Ambition and Compulsory Design in Animal Crossing

  • Reading time:1 mins read

by [name redacted]

The thing about portables – and not everybody cottons to this – is that people use them differently from other game systems. You cradle them in your hands, within your personal space. You drag them around with you, pull them out of your pocket like a dime novel, then snap them closed when you step off the bus. Where console and PC games ask you to set aside blocks of your time, portables fill the cracks in your day.

All of these situational dynamics, and the psychology lurking behind them, inform the basic checklist for a portable game.

( Continue reading at Game Career Guide )

Balloon Fight (***)

  • Reading time:1 mins read

by [name redacted]

Time was, Nintendo was a company was a game. Then Mario was a commodity was a template was a cult.

The guy who dragged Japan’s oldest hanafuda manufacturer into videogame design was a quiet, oddball toy inventor named Gunpei Yokoi. Thanks to Yokoi, Nintendo had already been making “inventive and strange” toys and arcade amusements; in the late ’70s, videogames were just the next logical step. He rounded up a posse, agreed to babysit a slacker friend of his boss’s family, and built from the ground up Nintendo’s first design studio: R&D#1.

Before long, the kid — an art school graduate named Miyamoto — set the editorial tone of bold colors, bolder concepts, and boldest character design. Then he graduated again to set up his own internal studio, and over the next five years completed and refined the two or three ideas he would ever have as a game designer.

( Continue reading at ActionButton.net )