http://www.cnn.com/2005/TECH/fun.gam...arc/index.html
It's really going to suck for game designers when the legislature finally signs a bill into law that really hammers retailers who sell games with M-ratings to kids. I mean, sales are likely going to drop, and equate to less revenue for designers and distributors. I can imagine it would make for an even less creative marketplace, because it would be much harder for big design companies to justify taking risks on games that don't have mass appeal.
What do you guys think? Is the day near where legislation will punish retailers who sell M-rated games to minors? What do you think will be the effects of such legislation?
Marijuana, as you light a virtual joint and take a long drag, causes the screen to become a hazy green. The drug slows time for criminals in the game, allowing your cop character to chase down and arrest them easier.
LSD helps differentiate friend from foe, so your character knows whom to confront; allies grow wacky court jester heads, and enemies become devil-headed cartoons. Trippy music and psychedelic colors accompany your computer-generated acid trip.
Other drugs in Narc include speed, ecstasy and crack. Crack, after the distinct sound of someone huffing on a pipe, gives players a one-shot-one-kill skill. Your crackhead cop character suddenly becomes an expert marksman.
Drug use may give you super powers in the game, but abuse can cause addiction. Protodone -- the game's version of methodone, can curb your cravings. Otherwise, addiction can lead to withdrawal.
But unlike real-life, you can kick your virtual habit after a few skillful clicks on the game controller.
Players can avoid all of this, however, by adopting a "just say no" attitude in the game. The illicit activity is all a matter of choice, says Steinberg.
"It's entirely up to the player. You can be a good cop, or you can be a bad cop, but there are consequences. I can use drugs or sell drugs to the citizenry. The thing is, there are random drug tests. I can get busted, develop addictions, or my fellow officers can come chasing me."
LSD helps differentiate friend from foe, so your character knows whom to confront; allies grow wacky court jester heads, and enemies become devil-headed cartoons. Trippy music and psychedelic colors accompany your computer-generated acid trip.
Other drugs in Narc include speed, ecstasy and crack. Crack, after the distinct sound of someone huffing on a pipe, gives players a one-shot-one-kill skill. Your crackhead cop character suddenly becomes an expert marksman.
Drug use may give you super powers in the game, but abuse can cause addiction. Protodone -- the game's version of methodone, can curb your cravings. Otherwise, addiction can lead to withdrawal.
But unlike real-life, you can kick your virtual habit after a few skillful clicks on the game controller.
Players can avoid all of this, however, by adopting a "just say no" attitude in the game. The illicit activity is all a matter of choice, says Steinberg.
"It's entirely up to the player. You can be a good cop, or you can be a bad cop, but there are consequences. I can use drugs or sell drugs to the citizenry. The thing is, there are random drug tests. I can get busted, develop addictions, or my fellow officers can come chasing me."
It's really going to suck for game designers when the legislature finally signs a bill into law that really hammers retailers who sell games with M-ratings to kids. I mean, sales are likely going to drop, and equate to less revenue for designers and distributors. I can imagine it would make for an even less creative marketplace, because it would be much harder for big design companies to justify taking risks on games that don't have mass appeal.
What do you guys think? Is the day near where legislation will punish retailers who sell M-rated games to minors? What do you think will be the effects of such legislation?
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