This is to look into the personal game history of Zen McGown, Game Design - Bachelors Student at Full Sail Univeristy.
Created by fosaiknw07f on May 5, 2010
Last updated: 05/09/10 at 08:54 PM
Tags: Personal Game History Full Sail Zen McGown
Question 1: Why was this game important to you? I remember reading in Nintendo Power Magazine the previews of this game and wanting to play it. This was one of the first games I got excited about before it was even released. I remember waiting for my mom to take me to the store to get this game and all the anticipation and excitement I had. Question 2: From a Design Perspective, What made the game fun? The story was fun and engaging and the soundtrack was fun to listen too. I enjoyed all the mini puzzles along with the fun platform action. I really like playing Mario 64 and this game was much more fun. The puzzles and collection along with the fun versitile gameplay really got me hooked on this game. I remember thinking origionally, this game is pretty shot, but that was because I played it for seven days straight. It was summer vacation and Banjo Kazooie had all my attention.
Question 1: Why was this game important to you? It was the first game that had me drawn into the story as much as the gameplay. I spent countless hours learning the back story behind 9 different characters and why they acted the way they did. Not only were there great character developement the world was huge and ripe for exploration. You also had a vast array of activities you could participate in aside from progressing the storyline. Question 2: From a Design Perspective, What made the game fun? The game gave you free roam to explore the world. You were not set on a linear trach with a linear objective. Sure you had to aquire certain vehicles to navigate through different terrain, but you had the freedom to explore what you wanted. The game also had a wonderful ability system that enabled you to customize any of your 9 playable characters in an ulmosted unlimeted way. You could make anyone a magic user or warrior or summon master. You just simply aquire the materia ability and socket your characters with what ever moves you wished. This also enables a level of startegy. You would find ways to make your characters more potent and resilient depending on which encounters you were trying to defeat.
Question 1: Why was this game important to you? This was the second game I got for the N64. I was drawn into this new feature the "Rumble Pack." I remember seeing commercials where a kid was playing this game and he would feel the damage in the game. Now it wasn't that extreme but Nintendo was the first to release this force feedback feature. This game came with an rumble pack expansion that fit at the base of the controller that would shake when your character took damage in the game. Question 2: From a Design Perspective, What made the game fun? The new rumble feature was a great addition to gaming. I also enjoyed the different level designs. I played this game over and over again trying to get all the medals for the different levels. I also enjoyed the multiplayer mode and thought it was very addicting. The voice acting was also new to me and I enjoyed the progression of the story and plot through the voicing acting.
Question 1: Why was this game important to you? This was my first real foray into fighting games. I was thrilled to go to the arcade and fight other people in Mortal Kombat II. The graphics seemed so real to me and the fun of facing off against other people was engaging and fresh. I would meet new friends at the local arcade all the time as we would face off against each other. Question 2: From a Design Perspective, What made the game fun? The gore and interaction with other local gamers is what got me hooked on the mortal kombat games. I was a fan of MK from that point on and collected almost every single release of this game since then. The finishing moves were something new and thrilling to watch. Sometimes I wouldn't even be mad if I lost a match as long as there was a Fatality.
Question 1: Why was this game important to you? This was my first game I remember playing. I got this game the first Christmas I really remember. I stayed up all night playing this game and I remember pulling all nighters with one of my friends, hiding under the bed with our controllers staying up thinking our parents would believe we were sleeping. Question 2: From a Design Perspective, What made the game fun? The challenging levels and the ability to absorb boss moves made progressing through the game fun. Also the music score was fun and engaging to me. I remember the music speeding up when I was low on life and about to die. It gave me an adrenaline rush and forced me to be extra careful when planning out moves.