After reading this article, my view of game and game design has changed a lot. And the reading really has inspired me a lot. Before, I always observe games from a player’s view, focusing on the stories, the game worlds and models, the way of interaction and the art styles. But I seldom view a game from designers’ view, for example, how to design an interaction or combine two classic interactions together, or how to design the difficulty and new elements of each level to not make players feel bored.
And it also teaches a lot about game history. I don’t pay a lot attention to game in last centuries like the 8 bit games or the arcade games and the composite games mentioned in the article. Since I don’t like the pixel art style very much and it is really tiring to look at those pictures. But I do respect those games and see them as the symbol of the early game industry. This article tells me my unfamiliar part of the game industry history.
Also, it shows me how people cooperate to make a game in a game company. And I can see clearer boundaries between designers and the programers than the industry before. There are many real big companies which keep making high quality 3A games. But I feel in this system, most of the staff are not creating bringing their own idea to the work, instead, they are making a big project but it is designed by few of them. And a big company can’t change their style easily. So that’s why I like indie games a lot and the games from some small teams.