This is the personal game history of Olivier Giguère-Durand, a student at Full Sail University.
Created by DorthLous on Aug 2, 2010
Last updated: 08/08/10 at 11:39 PM
Tags: Personal Game History Full Sail Olivier Giguère-Durand
Question 1: Why was this game important to you? It was important because it was the first game I considered truly bad. It had glitches, poor narration, bad layout, bad game design, bad graphics, bad musics and/or sounds, bad taste in humor and, most important, it took a saga that never had a dud until then and made a mess of it. It stayed with me as a warning that attempting to change a winning formula only to appear more up-to-date isn't always a good move. With the most recent Donkey Kong title announced back in 2D, it seems Nintendo understood as well. (Original)Question 2: From a Design Perspective, What made the game fun? (For this Game)Question 2: From a Design Perspective, How did the game fail to be fun? This is a modern 3D platformer type of game. It failed to be fun in many ways. The level layout is poorly made, requiring mostly grunt work and little skills, thus having fewer chances to learn. Also, the game artificially stretch the game life by making huge levels with lot of empty spaces and having the player replay most levels as the 5 characters. It forgets past games of the genre by removing time limits and the secrets given to the player as a way to make him explore are obvious and simply ask the player to come back as one of the other character. Thanks to Mr. Steel Moron for his video. http://www.youtube.com/user/MrSteelmoron
Question 1: Why was this game important to you? It was important because it was the first game that I saw that brought platformers to the 3D. It was very well made, bringing the know-how of the 2D platformers into 3D space. The controllers were a bit hard to master at first, but offered more possibilities. All in all, it was the game that convinced me 3D could be a good game base, since most previous good 3D games had been shooters or flying game, things I wasn't really interested in at the time. Question 2: From a Design Perspective, What made the game fun? This is a modern 3D platformer type of game. It was fun because it continuously added new skills to the player skill set. It had many huge levels, filled with a great number of enemies, traps and secrets. It had chase minigames, aiming ones, timing, hunting and of course, required a mastery of jumping. The musics kept the player in the game atmosphere without being bothersome and the graphics suited the character and world. Thanks to Mitjitsu and Swordless Link for this video. http://www.youtube.com/user/Mitjitsu
Question 1: Why was this game important to you? It was important because it was the first racing game that I enjoyed. It also happens to be the first competitive game I enjoyed. The game was thrilling with its multiple modes and was a good game to have when you had friends over. Question 2: From a Design Perspective, What made the game fun? This is a multiplayer race, chasing and fighting type of game. Three modes exist in this game. There's classic racing, in which you mostly chase or are being chased, hoping to end up first, there's a time attack mode, where the skill of driving is most important as you are alone on the track and there's the versus mode in which player fight and must use cover and an array of tool to take lives from their opponent. This game constantly challenges you to learn more, especially due to its competitive nature and that's mostly why it's fun. That and you can make Toadstool fall into the lava pit. Thanks to Hard Wired Gaming for this video. http://www.youtube.com/user/HardWiredGaming
Question 1: Why was this game important to you? It was important because it was the first game that I played for a proper length of time. It also happened to be one of the best games I had the pleasure to play. Funny enemies, challenging levels, goofy sounds and an incredible amount of secrets made this game a magnet for me any time I could play it. Question 2: From a Design Perspective, What made the game fun? This is a platformer type of game. It includes all the traditional requirements, space exploration through secrets, time limits as extra challenges, maps to cross with multiple traps on the way asking a mastery of the jumping and timing skills and bosses to test the player progression in the game. It is pretty much the default recipe for a fun platformer. Thanks to Tim BO riss for this video. http://www.youtube.com/user/SpeedrunsDotNet
Question 1: Why was this game important to you? It was important because it was the game that made me fall in love with video games. It's beautiful musics and graphics, funny story and characters, simple gameplay to pick up, yet hard to master, all of this together combined to make this gem. My goal, career wise, is to create a title that will produce those feelings in someone else someday. Question 2: From a Design Perspective, What made the game fun? This is a platformer type of game. While it does away with the time attack within the levels, it is recorded as a whole and is the origin of a lot of challenges between players of the game. It uses secrets masterfully, requiring none to be found to end the game, yet offering both a reward when found and an increase in the secret score. They also usually help the player, serving as shortcuts. The jumping and timing are as always, dominant in this title, requiring the skills of the player to rank up as he advances through the game. Thanks to Tim Alakangas for this video. http://www.youtube.com/user/Arnetehgreat

