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goldeneye-007-nintendo-64-n64-029.jpgThey say you're forever dating your first love. Not literally, of course, but the early patterns set by your first relationship, and the relationships of your parents, tend to strongly influence how you approach love and relationships for many years to come. I wonder: Is the same true for games? Do those early games we played in our formative years influence what we now perceive as "good" and "bad" in interactive media? Do they influence how we design games? I submit that they may.

By Brandon Sheffield

-this article was originally published in the March issue of Game Developer

Tell me about your Mother 3

For your human relationship problems, you can go to a therapist--but they'll just reflect back what you already know. I highly recommend you take a self-analysis approach to your game history. Going back and dissecting those early learnings can help you grow past your earliest ideas of what a game is, or can be, because while most lessons will be good, some will be bad as well.

The musical platformer Sound Shapes is an interesting case study: If you read the postmortem in the December 2012 issue of Game Developer, you'll see that the game's mastermind, Jon Mak, said, "I don't like platformers, or level editors, but in the back of my mind they made sense." He also added, "That was a thing that we learned: We couldn't achieve our design goals with what we would do naturally."

So here is an example of developers playing against their type, and against their early imprint. This worked well, and brought Sound Shapes to critical acclaim, and multiple GDC award nominations. But at the same time, is it any wonder that (sorry, Jon) the game just doesn't feel like a solid platformer? It feels like an interactive music toy where platforming happens to be the mechanic to drive progress. Without the music element, this would not be a loving homage to the platforming genre.

There are lessons in our past for all of us. Try it out on yourself; think about the first game that really grabbed you. Maybe it's the first game that compelled you to keep coming back, aiming for a perfect score; maybe it's the first game that made you feel like games were a living world; maybe it's the first game that let you play against another player.

Revisit these games with new eyes. While playing them, think about the jump distances for platformers, or how you start a drift in a racing game, and how long that drift lasts. Think about the level progression in RPGs, or the score multipliers in a shooter. How has your current work reinforced those old ideas? How have they strayed? Should you be more critical of those old ideas? It's an interesting exercise which can yield some surprising results. Even if you don't come away with something practical, you may have an easier time explaining why you prefer to sink hours into Minecraft over Skyrim--or the reverse.

Back to the future

 The kids of today expect autosaving, persistence, checkpoints, and massive interactivity on a Minecraft scale. And they're not wrong to expect it! That's what they grew up with, and that is to some extent the future of entertainment. But when they grow up, what will they expect from games? What will their first love affair teach them to love and hate?

Getting closer to the now, what about kids who grew up with the Nintendo 64? The precise magic of GoldenEye 64 has never been properly revisited. What of a child who grew up with the Dreamcast? Is anyone serving her needs?

I'm not suggesting we need to mine the past and prey on nostalgia. But attempting to serve similar experiences to those people felt in their youth--in new and modern products--can be a valuable goal. Nobody wants to play a new game that's exactly like GoldenEye 64. They want to play a game that feels like how they remember GoldenEye 64 at the time they were playing it. With a little self-analysis, and a careful study of these bygone eras of games, you might just get at that mystical and elusive feeling.

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