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Copyright
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QuestionLady is written and played by SL Stukey, herself an Obscure Celebrity of a sort. It is likely that somewhere, sometime, you have read something she has written, especially if you live in the Midwestern United States. She has been writing promotional material, instruction manuals, and other such everyday literature for many years (she'd say how many, if she could remember what year she started, it was 1989, or maybe 1991). She always thought she'd be a real writer someday, but she's not holding her breath anymore.
Computer Game QuestionLady has been losing a lot of her spare time to a couple of computer games, so this month, she thought she’d track down one of the fiendish minds who make up these games. With her press pass from the good old Globe-Guardian, she was able to secure an interview with Computer Game Designer Guy. His company has a new game ready for release, and was probably expecting some publicity regarding the same. [As if QuestionLady would promote an imaginary game from an imaginary company.] QuestionLady realizes that many Globe-Guardian readers do not play computer games, but she thinks they can identify with the frustrations produced by a product designer who designs the product for himself, and a few of his friends, rather than the consumer at large. QuestionLady started to list a few, but decided the list would be longer than the interview. QuestionLady was escorted to Computer Game Designer Guy’s office by someone who appeared to be a close associate of Damn Nuisance. The associate genuflected toward Computer Game Designer Guy, and disappeared. Computer Game Designer Guy’s office was filled with computers and toys. His desk was decorated with the action figures from the company’s flagship game. Computer Game Designer Guy put down the game controller he was using, parked his mouse, and beamed a jolly smile at QuestionLady. He leaned over the desk and shook hands. [QuestionLady has deleted the first section of the interview, which dealt with Computer Game Designer Guy’s latest product.] QuestionLady: Sounds like you have another winner on
your hands. May I ask you a few general questions about computer games? QL: I’ve played lots of games and I’ve always
wondered why there is always one clue, puzzle, weapon, room, level, or other
item that cannot be solved without finding a web page or a clue book to tell you
about it. QL: Um, I wouldn’t have finished most games
without them. QL: Challenge is one thing. The Unbeatable Game is
quite another. I don’t turn to the ‘spoilers’ as you call them, until I
have exhausted my patience. I’ve found that the item or feat I can’t ever
figure out is usually the one that most people can’t figure out. QL: Some of these guys have explained how they
solved the problem, and it involves spending countless hours playing the game
over and over, trying every conceivable (and some inconceivable) combination of
actions, and searching each screen of the game pixel by pixel. I don’t
consider that fun. And I’m obviously not the only one who feels that way,
since plenty of people support those web pages and clue books. QL: No. QL: Losing myself in the game world is fine, but I
don’t sweep each screen from top to bottom, micron by micron. (Computer
Game Designer Guy ponders this.) I know this is an unfamiliar concept,
but not everyone who games looks at it as a second life. Many of us look at a
computer game as an entertainment, not a lifestyle. QL: Well, my idea of entertainment is playing for an
hour or two, on occasion even playing for an hour or two every evening, and
eventually finishing the game. QL: Hmm. You left out the little matter of making a
living, and, for those who have them, interacting with family members. QL: You don’t know many people outside the
computer industry, do you? QL: I must say this has been enlightening, and
explains a lot about the whole online game frustration experienced by many
people. I’ve always wondered why every patch makes the game harder to play—even
those sections supposedly designed for a beginning player. QL: Yeah, those players who live in the game, not
those of us who look upon a game as a pleasant pastime. QL: So, what you’re saying is: Your games are
designed for the small market of people who game as a way of life? QL: But only people who are willing to dedicate
their lives to playing a particular game are going to get the complete game
experience. Why don’t you put that on the box? Along with the system
requirements and the warning on violent games, place something to the effect of
"This game requires 15-18 hours of daily play to remain current with the
game action." That way, anyone who doesn't plan on making that particular
game a way of life don’t waste money. QL: I have to hand it to you. You have found a way
to make a product and a lifestyle for a very small market, and have it
subsidized by large numbers of average consumers. QL (soothingly): I’m sure you do. Thank you for clearing up the whole game concept for me. Computer Game Designer Guy shakes hands with QuestionLady, and gives her copies of several of his company’s current games and an assortment of the spin-off toys. Back at the office, QuestionLady has placed several of the toys on her desk, but has yet to load the games, either at work or at home. The Globe-Guardian frowns upon game playing during the workday, and at home QuestionLady has laundry to do, interviews to conduct, and naps to take, and cannot, at this time, devote her life to a computer game. Copyright © 2001 [ Home ] |
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