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Play- Hamilton
I purchased a Disney + profile from a colleague, and I have no regrets. I started catching up on the Pixar and Marvel films that I missed since Disney left Netflix and the other streams, started following The Mandalorian, and also started to watch, just out of curiosity, the play '' Hamilton '', by Lin Manuel-Miranda.
I got to know part of Alexander Hamilton's story, the personality portrayed in the work, through a very old American book that I found in a school where I worked. I found the similarity of his biography to those of Barão de Mauá and Ferdinand de Lassale, two historical figures that I admire a lot, wonderful.
Lin-Miranda manages to make interesting a story that would be boring by current standards , giving a pop feel to the passages of the Hamilton´s life - portraying his life since he arrived in the Thirteen Colonies, until his involvement with the American Revolution, and his brilliant, although somewhat turbulent, participation in the formation of the new country that emerged after the expulsion of the British.
Thus, it can be said that ‘’ Hamilton ’’ is among the best content, of a service that already has a very good catalogue. Whoever takes the time to watch it, will not regret it.
I got to know part of Alexander Hamilton's story, the personality portrayed in the work, through a very old American book that I found in a school where I worked. I found the similarity of his biography to those of Barão de Mauá and Ferdinand de Lassale, two historical figures that I admire a lot, wonderful.
Lin-Miranda manages to make interesting a story that would be boring by current standards , giving a pop feel to the passages of the Hamilton´s life - portraying his life since he arrived in the Thirteen Colonies, until his involvement with the American Revolution, and his brilliant, although somewhat turbulent, participation in the formation of the new country that emerged after the expulsion of the British.
Thus, it can be said that ‘’ Hamilton ’’ is among the best content, of a service that already has a very good catalogue. Whoever takes the time to watch it, will not regret it.
[RM2K] Peregun Saga
So, I re-started an old project of mine, called Peregun Saga. It is a nice project that I got the idea of making when I was in my English Language college, here in Brazil. I saw a book made by a Nigerian professor that had visited Brazil, and thought it could be used as inspiration for a good game script.
Better said than done. The project went in development hell as I went from a job for another, moving from city to city as work opportunities emerged for me. Now I have finally settled in a city for more than two years in what I think that can be a more permanent job, and I decided to put my hands in the project again.
I intend it to be a very simple thing. A game about a girl who is a enchanted hunter in a world filled with animal-people, talking animals and other magical beings, who by refusing a powerful ogre marriage proposal attracts a terrible curse upon her village. Afterwards, she and some friends have to seek the cure for it before is too late.
So it is.
Wish me luck in the project, guys.

Better said than done. The project went in development hell as I went from a job for another, moving from city to city as work opportunities emerged for me. Now I have finally settled in a city for more than two years in what I think that can be a more permanent job, and I decided to put my hands in the project again.
I intend it to be a very simple thing. A game about a girl who is a enchanted hunter in a world filled with animal-people, talking animals and other magical beings, who by refusing a powerful ogre marriage proposal attracts a terrible curse upon her village. Afterwards, she and some friends have to seek the cure for it before is too late.
So it is.
Wish me luck in the project, guys.
Wrong aspects in the game industry, and possible solutions
THE BAD ASPECTS
1.Violence and action for the sake of action
The fact t that do exist more games involving violence, conflict and destruction, than compromise, negotiation and building, did help on making society intellectually militarized. This conflict mentality did lead to making the social networks in battlefield, taken by rival gangs which fight for turf in a way that mirrors the offline gangs behavior.
2. Excessive immersiveness
Games, both online and open world offline ones, evolved to offering growingly more complex and detailed game worlds, filled with secondary missions and parallel minigames that went to take more and more time from the players. This excessive time spent in the virtual world makes gamers stray from the real world, leading to a psychological addiction similar to the alcohol and drugs ones, and in some cases even more damaging.
3. Lack of trust in the gamers
Politics of DRM and intellectual property protection treats the gamers and potential delinquents, and not like someone who just wants to have fun with the products paying a just price for then, and using their code to create new things.
4 Psychological suffering by the gaming professionals
Many companies forces their employees to work many hours after their expected shifts, causing physical and mental damage to them. Games are made for being fun: they also should be fun for the people who work in their development and distribution.
5. Monopolist and concentrating production logic:
The way the industry works perpetuates subordination relationships between developed countries and regions where the game production units are located, and those who consume them. The former concentrate the means of development in a way that ends up generating a vicious circle where the latter are much less likely to be able to compete in a competitive manner, with products from dominant countries and regions controlling almost the entire market.
6. Encouraging of hate groups:
The gamer world is known to be a stronghold of several problematic groups, such as incels, MRAs, white supremacists, and other hate groups. Effective measures are not taken to keep these groups under control.
POSSIBLE SOLUTIONS
1. Don't reward violence:
Creating games where avoiding violence is rewarded, and using force for no reason is punished or at least strongly discouraged.
2. Avoid excessive immersiveness:
Create games whose mini-games and side missions do not divert the player too far from the main mission. Limit immersiveness to well-defined pedagogical and plot-building purposes.
3. Trust the integrity of people:
Create open source games, with great possibilities for customization by players who want to create new experiences. Make the DRM policy more flexible when it does not completely end it.
4. Change work practices:
Adoption of fair and humane work practices by the industry. Avoid glorifying workaholic behavior and encourage employees to seek to live and work in the healthiest way possible.
5. Balancing the game:
Create games that can run on older, less powerful computers, so people get used to technically simple, but well-made games. This will allow poorer people to have access to games of the same quality as the most favored, thus allowing more countries and regions to become game producers.
6. Making games hateful for those who hate others:
Stop creating games that encourage machismo, racism, homophobia and other forms of prejudice. The more humanist and inclusive games that are produced, the less reason the extremists will find to identify with them. ''
1.Violence and action for the sake of action
The fact t that do exist more games involving violence, conflict and destruction, than compromise, negotiation and building, did help on making society intellectually militarized. This conflict mentality did lead to making the social networks in battlefield, taken by rival gangs which fight for turf in a way that mirrors the offline gangs behavior.
2. Excessive immersiveness
Games, both online and open world offline ones, evolved to offering growingly more complex and detailed game worlds, filled with secondary missions and parallel minigames that went to take more and more time from the players. This excessive time spent in the virtual world makes gamers stray from the real world, leading to a psychological addiction similar to the alcohol and drugs ones, and in some cases even more damaging.
3. Lack of trust in the gamers
Politics of DRM and intellectual property protection treats the gamers and potential delinquents, and not like someone who just wants to have fun with the products paying a just price for then, and using their code to create new things.
4 Psychological suffering by the gaming professionals
Many companies forces their employees to work many hours after their expected shifts, causing physical and mental damage to them. Games are made for being fun: they also should be fun for the people who work in their development and distribution.
5. Monopolist and concentrating production logic:
The way the industry works perpetuates subordination relationships between developed countries and regions where the game production units are located, and those who consume them. The former concentrate the means of development in a way that ends up generating a vicious circle where the latter are much less likely to be able to compete in a competitive manner, with products from dominant countries and regions controlling almost the entire market.
6. Encouraging of hate groups:
The gamer world is known to be a stronghold of several problematic groups, such as incels, MRAs, white supremacists, and other hate groups. Effective measures are not taken to keep these groups under control.
POSSIBLE SOLUTIONS
1. Don't reward violence:
Creating games where avoiding violence is rewarded, and using force for no reason is punished or at least strongly discouraged.
2. Avoid excessive immersiveness:
Create games whose mini-games and side missions do not divert the player too far from the main mission. Limit immersiveness to well-defined pedagogical and plot-building purposes.
3. Trust the integrity of people:
Create open source games, with great possibilities for customization by players who want to create new experiences. Make the DRM policy more flexible when it does not completely end it.
4. Change work practices:
Adoption of fair and humane work practices by the industry. Avoid glorifying workaholic behavior and encourage employees to seek to live and work in the healthiest way possible.
5. Balancing the game:
Create games that can run on older, less powerful computers, so people get used to technically simple, but well-made games. This will allow poorer people to have access to games of the same quality as the most favored, thus allowing more countries and regions to become game producers.
6. Making games hateful for those who hate others:
Stop creating games that encourage machismo, racism, homophobia and other forms of prejudice. The more humanist and inclusive games that are produced, the less reason the extremists will find to identify with them. ''
[RMVX] Nicolas
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