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Question 1: Why was this game important to you? Lunar Lander has setting in space. As a kid, I was always mystified by the secrets that space held from me, and I always will be. This gave a virtual taste of what space would be like. Question 2: From a Design Perspective, What made the game fun? This game taught me the importance of practice. The main draw to it was the lack of complication, All you needed were arrow keys. And the game doesn't have a defined end, you play until you get bored or die. But in the end you only succeed through hours of practice.
Question 1: Why was this game important to you? Starcraft was really the beginning of tactical thinking for me. It was always fun raiding my friends bases while trying to protect my own. I enjoyed the challenge the game gave and have been playing ever since. Question 2: From a Design Perspective, What made the game fun? This game taught me the basics of tactics. The challenge of managing resources while fighting a war was exhilarating to me. I loved the constant engagement and need to constantly be thinking of my next move. In the end it's about survival, he who last till the end takes the gold.
Question 1: Why was this game important to you? Zelda was important to me because it was something I had in common with some of my soon to be friends. It was a common game we shared, and was the beginning of some friendships. Question 2: From a Design Perspective, What made the game fun? This game taught me about independence. It required that you found all the important places on your own. This game is about adventure and exploring on your own. The lack of "training wheels" gives most of the appeal.
Question 1: Why was this game important to you? Missile Command was an awesome game for management and planning ahead. As hard as it got, I would never settle for second place. Question 2: From a Design Perspective, What made the game fun? This game taught me basic management and survival. It was the excitement of not knowing where the next missiles would spawn, and if you weren't prepared, blow up all your cities. The random factor paired with the speed increase made the game fun, it was a challenge. And with the multiplayer came constant competition for the high score.
Question 1: Why was this game important to you? It was the first game I had played that had actually kept me interested hours. I like the four player teams, and the PvP elements that come with it. That and I really like the idea of character progression, and always being ahead of the rest of the group. Question 2: From a Design Perspective, What made the game fun? This game taught me the value of teamwork, and how it can make seemingly impossible tasks not only possible, but fun as well. Being in a group while beating down demons together just has a magical appeal to me.

