The gauntlet has been thrown. Nintendo is ready to confront it openly, in single combat. I just do not there will be no duel because the challenge is dead in its tracks. Challenge in video games, (N) mean. After all, monopolies are not wrong when they say the famous phrase "If you do not win games."
The colorful World New Super Mario Bros. Wii will be the turning point, the experiment, the test for the new
option that will allow without the slightest effort to put the plumber in overalls on autopilot and his group of friends to see them hopping fight, win and then run around until the end of the level. No clumsiness, no contact depotenziante, no fatal slip: it seems to Play Demo can not "die" never.
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gaming so the mind does two plus two, call him the cheat codes, Infinite Lives, Infinite ammo, infinite time ... But here is different. Demo play is not a (dirty) trick, indeed, to call attention to this. We must rather regard it as a possibility, fully legalized, to attend a harmless walktrough, a longplay artificial, a IA autopilot of a pre-determined command, which, with advice, help and explanatory videos, may come to giocasi his playing alone, giving a good performance to ingratiate himself with those gamers refractory seeming impossible challenge.
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Dai impatient players on Sunday that the children clamoring after yet another defeat and then give up, tears in his eyes, the wiimote in hand to his dad - "I kill you the dragon?" - how am erso last E3 Demo Play will be sufficient to enable to solve these problems.
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According to Nintendo mediation between accessibility and challenge should thus be definitively resolved, because of the difficulty in balancing Easy Medium Hard will be a thing to laugh about it, which is almost like saying that video games can not be end days are numbered.
However, as more or less seasoned gamers, it is rather difficult to evade some questions of principle.
E 'for example, natural to ask whether all this will change the habit / attitude of mind to play games, as well as physiological and wonder if, for the gamer, can be more rewarding or dequalificante support so marked.
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What is inevitable is that it is impossible not to think that such a possibility is not going to threaten the entire genetic system of the game, which until proven otherwise is to immerse you in another reality using precisely the factor challenge / discovery / progression as an incentive founding.
Watch or play, is not this the real dilemma of the gamer? When the video player and the protagonist ends up feeling less than a spectator, when everything magically turns into a rolling demo from the cab waiting for token, the game can and should continue to call this? With which eye should then look at the walktrough, the strategy guides and the same community of fans who today ncora discuss strategies for gameplay?
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E ' probabilmente questo l’interrogativo più drammatico insito nelle possibilità schiuse dal Demo Play: la ridefinizione del senso, per non dire del significato stesso del videogiocare: n on muore forse l’arte del videogioco quando, volendo raggiungere i titoli di coda, ci è data la possibilità di far fuori buona parte dell’esperienza di sfida?
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A ben rifletterci con Demo Play il problema per gli sviluppatori non è tanto quello di bilanciare tale possibilità all’interno di un videogioco affinché i gamers non ne abusino, quanto la possibilità di mantenere integra l’emozione della satisfaction with life without undermining the integrated gaming experience.
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Fearing the worst, however, is an obvious feeling, human being, however, that gamers know well. Nintendo has pushed the accelerator of the games for the whole family, coming powerfully into the homes of such sacrifice on the altar of technological something.
After burning its casual appeal with the whole competition, the same is certainly not been watching, and the run-up to the sensory remediation has just begun, with both Natal the Motion Controller for Sony (Wand), and becomes increasingly difficult to provide for the originality and exclusivity of the motion-sensitive applications in the near future.
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But if you start with the Demo Play the New Super Mario Bros. Wii, and then on to Pikmin, then Zelda, Metroid, and then, until landing the games for DS maybe, it is not absurd to think that such a feature could reach the shores of Sony and Microsoft to become like the "Pause" button, a standard in the grammar of the game. In fact, when I write the news is present. This is the next Bayonetta Sega, with its Very Easy Automatic Play . It 'just squeeze the buttons that appear on screen as a Quick Time Events, and you're done, or rather, it is done alone.
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It 's so that the distinctions are dying by the late Bruno Fraschini theorized in his Elective Affinities - the language of film in video games (2004) , in turn borrowed from the analysis of categories of text submitted by Umberto Eco. Nothing più co-autorialità del testo videoludico, niente più regia e assolutamente nessun senso d’interpretazione.
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Continue the aforementioned Bruno
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" Try an experiment: playing a recorded one of the titles just mentioned on a tape and show it to a friend. The effect that we will bring will be minimal, if any. The same images that excite the player the viewer bored and this is because, when you participate in a video game non si sta semplicemente osservando. Anche se un’elaborata messa in discorso può sembrare l’aspetto cruciale per riuscire a suscitare specifiche emozioni nel giocatore, non è affatto così. Nel videogioco cinematografico è ancora la possibilità di interagire, la componente essenziale, come in qualsiasi videogame ”.
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Come in un qualsiasi videogame, afferma Bruno.
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Metal Gear Solid, Ikaruga o Super Mario… la differenza è più sottile di quanto si possa immaginare.
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What is certain is that activating Demo Play is the protagonist to survive.
not the gamer.
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