GAME JOBS
Latest Blogs
spacer View All     Post     RSS spacer
 
June 7, 2013
 
Postmortem: Game Oven's Bam fu [1]
 
Tenets of Videodreams, Part 3: Musicality
 
Post Mortem: Minecraft Oakland
 
Free to Play: A Call for Games Lacking Challenge [4]
 
Cracking the Touchscreen Code [4]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 7, 2013
 
Insomniac Games
Sr Character Artist
 
Insomniac Games
Gameplay Programmer
 
Kabam
Backend Game Engineer
 
Hammer & Chisel
Senior Gameplay Developer
 
International Game Technology
Lead Artist
 
Gameloft - New York
Senior Programmer
spacer
Latest Press Releases
spacer View All     RSS spacer
 
June 7, 2013
 
Bootcamp
 
Indie Royale Presents The
Arclight Bundle
 
A space hero among us
 
Make Family History! 7
Grand Steps: What
Ancients...
 
Who is Harkyn?
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
 
Blogging Guidelines
Sponsor

 
Why didn't  Night Trap  work?
Why didn't Night Trap work? Exclusive
 

April 25, 2012   |   By Staff

Comments Post A Comment

More: Console/PC, Design, Business/Marketing, Exclusive, History





In a new feature -- an extract from the new book Generation Xbox that delves into the development of the controversial 1990s game Night Trap -- there may be the answer to one simple question: why didn't it work as a game?

In the early 1990s, CD-ROMs gave developers the capacity to include video on home console games for the first time. But the promised full motion video revolution never came; it's a footnote in video gaming history. Why didn't it work?

Tom Zito, co-founder of Night Trap developer Digital Pictures, offers his take on why the form (which stirred up political controversy for its violence) didn't find favor with gamers:

"We were trying to change the definition of a video game," says Zito. "[We thought that] if you give people what they're most used to, namely television, and make it interactive you've opened up a much bigger opportunity. [But] that may have been unfounded. In other words it may be that when people watch TV they don't want to interact with it. They just want to sit on the couch and become mindless."

There's a simpler explanation, however.

"We knew it was flawed and we were disappointed by the play experience that was generated by the project," says Barry Alperin, who headed up the project for Hasbro, the toy company who originally bankrolled the game's development.

The full feature, which explains how experimental theater led directly to the B-movie cheese of Night Trap, is live now on Gamasutra.
 
 
Top Stories

image
Video: Making psychology work for you in game design
image
How Kinect's brute force strategy could make Xbox One a success
image
Microsoft's official stance on used games for Xbox One
image
Gearbox's Randy Pitchford on games and gun violence


   
 
Comments


none
 
Comment:
 




 
UBM Tech