5 Tips to Follow While Buying Computer Games

Computer games are extremely popular these days. There are so many choices out there for us to select from and this makes it all the more difficult. However there are certain tips that you must essentially take into consideration in order to nail your purchase. Below are some important tips that you must never fail to consider.

1. The demo of the game

There is a very large majority of computer games that are releasing and with these games the demo also releases. Thus it is only wise if you try out the demo game before actually going ahead and buying the entire full version of the game. This will obviously give you a great chance to know the game better and make good decisions in future while playing it.

2. Your system requirements must be cross checked

The latest computer games that are releasing these days have a lot of requirements as far as the system is concerned. In case you feel that your computer is in no way successful in meeting these requirements, you must give up on the game or at least purchase a new computer for yourself.

3. Multiplayer options

This multiplayer is obviously similar to the mass multiplayer options. You should know that these types of games allow the players to play with more than one player. No matter what, these are still very fun and exciting games and are games in which you can either shoot or frag the other players. You can also come together and develop another online character.

4. The piracy of the game

The piracy of a software is unfortunately a very common occurrence in games these days. Thus it should not be considered at all. The gaming piracy has become very difficult in recent times. The users who pirate the games may any time be forfeiting the great ability to play with any of their friends online. It is anytime better to go for an original game rather than a pirated one.

5. The rating of your game

All games are judged on the basis of an ESRB rating. It determines how violent the game has pronounced to be. Always pay attention to the rating of the game as it can affect your overall experience. You might prefer a violent game over another non- violent game but this is not the case for everyone. It is one of the important things to remember.

Video Games – The Perfect Escape?

Why oh why did you say yes to that last shandy? The kebab seemed like a good idea but your mouth now resembles the inner lining of Phil Jupiter’s underpants. And to top it all off, you’re stuck in a lava filled dungeon and some b*****d has kidnapped your princess. Where did your life go so horribly wrong?

I’ve got news for you, it’s much, much worse. It’s not that you’re hungover playing Super Mario Brothers, it’s that you spend your life “working” at a computer located in a sterile office surrounded by drones. Your only escape? A Friday night binge drinking session down in Clapham, tonsil tennis with a rather suspect femme fatale and bouncing around 8-bit levels crushing the skulls of Goombas with your immense chubby Italian plumber girth the next morning (she didn’t come home with you).

Computer games started out as something completely innocent. I remember my cousins having a version of Pong that despite being an absolute nightmare to plug into the telly, was good fun for ten minutes. Bouncing the ball around with the paddles was hardly Wimbledon. What was, was the 8-bit version of the AELTC’s prestige tournament which was one of the first games I played on the Master System. Still to this day the game mesmerises me, with added career mode, I can’t help but feel I’m there on Centre Court. Especially as I couldn’t play tennis for toffee.
These days, games such as the Grand Theft Auto and Halo franchises take escapism to whole new levels, allowing you to explore entire cities and indulge your wildest fantasies whilst piping hordes of bad guys. There’s a magazine on my desk right now emblazoned with the word “hero”, if only. And whilst escapism is almost at its absolute peak (barring virtual reality), it started way back in the 80s and had as much of an impact then as it does now.

Adult life fundamentally, hasn’t changed much in the last thirty years. Despite numerous advances in technology, supposedly to make life easier, for most of us it’s the usual 9 to 5. Slaving away to line someone else pockets only to come home at some ungodly hour completely exhausted. Eat your dinner, stick on the telly, sleep, repeat. Rather crudely, I hypothesise life requires five different needs: achievement; relaxation; emulation; competition and belonging. At the moment, sitting here in a non-descript office I feel tense, bored, lonely and as if this is just another day to kill on a road that is seemingly going nowhere. No need is being fulfilled, I want to be at home playing video games.

Achievement is the easy one. Those who are successful in life and who feel they are living a good life can point back to a string of achievements. Whether it’s continual progression through the ranks at work, bringing up offspring or jumping out of a plane, nothing beats feeling a sense of achievement. For those starved of such events, video games offer up an easy alternative and its impact is almost immediate. Going back to early arcade games such as Pac-Man and Asteroids, you’re instantly rewarded with level progression and score accumulation (sometimes to reach the feted leader board). Home entertainment systems such as the ZX Spectrum brought games like Manic Miner to the fore. This rise raises the other point that these needs don’t just relate to adult life but to children as well. For kids growing up, a sense of achievement can be gained from doing well at school, well at Physical Education, being praised for good attendance etc… How often would this really happen? Sometimes at primary school, I would feel a greater sense of accomplishment after nailing a few levels of Sonic than at anything I’d done during the day. With the xbox360 console, Microsoft brought the “Achievement” points system based on unlocking hidden secrets or even just by completing levels. Why did they do this? We all love rewards, even more so when they’re obvious. As unnecessary as this development was, it adds another level of achievement to the subtle one already existing.

This brings me to the next “need” – relaxation. Or should I say, Relaxation through detachment. There is no point in me going home to play a computer game where the protagonist is a Customer Service advisor who has to answer the phone and respond to emails all day. They say that during lunchtime it’s advisable to have lunch outside of the office, so that your mind is taken off work and relaxed accordingly. Video games work on the same principal as in they can take you out of work, out of your home life and into something much more wondrous. The aforementioned Super Mario Bros is a great example. I believe it’s the first true example of an ethereal world where you can explore and unlock hidden rewards at whim. Earlier consoles and computers had games containing hidden levels given, but the graphics and memory available pre-1985 struggled to do anything on this scale. Throw in a hero story where you’ve got to rescue a princess and you’ve got the whole package. I could talk about detachment all day long but the upshot is that video games take you to another world at the flick of a button where you can easily forget what your life is really about.

As I mentioned previously, I was bog awful at Tennis when I was a kid. Someone who was not awful at tennis was Stefan Edberg. Although Wimbledon on the MS was licensed, it contained no real players’ names. But my word, did one of the characters look like the Swedish maestro himself. When you’re growing up, role models are important. That seems like a rather obvious thing to say but how many kids lack the proper role models in everyday life? We look up to people and we want to emulate them. We see them achieve great things and we want to achieve them ourselves. When we can’t do something, video games (especially sports titles) are an easy way of emulating our heroes. I played World Cup Italia 90 on the Mega Drive way more than I should have purely because it was the only way of recreating the tournament that I had available. Emulation even boils down to just wanting to be said Italian plumber hero (one was also rather useless with the ladies) or a spiky blue hedgehog thwarting an evil genius.

Emulation follows on to competition. There is nothing like beating a game. All that coding and you’ve still beaten the CPU. Have that Edberg. It’s also great to prove you’re the best at the something, that you’re better than your peers. At work, I have few peers simply due to the mediocrity of my work. Do I want to be better than them? The feeling is hardly tangible. Competition is good for the human spirit. Constantly being challenged is how people get better and successful people thrive on it. The rewards are sometimes obvious, a big trophy, a big pay rise – but sometimes they’re not. Video games offer competition on all levels. Beat the CPU, beat your friends, beat the world. Video games offer a challenge when life falls on its backside. Want an arena to prove you’re better than your mates? Hold a Days of Thunder on the NES competition (not all were impressed… ). Multiplayer games existed in abundance from the days of Pong and now video game tournaments have evolved into a multi-million dollar industry of their own.

That brings me to my final point – belonging. Sega or Nintendo? If you’re into retro gaming that question alone is probably stirring something inside you. Why? Because choosing a console isn’t just about choosing a machine to play with, it’s about choosing a gang, a way of life that’s got be better than its counterpart. Kids and adults alike feel segregation on a daily basis. I was lucky at school as I had good friends with whom I still socialise with to this day. Others were not so lucky. When you move into the professional world it’s only natural that you want to work for a company where you belong. In your personal life, it’s only natural to want to live somewhere in a home with people you love and where you feel you belong. Even before online gaming with its vast communities and friendship came into existence, simply by saying in the playground whether you were a Mega Drive or SNES guy started positive chat about Sonic or Mario alike. They weren’t just consoles, it was who you were.

As much as a holiday might satisfy your relaxation needs or going to a football match satisfy your need to belong, there is nothing as complete as video games to provide the full package after a long day at the coalface.

4 Steps to Get Started in Hearthstone

So, you’ve decided to get into Hearthstone. Maybe you’re a World of Warcraft fan who wants to experience the card game based on the series, perhaps you are a card game fan who wants to try something new, or maybe you just came across this article and I’ve enticed you to play. Regardless, welcome to the club.

There are several things that you will need to do as you get started. If you go through the following list, you’ll learn the first actions to take as you begin your Hearthstone adventure. With that in mind, let’s learn:

4 Steps to Get Started in Hearthstone

1. Complete the Tutorial: Assuming you’ve already created an account at battle.net and logged into the Hearthstone game, your first move is to fire up Hearthstone and complete the tutorial. You’ll play five simplified games as a mage, during which you’ll learn the basics of the game, like how to play the cards, monitor your mana, and see what minions on the board. If all that sounds tricky, don’t worry, the tutorial makes it nice, simple, and pretty entertaining to boot.

2. Unlock the Other Classes: When the tutorial is over, you’ll be in the game itself, but can only play as the mage. If you want to play as any other classes, you’ll need to unlock them first, which should be your first step regardless. The easiest way to do that is through the Practice mode. Just click Solo Adventures, then Practice, and then Normal, and you’ll be able to select your deck and which opponent you want to fight. Complete a battle against each class to unlock them, and when you’re done with all the battles (including one against another mage), and you’ll be able to play as any class, plus get the Ready to Go! Achievement and 100 gold for your trouble.

At this point, you’ll unlock several new modes of play, including the Arena and Adventures. We’re going to hold off on those for a while; they cost gold/money to get into, and you need more experience with the game before you hope to do well. First, you should rank up your heroes to (at least) level 10, by:

3. Beat the Expert Level AI Opponents: With all of the heroes unlocked, you can try to take on the Expert level opponents. They are, as you can guess, much harder, but yield more experience to your novice heroes (when they aren’t below level 10; you’ll need to switch to a new hero at that point when facing AI opponents to gain more experience). You can (and should) create custom decks for these battles; while the basic decks can hold their own against Normal opponents, you’ll need to improve your holdings when facing harder opponents. When you defeat all the Expert level opponents, you’ll complete the Crushed Them All quest and net yourself another 100 gold.

4. Fight Human Opponents in Play Mode: By this point, you should have all the basics of the game down, so it’s time to try your hand against some human foes. Go into the Play section and you can select Casual or Ranked to choose your preferred style of play. In Ranked, each victory will get you a star and improve your ranking, while each loss (when you are at rank 20 or above) will cause you to lose a star. Casual doesn’t, although don’t let that fool you; the players can be just as rough, especially once you get over rank 20.

A good approach for new players to take is to play Ranked until you are at Rank 20 (since you can’t lose any ranks until that point), then switch over to Casual mode; you’ll get plenty of practice, plus, getting to level 20 gives you a new card back each month. You’ll achieve the First Blood quest (and a pack of cards) for your first battle against another human, and The Duelist quest (and 100 gold) for winning three victories against real people.

Play each of your characters until they get to level 10 and you have all the basic cards in the game. The first character you get to level 10 will net you the Level Up achievement and a pack of cards, while getting them all to level 10 will achieve the Got the Basics! achievement (since you have all the Basic cards that you earn by leveling up) and 100 gold. You’ll also get 10 gold for every three victories you get in either Ranked or Casual mode, which can add up pretty well.

At this point, you should have a fair amount of gold, a few card packs, and a decent understanding of how the game works. Where to go from here will depend greatly on what you hope to accomplish in this game, but hopefully, this has helped you to get the ball rolling on your smashing Hearthstone adventure!

What on Earth Was Wrong With Retro Game Makers “Flying Edge”? Quite a Lot As It Turns Out

Something troubles me, and it’s been troubling me since the early nineties. I sometimes awake in the middle of the night, skin cold and damp, screaming. Badly coloured, badly animated sprites, collision detection non existent, arrrggggggh! I compose myself and reach for the paracetamol. Surely it was all a dream?

NO! Flying Edge really did happen!

The Mega Drive and Master System were both supported at their fullest from around 1991 to 1994 – hence why later MD games are so rare (except Ballz, please, please go away… ). The list of third party contributors to both consoles is lengthy and many still exist today, albeit in a different form (Domark are now Eidos for example). One that you think wouldn’t exist is Flying Edge. Even in my late Primary School/early High School years I knew that if I saw that logo it meant trouble.

It actually didn’t start off too badly. The first FE (as I’m going to refer to them from now on as) game was Arch Rivals, which at the time seemed a stupid idea, a 2 v 2 basketball game where you could only play as one of the “characters”. Although it doesn’t play great, the reduced number of sprites on the screen and slightly violent dynamics made it a relatively fluent and pleasant experience compared to the dross Basketball games about at the time. It also laid the foundations for something truly special, which you’ve probably already guessed.

So, FE were on the cusp of being pioneers… not quite. The games that came afterwards reads like a who’s who of complete and utter tosh. If you ever have the opportunity to play George Foreman’s KO Boxing on the MS run, run as fast as you can. It looks like someone threw up over it and is actually less fun than staring at one of Mr Foreman’s grills. It’s rushed, plain and simple. This theme continues with Smash TV. Smash TV was an immensely popular arcade machine whose main draw was the two-joystick system where you could shoot in an opposite direction to which you were running. The SNES version works pretty well (the 4-button acting as the second joystick) but the graphics and collision detection are horrendous, on both 16-bit and 8-bit versions. Don’t get me started on the sound and control systems on the Sega versions, we’ll be here all day… The laughable Crash Dummies, RoboCop 3 and Double Dragon 3 are just a few more games that no respectable developer would ever be associated with.

FE were just another bad developer with no one else to blame but themselves. Wrong! Now here’s the twist in the story, FE were actually a subsidiary of Acclaim. Apologies to those who already know this, but I bloody didn’t! There is a clue in the aforementioned SNES version of Smash TV, Acclaim are there quite proudly in the opening sequence but they left FE to the Mega Drive version… How can a company responsible for making gems such as Mortal Kombat and NBA Jam (see what I did there) have any part of Flying Edge? I just simply had to find out.

Acclaim itself had been established since 1987 with much of its focus on games based on licenses it acquired from comics (Spider-Man games aplenty), TV/Sports (WWF) and movies (Alien 3). It also forged a strong “partnership” with Nintendo despite titles such as Rambo on the NES being pretty poor, Star Voyager on the other hand was considered revolutionary. You will never see Flying Edge on any Nintendo game (if you do, it’s dodgy, throw it out) as they were created specifically to “produce” Sega games. Apologies for the many speech marks already used in this article.

Information on the contractual wrangle between Nintendo, Acclaim and Sega is so sparse I’m left clutching at straws as to how Nintendo persuaded them to do this. In fact, the only conclusion I can come to is that Acclaim were happy for FE to be the sacrificial lamb in order to preserve their relationship with Nintendo. This appears logical given Nintendo’s dominance in the home entertainment sector and the gradual decline of arcades. Looking at FE’s back catalogue it’s easy to assume that the developers/programmers in this division weren’t very good in comparison to Acclaim’s. The reality is that for every Mortal Kombat and NBA Jam there were several stinkers. Forget what you know about Acclaim, the reality of it is that they really weren’t that good, period. If it wasn’t for Midway, Mortal Kombat wouldn’t have existed. Acclaim’s back catalogue around the same time reads: Double Dragon 2; Krusty’s Fun House; NFL Quarterback Club; The Addams Family etc etc… It isn’t good!

Flying Edge was dissolved in 1994, which clearly must have provided Acclaim with a get out clause for all those bad titles. What did they back it up with? Again, mainly hit and miss. The Turok titles proved popular on later consoles and some of the Spider-Man games were good. They was also Virtua Tennis 2 which is still a joy. However, rubbish… sticks. The poor licensed games continued – Batman Forever, Paris-Dakar, Gladiator, Fantastic Four. Acclaim were made bankrupt and defunct as of September 2004, ten years after the demise of Flying Edge.

There is a reason that the big guns (Sega, Nintendo) and some of the smaller guns (Domark as Eidos) still exist. Evolution. Acclaim, in amongst all its glory, never deviated from their primary aims – buy licenses, tack on games around them, seek the assistance of other willing developers.

Acclaim (or the name) was purchased by Acclaim Games who were one of a few companies in the early 2000s who focused on online gaming. Sadly, their games were unpopular and they were subsequently bought and dissolved by Playdom games in 2017. The Acclaim name now only appearing in the footnotes under “What Could Have Been”.

Struggles of Getting to “PRO” in League of Legends

Getting to the idea of “last hitting” can be tough to comprehend at first.

League of Legends can be observed or viewed as a simple minded game from the outside. Objectives seem normal when it comes to destroying enemy turrets, minions, champions and ultimately their Nexus. Yet, blindly just doing these acts without proper mechanics can turn you into a fool. First time I played, I assumed I just needed to hit the creeps and go full out confrontation with the enemy champions. Yet, there was this important concept that others kept referring to as “last hitting”. Initially, I had no relevant clue as to what that meant. However, once explained it seemed to be something that was easy to grasp. However, I was mistakenly wrong. Not only is “last hitting” considered a basic mechanic in this game but there is a required number of creep scores that every gamer of League of Legends should hit within a specified time span. Achieving an average of 20 or 30 creep score per minute can seem straightforward, but accomplishing this takes practice. I started playing this game, 3 years ago and I have yet to reach the 20 creep score mark within one minute. There is something about timing when to hit the minions till the very last drop of their health that requires time and patience.

Knowing the proper item build on your champion and skill order

Often those that you play with in this game will ask you what items you have bought. Higher skilled players have the tendency to judge certain items that you build throughout the game. At the same time, whats skills your rank up first or second will be looked by others. First champion that I had played was Ashe, an archer with ice based skills. First time playing, I built items that stacked ability power when apparently this champion was attack damage based. For beginners, the struggle seems to be in identifying what the strengths of the champion is and at the same time, the skills that need to be maxed first. While playing this Ashe character, I maxed out my passive first for some reason, although it had no incremental increase in damage outputs. However, over time you learn to adjust as a beginner. As a beginner, make sure you take advice from those of higher skill level in League of Legends. They may be harsh and critical towards your mistakes, but the recommendations they give are relevant.

What Is a Game?

We probably all have a pretty good intuitive notion of what a game is. The general term “game” encompasses board games like chess and Monopoly, card games like poker and blackjack, casino games like roulette and slot machines, military war games, computer games, various kinds of play among children, and the list goes on. In academia we sometimes speak of game theory, in which multiple agents select strategies and tactics in order to maximize their gains within the framework of a well-defined set of game rules. When used in the context of console or computer-based entertainment, the word “game” usually conjures images of a three-dimensional virtual world featuring a humanoid, animal or vehicle as the main character under player control. (Or for the old geezers among us, perhaps it brings to mind images of two-dimensional classics like Pong, Pac-Man, or Donkey Kong.) In his excellent book, A Theory of Fun for Game Design, Raph Koster defines a game to be an interactive experience that provides the player with an increasingly challenging sequence of patterns which he or she learns and eventually masters. Koster’s asser-tion is that the activities of learning and mastering are at the heart of what we call “fun,” just as a joke becomes funny at the moment we “get it” by recognizing the pattern.

Video Games as Soft Real-Time Simulations

Most two- and three-dimensional video games are examples of what computer scientists would call soft real-time interactive agent-based computer simulations. Let’s break this phrase down in order to better understand what it means. In most video games, some subset of the real world -or an imaginary world- is modeled mathematically so that it can be manipulated by a computer. The model is an approximation to and a simplification of reality (even if it’s an imaginary reality), because it is clearly impractical to include every detail down to the level of atoms or quarks. Hence, the mathematical model is a simulation of the real or imagined game world. Approximation and simplification are two of the game developer’s most powerful tools. When used skillfully, even a greatly simplified model can sometimes be almost indistinguishable from reality and a lot more fun.

An agent-based simulation is one in which a number of distinct entities known as “agents” interact. This fits the description of most three-dimensional computer games very well, where the agents are vehicles, characters, fireballs, power dots and so on. Given the agent-based nature of most games, it should come as no surprise that most games nowadays are implemented in an object-oriented, or at least loosely object-based, programming language.

All interactive video games are temporal simulations, meaning that the vir- tual game world model is dynamic-the state of the game world changes over time as the game’s events and story unfold. A video game must also respond to unpredictable inputs from its human player(s)-thus interactive temporal simulations. Finally, most video games present their stories and respond to player input in real time, making them interactive real-time simulations.

One notable exception is in the category of turn-based games like computerized chess or non-real-time strategy games. But even these types of games usually provide the user with some form of real-time graphical user interface.

What Is a Game Engine?

The term “game engine” arose in the mid-1990s in reference to first-person shooter (FPS) games like the insanely popular Doom by id Software. Doom was architect with a reasonably well-defined separation between its core software components (such as the three-dimensional graphics rendering system, the collision detection system or the audio system) and the art assets, game worlds and rules of play that comprised the player’s gaming experience. The value of this separation became evident as developers began licensing games and retooling them into new products by creating new art, world layouts, weapons, characters, vehicles and game rules with only minimal changes to the “engine” software. This marked the birth of the “mod community”-a group of individual gamers and small independent studios that built new games by modifying existing games, using free toolkits pro- vided by the original developers. Towards the end of the 1990s, some games like Quake III Arena and Unreal were designed with reuse and “modding” in mind. Engines were made highly customize via scripting languages like id’s Quake C, and engine licensing began to be a viable secondary revenue stream for the developers who created them. Today, game developers can license a game engine and reuse significant portions of its key software components in order to build games. While this practice still involves considerable investment in custom software engineering, it can be much more economical than developing all of the core engine components in-house. The line between a game and its engine is often blurry.

Some engines make a reasonably clear distinction, while others make almost no attempt to separate the two. In one game, the rendering code might “know” specifically how to draw an orc. In another game, the rendering engine might provide general-purpose material and shading facilities, and “orc-ness” might be defined entirely in data. No studio makes a perfectly clear separation between the game and the engine, which is understandable considering that the definitions of these two components often shift as the game’s design solidifies.

Arguably a data-driven architecture is what differentiates a game engine from a piece of software that is a game but not an engine. When a game contains hard-coded logic or game rules, or employs special-case code to render specific types of game objects, it becomes difficult or impossible to reuse that software to make a different game. We should probably reserve the term “game engine” for software that is extensible and can be used as the foundation for many different games without major modification.

Clearly this is not a black-and-white distinction. We can think of a gamut of reusability onto which every engine falls. One would think that a game engine could be something akin to Apple QuickTime or Microsoft Windows Media Player-a general-purpose piece of software capable of playing virtually any game content imaginable. However, this ideal has not yet been achieved (and may never be). Most game engines are carefully crafted and fine-tuned to run a particular game on a particular hardware platform. And even the most general-purpose multi-platform engines are really only suitable for building games in one particular genre, such as first-person shooters or racing games. It’s safe to say that the more general-purpose a game engine or middleware component is, the less optimal it is for running a particular game on a particular platform.

This phenomenon occurs because designing any efficient piece of software invariably entails making trade-offs, and those trade-offs are based on assumptions about how the software will be used and/or about the target hardware on which it will run. For example, a rendering engine that was designed to handle intimate indoor environments probably won’t be very good at rendering vast outdoor environments. The indoor engine might use a binary space partitioning (BSP) tree or portal system to ensure that no geometry is drawn that is being occluded by walls or objects that are closer to the camera. The outdoor engine, on the other hand, might use a less-exact occlusion mechanism, or none at all, but it probably makes aggressive use of level-of-detail (LOD) techniques to ensure that distant objects are rendered with a minimum number of triangles, while using high-resolution triangle meshes for geome-try that is close to the camera.

The advent of ever-faster computer hardware and specialized graphics cards, along with ever-more-efficient rendering algorithms and data structures, is beginning to soften the differences between the graphics engines of different genres. It is now possible to use a first-person shooter engine to build a real-time strategy game, for example. However, the trade-off between generality and optimal still exists. A game can always be made more impressive by fine-tuning the engine to the specific requirements and constraints of a particular game and/or hardware platform.

Engine Differences Across Genres

Game engines are typically somewhat genre specific. An engine designed for a two-person fighting game in a boxing ring will be very different from a massively multiplayer online game (MMOG) engine or a first-person shooter (FPS) engine or a real-time strategy (RTS) engine. However, there is also a great deal of overlap-all 3D games, regardless of genre, require some form of low-level user input from the joypad, keyboard and/or mouse, some form of 3D mesh rendering, some form of heads-up display (HUD) including text rendering in a variety of fonts, a powerful audio system, and the list goes on.

3D Games Online – Why You Should Let Your Children Play Them

New digital technologies have simply revolutionized the world of gaming. These days you can even play 3D games online. In most cases, you will not even need any special graphic cards to enjoy the gaming experience.

The graphics of 3D games are crystal clear, where the characters, cars, buildings, and other objects look almost lifelike. They come with better picture resolutions, and easy user interfaces. You will be able to follow the simple instructions, and understand the game in a matter of minutes.

Parents on the other hand, are usually apprehensive about their children spending long hours on gaming online. They fear that extensive exposure to digital games, could impact their social behaviors and psychology in negative ways.

Instead of completely restricting your children from playing 3D games online, what parents can do is fix a proper timetable for them to enjoy the games. Stopping them from playing completely might not be a good idea, because there are many benefits of gaming that you might want to know about.

Improvement of cognitive skills:

While playing the games on computers, you will need to have fast moving fingers and eyes. With time, you will see a significant improvement in your hand and eye coordination.

In most of the games, you will have to remember a lot of things in order to make the decisions that can help you in completing the missions. Such skills will help you in improving your reasoning and memory power. They are the very skills that can help your kids in learning mathematics, engineering, science, and technology.

Gamers are comparatively more relaxed:

Most of the games will get you on the edge of your seats, but over a period of time, you will learn to handle the stress in a much matured way. You will be more relaxed when facing even the toughest situations in the game. This attitude can help your child in various aspects of life as well. It will have them in staying cool and composed, while making sound decisions.

Doubles your enthusiasm:

Contrary to the popular belief that gaming makes you physically and intellectually lazy, it actually works the other way around. Studies have shown that kids who indulge in gaming are never short of enthusiasm and energy. Moreover, it makes them better strategists and problem solvers.

Makes them the go-getters:

Some of the missions in the online games are really tough, and sometimes it may more than 10 to 20 attempts before cracking them. The gamer will have to be fully determined, because the frustration of losing so many times, can make you want to quit. Good gamers are normally the most determined people, and they never rest kill they achieve their goals.

Our advice to parents would be to let your children play 3D games online, but you will need to monitor them closely, so that they cannot neglect their studies or health.

Should Games Skip Cutscenes Altogether?

Videogames as a medium for storytelling have often taken cues from movies, and the clearest example of this is the use of cutscenes. Pac-Man is quite often said to be the first game that used cutscenes rather than transitioning directly from level to level with no intermission. After the player beats each stage, it would play a short vignette depicting simple scenes of Pac-Man and ghosts chasing each other.

Whilst these little scenes are quite obviously a long way from how modern cutscenes are used in games, the core concept is the same.

The game takes away control of the character from the player for a sequence to introduce some sort of new information. The duration of these sequences can vary widely – Konami’s Metal Gear Solid series is infamous for having lengthy cutscenes, with Metal Gear Solid 4 clocking it at more than eight hours of cutscenes – and can be used for a wide variety of purposes.

They are used to introduce characters, develop established ones, provide backstory, atmosphere, dialogue and more.

However, despite their ubiquity in modern big budget games, cutscenes are not necessarily the best way to tell a story in a game. There have been many highly acclaimed games that used few cutscenes, instead preferring to allow the player to control the character throughout the whole game.

Half-Life 2 by Valve Software is currently the all time highest scoring game for PC on review aggregation site Metacritic, and it only has one cutscene at each end. Control is rarely taken away from the player for more than a few moments – excepting an on rails sequence towards the end – and much of the background information that would be shown in a cutscene elsewhere is instead shown through scripted events or background details in the environment.

But are Half-Life 2’s unskippable, scripted sequences that different from cutscenes? After all, the player often cannot progress until other characters finish their assigned actions and dialogue – so why not just use traditional cutscenes and be done with it? To get truly unique experiences, we mustfirst look at what makes video gaming unique as a medium for storytelling. Unlike film, where the viewer has no control over the action, or traditional tabletop games, where players actions have very little in the way of visual outcomes, video games provide an unique opportunity to merge interactivity and storytelling. Games like Gone Home, Dear Esther and other games in the so called ‘walking simulator’ genre have been lauded as great examples of the sort of storytelling that can be unique to games.

However, to some gamers, these games are presenting an entirely different problem – although they rarely take control away from the player, they also offer very little in the way of gameplay themselves. Indeed, Dear Esther has no way the player can affect the world around them – the only action that can be taken is to walk along a predetermined path to the end of the game. There is no way to ‘lose,’ no interaction with the environment, just what amounts to a scenic tour with some overlaid narration. So, despite the lack of cutscenes in the game, the almost complete lack of player control and interaction in the first place means that there is little to differentiate it from an admittedly quite protracted cutscene.

As video games are currently exist, there seems to exist a sort of dichotomy between traditional storytelling and gameplay. For a game to tell a story to a player, there must be some degree of limitation in what the player can do – either a temporary one in the form of a cutscene or scripted sequence, or by limiting the players actions for the course of the game. Perhaps future games will be able to integrate a great deal of player interaction with compelling storytelling. But that won’t be accomplished by taking the players control away and forcing them to watch a short movie instead of letting them play the game.