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Bill Loguidice's picture

Raw Transcript of Video-game Nirvana Interview

As promised, I am posting the raw transcript from my interview in last week's Suburban Newspaper, which I talked about here. As is often the case, we talked about much more than would fit in a regular newspaper feature, so I thought it might be nice to see the full spectrum of questions and my responses. As is usual for these things, it's me-centric, so the mileage of your enjoyment may vary, but if you stick with it you may gain some additional insight into how I think, where I come from, and what my influence on the Armchair Arcade philosophy is. The QandA:

davyK's picture

A middle-aged gamer's collection

I'm a forty-something person who plays quite a lot of video games. I'm of an age when common consensus dictates that I should be doing something like playing Golf instead; but I don't - even though I'd like to take that particular pastime up (watch this space). I'm also of the age that means I was at a very impressionable age when video games first appeared on the scene.

Bill Loguidice's picture

Your Thoughts on Miyamoto's Videogame Training Wheels?

Bad-with-naming-them-but-still-undeniably-legendary-videogame-designer Shigeru Miyamoto has confirmed to USA Today that the forthcoming New Super Mario Bros. Wii will be first to incorporate a special "help" feature, otherwise known as "demo play". What this comes down to is whenever a player so chooses, they can pause the game and let it essentially play itself, then resume control whenever he or she chooses. While superficially this sounds like it's turning interactive videogames into passive entertainment no better than television, as someone who sometimes gets impossibly stuck in games and doesn't like to use cheat codes, I can see this being a useful feature. This is also one of those "so obvious, why hasn't someone done this before" type of deals.

While I support the concept, I can't help but feel a bit "icky" about the whole thing, just like I do with cheat codes. Certainly the whole idea of this is to continue to make videogames accessible to everyone, from the very, very young to the extraordinarily uncoordinated, but wouldn't dynamic difficulty adjustments or even - at its simplest implementation - having more selectable difficulty levels at the beginning address this issue just as well, particularly for what is ostensibly an action game (i.e., no difficult puzzles to figure out, just hard jumps to make)? What do you think of this new design wrinkle that will surely make its way into lots of other games?

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