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Author Archives: Jason Coley
Arguing for the Adoption of Persistent Time in Video Games: Part 1 Rally around the Family
I’m a big fan of DayZ YouTube videos. Although I’ve never played the game (not sure if I have the patience for it), these videos demonstrate the game’s outstanding faculty for emergent narratives: My chart toppers include vehicle ambushes and … Continue reading
Posted in Criticism, Jason Coley
Tagged altruism, building a house, construction, control multiple characters, crafting, Dayz, death, environment, Everquest Next, family, game, games, grow old and die, habitat, hazardous environment, history of player interaction, kinship, making a home, maslow’s hierarchy of needs, massively multiple online, mmo, permadeath, permanent, persistent time, progeny, rally around the family, Rust, scavenging, State of Decay, time, Video game
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