When did you become a “grown-up gamer”?


This is the question posed, and subsequently answered by members of the IGN staff.

I can relate to most, if not all of the answers given, specifically those that say they still don’t feel “grown up” or like an adult. I just feel like a big kid with responsibilities.

But that got me to thinking — what’s my defining “grown-up gamer” moment? When I did I first feel the shift from adolescence to adulthood with a controller in my hands? Nothing stands out off the top of my head, but after racking my brain for a bit, I think these might be the most compelling instances. Continue reading

“It’s maybe str…


“It’s maybe strange to say [this], but I miss the limitations of making games in those days,” Kitase acknowledges. “The cartridge capacity was so much smaller, of course, and therefore the challenges were that much greater. But nowadays you can do almost anything in a game. It’s a paradox, but this can be more creatively limiting than having hard technical limitations to work within. There is a certain freedom to be found in working within strict boundaries, one clearly evident in Final Fantasy VI.”

-Yoshinori Kitase, Director of Final Fantasy VI

Not to toot my own horn, but this is exactly what I postulated in my very first blog post.

Here’s what I said:

“I don’t like to speak in absolutes, but I almost get the impression that the best games are often made when developers are faced with reasonable limitations.”

It’s encouraging to hear my thoughts echoed by an industry veteran. Huzzah!

Here’s the article on the Edge website.