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Steven Spielberg: Master Game Designer
Posted by Brittany Vincent, 315 days ago

Spielberg

Look at the timeless classic Boom Blox, headed by Spielberg. Full of emotional brevity, flawless gameplay, and endearing characters, it will stand the test of time as a fantastic example of impeccable game design. I know the tears poured relentlessly from my eyes when I saw each block fall as a result of my mistakes.

It’s because of this shining example of a game that we should all bow our heads in reverence when Spielberg talks gaming. According to the Oscar-winning director, cutscenes only detract from the overall gaming experience.

"You know the thing that doesn’t work for me in these games are the little movies where they attempt to tell a story in between the playable levels. That’s where there hasn’t been a synergy between storytelling and gaming. They go to a lot of trouble to do these [motion-capture] movies that explain the characters".

Truer words have never been spoken, O Dalai Lama of the gaming world. Your blockbuster films (Indy’s Crystal Skull adventure was by far your best work!) supercede any sort of knowledge anyone else may have concerning "little movies where they attempt to tell a story." It’s easy to sympathize with you. What was Metal Gear Solid 4: Guns of the Patriots? A movie? Far too much watching and not enough playing. What’s more, the scenes did nothing for the story. It was an exercise in laziness, not having to provide actual gaming content. Personally? I would have rather read lines and lines of dialogue, or have had to pick up items that forced me to put the story together myself. That would have been the more artsy, intelligent path.


Rating: 1.0, votes: 1
 
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