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To The Editor: I'm not sure how computer games are becoming more significant each day given the fact that only very few people worldwide have access to computers. From what I know, there are only around 600 million computers worldwide, or something like one for every ten people. The ratio might even be smaller if most of those computers are obsolete and if many users own or use more than one computer. And with the possibility of both peak oil and global warming, we might industry and technology going the other way round during the next few years.
To The Editor: Thank you for your article "Frag Doll on Frag Dolls" in issue 58. I could have been that Frag Doll who talked in the interview, as I made it down to the last 15 applicants to be a UK FD. But I turned down an interview for the job for the exact same reasons as Voodoo left it - it seemed to be a massive publicity stunt hiding under the respectable facade of being about gender equality in gaming.
I've always wondered if I should have gone for it anyway, if only to become well known in the gaming world and hopefully, playfully, cheese-off my games-obsessed male friends. But reading your article has convinced me that the Frag Dolls are not to be taken seriously and if girls want to game, they should just get on with it.
In Response to "Back in The Day" from The Escapist Forum: I became a SysOp of my own BBS when I was 12, using my parents' fax line. I was soon hooked into a network of local BBSs. For me, this was truly the precursor of the internet. People had a great sense of loyalty to the BBSs they logged onto regularly, and some good friendships developed between the SysOps and their users.
Now, I too am a game developer, and games like Trade Wars 2002 (my personal favourite back then) will always be an influence on me, because these games were 100% about design and gameplay. There were a lot of great BBS games and a lot of poor ones. When all you had was ASCII (or later, extended ANSI) graphics, you really needed a creative knack to make a game that people could get addicted to.
In Response to " Who Really Makes the Games" from The Escapist Forum: I think the Retro-metroid example is an interesting one to bring up here. The fact that retro is a first party to Nintendo had more of an impact in that game becoming great than a standard developer-publisher relationship.
I remember reading interviews with the retro guys during the development of the original Metroid Prime and they would often mention how often the Nintendo guys would visit, looking over their shoulders and offering suggestions to make sure the final product was good. I'm sure the same could be said for many of the other games that Nintendo outsources.
In research, it doesn't matter how much of the work was performed by the student, the supervisor will always get their name on the final product and 99% of the time it is well deserved, because without the supervisors input the end result would never have become what it finally did.