84 Pages

PART II. Case Studies: Retro Games

Now we will try to fi gure out how to apply the ideas explained so far in actual games. We will do so by using the 6-11 Framework to analyze how these ideas were implemented in real commercial products and how their game dynamics were successfully built around basic emotions and instincts. In particular, we will review and analyze a set of meaningful games for diff erent systems, including early home computers, video game consoles, and arcade machines. Th is means we will be looking at the very beginning of what is nowadays known as the “retro game” scene. But why did we choose games that are so old in the fi rst place? Th ere are several reasons for this apparently odd choice.