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Santa Monica talks about an important decision at the end of Ragnarok

In a game as focused on the narrative as God of War: Ragnarök _, it may be difficult to give the player a satisfactory conclusion. While this has its own problems in the narrative, also presents us with a playful issue related to when to take control of users . This is an issue that we did to Bruno Velázquez, animation director of God of War Ragnarök, in an interview.

Recently, we had the opportunity to talk to Velázquez about different aspects of god of War: Ragnarök, and one of the questions we asked him is related to the end of the game. Neglect, we do not talk about Spoilers, but about the decision to continue with the adventure, even after ending the story . This was what he told us:

For us, it is always important to offer options to all players. There are some who are satisfied to see how the main story ends, but we were always thinking about once the adventure ends.

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Personally, whenever we finish a game, the story ends, we may like it a lot, and we want to continue, and we wanted to Go ahead, face more difficult enemies, and expand the history of the characters. It is something that I personally like, because different dialogues were also recorded depending on when you do extra missions.

That’s why we wanted to offer more options, to follow the adventure, and the main story is not over, that was very important for us.

As you can see, it was chosen to simply let the player continue to enjoy the adventure, even if the end was already achieved. However, it seems that the best, from a narrative perspective, is to end all optional tasks before defeating the final boss . In related issues, this was what Bruno Velázquez told us about the extension of the game. Similarly, you can check our God of War review: Ragnarök here.

Pc gaming: Player often tend to often tend to bigotry and sexism according to the study

In conversation with Vice emphasized co-author Dr. Rachel Desert that the results of the research study just influence a little, hazardous part of the gamers and there are no indications of widespread extremism among gamers.

The sensation of identity melting is not restricted to the gaming scene. Research studies additionally created similar outcomes in the locations of affordable as well as armed forces sports.

In total, the investigation included 3 studies in which hundreds of American gamers were asked regarding their beliefs and sights regarding numerous disciplines. Consequently, concerns regarding video gaming society tried to uncover a possible correlation for an identity merging.

According to the investigations, video gaming can be specifically useful in the growth of melting identity, particularly through joint experiences that are challenging as well as exciting.

The research takes a look at the possible duty of the identity merger in poisonous components of pc gaming neighborhoods. This explains a deep sensation of belonging to a group that influences individual life so strongly that group-friendly actions are also represented to their very own disadvantage.

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We have specific identities and also social identifications, discusses Kept. These are my social identities, and also they are separated.

Identification melting suggests that social identification and also private identity merge together as well as you can no more divide it…. The way the combination creates makes it much more prone to severe habits.

Among the studies states isolation, binding and also staying clear of bonds concern as various other elements for identity melting with gaming society. Under referral to the negative as well as positive aspects of gaming society, this is described as a double-edged sword.

As can be seen from the research study Identity as well as Extremism in Video gaming Societies released by Take This, people who recognize themselves as gamers often tend to have a tendency to be severe habits such as racism or misogyny.

The third study notes that anti-social habits is much more correlated with competitive games like Call of Responsibility than with even more cooperative games like Minecraft:

Desert does not want to be recognized as a tool for assaulting the video gaming area and also once again makes it clear that the outcome does not mean that all gamers profane or extremists.

We have private identities as well as social identifications, explains Kept. So I’m Rachel, I am a woman as well as I’m a player. I love The Witcher. These are my social identifications, and also they are divided.

If the gamer identity composes the core of one’s very own person, this seems to mirror what we call harmful gamer society that tends to be excluded-that is, to points like racism, sexism and also misogyny, claims Desert Opposite vice. All of these points we understand that they exist in gaming spaces appear to be internalized by those who determine very strongly as component of this neighborhood.