When I was growing up I played a lot of PC games. I mainly played real time strategy games such
as Command and Conquer and War Craft3, but my favorite real time strategy game
of all time was Age of Empires 2. The
premise of Age of Empires is that you must create and defend a city that you
build with soldiers you decide to make as the world advances from the dark ages
to the golden ages. You could pick one
of twenty different countries to be, each bringing their own special troops and
buildings to the game play.
This game is a great example of self-as-source
identification.
Self-as-source identification
is the ability of the gamer to recognize their own input into the game. Creating something relevant to game play
increases involvement in the game, and it is also a vehicle through which identity
can be expressed. When playing Age of
Empires, everything that you do has an effect on the game. If you create a certain building or create
certain soldier, you can have a distinct effect on the outcome of the
game. Everything that happens to you is
because of you and you have to make everything work. That is what I love about that game so much,
and that is why I love that game to this day.
You can design your cities to be enclosed in a series of
walls, or you can have scout towers that shoot enemies on site. You can also create heavy weapons soldiers
that do max damage, or have soldiers that can ride horses for max speed and
attack ratio. You can play anyway that
you want to, and that is what makes that game so great.
References: Sundar,
Shyan S. "Interactivity as Self-expression: A Field Experiment with
Customization and Blogging." Interactivity as
Self-expression. AMC, n.d. Web. 18 Dec. 2012.
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