The letters were universally complimentary, and we designers loved hearing that our games were being enjoyed, but if they weren't sending us a picture of their screens most of those writers would have spent their time playing the game rather than writing letters.

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Topics: Time, Being, Games, Hearing, Letters, Writers, Writing,

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Meaning: This quote is by David Crane, a renowned video game designer and one of the co-founders of Activision, a major video game company. In this quote, Crane reflects on the feedback he and his colleagues received from players of the video games they designed. He notes that while the letters they received were universally complimentary and appreciated, the absence of visual evidence – in the form of pictures of the players' screens – suggested that many of the writers were spending their time playing the games rather than writing letters.

This quote sheds light on the dynamic between game designers and their audience, highlighting the enthusiasm and enjoyment experienced by players. From a design perspective, it underscores the value of direct feedback and the importance of understanding player experiences in order to create engaging and enjoyable games.

David Crane's career in the video game industry began in the late 1970s, a time when the industry was still in its formative years. He played a pivotal role in shaping the early video game landscape and is best known for his work on the iconic game "Pitfall!" which was released in 1982 and became a commercial success. Crane's approach to game design emphasized creativity, innovation, and a deep understanding of player engagement.

The quote captures the essence of the relationship between game designers and players, highlighting the joy that designers derive from knowing that their creations are being enjoyed by a wide audience. The "universally complimentary" nature of the letters suggests that the games designed by Crane and his team were well-received and appreciated by players. This positive feedback would have undoubtedly reinforced the designers' passion for their work and motivated them to continue creating high-quality games.

However, Crane's observation about the absence of screen pictures in the letters also provides an interesting insight. It suggests that many players were deeply engrossed in playing the games, to the point that they were more inclined to invest their time in gameplay rather than writing letters to the designers. This speaks to the immersive and captivating nature of the games created by Crane and his team, as well as the level of engagement and enjoyment experienced by the players.

From a design perspective, the absence of screen pictures may also indicate the limitations of feedback mechanisms during that era. Unlike today, where players can easily capture and share their gameplay experiences through screenshots and videos, the process of providing visual evidence of gameplay in the form of pictures of screens would have been more cumbersome and less accessible at the time. As a result, players may have been more inclined to express their enjoyment through written correspondence rather than through visual documentation.

In conclusion, David Crane's quote offers valuable insights into the world of game design and player feedback. It reflects the joy and validation that designers derive from knowing that their creations are enjoyed by players, while also highlighting the immersive and engrossing nature of the games themselves. The quote serves as a reminder of the deep connection between game designers and their audience, emphasizing the importance of understanding player experiences and the impact of positive feedback on the creative process.

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