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Our Theory of GameWorld Design.

🕑 Added 2019-07-22 18:48:29 +0000 UTC
Our Theory of GameWorld Design.

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Lisa Mallette

When our grandfather died, my dad used part of his inheritance to purchase an Apple II computer. We had to drive 40 miles to the nearest software store and Ultima was around 50 bucks (equivalent to more than $150 now), so it was a treat to be able to even own any games. (I always say that to people who moan about the prices these days!) Anyway, I have clear memories of my brother playing the game and about six kids from the neighborhood crowded around watching him. Another favorite was the original Castle Wolfenstein. Simple graphics, simple mechanics, but exciting to play and terrifying when the Nazi soldiers spotted you!

Thank you for your needed perspective! All products of creativity need to have parameters in order to take a unique shape and become beloved works of art. That principle is sorely lacking in many technologically based creations. Just because you can do something without limits doesn’t mean you should or that it will speak to people on a human scale. I love this project and it’s the first game I’ve been excited about since Tetris - really not a gamer but this one is vision driven and not boring. :) Keep at it!


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