Thursday, 2 January 2014

Games-Fun for all

Game is an activity generally dealt with at leisure times and for amusement. We have been carrying out this activity from it's inception, since our childhood and the childhood of the information era.

Games were more prominently played in the real world between people in real time without any artificial intelligence, but after the information age we started to play with the artificial intelligent systems. Let us have a look how the games have modified themselves or they have not.

Games were "fun for all" when they were played without artificial intelligence.

The digital information cannot remain still, it requires a steady flow as the water takes away the yatch on a wonderful and pleasant journey though intelligently handed mast by a sailor navigating it's way to it's destination. It requires both flow and navigation, i.e. interface and content.

Earlier the television and the hardware encapsulated the null void , now it is slowly getting encapsulated by the smart concept, which in turn will become the crust.So every digital existence out there wants to be on the surface instead of connecting to the inner most core. We observe many developers of games have moved to the inter-connectivity between many version, i.e console, handheld, PC, web, social version, trading cards and so on.

The gaming industry from the Sports -> Arcade gaming-> console gaming -> Computer(PC) gaming-> Mobile Gaming -> Tablet Gaming -> Social gaming has traveled through a marvelous journey but still remains fun for all.

But now due to the information technology as a feature add-on to the real world gaming we can modify and add new rules to the continuity of the gameplay and take the experience to greater heights. It encourages the player and developer to cross the lines of expectations for each other as a co-operative process and encourage the development of the game and the game-play experience, which widens the scope for the enhancement of it's development as a product and may attract newer market of players.

The social gaming is a feature that the mainstream games are also utilizing nowadays, as it involves the player which makes him/her experience it to the intended purpose that feature was made in the game.
For ex: If some article or process requires sunlight to work in the game-world, that feature is active only during day time according to the player's GPS location on the globe, but on the other hand is unavailable for a period of time for the opposite side of the globe.It literally works in real-time. But what about the other player, the other player awaits for that feature by keeping oneself involved in the gameplay, to get that task done, or shares the product of the task if can be done with other player if the game provides such facility as a part of the experience.

As seen earlier the games were experienced as part of collaborative work process which was then converted to single or dual player fields but has again moved towards the collaborative or multiplayer gaming but just not on a field located in a city, but instead on a vast field located on the internet.

Games went through a chain of events throughout their lifetime, but still remain "fun for all".

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