There has been a vast change in the structure of modern games as opposed to their predecessors. As the market and production of these games has inflated over the years, potential customers haven’t exactly been limited for choice as they once were. Therefore developers have `had to adapt in their approach to attracting customers, and being the first to offer something different. A key element of this adaption has been to focus on audience engagement, in particular by focusing on the potential of escapism and personal identification within these games.
Why do we play games? What is it about them that appeals to us. In my mind it is that they allow us the opportunity to briefly become that which we have long sought after yet never accomplished. Ungrateful though it may sound, life thus far has been a disappointment. Whilst it is true that I am lucky enough to have been born into a country where it is ensured that I will be well watered, well fed, sheltered and kept in good health, none of these things excite me. I have no otherworldly powers, no godlike strength, and no extreme abilities in hand to hand combat- as a result, life has become tiresome and dull. Playing games is one of a few areas where this ceases to be true. In the blink of an eye I can choose to be a high rolling 1930’s New York gangster, or a demi-god warrior, or a cute, fluffy Labrador with big eyes and...Maybe scratch the last one. My point is that we are finally given the chance to become our heroes. “We play games because we want to feel like rock stars, warriors and gods. We play to shape the world that has been given to us. The developers give use the space to move, and the rules to follow; the rest is up to us.”(http://videogamewriters.com/the-death-of-escapism-the-demise-of-america-in-video-games-1549. ) This temporary suspension of reality as we live out our fantasies is escapism in it clearest form. By identifying the disappointment of our own lives and offering us the chance to reverse it, developers easily manipulate an audience into buying their work. Thus they have effectively used the opportunity of escapism as a viable tool for audience engagement.
Furthermore some have decided to go a stage further. Nowadays it is a common concept, particularly in genre types such as MMOs, or games like “Fallout” and “Fight Night”, to be given the option of a fully customizable character. Now not only can we act out the moments we always dreamed of, but we can do it all with a character that is an exact replica of ourselves. This level of self delusion draws us into the realms of personal identification. No longer is this character merely controlled by us, he/she is now a walking, talking, clone. As a result the game is no longer just a fun relaxing timekill. It is an extension of our own lives. For example; my character now works on the side as a fisherman in order to support his second family as they struggle through the global recession so no, I will not be going to work tomorrow, and yes it is important. Whilst reading this now seems ludicrous and comical it is, in fact, shockingly in touch with the lives of modern players. I know people who have dedicated entire weekends to “building up their character”. I know more still who have taken a day off work so as to stand in a queue to pick up a game that could just have easily been bought that evening. Now not only have the game developers led us away from the focus of our own lives, they have encouraged us to establish a new one, structured as we see fit, and much easier to fix/eradicate should things turn sour. So in this instance developers have used escapism in the form of personal identification as an audience engaging tool.
What is arguably a helpful factor of gaming for those in the industry, whilst potentially damaging to players, is the idea of game addiction. Rather than focusing on the most extreme, exaggerated, and most definitely rare cases, eg. Boy dies of exhaustion after 11 day Xbox marathon, I am, instead, more interested in the more common, yet often ignored, element of achievements/unlockables/scoring in games. “Some argue however, that escapism may ultimately become addictive. For example, current studies are now focusing on the emerging condition of Internet addiction. In Internet addiction, people may spend most hours of the day and night surfing the Internet. They may do so in preference to working in the world, or in preference to having “real life” relationships with other people. What begins as a mere search on a topic, may end in a life lived in front of a computer monitor when escapism becomes extreme.”(http://www.wisegeek.com/what-is-escapism.htm. ) Achievement lists and gamescores as they feature on console networks have become virtual trophies in the world of gaming. These things shouldn’t matter- yet somehow they do. Many a game I have played has survived an extra 3+hours purely by having me jump through hoops in order to gain something that, with an outsider’s perspective, I wouldn’t really care about. I would consider a key example of this to be “Spiderman 3” on the PSP. After letting me use the black suit through the majority of the narrative, the game then has the audacity to reward me for my commitment and patience by stripping me of my only incentive for buying it in the first place. Then it tells me I can earn it back by collecting the web pieces scattered across the city. This was a laborious, painstaking and most certainly NOT fun exercise which I heartily undertook purely because I knew just how much it would mean to me to spend the next year of my life swinging round New York in my flashy new threads. Not so. Shortly after gaining the suit I realised that New York was simply not the happening kind of place it once was and that there was little fun left to be had. Did I learn from my mistake? No. Did others learn from theirs? No? Time after time we cast away precious man hours trying to earn a fancy cape, or a diamond machine gun or the bronze plated tea set- only to forget about it when we realise it actually humoured us very little. This is the kind of addiction that has a true impact on gamers. Only this level of involvement could encourage a man to invest his own, real-life, hard-earned cash, into buying his virtual horse a new saddle because it comes in this seasons shade of blue. Once again an extreme level of escapism, addiction via distraction has become a tool for game developers to engage and manipulate their target audience.
In conclusion the use of personal identification and escapism in games seems to be used to a vast extent, often in ingenious ways- and on various different levels. Not only to engage players, but also to entice them and draw them away from the focus of their own lives.