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Tag Archives: perk
Arguing for the Adoption of Persistent Time in Video Games: Part 2 Building a House, Making a Home
In the first of this two-part article, I outlined my thoughts on how persistent time can provide a new paradigm for permadeath in video games. In games like DayZ Standalone (Bohemia Interactive, 2013) and Rust (Facepunch Studios, 2013), hazardous environments … Continue reading →
Posted in Criticism, Jason Coley
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Tagged altruism, apprenticeship, Banished, building a house, colonies, colony, construction, control multiple characters, crafting, Dayz, DayZ Standalone, death, Don't Starve, environment, Everquest Next, family, game, games, gene pool, Grand Theft Auto V, grow old and die, GTA 5, habitat, hazardous environment, history of player interaction, kinship, making a home, maslow’s hierarchy of needs, massively multiple online, Minecraft, mmo, Open World, perk, permadeath, permanent, persistent time, possess, progeny, rally around the family, Role-Playing, RPG, Rust, scavenging, shelter, skill, Skyrim, State of Decay, The Sims, time, Video game, Video games, Yi-Fu Tuan
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