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Koster Response...Finish Book

In chapter 8 Koster talks about the importance of the backstory as well as its relevance. Even I have skipped the back story a few times to get to the "meat" of the game. Usually after I have seen it once that is enough for me, and I know the general story. I know the goal of the game or particular level and don’t need to be seeing it a million times, because that just gets annoying. If I die or for some reason am forced to restart the game, clicking through the annoying story at the begining adds to my frustration with the game. In regard to players playing head to head and then quitting because they were inferior brings me to an example in my own family. My Dad likes to play games that he is sure he will do well in. If he doesn’t understand it then he can find it annoying, as would most people. He also doesn't like to play against anyone in the house that knows cheat codes, because in his eyes that is not right/unfair/or even unethical.

When we were younger I never beat him at a football, baseball or tennis game once, for any of our many gaming systems (NES, SEGA, PS2). But, when I got older this changed and the first time I beat him was on Playstation playing Tiger Woods Golf Classic. And I didn’t even like golf at the time like I do now. All I can say about playing the same type of character over and over is that I am too at fault for doing this. If you are a woman, you tend to like to play women characters in games. In Tekken 3, I play Nina or Ana because they are powerful females. I’d like to also refer to my experience playing Tony Hawk Pro-Skater. I always played the character of Elisa Steamer, because she was the only girl in the game. We gravitate towards what we know, right? Being in the zone “feels good.”

Koster makes a point to talk about emergent gameplay; the creative use of a game in ways unexpected by the game designer's original intent. It commonly appears as complex behaviors that emerge from the interaction of simple game mechanics. This is most common in computer games and is often prized by game designers (Wikipedia).

Comments (2)

Our second attempt at commenting on this text, is it more fun the second time?

The backstory seems like more 'dressing' to Koster. If he had his way games would be played in our heads, with no images or symbolic thought.

Games give us serious inferiority complexes. Sports are definately one of the most common games we see that happen in. Video games are easier to blame the game instead of ourselves.

I was recently reading our old friend Brenda Laurel "Utopian Entrepreneur" and I came across a study saying "Guys are more likely than girls to blame the computer or program for mistakes than they are themselves." Maybe you can find that in your dad's playing if you look.


I'm a little worried about you and your comment "Being in the "zone" “feels good.”" Seems like dry humor in reference to your blog name.

Our second attempt at commenting on this text, is it more fun the second time?

The backstory seems like more 'dressing' to Koster. If he had his way games would be played in our heads, with no images or symbolic thought.

Games give us serious inferiority complexes. Sports are definately one of the most common games we see that happen in. Video games are easier to blame the game instead of ourselves.

I was recently reading our old friend Brenda Laurel "Utopian Entrepreneur" and I came across a study saying "Guys are more likely than girls to blame the computer or program for mistakes than they are themselves." Maybe you can find that in your dad's playing if you look.


I'm a little worried about you and your comment "Being in the "zone" “feels good.”" Seems like dry humor in reference to your blog name.

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This page contains a single entry from the blog posted on September 6, 2006 7:40 PM.

The previous post in this blog was Ex 1: Koster Overview.

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