In Jonathan Belman's reading, "game reviews", he states "we believe that design decisions affect the range of plausible values interpretations for a game in a roughly systematic way" (2).
"The exact make-up of a particular player's values experience is likely to depend on the idiosyncratic combination of personal, cultural and situational factors that he or she brings to the game" (1). Each person's experience with the game is different. Thus, game values offer personal values of the makers/designers of the game. In a sense, this suggests that games are beginning to resemble more and more like reality.
Examples:
Left Behind: Eternal Forces--
Either this is just poorly balanced game play, or it does suggest something about he relative values of prayer and the lives of non-believers in the designers’ ethos.
Crackdown--
So, while Crackdown can be regarded an intolerant game regarding issues of ethnic origin and gender, it might also be considered tolerant, diverse and inclusive regarding issues of race.
Ico--
The designers of Ico challenge this paradigm that has a religious aspect in it, shifting the focus from violent rescue to caring and protective in-game behaviors.
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