A look into the gaming history of Tim Cox.
Created by Xero on Apr 1, 2011
Last updated: 04/01/11 at 07:49 PM
Question 1: Why was this game important to you? This game was my first FPS that i played.
Question 2: From a Designer’s Perspective, what skills was the game trying to teach? And how did the game try to teach these skills? This game was trying to teach skills like hand eye coordination, and problem solving. It taught these skills by utilizing the aiming system and using puzzles to advance in the game.
http://en.wikipedia.org/wiki/File:Resident_Evil_2.jpg
Question 1: Why was this game important to you? This is still my favorite game I've played in my life.
Question 2: From a Designer’s Perspective, what skills was the game trying to teach? And how did the game try to teach these skills? They are trying to teach skills like teamwork, exploration and role playing. They teach these skills by having the player work with a group to fight and work puzzles. Also they made the maps large and free roam so the player can explore them. For the role playing skill, that comes from playing the game as a toon that can learn and create and advance.
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Question 1: Why was this game important to you? A friend of mine showed me this game and it started my love for RPG's.
Question 2: From a Designer’s Perspective, what skills was the game trying to teach? And how did the game try to teach these skills? The kills it was teaching was teamwork, exploration and role playing. It did this by setting the player up into a team, making the world large and fully explorable, and the player controlled a toon that would level up learn skills and could do jobs like create and cook.
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Question 1: Why was this game important to you? This game taught me basics for jumping and avoiding traps and things. Also my cousin introduced it to me.
Question 2: From a Designer’s Perspective, what skills was the game trying to teach? And how did the game try to teach these skills? This game was trying to teach skills for hand eye coordination as well. Jumping and avoiding, also exploration. It did this by setting up spikes enemies and holes u had to dodge. And for exploration, there were power ups and hidden tubes u could go into for coins.
http://www.google.com/imgres?imgurl=http://media.giantbomb.com/uploads/1/15682/634062-super_mario_bros_3_boxfront_744048_large.jpg&imgrefurl=http://www.giantbomb.com/super-mario-bros-3/61-10299/&usg=__R7FXJhmSpi6ysFShnaZLO6oKoRc=&h=412&w=300&sz=36&hl=en&start=0&zoom=1&tbnid=3rwvX43jI9xe3M:&tbnh=158&tbnw=115&ei=cW-WTb3DGsrpgQe18MXNCA&prev=/images%3Fq%3Dsuper%2Bmario%2B3%26hl%3Den%26biw%3D1440%26bih%3D682%26gbv%3D2%26tbs%3Disch:1&itbs=1&iact=hc&vpx=130&vpy=109&dur=1712&hovh=263&hovw=191&tx=117&ty=177&oei=cW-WTb3DGsrpgQe18MXNCA&page=1&ndsp=19&ved=1t:429,r:0,s:0
Question 1: Why was this game important to you? It was the first game i ever played and it had meaning since my Dad was a pilot in the Air Force for 15 years.
Question 2: From a Designer’s Perspective, what skills was the game trying to teach? And how did the game try to teach these skills? The game seemed to be trying to teach skills like hand-eye coordination, and perspectives. The game taught those skills by making the players target and maneuver while trying to take down targets at the same time.
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