Brent Conrad Clinical Psychologist for TechAddiction As explained in a previous article in this series, Facebook Addiction is not a recognized clinical disorder. Hundreds of millions of people use Facebook to keep in touch with friends and family, plan events, receive news, and play games.
In Persona 3, the main character is a high school student in the fictional Japanese town of Iwatodai. Every night at midnight, the Dark Hour hits, and Gekkoukan High School transforms into Tartarus, a towering dungeon crawling with grotesque monsters. In other words, this is a game in which high school is literally helland it can only be survived by making friends.
Mix in themes of experimenting with new identities and just a dash of ripped-from-the-headlines teenage gun violence and suicide imagery, and this oughta be a literary analysis slam dunk! I also wanted something that I could use to meaningfully compare Persona 3 to other games- not only games from the same genre, but all games.
I wanted to use Persona 3 as a case study to explore a broader examination of games. Anyone who has played the game already ought to be able to tell me what the game is about, thematically speaking. Persona 3 is about death. Death hangs over the plot from beginning to end, death figures prominently into the backstories of nearly all the characters, death is even a physically present character assuming various forms throughout the game.
The game is about how these characters respond to death, the inevitability of death, the meaning of their lives in the face of certain destruction, and so on.
Allow me to be more specific. The relationship between time and death is explored, appropriately, through the interplay of the mechanics and the narrative.
I want you to try a little experiment in your head right now. Hell, you could even do it for real if you have the necessary ingredients. Once you gain control of Cloud, you can stand on that train platform from here till Doomsday and nothing will ever happen. Now, fire up a new game of Sonic the Hedgehog, and once you gain control of Sonic, do nothing for ten minutes straight.
Well, one answer is that these are two different types of games. Final Fantasy VII is a plot heavy role playing game, while Sonic is more about arcade style platforming. For this reason, both of these games handle time wildly differently.
In the first school, time is progressed by the player. Despite the fact that hours or years of real time are passing, no time passes for Cloud unless the player progresses time by choosing to advance the story. Cloud can even perform actions which, in reality, would require the passage of time- like moving around- but without progressing the plot, Cloud cannot move forward in time.
JRPGs typically depend on player-progressive time models. In the second school, time progresses automatically, or is progressed by the computer.
This is where Sonic the Hedgehog falls in the above example. For Sonic, one second of in-game time will pass for every one second of real time that passes. Failing to pass the goal line within ten minutes of real time results in a lose state.
The automatic passage of time is also the reason Sonic will drown if he spends too much time underwater, or why he will steadily lose rings in Super Sonic mode. Games that are dependent on player skill or dexterity tend to have automatic or computer determined time progression.
Platformers, first person shooters, time sensitive puzzle games Tetris et aland fighting games all tend to use an automatic or computer dependent time progression model. Sonic failing to reach the goal of an act in under 10 minutes results in a Time Over, spending more than two hours exploring the mansion in D results in an automatic loss, allowing time to pass without player input in Tetris results in an inevitable loss, etc.
Now, obviously, not every game can be neatly dumped into one of these two categories. Games in which progression of time is linked to progression of the plot can contain time-sensitive elements.Let’s get the obvious reason out of the way first: Book readers had long theorized that the title of George R.R.
Martin’s epic upon which Game of Thrones is based, A Song of Ice and Fire, is a. The Pride Game is like the Prisoner's Dilemma game with the addition of the new strategy of being proud.
A proud individual is one who will not confess except in . The first chapter is an informal introduction to game theory, which can be understood by non-mathematicians, which covers the basic ideas of extensive form, pure and mixed strategies and the minimax theorem. Game of Thrones fan theory claims the Prince That Was Promised is actually Samwell Tarly.
We're listening. The Prince That Was Promised is something you'll likely be hearing a lot about during the last season of Game of Thrones. A mysterious figure from the book series who is reborn from the mythic. Game Theory: An Introductory Sketch. Prisoners’ Dilemma. The game got its name from the following hypothetical situation: imagine two criminals arrested under the suspicion of .