Another example of “this culture is batting” is the method The Great Cry 6 includes the concept of Explain or “beyond,” a well-known Cuban approach to adapting technology to work. Games, Explain then the framework for changing weapons and steering – as sports expert Juan Cortez explains: “To the warrior, Explain it doesn’t work with what you have, it causes confusion with all you have. ”
On the one hand, we can appreciate Ubisoft’s efforts to integrate culture into game design beyond the descriptive segment using Cuban systems. Explain as a central mechanic, though not necessarily the same as the tools used together, such as, say, Dana. On the other hand, political and historical figures that promote the Cuban spirit of innovation, more than half a century Prohibited in the US and the collapse of the Cuban economy within the “Special Season” of the early 1990s — neglected together or referred to as just passing through The Great Cry 6, as Dani complained, “If the yanqui blockade has taught us anything, that’s how we can make things go smoothly.”
While experienced players can participate in these subtle roles, it is important to keep this in mind Explain the tendency to live in poverty and isolation. As experts prefer Elzbieta Sklodowska I have shown, Explain they are based on real need, not just planning skills.
Like a rooster crowing, the distribution of Explain intended to appeal to the audience of The Great Cry 6 they missed the mark. On the contrary, it is a good example of the kind of common neocolonialism that is so common with gamers today, because they take the Latin American image to their most iconic images, and use it as a “product” in the production of high-quality art.
Then, to close the gap on the development of a new culture, the video game is sold worldwide, including consumers in Latin America, region and 300 million players in a market that generates more than $ 7 billion annually for Ubisoft and other international publishers.
The methods that Ubisoft has taken to increase the diversity and accuracy of the traditional display in its games show that it recognizes the importance of these issues for video producers and audiences alike. But the show is just one of many relationships between television and culture – it wouldn’t hurt to have other Cuban or Latin American representatives. The Great Cry 6 developed groups and writing. As it stands, gamers like The Great Cry 6 select and select any of the global cultures that they think will work best with their audience. Even with constant supervision, as well as cultural helpers, they often make decisions based on tired thoughts, not realizing how their game relates to their history and culture.
Sometimes The Great Cry 6 the producers must have known better — as they decided to simulate their story of slavery in the 21st century Yara. about a tyrant.
In the context of Cuba, this does not focus exclusively on the sale of slaves from the Atlantic to the cultural diversity of the island. Slavery has made Cuba perhaps even more than the United States: Cuba continued to support this work through 1886, more than two decades after the abolition of the US, which was one of the last countries in the Western hemisphere to end slavery. Today, one in three Cubans known as afro-natives. Making a game around the Cuban job title without thinking about the real history is careless, and we should expect better.