Grand Theft Auto V: Fun things to do on bikes

If you can get hold of a motorbike or a bicycle in GTA V, the rewards are plentiful. Here is a comprehensive list of daft and dangerous mini-games,  separated into motorbike and bicycle, because you never know which one you’re going to come across around the next corner.

Click here for Fun things to do anywhere, any timehere for Fun things to do in special locations, or here for Fun things to do in carsAlternatively, go sightseeing.

This blog is frequently updated. New entries since last update are all at the top of their subcategories and coloured blue.

Continue reading “Grand Theft Auto V: Fun things to do on bikes”

Why die in the sandbox?

I live in a house with two older people who don’t play video games. People who don’t play video games often wonder why people who do play video games get so wound up by them. In part, it’s because the engine is inconsistent in achieving what it’s supposed to, compared to real life; think what it would be like if for some reason you go to climb a wall, and you somehow accidentally spring-board off of it straight into the adjacent lake. It should be funny, but you’re having a hard time seeing the joke because, for no reason, you didn’t achieve what you wanted and you got wet.

Doesn’t that sound pointless and annoying? Well, that’s what happens when you die in video games. Non-gaming peoples usually suggest not playing games at all “if they make you so upset”. My response is to say that they’re not likely to become the utopia of fantastical hysteria they’ve been long promising to be if no one plays them and takes to the internet in fury over insensitive game design. When you’re scuba diving in your living room and it feels for all the world like you’re on a real life coral reef, you’ll thank us. And so will the environment.

Continue reading “Why die in the sandbox?”

Double-agent open world

Or to be more accurate, the Hitman-stealth-sandbox-war-double-agent-survival-exploration game.

In writing a post on moral choice systems, two contrary things occurred to me. First: “The moral choice system is absurd! It limits freedom and stunts gameplay.” Second: “Yet… If the concept of ‘moral choice’ was less of an arbitrary one-dimensional-gauge and more of a play style, it could be the funnest thing ever.” In the process of having a go at Fallout 3 for making it too easy to be “good” whether you wanted to be or not, I started imagining what it would look like if it was easy to be bad.

I came up with a exploration-survival sandbox game that most resembles Hitman in concept, or other stealth / double agent type games. There aren’t enough free-roam double-agent games, whereby players wander around manipulating every possible side of a conflict unpredictably for personal gain. Which is odd, because that tends to be the way people naturally play moral choice games; we may pick a side to start with, but get bored of our loyalties and screw someone over.

Continue reading “Double-agent open world”