![]() 6. What do you think distinguishes you from other visionaries in the industry? Conversely, what do you share in common with them? Bruce: I am probably much older and have seen more changes already to the point that I am conditioned to expect continual technical change and remain open to new capability. I am also an average casual gamer. Most developers are really hard-core, and I think that hurts their ability to reach the broad audience. When they develop games they wish to play, they may squeeze out the casual gamers without being aware of that, and thereby handicap the potential success of their products. I have played games of all kinds all my life and that may help me understand what makes games fun. Without that experience and the instincts that derive from it, many developers are just guessing when they create games. I think all developers and gamers alike share an interest in problem solving. Games pose problems. Making correct decisions as you play leads to the solution and, thus, victory. 7. In 25 years, what do you think society will remember about gaming in the late 20th century, and more importantly, what do you think society should remember? Bruce: We compressed tremendous technical change into a few decades. Our industry has progressed very quickly from Pong to Age of Empires II, Ultima Online, Zelda, and Half-Life. In those few years, we have surpassed the 100-year-old industry of film making as a business. We should remember, however, that the fundamental principles of good games continue to apply, as they do to paper and board games, as well. Good games present to the player a series of interesting decisions, in a competitive environment, that lead to a satisfying conclusion. Interactivity and all the technical gadgetry that separates our industry from other types of games (board, card, and so on) have their principal impact on the competitive side. At the start of our industry, interactive games were mainly for the single player. Interactive games provided a digital competitor. We are on the cusp of the multiplayer revolution in which technology links gamers across the country. Further strides in technology will enhance the experience and make it even more real. Where chess is a metaphor for combat, we may soon be taking part in virtual combat that is incredibly realistic. The challenge is to make the virtual combat as interesting and fun as chess. Next: Bruce Shelley (cont.)
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