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Standstill is unimaginable, almost utopian. At least in video games. You know DenFortschritt, progress towards a clear target point. You know DenWettkampf, Sichmessen, amass virtual goods, be better than ors. Siemachen to play capitalism. They do it well and are supposed to do group. Interesting though, it will be when games deconstruct this kapitalistischeGrundstruktur.
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Gamessind has arrived in middle of society, it is said again and again. Einenbedeutungsloseren sentence is scarce. Neverless, it was tried to recharge it again this year, as German Chancellor opened Gamescom. Because if Angela Merkel with video games, y must have arrived in some middle.
The center of Capitalism
In this case, it is a center shaped by economy and consumption. Politics has recognized that video games are an economic factor. Jeerfolgreicher German games, better. This circumstance is also nichtsauszusetzen. It shows, however, in what form video games are perceived: alsWare. A dialectic can be observed. The shape influences and or way around.
Geradedie popular titles nowadays come as special editions, Collector ‘ SEditions. They come with season passes, with DLC, downloadable content. Theplayers should buy long before a game ever appears. In EinigenFällen, content of a special edition is advertised rar than game itself. The players are compelled with plastic figures, y can wear T-shirts, or players to show that y are fans of a certain title. Alleherunterladbaren content In meantime suggests that such a game becomes better when more money is spent: “Order now and a VirtuelleMütze will designate that you have pre-ordered!”
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DerKauf seems to be partially more important than work that ultimately erscheinensoll. In game itself, buyers can n invest even more real money in cosmetic items or in extreme cases also buy success. DieserKonsumismus wants more and more. It shows next one directly with open end of a drink – preferably directly with a link to pre-order. KeinStillstand, no waiting – buy.
Mechanisms of restlessness
DerKommerz does not end with packaging of product. Rar, it determines wieSpiele work. The accumulation applies: more points, more coins, higher score, more kills. The accounts of players sources via achievements, trophies, skill points. It’s not just about being good, it’s gehtums better. The pursuit of profit is part of this. Even in games, Diegere can be dismissed as a walking simulator, re is always a definite direction, an end point, a flee spot, after which all Spielmechanikenausrichten.
One-way to disclose se mechanisms is to deconstruct m by creating ManUnordnung. InternationalSuperstar Soccer on Super Nintendo, for example, could not take it if players simply fouled in a game. Had too many players left after a red Kartedas game, game crashed.
Inmodern works, players have many ways to reach goal. The structures of se possibilities show up when players use not to advance in game. In many games, Toteoder can hide unconscious bodies. But what if se bodies plötzlichaufeinandergestapelt? More and more and even more. How will Spielauf react to this supposedly useless input of players? Often with an error, an error, with DerUnfähigkeit, to process this logic.
This lust for madness will not only be mechanics of Spielsdekonstruiert. Rar, it creates a new metagame that only Dadurchfunktioniert that players – free after Walter Benjamin – are pondering over DenMechaniken, becoming aware of m. The flaw is way out of a game structure that always has goal in mind. What would happen is error would be raised to game principle? In fact, for many players search for a mistake is already real pleasure.