This is a look into the Personal Game History of Mitchell Ferro, Student of Game Design at Full Sail University
Created by mferro on Oct 27, 2010
Last updated: 10/28/10 at 03:29 AM
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Question 1: Why was this game important to you? When Gran Turismo blasted on to the scene in the late 90's everyone knew this game was different, and it had to be, for it's tagline to say "The Real Driving Simulator". The game was at the time almost too good for words. The game play was challenging and allowed most players to enter a world never before seen. Surrounded by breathtaking scenery and photo-realistic cars, the player was able to compete in races and win prize money in which to tune up or buy a new car. This game really was my first racing game and set the bar extremely high. I tried playing other racing games but ended up trading them or selling them and always returning to Gran Turismo. Question 2: From a Design Perspective, What made the game fun? This game taught me several things I did not know about cars. The mechanics of this game were so advanced and intricate that it had me coming back for more every time I would advance. The details in which a player could tune their cars resembles what is tuned on real cars.
Question 1: Why was this game important to you? I remember playing Warcraft 1 and how much I enjoyed that game. When I was introduced to Warcraft 2 through a friend, there was no question as to whether to get it or not. This game was the first Real Time Strategy that I had ever become fully immersed in. The story line was immense, the characters rich and full of life and comedy. The purpose in the game was to gather resources and fortify your structures and armies for the inevitable attack on your town. This game was a topic of discussion among my friends and I in school. We would talk about what we discovered in the game and how far we had advanced. The multiplayer option was there and I used it quite often to play against my friends in school. We return to school the next day talking about the previous night's battles. Question 2: From a Design Perspective, What made the game fun? This game taught me exactly what a Real Time Strategy game is and should be. The graphics for it's time were cutting edge as well as the cinematic scenes. The realistic element of the environment were brought to life by visual and audible beauty.
Question 1: Why was this game important to you? This was the most enjoyable First Person Shooter I had ever played. It was evil, angry, loud and controversial, and I loved every minute of it. I enjoyed being able to blast things away with a shotgun. The game had a lot of replay value that kept me coming back to find new areas or new and quicker ways of clearing an area. Question 2: From a Design Perspective, What made the game fun? This game taught me what to look for in future purchases of First Person Shooter games. The graphics in this game were so amazing, the options one would have while playing the game seemed endless. The auto save feature and the simplistic multi-player option took the headache out of playing against a friend.
Question 1: Why was this game important to you? I got this game for the Super Nintendo for my birthday. The important part about this game for me was that it was the first fighting game I had ever played. The combo moves and the option to play in tournament mode or a quick versus fight was a very nice touch. The most fun I had with this game was mastering the combo's and playing against my friends. An important memory to me combined with a great game. Question 2: From a Design Perspective, What made the game fun? This game taught me above all else that making a great game involved more than a good story, great graphics, and player friendly controls. A game needed all of that and more to be note worthy and memorable. The game needed to balance all of the elements and create enough replay value for someone who had finished the game more than a couple times, could find enjoyment in playing it over again.
Question 1: Why was this game important to you? This game is important to me, because it is the first game I remember playing. It was game unlike any other at the time. As a child I became mesmerized by the this game and swept away into the fantasy land of Link and his adventures. Question 2: From a Design Perspective, What made the game fun? This game taught me the importance of a save feature as well as breaking new ground within the industry. The save feature was something that I believe other games then incorporated because of the popularity of The Legend of Zelda. The ability to save the game was a new ability, without this feature I think the replay value of it would have been lost significantly. The designers really had a game that was unlike any other at the time, it was not for competition that this game was created, but a true pioneer it became.

