the post-game stats, well that and Caboose’s inability to shoot straight.  Thousands of hours spent in Mechwarrior 4 clans, World of Warcraft guilds, EVE Online corporations, Pirates of the Burning Sea fleets and even a tribe in Tribes, have never quite captured that feeling.  Just as the LAN parties of years past offered a refuge from the knowledge that we, as gamers and nerds of the first order, were social pariahs, so too did the contemporary LAN party grant a reprieve from de rigueur and malaise of adult responsibility.

Of course, there were a few tradeoffs.  The presence of toddlers demanded a moratorium on swearing.  However, the company of fellows who understand the meaning of the phrase “Spin up the FTLs” allowed for frak as an apt f-bomb substitution.  Occasionally, the carnage also found itself punctuated with things you never expect to hear while gaming, “Don’t hit mommy in the head with a snake! That’s a time out for you.”

The whole affair got me thinking about the future for gamers and more specifically, gamer parents.  Since my ilk and I haven’t out grown gaming, and likely never will, what’s going to happen when the kids get old enough to game?  Will a forty-year-old Shaftoe have to defend his honour and that of the “old” men against the twelve-year-old upstarts?  Will a generation of children discover their parents’ fallibility on the digital battlefield after sticking daddy with a plasma grenade?  What will gamer parents make of that moment?  Will they act like parents of past generations, resenting their child’s accomplishments because it reminds them of their looming own mortality?  I think not.  If gamers know anything it’s that the game has to end eventually.  We are also astute enough to know that when somebody levels up, you don’t scorn their accomplishment, you celebrate it – unless you’re a troll.  Gamers also know that sometimes people level up faster than you expect.  When that happens a good gamer will modify the other person tactics to suit their style of play.  If gamer parents take that approach to child rearing, perhaps the games of the future won’t tear families apart with their violence and suggestive themes.  Instead, they could help build some unique relationships heretofore unknown in the lexicon of parenting.

While the night may end earlier and the capacity to drink an entire case of Fresca without gastrointestinal consequences may be gone, the LAN party lives on.  To those who decry gaming as a frivolous waste of time and fear that a generation of gamers raised by gamers would be better off in organized sports, I leave you with the following.

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