The spe­cial pow­ers needed to suc­ceed in videogames


In this line of work, we’re asked lots of ques­tions, some of them re­peat­edly. Such as: what’s it like to sit around play­ing videogames all day and call it a job? And: how do I get started in the videogame in­dus­try? Also: that guy who wanted to be able to talk to the mon­sters in Doom – have you checked in with him lately to see if he’s all right?

An­other com­mon ques­tion: who are read­ers? Peo­ple ask this be­cause it helps them de­cide whether or not they should be try­ing to talk to our au­di­ence through th­ese pages, but break­ing it down into tidy de­mo­graph­ics isn’t easy. Some read­ers make videogames, some want to make videogames, some don’t. Some read­ers are teenaged, some are in their 50s and 60s, some are in be­tween. Most are men, some are women. Ul­ti­mately, all we can say is: our read­ers are into videogames. Re­ally into videogames. So into videogames, in fact, that they re­mem­ber bits from the re­view of Doom from over 20 years ago.

We’re all so con­sumed by our in­ter­ests that it’s al­most im­pos­si­ble to re­mem­ber when our lives didn’t have videogames in them. Many of us, though, can re­mem­ber the spe­cific point at which that changed, and the tin­gling, breath-stop­ping re­al­i­sa­tion that noth­ing would ever be the same again. In this is­sue, Brit­soft pi­o­neers in­clud­ing David Braben, Jeff Min­ter and Archer Maclean share their own life-chang­ing mo­ments, iden­ti­fy­ing their first steps on the path to help­ing shape a na­tion’s game in­dus­try.

What th­ese peo­ple have in com­mon is how much they put into their work. In the process of mak­ing we talk to videogame cre­ators ev­ery day, and the ones who make the big­gest im­pres­sions are those who care the most – the peo­ple who are re­ally into videogames. In the cre­ators of Deus Ex: Mankind Di­vided, who share their mo­ti­va­tions in our cover story, we found just such a group. For peo­ple look­ing to break into the game in­dus­try, their com­mit­ment should be an in­spi­ra­tion. Else­where this is­sue, the 2015 edi­tion of Get Into Games pro­vides some ad­di­tional guid­ance.

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