What have we learned from games?
So as I was playing Darksiders II (mini review: gorgeous but very, very average game, and these days average isn't good enough) and it got me thinking: What have we as players of games learned from playing games, after all this time?
> If it looks like we should go *this way* (because game design!), we should instead turn right around and go the other way. Because "secrets".
> We learn that we should be going to the right.
> If it's a barrel, break it. Because "collectibles"
> We should hit anything we want to interact with.
> We learn financial management (somewhat) - I personally never spend anything until I have to, to maximise resource spend, because better stuff is always available later and more money spent in a chunk is typically more effective (in my head, I know it's not always the case). Other people might learn different financial management habits.
> We learn that red is bad, green is good (mostly, right? But robots/traffic lights do that too)
What else have we all learned from games without thinking about it?
> If it looks like we should go *this way* (because game design!), we should instead turn right around and go the other way. Because "secrets".
> We learn that we should be going to the right.
> If it's a barrel, break it. Because "collectibles"
> We should hit anything we want to interact with.
> We learn financial management (somewhat) - I personally never spend anything until I have to, to maximise resource spend, because better stuff is always available later and more money spent in a chunk is typically more effective (in my head, I know it's not always the case). Other people might learn different financial management habits.
> We learn that red is bad, green is good (mostly, right? But robots/traffic lights do that too)
What else have we all learned from games without thinking about it?
Comments
http://www.newyorker.com/books/page-turner/coming-of-age-with-video-games
The book "Game Life" argues that he learned quite a lot. Though it is a very personal account.
> Contact with spiky things hurt. Same for fire and green goo.
> Health, Ammo (resources of some kind) and chest high walls (cover) are a sign of a challenging section ahead (Boss fight).
> Hp is red, Mana is blue, Stamina is Yellow, and Coins are to.
> Monsters drop cash, gear and give experience when slain. The harder and enemy is to defeat, the better the loot must be.
> Ice is slippery and you glide on it (I hate this more than any other convention in gaming)
> X is jump, Start pauses the game.
> Things that glow are valuable, and you should moth towards them.
> Bushes are stronger than armour and we should cover all our tanks with bushes.
> It is always funnier when it is done as a ragdoll.
> No matter how secretly you commit a crime, the entire world will know before you can even travel to the location.
1) FPS: Camping really DOES mean the difference between life and death.
2) RPG: The longer you play, the better you become and the more you can rely on your experience to succeed.
3) ...
Also, as much as I love games and the learning they provide. Real life might be more educational than those anti-social, virtual, simulated environments called GAMES. Let's ponder....... Nah. ;-P