A good, tough game for me is something like Paragon, Johnny Mnemonic or Twilight Zone, and doing well gives me a real buzz. I like a game that really forces me to play well. Note: I decided to leave out 'smell' as this would probably be burning coils or circuit boards, and a bad thing!Ī good challenge: is the easiest to explain and one thing that keeps players coming back for more. I reckon most can be put into the four categories a good challenge, the sounds, the visuals, and a mix of factors I refer to as 'special game features'. The reason for this scribble is to look at some of the more successful and sometimes wacky ways designers have tried to enhance the Tommy Factor of games. When playing, he became completely absorbed in the game - so much so that it was as if he became part of the machine. Note: Just in case anyone is not familiar with The Who’s Tommy rock opera, I should explain that Tommy was an emotionless deaf, dumb and blind kid who came to life when he played pinball. It’s what I call the 'Tommy Factor', the term I use to describe what happens when a player becomes totally involved in his game of pinball. ![]() There’s other cool stuff going on that engages me and gives that extra 'wow'. For me, it certainly isn’t just down to the theme or looks. I recently realised that all my favourite games are exceptionally interactive in some way or other. ![]() And no, I’m not talking about poorly earthed '60s games. ![]() I reckon there are less obvious factors at work the things that give me an extra buzz when I have my fingers on those flipper buttons. What exactly is it that makes a specific game your favourite, or least favourite? The theme or the art may attract you initially, but what holds your interest?
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