The Personal Game History of Full Sail University Game Design Bachelor's student Andrew Gaubatz.
Created by agaubatz on Jul 3, 2010
Last updated: 07/11/10 at 10:46 PM
Tags: Personal Game History Full Sail Andrew Gaubatz
Question 1: Why was this game important to you? Answer: As one of the first Arcade games to allow a player to save their character's progress. This allowed for an Action RPG style game in the Arcade setting. I spent hours and tons of credits leveling my character alongside my friends. Question 2: From a design perspective, what made the game fun? Answer: The game is an excellent exercise in teamwork. Working with other players on an on-going basis to reach harder and greater achievements is always enjoyable. Gauntlet_Legends.jpg (JPEG Image, 171x320 pixels) - Scaled (0%), [Image] http://www.arcadeandpinballmachines.com/images/products/large/Gauntlet_Legends.jpg.
Question 1. Why was this game important to you?
Answer: DragonRealms represents both my first true RPG video game, but also my first Multiplayer experience beyond one other player.
Question 2. From a design perspective, what made the game fun?
Answer: DragonRealms, like many RPGs is fun because of the wide range of skills it teaches. Learning awareness, survival, and problem solving all in one package is a great way to have fun.
DragonRealms logo (JPEG Image, Cropped from original) [Image] http://www.play.net/images/dr/home/drpattern1.jpg
http://www.play.net/dr
Question 1: Why was this game important to you? Answer: Marathon was the first FPS I was able to play due to only having access to a Macintosh. This widened my view of gaming considerably. Question 2: From a design perspective, what made the game fun? Answer: Like most FPS games Marathon was fun due to the challenge of improving reaction times, awareness, and hand-eye coordination. marathon_original.jpg (JPEG Image, 386x290 pixels) - Scaled (0%) [Image], http://images.macworld.com/images/opinion/graphics/138428-marathon_original.jpg.
Question 1: Why was this game important to you? Answer: Myst was the first game with a 3D Environment I had played. More than that though, it was the first game I that required such developed problem solving skills to complete. Question 2: From a design perspective, what made the game fun? Answer: Like Carmen Sandiego, Myst is fun due to the satisfaction that accompanies the problem solving skills used.
Question 1. Why was this game important to you?
Answer: Where in the World is Carmen Sandiego was the first video game I can clearly recall playing.
Question 2. From a Design Perspective, What made the game fun?
Answer: Carmen Sandiego is fun due to the memory management and problem solving involved. The expansion of the player's memory to recall clues and determine the criminal's destination are rewarding when the player catches the crook.
Where in the World is Carmen Sandiego Title Screen. (July 7th 2010). [Screenshot]. http://www.virtualapple.org/whereintheworldiscarmensandiegodisk.html
http://www.virtualapple.org/whereintheworldiscarmensandiegodisk.html

