Mr Khan said:
Pristine20 said:
Mr Khan said:
Depends on what you mean by "do their jobs." If you're anyone involved with *touching* gameplay design, it should definitely be required that you play the most fundamental games that created modern gaming. I'd say (even though i haven't played or only barely played a few of these myself): Doom 1, Super Mario Bros 3, Legend of Zelda 1, Final Fantasy I, and one of the early Ultima games. Tetris and Pac-Man not wholly required but very severely recommended.
If a person is designing gameplay and worlds without having played these games, i would very much question their credentials.
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That doesn't make any sense. I shouldn't be allowed to design cars if I haven't diven a Ford? Seriously, what industry works that way? I have exactly 0 of the games on your "required" list (only played tetris and pac-man) so I'm somehow magically less qualified to design games because......? How does playing said games help you create a better Madden 25? Most younger folks today are automatically disqualified by your "criteria". Makes no sense whatsoever.
Take off the nostalgia googgles and see things more objectively. Some of those games were really not that great but back then, there wasn't much in the way of alternatives like we have today.
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Yes you shouldn't be allowed to drive cars if you haven't driven a model T, or at least taken one apart and put it back together (more important to car design). At least if you're devising consumer cars, anyway. Because if you don't understand why the people of the past succeeded, you will not succeed. If you don't understand why the Model T got millions of skeptical people in town and country alike to take a chance on this mysterious horseless carriage, you are removed from a design that will make your company succeed.
Younger folks can always play these games (type in Super Mario Bros into Google and you too could be playing in the next 15 seconds. If you want to go legal and own a 3DS, Wii, or Wii U, hop onto the Shop Channel, take you 5 minutes to start). The entire problem with the industry is that newer designers *aren't* playing these games. The earliest games are important because these are the games that got people to start gaming in the first place, so they must have done something right. There is this conceit in the development community currently (and your post buys into it as well, with the comment about there being more options today) that people want to play video games so somebody will play what they make because what else are they going to do? This is wrong thinking. Super Mario Bros wasn't so universally popular because nobody had anything else to play at the time. Super Mario Bros was so universally popular because it compelled people to get off their asses, go to a friend's house and play, beg their parents for an NES and start playing. It got people to play because it was that good. Understanding why, understanding what mystical hold this game (and others, i'm just floating it out as an example) had to hook people in, to bring them into a whole new medium, is the very essence of good game design, and if you do not understand how the medium created a space for itself, you are doomed to eternal mediocrity as a game designer, and certainly any hope of growing the medium and making your own mark on it will forever be out of your reach.
Madden 25 is a bad example. There are simply enough people that want to play a real NFL sim and Madden is their only option. EA (the bad new EA, not the good old EA that made Ultima and actually contributed to the industry instead of just leeching off of it and cannibalizing it) has created a monopoly, so their designers get the privelege of existing in a bubble where they can just shit out anything and people will play it because there is nothing else that meets that need.
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