Search

GameIntrospection

Love and Hate for Gaming @GIntrospection

Tag

NES

Growing Up with Gaming (short essay)

It occurred to me just before I sat down to write that people in my generation are the first to grow up not knowing what life was like before gaming (as we know it) was a thing. Being born between 1984 and 1990 when the NES reigned supreme over the gaming masses, those of us born in this era grew up with names like Mario, Link and Megaman as a constant throughout our lives. Just like us from the past, those born around the 2001 will never know of an age without the name Master Chief in their gaming vernacular. Or kids the were born in the mid-90s never knowing a time before the Internet in every household, or  2007-ish without a smartphone or tablet in your household.

What’s important to remember is that while many game designers were around and developing games while we were growing up, there is a fresh generation of minds that have been exposed to a rich history of game design, good and bad. This might be an incestuous relationship because our ideas tend to be anchored to past experiences so our inspirations are “borrowed” from ideas that we’ve played in the past instead of coming up with something completely original. Regardless, our game-design parents and mentors helped to foster our experiences, our morals, our social dilemmas, our peaks and pits through our gaming experiences. Our games were growing up while we were growing up.

Every one should check out Zac Gormon at http://magicalgametime.com/ His work hits so many feels buttons, it's not even fair
Every one should check out Zac Gormon at http://magicalgametime.com/ His work hits so many feels buttons, it’s not even fair

Continue reading “Growing Up with Gaming (short essay)”

Advertisements

Teaching the player: Prelude and First Screens

You know what sucks in a game? Being force fed how you are supposed to interact with the world. You know what also sucks? Not knowing what to do, or knowing exactly what to do and making it nearly impossible to accomplish. There are a myriad of ways this can be done correctly or incorrectly and I’m sure there were active decisions as to why certain designs were chosen, but they all contribute to or take away from the player experience in one form or another and it’s left to a good level designer to understand what works best for their game and how to design the level around making the most out of the player experience.

Continue reading “Teaching the player: Prelude and First Screens”

Create a free website or blog at WordPress.com.

Up ↑

%d bloggers like this: