Call Of Duty: Modern Warfare 3 Face Off Mode Revealed

Modern Warfare 3 Content Arrives For Call Of Duty Elite Subscribers

The next Call of Duty: Modern Warfare 3 DLC, “Content Collection 2,” will feature three multiplayer maps, two special ops maps, and a new competitive mode called Face Off.

Face Off Mode

Face Off mode in Modern Warfare 3 is designed for smaller groups of players. According to Michael Condrey, Co-Founder Sledgehammer Games, it provides, “Small maps, custom-created to have sight lines and lay outs to keep you in the action in 1 v 1 or 2 v 2.”  In other words, if you have a grudge match that must be decided by a knives-only, no-perks match, this is the mode for you. (I’m looking at you, Donell Tucker.)

According to Mark Rubin, Executive Producer, Infinity Ward,”You don’t spend your time running around the map looking for each other. You actually engage pretty quickly. You actually can still have the frantic fun gameplay we’re used to with Call of Duty, but with one or two guys.”

Content Collection 2 will be released on May 22, but 360 gamers who want to check out Face Off will be able to download two maps (“Erosion” and “Aground”) for free on May 15. The Face-Off mode will be released on PC and PlayStation 3 eventually, though no date has been confirmed. Aground is set on a shipwreck off the coast of Scotland while Erosion sees you in Roman ruins while Mount Vesuvius erupts.

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Obama supports gay marriage. Do you?

Today I got this email from the president of the USA:

 

Chuck –

Today, I was asked a direct question and gave a direct answer:

I believe that same-sex couples should be allowed to marry.

I hope you’ll take a moment to watch the conversation, consider it, and weigh in yourself on behalf of marriage equality:

http://my.barackobama.com/Marriage

I’ve always believed that gay and lesbian Americans should be treated fairly and equally. I was reluctant to use the term marriage because of the very powerful traditions it evokes. And I thought civil union laws that conferred legal rights upon gay and lesbian couples were a solution.

But over the course of several years I’ve talked to friends and family about this. I’ve thought about members of my staff in long-term, committed, same-sex relationships who are raising kids together. Through our efforts to end the “Don’t Ask, Don’t Tell” policy, I’ve gotten to know some of the gay and lesbian troops who are serving our country with honor and distinction.

What I’ve come to realize is that for loving, same-sex couples, the denial of marriage equality means that, in their eyes and the eyes of their children, they are still considered less than full citizens.

Even at my own dinner table, when I look at Sasha and Malia, who have friends whose parents are same-sex couples, I know it wouldn’t dawn on them that their friends’ parents should be treated differently.

So I decided it was time to affirm my personal belief that same-sex couples should be allowed to marry.

I respect the beliefs of others, and the right of religious institutions to act in accordance with their own doctrines. But I believe that in the eyes of the law, all Americans should be treated equally. And where states enact same-sex marriage, no federal act should invalidate them.

If you agree, you can stand up with me here.

Thank you,

Barack

____________________________________________________________

Here was my response:

Dear Mr. Obama,

flip, flop….flippy to the flippy the flip flip fla flop, don’t stop the floppin to the flippy to the flippy to get the vote. BULLSHIT. Yes they deserve the same rights but NOT to marry. WTF? Remember the Romans and the crumble of their great empire after all of their falter and fornication? I love gay people (not gay love, but Godly love), and I believe they deserve all the rights as anyone else. But marriage is, and always have been, between a MAN and a WOMAN. Shame shame shame.

 

____________________________________________________________

 

Tell us your thoughts.

Gaikai and Wikipad Partner to Deliver Cloud Gaming on the World’s First Gaming Tablet

Innovative Tablet Maker Wikipad Partners with Gaikai as the Provider for Streaming High-end Console Quality Games Directly onto its State-of-the-Art Media Tablet

Joint announcement: Wikipad: The Gaming Tablet. Read the press release.
LOS ANGELES, CA – May 2, 2012 - Gaikai Inc., the innovative cloud gaming service, today announces the signing of a partnership with Wikipad Inc., makers of the first tablet to offer an attachable, console-quality gamepad controller. The partnership will see the Gaikai client integrated into the tablet, making game streaming available to Wikipad users.

Cloud gaming is changing the way video games are consumed. Today gamers have to either drive to a store, wait for games to arrive in the mail, or download games, which can take as long as visiting the store itself.  Cloud gaming removes the friction and makes games — no matter how large — appear instantly. The Wikipad is capable of running games locally but will also offer extremely high performance games from Gaikai’s cloud gaming platform. Without cloud gaming, many incredible console quality games could never appear on tablets.

Wikipad Logo

Gaikai Logo

“We chose to partner with Gaikai’s game streaming service for its leading performance, graphics, and content,” stated Fraser Townley, President of Sales for Wikipad. “It is the leading game streaming solution with the best library of AAA games and we are thrilled to offer these high quality experiences to our users where Gaikai’s network is deployed.”

“The Wikipad is one of the most exciting devices for gaming to date. The tablet was designed with the needs of gamers in mind, enhancing the mobile gaming experience with a set of controls on par with today’s consoles and PC gamepads, enabling gameplay mechanics that have been previously unavailable with just touchscreen controls,” said Robert Stevenson, EVP of Business Development & Strategic Partnerships at Gaikai.

The Wikipad concept was announced earlier this year with an enthusiastic response from gamers and press at CES 2012. The tablet offers the first-of-its-kind combination of HD graphics, optional 3G module and game console style controls that feature dual-analog sticks as well as a d-pad and video game buttons. Wikipad also features a unique Wifi-Direct optional accessory which will allow games to be played on HDTV monitors or televisions, allowing players to use the tablet as a portable console gamepad as well as a premium Android tablet.

Wikipad has listened to feedback from gamers worldwide since CES and will launch its tablet with a full suite of the latest immersive entertainment features and enhanced specifications including replacing the 8.1” version with a premium 10.1” screen, ultra-light chassis, optional 3G antenna for mobile provider subscriptions and a quad core processor. The official launch date for the enhanced Wikipad has yet to be announced.

Gaikai has spent over three years building the fastest interactive cloud network in the world, instantly capable of delivering cutting-edge games without the need for any extra custom hardware or software. Coupled with relationships with the top video game and development partners around the world, Gaikai is capable of delivering a broad catalog of the world’s most exciting games straight to consumers across the web including social networks like Facebook or on any Internet connected device including televisions, set-top boxes or tablets.

About Wikipad

Wikipad Inc. is a leading developer and designer of video game tablets and devices. Headquartered in Los Angeles, California, Wikipad Inc. is uniquely positioned as pioneers and innovators in the mobile entertainment world by leading the way in accessible and comfortable consumer devices for video games, web, education, movies and television content.

For more information on Wikipad please visit: www.Wikipad.com
Facebook: http://www.facebook.com/Wikipad3D
Twitter: https://twitter.com/#!/wikipad3d
Google+: https://plus.google.com/101016418407917470644/posts

48 Things That You Should Know About Call of Duty: Black Ops II

By Kirk Hamilton

48 Things That You Should Know About Call of Duty: Black Ops IILast week, I headed down to visit with Treyarch in Santa Monica to get an extended look at Call of Duty: Black Ops II. Our visit was entirely hands-off, and consisted mostly of a series of in-game demos of missions from the single-player campaign, as well as a new open-ended single-player mode called “Strike Force.” The in-game missions were mostly set during a drone attack of Los Angeles, but we caught a few glimpses of other sections, as well.

Rather than write a huge narrative preview, I thought I’d just cut right to the chase and list as many facts about the game as I could.

I almost hit Stephen’s standing record of 50, but fell just short. Oh well! There’s a reason he’s the boss.

Here now, 48 facts about Call of Duty: Black Ops II. From single-player to Strike Force all the way to Multiplayer and Zombies. (Less info on those last two, unfortunately.) Buckle up. Let’s start with…

The Story

  • The game’s story will jump between two timelines, with the primary one set in 2025. “Most” of the game will be set in 2025.
  • It is a direct sequel to Black Ops.
  • We will find out definitively what happened at the end of Black Ops—presumably, Mason didn’t actually kill JFK, given that he’s out in the field in Black Ops II. But who knows?
  • The second timeline will be set in the late 80′s near the end of the Cold War.
  • The story will be narrated by Black Ops character Frank Woods, now an old man. Apparently he didn’t die at the end of Black Ops after all.
  • In the 80′s timeline, players will take on the role of Black Ops protagonist Alex Mason.
  • In 2025, players will take on the role of David Mason, who is the son of Alex Mason. The father/son relationship will play a part in the story. Hello daddening of video games!
  • In the game’s fiction, there is a second Cold War happening between China and the US due to the scarcity of Rare Earth Elements used to make tech devices and military weapons.
  • The story is based on a real-world possibility, as China (according to the folks at Treyarch) currently controls 95% of the rare earth elements in the world. Topical!
  • Many of the real-world hooks are inspired by P.W. Singer’s Wired for War: The Robotics Revolution and Conflict in the 21st Century.
  • A good deal of the 1980′s action will take place during proxy wars in Central America. Tropical!
  • 48 Things That You Should Know About Call of Duty: Black Ops II
  • Game Director Dave Anthony hinted that we may find out more about “imaginary” Viktor Reznov. “He was essentially a figment of the player’s imagination,” Anthony said.“Or was he?” Studio Director Mark Lamia chimed in, playfully. “Will we find out more about that?” asked Anthony with a smirk.
  • David Mason (the son)’s callsign is “Section.” Which is kind of a cool callsign.
  • The villain will be a man named Raul Menendez, who in 2025 is pitting the Chinese and US governments against each other by hacking into their drones and other robotic weapons.
  • The 1980′s missions will chronicle what started Menendez on setting his current-day plans in motion.
  • The story is was written from the ground up by Dark Knight and Batman Begins co-writer David Goyer. Goyer joined the first Black Ops part of the way through. He wanted to “create a memorable villain” with Menendez.
  • Menendez has hacked into the US’s unmanned drones and unleashed an attack on Los Angeles. In the mission we saw, a fleet of drones were destroying buildings in downtown LA.
  • 48 Things That You Should Know About Call of Duty: Black Ops II

  • There will be at least one female soldier in the game, a pilot named Anderson. She laid quite a bit of waste during the entire LA mission.
  • The president in 2025 is also a woman, and appeared in the LA mission.
  • David Mason’s sidekick is a soldier named Nelson who appears to be played by Michael Rooker of Mallrats and The Walking Dead fame.
  • The game will be using full-body performance capture to place its actors in the game; the tech demo I saw demonstrated both male and female actors captured with the sort of clarity we’ve come to expect from games using full-performance capture. James Burns will be reprising his role as Frank Woods, of course.
  • 48 Things That You Should Know About Call of Duty: Black Ops II

    The Gameplay

  • From what I saw in several demo sections set in a burning, futuristic LA, drones are controllable in combat and will play a large part in the game. Players have a drone-controller on their wrist in the game, and can use it to assign targets and waypoints.
  • There will be horses, and horseback-riding, during at least one sequence in the 1980′s. They even went so far as to bring a horse into the motion capture studio.
  • At one point in the demo, the player jumped into a futuristic anti-aircraft gun and shot down enemy drones.
  • Vehicle segments will be back, including one piloting a futuristic VTOL airship. Part of the VTOL mission was mostly on-rails, but the second part involved free-flying and dogfighting with drones.
  • The Black Ops II story will be branching—it will feature choices and variable outcomes. Wait, what? Yep.
  • At one point, players had an option to either grab a sniper rifle and cover their squad, or rappel down to join up with them. Presumably that choice leads to a slightly different gameplay experience—this looks like one of the smaller of the choices offered in the game.
  • A large part of the branching will be due to Strike Force, which is a brand-new game mode featuring tactical, open-ended gameplay in sandbox-style levels.
  • 48 Things That You Should Know About Call of Duty: Black Ops II

  •  

    The New Game Mode: “Strike Force”

    An in-depth look at Strike Force can be found here.

  • Strike Force missions will be woven into the core single-player campaign, and will present themselves as various black ops missions available around the globe.
  • Players won’t be able to play all of the strike force missions in a single playthrough.
  • Strike Force is currently only included in the campaign and isn’t a separate mode. It won’t allow for multiplayer but, at some point down the road, could be fleshed out. “Things like Zombies originally started as unlocks,” said an Activision representative after we followed up to make sure. “We’re not taking the option off the table.”
  • Depending on the outcome of a given strike force mission, the story will change. “You’re going to choose a mission,” said Lamia, “and that’s a branch for the story. Say there’s three missions out there—you’re not going to go back and play all of them; the story goes on. If you die on a strike force mission, you die in the story.”
  • Going on that, it would seem that the playable characters don’t feature in the Strike Force missions.
  • Strike Force allows players to control squads of troops, giving follow/hold commands with the shoulder buttons.
  • Strike Force also allows a zoomed-out command view via an unmanned aerial drone that lets you to set waypoints for your units to achieve shifting goals.
  • Strike Force will allow you to control (at the very least) armed aerial drones, armed land-drones, and unarmed aerial drones in addition to being able to hop to the viewpoint of any of the soldiers in your squad.
  • 48 Things That You Should Know About Call of Duty: Black Ops II

  • The strike force missions will unfold organically but will be written into the story—in that way, they’ll function somewhat like a single-player version of the multiplayer in Mass Effect 3.
  • think I heard Kiefer Sutherland voicing one of the squad members in Strike Force, but I’m not sure. Consider this a Kiefer! Rumor!
  •  

    Multiplayer

  • Multiplayer director David Vonderhaar relayed that the new approach they are taking is “One size does not fit all.” That means, he said, that there is no one way to play a Call of Duty game. So, they’re pulling back features like create-a-class, killstreaks, and other features and reexamining them, challenging their assumptions of “what cows are sacred.”
  • Multiplayer will take place entirely in the year 2025—there will be no multiplayer missions set in the 80′s.
  • They are taking the E-sports community very seriously. In part, that means that they’re focusing on making the game more fun to watch as a spectator. Hopefully that means super cute, colorful uniforms!48 Things That You Should Know About Call of Duty: Black Ops II

  • Online Director Dan Bunting took us through a tech demo of the upgraded graphics; while lighting upgrades and tech aren’t usually the most interesting topics, what they were showing looked great. As they put it, they are aiming for “PC quality graphics running at 60 FPS on a console.” The illusion was quite convincing.
  • We saw two unpopulated multiplayer maps: The first map we saw was a naturalistic map located in a village in Yemen.
  • The second map was called “Aftermath” and was set in a ruined downtown LA, presumably after the drone-attack that we saw in the demo.
  •  

    Zombies

  • Zombies will definitely be back in Black Ops II, and will feature all new modes that are more fleshed-out than ever.
  • “There will be more zombies and more modes; just more.”
  • The zombies are “In the multiplayer engine.” “If you think about all of the things we can do with our multiplayer engine,” Lamia said, “You can start to think about how we might be looking at this.” Okay then!
  • Zombies are the only confirmed co-op aspect of Black Ops II. The campaign and strike-force modes do not appear to feature co-op.

Black Ops 2 Reveal Video in HD

Black Ops 2 Reveal Video in HD

 

Black Ops 2 Reveal Video in HD

Black Ops 2 Reveal Video in HD

 

BIOWARE AND DARK HORSE COMICS EXPAND AND UNVEIL NEW DRAGON AGE™ COMIC MINISERIES

BIOWARE AND DARK HORSE COMICS EXPAND AND UNVEIL NEW DRAGON AGE™ COMIC MINISERIES 

 

MAY 1, MILWAUKIE, OR—BioWare, a label of Electronic Arts Inc., and Dark Horse Comics today announced Dragon Age™: Those Who Speak, a three-issue comic miniseries based on the award-winning Dragon Age™ fiction.

Written by David Gaider, lead writer of the Dragon Age series, and Alexander Freed, senior writer for Star Wars™: The Old Republic™, Those Who Speak expands on the story of King Alistair, as he travels to an empire of evil mages to uncover the fate of his lost father. Accompanied by the pirate captain Isabela and the underworld merchant Varric, King Alistair will stop at nothing to learn the truth, even if it means battling an army of cultists single-handedly. The first issue of Dragon Age: Those Who Speak will be available on comic book stands on August 22.

Additionally, Dragon Age: The Silent Grove will be available in a hardcover edition on July 25. Previously available only in the Dark Horse Digital store, Dragon Age: The Silent Grove is the perfect companion to the Dragon Age universe.

To learn more about Dragon Age: Those Who Speak and Dragon Age: The Silent Grove, visit DarkHorse.com. To learn more about Dragon Age, visit DragonAge.com.

18 Things About Dishonored That You Should Know

By Stephen Totilo

18 Things About Dishonored That You Should KnowEarlier this week, I received a wood-framed clock in the mail. It was a promotional tchotchke from the people making Dishonored, the kind of thing a big video game company sends a gaming reporter to make sure they remember their game exists—and perhaps to cultivate some favorable emotions about the game.

It is, of course, a bit weird. What does one do with this unrequested clock?

It’s also unnecessary, because Dishonored needs no clock to help me remember it, and won’t need a clock for you to give a damn about it.

Dishonored is an ambitious game made by some talented folks in Texas. It’s a first-person game that you can play as an action blockbuster or as a stealth adventure. It might remind you of some other very good games, but it has lots of distinct flair.

Raphael Colantonio and Harvey Smith, the game’s co-creative directors at Arkane Studios, showed me the game in New York City last week. I watched as one of their colleagues played an early mission. They played through it twice, to show the flexibility of the Dishonored experience. I won’t give you a blow-by-blow. Instead, I’ll tell you what jumped out at me:

  1. The prevailing fantasy in this game is to be a “supernatural assassin”. So picture a first-person game in which you might emit magical powers with your left hand, slit throats with your right, while jumping/warping from rooftop to rooftop and then possessing the person next to the guy you’ve been assigned to kill.
  2. The game is set in a beautiful, strange city called Dunwall, which had its look designed by Viktor Antonov and Sebastien Mitton, the former being the artist who conceived the look of Half-Life 2‘s City 17. They’re going for a mid 1850s America look mixed with Victorian England. Dash in a bit of whaling town, and don’t call it Steampunk, because it’s not exactly that. There will be no rivets or brass in this game, Antonov mentioned, at least as a general goal. There’s also no clear sense of day or night, because they want players to feel more of a dreamlike mood where it could always be sort of either time.18 Things About Dishonored That You Should Know

  3. You may peek through any door that has a keyhole as you skulk through the game, which tells you plenty about the level of technology in this game’s world and the game developers’ interest in letting you snoop. The main level we were shown was set in the Golden Cat Bathhouse, which, you can imagine, would have some secrets on the other side of its keyholes.
  4. You can possess a fish, thanks to the game giving you the power to possess any living thing, including the people you’re trying to save, the people you’re trying to kill or even the rats scurrying at their feet. This is one thing that qualifies you as a “supernatural assassin.”
  5. If you possess a rat, a guard might step on you. Just know that you can’t possess anything or anyone forever; only for a few seconds.
  6. This is a linear game with more powers than you can get in one playthrough. It’s a game that will have you acquiring special powers, attaining more potent versions of them, accruing weapons. Basically, you’re building your own arsenal that suits your strategy and the whole point of the developers showing me the same level twice was to show how differently you could handle it, depending on your abilities and interests.
  7. In this game, there are lots of ways to do the same thing.Take the Bathhouse building I saw during the demo. It’s where the action was going to be. And while we could possess a fish to go inside, there were supposedly seven other ways to get in there, too.18 Things About Dishonored That You Should Know

  8. One of your best powers is called Blink. It lets you scoot forward a few yards in space, like a short-distance warp. Combine this with agile jumping and you can dart not just across rooftops but through open space, suddenly appearing in a crowd or getting to the other side of an open doorway without ever walking past it.
  9. One of the powers they didn’t mean to give players, but didinvolves free-falling from the top of a building but then possessing a guard before you smack into the ground. The designers said that their test players figured it out and it seemed too terrific to remove. So, yeah, kill a guy on a balcony, and then jump off the balcony before his bodyguards can seize you, drop a few stories but body-hop into a regular citizen who is walking down the street in the nick of time.
  10. You can see where your enemies see if you activate a special power that causes their vision cones to be visibly emitted from their eyes. If they see you, trouble. If they see a painting on a wall, they might comment about it.
  11. If you have to compare this to another game, think more Deus Exthan BioShock. Co-creative director Smith waved off my guess that all these player powers mixed with combat might make BioShock the closest apt comparison to Dishonored. No, think more of the Deus Exgames, he said (and, hey, he was one of the main creators on the first two, so it all makes sense). The difference? As far as I can tell, while both games offer the players lots of choices, Dishonored offers a wider range of them and is more explicitly designed to let you play in stealth.
  12. And with your right hand you will kill, because that’s the hand that will wield the games guns and blades. The first person melee combat you’ll do with the knife got me wondering about another comparison, to Colantonio’s former project Dark Messiah: Might & Magic but he said that game’s focus on first-person melee is not exactly replicated here. There will be a block and counter system in Dishonored, but not one withDark Messiah‘s depth.18 Things About Dishonored That You Should Know

  13. Two corrupt aristocrats needed killing in the level I was shown. These brothers, the Pendleton Twins, are two of the many scumbag aristocrats who are keeping the people of Dunwall down while trying to avoid whatever mysterious illness is now plaguing the lower classes.
  14. You, by the way, are Corvo Attano, former bodyguard of the Empress, wrongly accused of her murder.
  15. You can dispose of your targets in many ways, some of them fatal, some of them wickedly clever. Imagine, say, you discover one Pendleton Twin in a room with a prostitute. You may walk in and shoot him or knife him or summon a pack of rats to eat him (and possess one of those rats while you’re at it). But you also could have never entered the room and just locked it, turned up the steam in his room and boiled him alive. But why not just help out a local crime boss by breaking into the Bathhouse and finding the combination to a safe he wants access to. Give him the combo and he’ll take care of the Pendletons by shaving their heads and sending them to work in the mines they ruthlessly run. You know, you don’t have to give the crime boss the combo before you go open that safe yourself and take what’s in it. This game is supposed to be open to any branch you can imagine taking. You’re expected to experiment.
  16. You could go through the game without killing anyone, but then you’d never have approached the second Pendleton twin, poisoned him, possessed him, walked him over to the balcony, jumped out of his body (yours appears when you do this), pushed him over the edge and then bailed.
  17. The world will adapt to you, Smith told me, saying that you might hear different conversations or see more guards or even witness entirely different scenes of squalor or hope depending on how brutally you’re playing. He refrained from describing any pat formula, so I couldn’t tell if playing without killing, for example, equals seeing more cheerful things. It seems like they’re going for something subtler than that. We’ll have to see how that plays out.
  18. The walkers you’ll remember seeing are called Tallboys. They appeared in a more action-heavy sequence that took place in an area called The Flooded District. There are men in those powerful walkers and, yes, you can possess them.

18 Things About Dishonored That You Should Know


Click to viewDishonored showed well. Its world is vivid and interesting and it does appear to offer a good range of play styles that will let players figure out just how bloody they want their revenge quest to be. All games are best judged when you play them yourselves, doubly so for malleable games like this that are pitched as letting you dabble and push at its seams to see what’s possible.

This is the kind of game that entices you to try and break it. Say, let’s see what happens if I try to kill this guy this way or try to finish this level as a rat!

This, therefore, is the kind of game it’s easy to get excited about. No clocks necessary, though I should mention who sent the timepiece. Arkane is owned by Bethesda/Zenimax, the Skyrim people. They know how to push games, so you’re going to be hearing a lot more about this one—with good reason.

Dishonored will be out later this year for PlayStation 3, Xbox 360 and PC.

What Video Games Teach Us About Marriage

By Kate Cox

What Video Games Teach Us About Marriage

Roughly two million couples in the United States get married each year, give or take a hundred thousand. Every pair does it for their own reasons, from the idea of a fairy tale happily-ever-after to the decidedly more prosaic need to share health insurance costs.

It’s a big decision, coming with a number of legally and socially mandated perks and responsibilities. Research also tends to find that happy, stable marriages have a ton of physical and mental health benefits, adding to the net positive.

So here in the real world, marriage is an optional path along the very complicated road of life — but not all marriages are created equal. Laws regarding marriage are applied differently, depending on where, geographically, a couple finds themselves. Happy marriages are a net positive, but unhappy marriages can be a particularly draining kind of personal hell. It’s a calculated risk, but one that a huge number of people go for at least once in their lives.

What about in our video games?

 

Games are in many ways much more simple than real life. Even the most complex of all the digital worlds in which we play has finite, man-made boundaries. And no matter how those boundaries look and feel to the player, in the end they’re all numbers. Relationships in games, like everything else in games, are ultimately mathematical. But does the math always have to show?

A human can choose to act irrationally, illogically, or out of character, but a game character is restricted by its programming. A player character can only make so many choices, and a non-player character can only follow the script its assigned. No matter how many variables go into determining player options and NPC reactions, it all comes down to a huge series of if-then statements, forming a robust illusion. And yet what amazing illusions they can be.

Broadly speaking, there are two main reasons we do anything in narrative games (as opposed to games that are primarily about mastering a specific skill, or raking up a score). One is to realize some kind of in-game benefit for the characters we play: we want to receive an item, to remove a threat, to gain experience points, or to take some kind of action that will result in some kind of reward. The other, though, is much more, well, human: we do stuff just to see what happens. We explore to see what we can find, we undertake quests just to find out more about their stories, and we talk to NPCs just to find out what they’re like.

“Doing stuff just to see what happens” is perhaps the entire point and purpose of three very different games: FableSkyrim, and The Sims. The first two are both different approaches to sword-and-sorcery kingdom-saving. The last, though, is designed for players to be able to simulate real life, in every possible dramatic, ridiculous, provocative, and heartwarming way. And all three are surprisingly uncommon among single-player games in that they allow the player to choose whether or not marriage ever features into the stories being told.

Why get married when you could be killing dragons?

Skyrim is well known for its sprawling, almost incomprehensibly large game world. The player character, the Dragonborn, chooses over and over which factions to support, which quests to pursue, which areas to explore… and which, if any, marriage to pursue. In keeping with the “impossibly large” scale, there are 28 female and 35 male NPCs from among whom the player can choose.

What Video Games Teach Us About MarriageThe characters of Skyrim are, well, characters. Each comes from a different area and has different requirements for building a relationship. Some require the player to have a certain level of status. Some require certain affiliations, or quest arcs completed. And some simply require that the player ever hire them on as extra muscle, or that the player defeat them in a brawl.

Filling one’s video game home with a spouse can feel roughly as inconsequential as filling it with wheels of cheese.

But even while the potential suitors of Skyrim represent a wide range of races, occupations, and depth, the outcomes of marriage are almost universally the same. Once a day, they can give the player character a homemade meal that increases the rate at which health and magic resources regenerate. They can run a home business, acting as a merchant for the player character to shop at (and giving the player a daily cut of the revenue). And dropping in to the homestead and spending some quality marital time with the spouse in ye olde marriage bed can give the player a 15% boost to the speed at which skills are learned, for a time.

The enormous breadth of Skyrim can come at the expense of depth. The world, its factions, its history, and its lore can be impossibly deep and detailed, but the characters in it don’t always feel like people. Because the player can choose from such a wide array of paths and actions, filling one’s home with a spouse can feel roughly as inconsequential as filling it with wheels of cheese. By allowing anything, in a sense the game has taken meaning from everything. Marriage has its tangible benefits in place, but no mechanic for its emotional ones.

What Video Games Teach Us About Marriage

Where Skyrim is broad, Fable III is narrow. Its intentionally mindless mechanics are entertaining, but its relationship, sex, and marriage systems fascinated me. On the one hand, they’re appallingly simple: perform a series of clearly denoted positive actions with almost any character in the game, and a relationship will eventually progress to love. If the player’s Hero and the target NPC are compatible (same-sex relationships do exist in Albion, and NPCs are specifically denoted as straight, gay, or bisexual), the Hero will eventually have the option to propose.

As in Skyrim, love and family are only important to the world of Fable inasmuch as they are important to the player, and Fable III encourages a cartoonish, comic, all-or-nothing experimentation. The Hero literally ends up either with the angel’s wings or with the devil’s tail by the end, and may as well go around kissing babies or drop-kicking puppies.

I asked Ben Huskins, senior technical designer on Fable III, why and how the team had chosen to add marriage into the game in the way they did. “We want players to care about people within the world and in doing so become more attached to the world itself,” he said, adding that ultimately, the mechanics were all designed to increase the player’s investment in the world:

“By encouraging players to develop relationships with the people of Albion it made their decisions more meaningful when they came to rule the land. During the latter part of the game those choices could have profound effects on the people they had met throughout the game, including loved ones and giving those choices much more weight.

“We’ve always been keen on giving players the freedom to form relationships with (and eventually marry) nearly anyone they encounter in the towns and villages. Just as developing a character is a way to express themselves, so is choosing who to marry is another way to express who they are and weave your own story in the world. Everyone ends up with a slightly different tale depending on who they chose to marry (beggar, nobleman, shopkeeper, thug, etc.) and where they chose to live (in a hut on an island, in a castle, etc.).”

What Video Games Teach Us About MarriageTouch, he further explained, was designed to be the true primary mechanic for advancing relationships in the game. While “hug,” “hold hands,” and “kiss” may feel impersonal when selected from a floating menu, they truly are the building blocks from which so many real world relationships are built. I didn’t consciously notice, while playing, how reciprocal and mutual all of the available relationship-building actions were, but in retrospect, it seems obvious:

Touch was a key part of developing a relationship, the hope being that the physical connection would help reinforce the emotional connection. Previous Fable games were about performing actions at a person (I act, you react), in Fable III it was more of a proper physical interaction between the characters (hug each other, dance together, kiss, etc.). This extended to hand-holding when players wanted to take a villager on a date or out on an adventure.

A happy spouse does provide gifts every so often when the Hero comes home.

Ultimately, though, marriage inFable III fell prey to the same trap that so much of the game did: the scale simply didn’t match, and every cost or benefit, no matter how couched in descriptions of morality, ended up being measured in money. Transactions of a few hundred or even a few thousand coins once per game month, for domestic upkeep, don’t even show up on the radar when a Hero can generate hundreds of thousands of coins every five minutes of real time just from owning property. A happy spouse does provide gifts every so often when the Hero comes home, but a popular enough Hero will eventually reach the point where every step through a town or village comes with a swarm of NPCs begging you to accept their presents, and one more barely makes a splash.

Fable III lays bare the skeletal structure of human manipulation in a way that even The Sims can’t quite achieve, but with less consequence or depth. Marriages in Fable III have very little meaning to anyone other than the NPCs who have married the Hero. And if they live in a big enough house, with enough cash flowing in, they won’t even care if you propose to another NPC right in front of them.

What Video Games Teach Us About Marriage

Marriage was in the first game; divorce was in the sequel

Sims, though, care how you treat them. They don’t exist to carry along a script; they are not destined to slay the dragon or to save the world. They exist to mimic the best and the worst of us, with all our human goals and fears. Charles London, creative director on The Sims franchise, described them to me as a “canvas” on which the player could project almost anything, up to a point.

Unlike RPGs, where the overall story arc comes from the game, in The Simsthe overall story arc comes from the player, and the Sims need to walk a delicate line between being characters and being dolls. “Too shallow,” London said, “and there’s no feeling of the Sim having the breath of life; too deep, and players have difficulty reverse-engineering the behaviors, and the Sim starts driving the story instead of playing a part. If we err too sharply in either direction, the suspension of disbelief fails.”

What Video Games Teach Us About MarriageSome, but not all, Sims have specific aspirations toward romance, marriage, and family just as some, but not all, people hope for the same. And while some interactions are easy enough to model plausibly—if you suddenly stop paying attention to someone who likes you, annoyance is sure to follow—the available mechanics haven’t always done the best job of keeping up with the designers’ intentions. The consequences of limited modeling ability, London said, could be surprising:

“In some ways, marriage in The Sims original series was also an old-fashioned affair for the age in which the game was released. For instance, the player was charged either 1000 simoleons or half of their Sim’s current wealth, whichever was less. This represented the old-fashioned social value of ‘being prosperous enough to marry,’ a rite of passage which, while still important in many places in the world, caused the player (unless they cheat) to have to tell a story about establishing their Sim in the world as well as one about developing a deep love affair. As well, the Sim who moved in took the last name of the current family and left their home and belongings behind. Strikingly traditional when the incoming Sim was female, and oddly modern when the reverse was true.

“There was no divorce, as we didn’t have the means to split a Sim off into a separate family in that way. Instead, a Sim could only begin an affair with another partner and marry again.”

“There was no divorce, as we didn’t have the means to split a Sim off into a separate family in that way. Instead, a Sim could only begin an affair with another partner and marry again, joining a new household, which is an oddly Victorian juxtaposition of starched values and prurient betrayal. Domestic issues were possible, in that Sims who married and then had subsequently poor relationships could get into physical altercations —T-rated of course. After the fight, however, one of the Sims would leave the home, never to return. We chose that carefully: while we wanted to say we knew marriages could go very wrong, we also wanted to assert a picture of dignity and self-esteem for our Sims. We felt it was important that Sims who were driven by the player to intolerable conditions would assert their own dignity, and opt out.”

By the time the dev team reached The Sims 3, divorce and same-sex marriage had all become supported, and Sims’ daily moods could be more highly effected by the status of their relationships. An ugly SimDivorce can leave the split-up Sims, as well as their children, deeply distressed for a time.

But for all that Sims have detailed ways of behaving in any given situation, the value of their relationships and their marriages still exists only inasmuch as the player finds them valuable. Sometimes it’s nice to see a Sim live happily ever after… and sometimes it’s nice to watch them light their neighborhoods on fire from a badly-built barbecue. The Sims series is in many ways the ultimate “what if” sandbox, and destroying fake people’s fake marriages can be as entertaining for players as building them.

Sometimes it’s easy to forget you’re married.

The in-game relationships with the most depth and variety, and the biggest emotional consequence, are the ones that have human minds steering the characters. And so we find marriages appearing in online games, when players inevitably add romance to the mix of dramas that they role-play with their characters.

small handful of online games actively support character marriages through an officially sanctioned mechanic. Massively multiplayer online gameMaplestory, for example, allows players to purchase a virtual ring using real currency, and recognizes when two characters have officially married in-game.

For most, though, it’s a matter of imagination, with no benefits from the game. Two players in World of Warcraft can decide that their characters are linked, without a change in game mechanics to support them. They can have a wedding, and invite their friends. In other online games, like EverQuest II, they can share player housing and take on the same surname. The characters, in short, are married because their players said so, not because the game did.

And really, that’s what all the game marriages have in common: they are exactly as important to the game as they are to the player. The single-player games that allow marriage as a choice also have to support players’ ability not to choose marriage. They are games driven by guaranteeing that anything the player chooses to do, within the confines of the game, will be supported. And so the marriages are mechanical and shallow: benefits can’t be too great, nor responsibilities too demanding. The virtual money and the short-term stat boosts end up being more or less meaningless against the greater scale. Instead, it’s about how invested the player is in telling a story and in deciding where emotion lies.

In the real world, the financial benefits and responsibilities of marriage can be staggering. But usually, that’s not what a couple is thinking of when they decide to legalize their union. Instead, they are thinking of passion and of love. They are marrying for emotional reasons, because they choose to share a new kind of bond.

In reality, as in games, a relationship is a matter of imagination: before (or without) legal marriage, a couple is together because they say so. And after marriage, the partnership holds up—or fails—for the same reason. In game after game, a character’s marriage lasts and thrives exactly as long as the player remembers to pay attention to it, and to choose to draw meaning from it. And in that, virtual marriages do indeed teach us a valuable lesson to take away into the world

New Call of Duty reveal coming May 1

Laura Parker

By Laura Parker, Associate Editor at GameSpot
 

Teaser page reveals forthcoming announcement for popular first-person shooter series to be made next week.

Activision is gearing up for a new Call of Duty game announcement. The publisher’s official Call of Duty site has changed overnight to reveal a new splash page detailing a forthcoming announcement on May 1.

 

New Call of Duty announcement coming May 1.New Call of Duty announcement coming May 1.

 

On the page, the headline “World Reveal” is displayed beneath the Call of Duty logo, and is accompanied by a countdown timer. The tagline reveals the announcement will be made on May 1 during the NBA playoffs on TNT.

Zooming out of the splash page, the site reveals 14 smaller windows, currently all blacked out with the word “Classified” over the top. However, clicking on each window reveals that different windows will be “unlocked” at different times over the coming week leading up to the May 1 announcement.

Last week, a marketing poster from a retail source surfaced, hinting at an upcoming Call of Duty: Black Ops 2 reveal. The game has already been spotted on French andSpanish retailer websites, and an employee at a contract art studio listed work for Black Ops 2 on his resume.

Call of Duty: Black Ops remains the most successful Call of Duty game to date. It has sold more than 25 million copies through August 2011 and became the best-selling game of all time in the US by the March following its debut.

Last year’s Call of Duty: Modern Warfare 3 initially sold at a faster pace than its predecessor, but failed to make the NPD Group’s Top 10 list in March, its fifth month of release.

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