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March 12, 2005

Comments

"If firing your gun at a non-zombie in RE4 is the most atomic loop in the game..."

Well, I think that moving the joystick (or mouse) and seeing your camera/aim move is the most atomic loop in a shooter. Pressing a button to fire the gun is a slightly larger loop. Combining these two things to get your cursor over (or nearby) an enemy and firing (not to mention hitting him) is a bigger loop (or in my own personal terminology, a compound-challenge).

I guess my point is that a "successful loop" doesn't have to be a "win" or a "kill". The success can be the feedback to the player that he did something rightish... I know I still get a thrill seeing Mario run around on the screen, just KNOWING that it's ME controlling him.

(But I think Cliff is way on the right track!)

> I know I still get a thrill seeing Mario run around on the screen, just KNOWING that it's ME controlling him.

you must be REALLY easy to impress with games :)
I know what you mean though, I think Mario (64 espescially) really nailed the whole 'movement-is-fun' thing. I used to just run around and see how high I could jump, or see if I could complete an entire level without stopping moving once while playing that. When I got Epona (the horse) in Zelda:Ocarina of Time, I sopent about an hour just riding around jumping over fences, the moving was so fun in that game.

RodeoClown-

Yes, that's exactly what I'm talking about! The entire first "level" of Super Mario 64 is just a playground for the player to have fun BEING Mario. There's not a single enemy in the area, and if I remember correctly, you had to work pretty hard to drown in the moat around the castle.

And maybe I am easy to impress... but I really do enjoy the fun, simple pleasures in video games. I'd play a game like Prince of Persia: Sands of Time non-stop if it didn't have the lame combat in it. Oh wait, that's called Ico.

:-)

Funny, the looping thing is what I did my design talk on this year. :) SHould be posted shortly...

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