This is my personal game history timeline for my FSO Game Design course!
Created by the_great_gouki on Oct 28, 2010
Last updated: 10/28/10 at 12:26 PM
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Question 1: Why was this game important to you? Final Fantasy 3 was the first game that made me cry with the story. I remember being so engrossed in the events. From the poisoning of Doma, and the following trip to the afterlife to the final battle against a deity version of Kefka, almost everything about this game’s story has stuck with me forever. Question 2: From a Design Perspective, What made this game fun? This game taught me that story is just as important as gameplay. The gameplay for Final Fantasy 3 was terribly simple. But that gave you easy access to the game. It’s obvious that the developers at Square were more focused on the story. The story in the game is very cinematic, and I would even argue that it could be made into a mini-series today and shown on TV. Adding to the awesome story was an equally awesome soundtrack. The soundtrack, even though quality was sacrificed, is also movie worthy. They do a great job absorbing you into the game with the combination of easy to play controls, epic music, and a legendary story.
Question 1: Why was this game important to you? Killer Instinct had some of the most memorable characters in fighting games. While some weren’t too unique in idea, such as a disgraced boxer as seen in Street Fighter II, others were really unique. The character, Riptor, in particular was amazing to me. The idea of a fighting dinosaur was awesome. I hadn’t played Primal Rage at the time, so the idea was still unique. I also got a soundtrack CD that I still have. It was the first CD I had ever owned! Question 2: From a Design Perspective, What made the game fun? This game taught me that helping a player learn combinations easier could be great. Killer Instinct had an auto combo system. A lot of people frowned on the combo system, but that didn’t affect me. I had learned Orchid’s 100 plus combo, and I couldn’t have done it with out the auto combo system! This game also had hidden finishing moves, called “danger moves” you could use after your enemy was dazed at the end of the round. Fighting games plus finishing moves equal awesome!
Question 1: Why was this game important to you? Mortal Kombat is what inspired me to make games. I remember being so mesmerized by the different characters, and getting in trouble drawing them in school. I even started drawing up plans to make a fighting game in a similar style to Mortal Kombat II, which I still have today! Question 2: From a Design Perspective, What made the game fun? This game taught me that violence, when done right even if a bit silly, can make a game re-playable. Mortal Kombat was also one of the first games to have hidden characters. Mortal Kombat II expanded on this by having 3 hidden characters. The secrets in the game also gave it playability. I remember playing in an arcade and people standing in awe as someone did a fatality for the crowd standing around.
Question 1: Why was this game important to you? Street Fighter II Turbo was the first fighting game I had ever played. I was really into martial arts as a kid, and seeing that a game was made featuring fighting, I was sold from the beginning. To me the most important thing to me was the music. Some of the stage themes are so memorable, that even today I can recognize them after hearing a few notes! Question 2: From a Design Perspective, What made the game fun? This game taught about developing skill. My dad was so good at the game it was frustrating to play against him. Because of it, I had to get better and learn tricks. The usage of “special moves” like fireballs made the game more complex too! At the time martial arts, and fighting games only had people punching and kicking. The addition of special moves gave depth to the strategy needed to get better.
Question 1: Why was this game important to you? The first time I was “addicted” to a game was when I played this at my dad’s house. At the time I’d never played a SNES, and my dad had one. He also had two games for it. Super Mario World, and Street Fighter II. When my brother and I got home from visiting my dad for the summer, we just had to have a SNES! Question 2: From a Design Perspective, What made the game fun? This game taught me that I was a gamer. I remember how easy the first few worlds were, and then I got to the first Ghost House. It was so tough, I remember crying and asking my dad to finish the level for me. When I got the game at home I realized that difficulty was nothing! As things got progressively harder, I had to keep on. Can I beat the Vanilla Dome today before school? Why am I walking in circles in the Forest of Illusion? Where does that star thing go? The level design made me think that every time I beat a Koopa Kid, the next one would be easy. But, I was wrong!

