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freedom

Freedom to do things in a game universe that players just cannot do in their daily lives is the best thing that game makers can offer to their audience.

Associated articles:

Articles

About Grand Theft Auto - 11 April 2006.

From its humble beginnings to the most awaited game in 2004, the GTA series is probably one of the most influential - and controversial - licenses in videogaming. Let’s discuss why.

An analysis of Pandemic’s Mercenaries - 8 June 2006.
Do not force players to do things they don’t want to. - 16 December 2005.

Forcing players to behave in a way they haven’t accepted is the open door to frustration.

Game heroes - 28 March 2006.

What makes a true game hero? This article defines a framework to analyse heroes based on 3 dimensions: heroes as toys, heroes as self-representation and heroes as idols.

Ingenuity and failure in videogames - 23 May 2007.

A recurring problem with modern videogames is that they don’t handle failure well. The player has to complete level after level, mission after mission... and don’t have the possibility of being less than perfect. The flipside is that to beat such games, the player imagination is not challenged, and winning is not as significant than in games that require the players to be creative thinkers, like the Mortville Manor we are discussing here. Beyond that, we’ll see how allowing the player to fail can in fact add value to games.

Numbers and players: how gamers are represented - 24 February 2006.

It’s hard to have reliable, objective figures on gamers. Fortunately, what gamers tell of themselves is just as informative.

Some thoughts on Resident Evil 4 - Revolution or Evolution? - 26 April 2006.

Capcom’s presented the latest instalment of the Resident Evil series as a revolution, as something completely new. In fact, it is rather an evolution: an intelligent answer to a well-defined problem.