This is a personal look in the Personal Game History of Luke Joiner, student of Game Design at Full Sail University.
Created by flipmanic13 on Sep 1, 2010
Last updated: 09/04/10 at 04:33 PM
Tags: Personal Game History Full Sail Luke Joiner
Question 1: Why was this game important to you? This game was important to me because it was the first game I bought with my own money. I saved up all the quarters, dimes, nickels and pennies I had. Since then, I've been an advent Smash brother fan. Question 2: From a design perspective, what made this game fun? This game taught me about the study of patterns. The more I played this game, the more I would notice the sort of rhythm of combos the enemies would do. After awhile, I would know when to block and attack by looking at what attack they were using.
Question 1: Why is this important to you? Around Christmas time of 1998, I had a broken arm. I had to wear a cast and sling for 3 months. Ocarina of Time is all I did during those months, and I was forever hooked on RPGs. Question 2: From a design perspective, what made this game fun? This game was a collect everything you could see game for me. Spending countless on the already epic storyline is massive fun, but to go out and collect all the secrets is even more fun.
Question 1: Why was this game important to you? My brother and I probably had one of the better bonding experiences of our lives from this game. We would always challenge other kids to Goldeneye matches at our daycare. No one could even beat us. Question 2: From a design perspective, what made this game fun? This game taught me about a very important skill in life, teamwork. Once I learned about teamwork, I signed up for team tournaments in future games, such as Counter Strike, Halo and Super Smash Bros.
Question 1: Why was this game important to you? Every week in the summer at my daycare, the councilors would take us on a field trip to the local arcade. I would pump quarter after quarter in the Street Fighter 2 machine. I spent probably 200 dollars on that machine that summer. Question 2: From a design perspective, what made this game fun? This game taught me about time and patience. If you were in a fight, you would need to take your time and look for the perfect opportunity to strike. That is when you Shoryuken uppercut them.
Question 1: Why was this game important to you? This was the first game I had ever gotten for my birthday. I had asked for 5 months before my birthday ever came. When I finally unwrapped that present, I stopped talking for about 2 months. Question 2: From a design perspective, what made the game fun? This was a get to the other side type of game. However, instead of jumping on top of enemies to defeat them, you can suck them in and gain their power. Each enemy had a different power, which made the game even more fun.

