Much of what makes games what they are is the experience they give the player. However this cannot be fully what a game is as everyday life is not a game yet also gives us experiences. My definition of a game is this; A challenge accepted by players in which a player must think to win. One game I enjoy is Pokemon. I find it fun because it is a challenge to spend long periods of time searching and training for the perfect Pokemon. I also like it because of the strategy that goes into turn based battling. The designers of Pokemon place many surprises in the game to create this fun experience such as new Pokemon, moves, and harder AI trainers who use different strategies against you. However in the more recent games I have noticed a distinct lack of challenge in the strategy and puzzle areas of the game. This has led to me being less engaged and motivated in the game even though they introduce new mechanics such as Mega Evolution. I f i was working with Game Freak I would probably suggest that instead of putting a bunch of tiny cosmetic differences between game versions they should have one be more challenging while the other remains marketed toward a younger, newer audience. Maybe something like was displayed in Fire Emblem: Fates with diverging paths would be enough to give wanted experiences to all parts of the ever widening Pokemon fan base.
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Welcome back visitors! It has been a great summer but school, game design, and blog posts await me as I start my second year in Durham School of the Arts' Game Design pathway. To start off the year we have talked about the many skills, obvious and otherwise, that are a necessity for a great game designer. Many of the skills I have for game design are given to me. They include my natural quickness for learning programs, my sense of game logic and my unwillingness to give up even when the going is rough. Other skills I have learned over the years such as how to create something that is visually pleasing and brainstorming ideas to come up with the best solution to a problem. Now while these skills are all pretty obvious there are other, less obvious, skills that also help me design games in way unique to me. These include my love for books, my theater skills acquired in plays and musicals, as a well as the talents and life skills I learn simply by being a imperfect human being. All these skills shape what it means to me and hep me approach project from an angle unlike anyone else. In the end that is what separates great games from just "okay" ones.
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AuthorSamuel Henry is a Senior at DSA in NC. He has 3 years of prior experience in the game design pathway and he's looking forward to becoming a great game designer. The views and opinions expressed in this blog are solely those of the author and do not represent those of Durham School of the Arts or Durham Public Schools Categories
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