The last time a work of art made me cry was at a local screening of My Neighbour Totoro. It was the first time I’ve ever seen a film that captured what playing pretend as a child felt like, befriending magical creatures that live separately from the world of adulthood.
The credits rolled, and a little girl sitting in front of me asked her mother in amazement, “Mommy, is Totoro real?” and I was a sappy, sobbing mess.
In games, such overwhelming, positive experiences often come from the resolution of an epic story, or completion of a difficult final boss. Think to the moment in which we complete a difficult final boss, with quivering hands and your heart in your throat as you land the final strike. Continue Reading
It was the late 1950s when a young Shigeru Miyamoto started discovering the bamboo forests and caves outside his home in the Kyoto countryside. Harnessing the sense of awe and excitement he felt on these trips, he produced the 1986 NES classic The Legend of Zelda, which would become one of the most popular video game franchises in history. The series’ origin story has become somewhat of a legend in itself, retold by fans and journalists alike (cf. Sheff, 1993). Continue Reading
Working with games, I am often asked an impossible question, one you have probably been asked, too.
“What game do you wish you could play again for the first time?”
My answer varies. I might smile and say Skyrim or Final Fantasy IX. If I’m feeling nostalgic, I’ll say World of Warcraft or Diablo II. Sometimes I shrug and admit, “every single one of them.” Because there’s really nothing like that, the first triumphs and failures of a game. Continue Reading