Some video games make us want to throw our controllers against the wall and swear never to play again. But somehow we always seem to find ourselves plopped back on the couch, controller clutched tightly in our hands, determined that this time will be different. Frustration and challenge are part of the appeal of a good game and that fits with much of what we know about what makes good play.
“For me, the Cube is a piece of art. It is more than an object with the shapes of a cube made of plastic, more than many colored stickers, more than a puzzle, and it is much more than a gimmick. Like other pieces of art, the Cube is more than itself. Though it may look ever simple at first, it is in fact rather complicated and complex at the same time.” -Ernő Rubik, 2008
As Acquisitions Cataloger, I get to see every object ICHEG acquires.
On September 22, 2010, game developer and publisher Square Enix released Final Fantasy XIV (FFXIV), the latest addition to one of the top-grossing video game franchises ever created. This marked the second game in the series to be part of the massively-multiplayer online (MMO) genre.
In 1976, game designer Ron Halliburton of Arcade Engineering created a jumbo-sized pinball machine concept for the Bally Manufacturing Corporation. Bally created two prototypes for the electro-mechanical game they called Bigfoot and determined not to move it to production. Allan Reizman, Engineering Lab Supervisor at Bally, reported that the intense vibrations and stress the oversized components placed on the frame caused the game to shake itself apart.
The current “serious gaming” trend in both electronic and traditional play uses games to increase awareness of significant cultural, historical, and current events. Game designers Brenda Brathwaite Romero and John Romero recently visited The Strong and provided a compelling demonstration of this trend to staff.