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I Love Playing Videogames!

I love to play videogames for the same reason I love  to read a good book or watch a good movie. For a great story/adventure. For the suspense of how it will end. And for the anticipation of the next part of the story. 

I know people think videogames are just for kids, but some of them have really interesting stories that are sometimes more entertaining then a lot of movies and novels. And I also like playing online, working as a team trying to win or just having fun with people from all over the world. 

Sure some are made just for kids and mindless fun. Sometimes that's just what you need after a long day. 
ChicagoBlues ChicagoBlues 36-40, M 1 Response Feb 21, 2012

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As someone whose enjoyed videogames since adolescence until late maturity, I feel that a videogame as an entertainment medium has progressed since around the turn of the century. Whereas before many believed, videogames were a niche market targeted at adolescents and maturing teenagers without any proper supervision at home or any other entertainment, elsewhere.



During many attempts at finishing a college education, many acquaintances and friends would spend college term-break in an unlit dormitory room, laughing at the poorly delivered dialogue, and also politically incorrect humor and gratuitous violence found in the late nineteen-nineties videogames.



Videogames now also tend to market themselves to the disenfranchised youth; youth centres, priories and day hospitals, inpatient hospital wards, even detained prisoners and those people who work a factory-floor 'night-shift' enjoy videogames as a sort of multimedia, entertainment medium.



Early during the eighties, videogames weren't very expensive or diverse and all seemed to offer an almost identical interactive experience, also the technology weren't very advanced, not enough to deliver true-to-life or almost 'virtual' interactivity.



Many early videogames relied on text and dialogue to tell a story or deliver a game and many often use these story-telling techniques, but videogames often didn't contain Full Motion Video (FMV) or streaming graphics from a Compact Disc (CD-ROM) found in today's many videogame and graphical multimedia products.



But the videogame medium is always basically the same and it is a very dialogue and text heavy medium. Games such as modern driving simulators - which rely on text to show statistical race information and 'real-time' footage in three dimensions (3D) - a genre of Role Playing Game (RPG), are an example of something that can contain hundreds of hours of video footage and thousands of lines of character dialogue.



Since the beginning of the last decade videogames became a mainstream entertainment medium alongside television and film, largely because of the internet and mobile communication technology.



Now hundreds of game players are able to connect to one another in an virtual gaming environment in a genre: massively multi-player online role playing game (MMORPG).



Early home consoles during the late eighties and nineteen-nineties such as the Amiga Commodore 64 and PowerPC were the first to have built-in 16-Bit and 32-Bit (1 bit = 8 bytes, a basic webpage is roughly 94 kilo bytes) memory for lush visuals and sounds. But the storage was on simple medium such as simple cassette tapes, floppy diskettes and perhaps even specialized and branded cartridges.



During the eighties, there were many families, which had an 'young uncle,' or 'older brother,' whom were amateurs that coded vidogames in their bedrooms. However, since the advent of the digital age, large corporations such as Sony entertainment and Microsoft invest hundreds of millions of dollars into the production; coding, graphic design and marketing of complex videogames, containing multimedia: Digital Versatile Disc (DVD), Internet Modems, Downloadable Content, Pay-Per-View Movies.



Software Piracy and illegal media, became rampant, sometime during the year two-thousand, when users of the popular Sony Playstation were introduced to Net Yaroze, a media software allowing a new generation of amateur coders to program their own software content and then sadly bypass supposedly expensive software and a system's security constraints, including a countries region code, allowing those people to market and "burn," their own pirated software.



Eventually, even smaller entertainment and software publishing companies such as Ninetendo and SEGA began to release many commercial products and even multimedia, home entertainment systems (game consoles).



Videogames though containing excessive graphic content and video footage, didn't have any age ratings, an upper age limit or an advisory body similar to the British Board of Film Classification (BBFC) during the early to late nineties, though videogames were becoming more diverse and contained more adult content.



Some games were however, eventually age classified by the BBFC censorship office, only due to their high graphic content.