Proiect Engleza Jocuri
Proiect Engleza Jocuri
Proiect Engleza Jocuri
First off, you would imagine how thrilled our team was to have to write a paper during the holidays, with a deadline just two days after the winter break, so we came up with a clever way to bypass all the research work needed and just start writing about things we already knew and also loved doing, in order to grasp a more subjective approach on the chosen topic. People often say that if you dont truly believe in the things you are working on and dont have fun whilst doing them, you wont be successful in any of your endeavors. This means you have to work with passion, because the first person you are ultimately going to sell the idea of the finished product is yourself, and if you cant fully embrace the concept, its going to be even harder to pitch it to someone else. That being said, we quickly searched for a topic that each member of our team could relate to, and also provide valuable insight upon his experience and personal preferences on the subject at hand. In the end we settled on the topic of video games, due to the wide variety available these days. The first ever commercially produced video games were arcade games back in the early 70s in the United States, and I think we all remember in movies those huge machines that took up quite a lot of space in pubs, where people could play games such as Pacman, Space Invaders or Donkey Kong. They were very successful and in fact, they provided the buzz that this industry needed at that time in order to grow, attracting attention of such companies as ATARI or Sony to develop smaller gaming equipment, which the average consumer might have in their home. In Romania arcade games werent very popular due to the restrictions implemented by the communist block but after 1989 the true Figure 1. Pacman machine video game craze began here also, with the Nintendo Entertainment System and Sega Genesis consoles, due to their small prices, at that time.
Simulator Games
2
Walking on towards the modern era of computer games, the innovations in technology and visual graphics have brought forth a major leap in gameplay, making them much more realistic and attractive in the eyes of the consumer. The branch of games that specializes primarily on these lifelike experiences are called simulator games, and they vary from sports simulators such as the very popular Fifa series or We Ski to auto simulator like Colin McRae Rally and even general lifestyle simulators, the most prominent figure on this market begin called The Sims. These games have in common the high level of reality that the consumer experiences while playing them, being an alternative to high cost activities that the average consumer does not really have the chance or possibility of participating in, on a regular basis, as the title simulators would suggest. In The Sims, or other lifestyle simulators such as Second Life or the very popular Zynga Games via Facebook, the object of the game is to build your own little corner of heaven and manage this space and your avatar, as best as possible, via financial transactions or social aspects, for as long as you desire, because these types of games really dont have an endpoint, a specific goal that needs to be reached in order to be proclaimed The Winner.
Figure 4. The Sims logo
On the other hand, in the very popular and adrenaline infused automobile racing simulators like Colin McRae Rally, victory is the prime motivator. First off, each player is assigned a racing car that he or she has to modify to his or her liking, in order to have the best chance of winning the race. After that, the abilities and skills of the player are really put to the test when their car hits the tarmac, where concentration and good hand-eye coordination are key elements. Though fun while played on an average computer, these games are ten time more awesome when played on a professional gaming console like Play Station 3, Xbox 360 or Nintendo Wii. For our current example, the Colin McRae Rally games, they provide gaming equipment such as a steering wheel and foot pedals that strive to better achieve the motions that the person would normally do in a real life car race, without the added danger of crashing or other undesirable events.