4. Player input >
Our message to
the computer
Facilitated by...
5. Feedback >
Audio
Visual
Tactile
A communicative process
6. A Balance of
Aesthetics
Functionality
Playability
The ultimate goal
7. “He watched the kids stand in front of the
machines their bony arms like umbilical cords
joining human and machine. He asked the
kids questions about what made a good game.
Arawaka realized the most successful games
had something that player’s couldn’t articulate.
The words used to describe them were usually
reserved to describe forms of intimacy between
people. It was as if the players and the game
itself had somehow merged.”
Page 83, ‘Game Over – Nintendo’s battle
to dominate videogames’, David Sheff,
1993, Coronet Books)
16. "Kart Duel players will pay for the
experience and not the high tech graphical
content… In other words, what is the point
in providing expensive, state of the art
visuals when people simply want to sit in a
damn kart"
Mike Nevin, Namco Europe (Edge, 2000)
17. “It's not really something only in the future, some
people already have them, chips in their bodies. If for
some that would be a bit too scary, then you could
also do something more simple, like using wristbands
or a pendant. So using devices like these for sensing
would be good I think. I think that for arcades games I
want something that's a bit futuristic."
Yu Suzuki, Sega (Arcade Mania, Brian Ashcraft, 2008)