Path: utzoo!attcan!uunet!cs.utexas.edu!usc!wuarchive!udel!new From: new@udel.EDU (Darren New) Newsgroups: comp.sys.amiga Subject: Re: A Philosophy of Game Design, from the author of PocoMan Message-ID: <21679@estelle.udel.EDU> Date: 11 Jun 90 15:04:11 GMT References: <1990Jun9.222125.2499@zorch.SF-Bay.ORG> <30670@cup.portal.com> <1990Jun11.072644.16213@zorch.SF-Bay.ORG> Reply-To: new@ee.udel.edu (Darren New) Distribution: na Organization: University of Delaware Lines: 12 In article <1990Jun11.072644.16213@zorch.SF-Bay.ORG> xanthian@zorch.SF-Bay.ORG (Kent Paul Dolan) writes: >The thing that makes the game fun to me, beyond the puzzles, is the great >detailing; the same sort of thing that inspires a model train enthusiast. I always appriciate games that have good details like you describe. I used to play Joust for hours, and I'm sure it was in part just the details of the graphics. The feathers on the birds, the claws on the troll's hand, and so on. The same goes for Marble Madness. I almost never buy videogame clones because they almost never have the same quality of graphics on a computer as on a dedicated machine. However, PcocMan looks like a winner to me. -- Darren