Created by zhelm on Oct 30, 2010
Last updated: 10/30/10 at 08:52 PM
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Question 1: Why was this game important to you? Oblivion brought a new level of storytelling to western RPGs that I simply couldn't pull away from. The feeling I got from playing it was like that same nerdy excitement that came from watching Lord of the Rings for the first time. Question 2: From a Design Perspective, What made the game fun? I know this might sound weird, but motion blur is really what took the cake for me with Oblivion. There's just something that is always fun about rats and other creatures lurching straight at you, and then you swing an equally swift blade right back at them. There's always the well balanced system that seemingly stays fun forever. But the action really set Oblivion apart from its predecessors.
Question 1: Why was this game important to you? I spent a huge amount of time in it; my friends and I were very competitive. Question 2: From a Design Perspective, What made the game fun? There are many venues for character development and each quest is topped with humor. It's accessibility also helped, sometimes fun is relative (say you're in a school computer lab and have completed your work for example, Runescape became the most fun option available).
Question 1: Why was this game important to you? I received the game, which was the first cartridge I had actually owned, as a Christmas present during an ice storm that stranded my part of the county for over a week. Since I was without power and it was (literally) freezing cold outside, it became my primary source of entertainment. Question 2: From a Design Perspective, What made the game fun? Most of the game's fun is derived from investment into the developing of multiple characters; this gets pretty dynamic as the player discovers more pokemon, further into the game. The size of the game world couples with that aspect to give the player reason to invest, making it worthwhile, and more fun.
Question 1: Why was this game important to you? The more I played it, the more possibilities I saw. I got so into it that in 2005 I went to a state youth tournament and won a first place trophy with the local homeschool team. Question 2: From a Design Perspective, What made the game fun? I think that Chess is fun because both players are provided with equal resources, yet the patterns that emerge are all very different. Since the start is 'fair,' the outcome of a game appears to reflect on the person's abilities, so people put more stock in it.
Question 1: Why was this game important to you? It was basically a family game to me; my brother, my mom, and I would all compete to see who's tower was highest each week. Question 2: From a Design Perspective, What made the game fun? Sim Tower was open ended like most of the other Maxis 'Sim' games but provided a stricter structure to the experience. The players could still have fun telling their own story, but rewards were faster, challenges were clearer, and they didn't have to worry about another pesky dimension to build in.