The realm versus the reality

By Christa Collins

With the Sept. 25 release of “Halo 3” on Xbox 360 and the craze
surrounding it, it is impossible to argue against the fact that
gaming has evolved from a hobby to a billion dollar industry.

In the first 24 hours of sale “Halo 3” raked in $170 million,
surpassing Microsoft’s predictions of $150 million. “Halo 3″‘s
opening day sales topped the box office numbers of “Spiderman 3”
and book sales of “Harry Potter and the Deathly Hallows.”

In the first 20 hours of the release, more than one million
players rushed online to play “Halo 3” on Xbox Live.

“The campaign is better than “Halo 2″ and multi-player is more
tactical and team oriented,” said Pano Romgakos, a third year
finance, real estate & law student, who beat the campaign in a
mere seven hours.

For some, gaming can be an escape from the stress of midterms.
Others too often end up replacing their social lives with an online
life revolving around games like “Halo 3” or “World of
Warcraft.”

There is a fine line between enjoyment and obsession. Due to
computers and advanced online playing via systems like Xbox 360 and
Playstation 3, video games have reached new heights. Players are
now interacting with each other from across the globe. Halo has
become such a popular game that the creators had to section the
online multi-player option into three global districts so all the
Master Chiefs of the world could play at the same time without
overwhelming the server.

It is a great advancement in technology. These games that allow
players to interact with each other without leaving the house, some
gamers get sucked into a life of self-conclusion, replacing real
friends with online friends.

Another way video games are often delusional for those who play
them is when the difference between reality and the realism of a
violent video game begin to blur. Some of the most popular battle
games are based on real wars.

This can cause younger players to believe that war is a game,
when the violence is actually reality. These games have deadened
the players to the real battles in history and neglect the brave
men and women that fought in them.

It is only a matter of time before players grow up and replace
their joystick controlled characters with themselves. These
violent, war based video games might as well come with a sign up
sheet for military. The “cool factor” that players receive from the
games puts the idea of enlisting into their heads. The games backed
by the U.S. Army like “America’s Army” are almost ingenuous. A
recruitment tool where the only consequence is getting set back a
level, what a concept.

The realm versus the reality

Courtesy of www. bungie.com

The realm versus the reality

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