I believe in the Wii. I have faith in the console, its technology, and the styles of play that are possible with the tools available to the gamer. There is so much potential in that little white box that has yet to be tapped into.

Just prior to launch, my vision for what the Wii had to offer the gaming world was as follows:
Total immersion. It's sort of a vague idea, but when I think of the Wii and it's input method, I am always seduced by the idea of the player's hands existing as permanent fixtures within the game world. One might think, "but doesn't that happen already in FPS on Wii?" Well, yes and no. The hands are always there, but their function is strictly limited. My idea is that the actions of the gamer are represented in a one-to-one fashion on-screen. Consider the following as an...
My apologies for the late update, but here it is:
The definition of the word "gamer" is pretty straightforward. It means, "one who plays games," usually referring to those of the audio/visual variety. Until recently, being a gamer meant that you were knee-deep in the industry, knew what games were coming, and had a good sense of what made a quality game. You probably owned two or more gaming systems and had a sizable collection of games. You were a gamer.
Nowadays, the term "gamer" is somewhat antiquated. Nowadays, a lot more people play videogames, but a lower and lower percentage of them fit the above description. Today's videogame market is divided into the "hardcore," who are essentially the "gamers" of yore, and the "casual." The casual gamer is an interesting type. They may sit online...
When you begin a new PC game, what is the first thing that you do? If your name is Eddie Inzauto, you immediately hit the options screen and configure your keyboard and mouse. You change the default "WASD" over to "ESDF" to allow your pinky finger access to more commands; you make sure jumping and crouching oppose each other -- one on keyboard, one on mouse; you basically set thing up so that they are comfortable for YOUR style of play.
A major flaw in the design of console games has persisted for ages, and for the most part has been completely overlooked, as if it was not a flaw at all. If a gamer picks up a copy of Timesplitters 2 and goes through the usual motions of controller configuration, he will realize that the issue is actually glaring, but us gamers mostly wear darkly tinted glas...
...but don't tell me you're telling it.
Videogames, more often than not, tell us stories. These range from the simplistic "rescue the princess" sort of narrative to much more convoluted plots, chock-full of twists and surprises. Not every game strives to tell an epic tale, and some obviously do a better job than others at keeping gamers interested.
Almost as important as what a story entails, though, is how exactly the game goes about presenting it. Is it really enough to have an incredibly storyline if the mechanism by which it is delivered to the player is inherently flawed or unexciting? Would you want to play a game where the main character sits and listens as his local librarian reads a novel out loud? I wouldn't.

Participation is key. Sitting idly by as the storyline is narrated is us...
I've been playing video games for a long time. I've played all sorts of games, from Super Mario Bros. to Bejeweled to next week's mega-release, BioShock. I even rocked a little bit of the mildly creepy Astro Grover for the NES (what is it about that game that always bugged me out as a child?). I've been around the proverbial block, as games go, and I guess one could say that I know the ins and outs of most of the genres out there. By now, I've even managed to formulate a pretty solid set of understandings and opinions about each one.
One type of game, however, has vexed me throughout the years. I've hated it, loved it, been indifferent to it, etc., and this cycle will probably continue for at least another decade. The genre in question? Role-playing games.
When I first picked up Dragon War...
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