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    Jan 19th, 2007 at 19:08:13     -    Katamari Damacy (PS2)

    I am inspired by the prompt questions for this assignment, to point out that this game is excellent for interacting with the other players. Since there is no story line or serious need to note or remember anything in the game, it makes in the perfect game to have a conversation to. I switched off the controller every other level with the kind lady who let's me come over to play games, so we both got to play and talk. It made for a fun, and weird, catching-up experience. This reminds me of the pong snl sketch which we watched in class. Katamari is a social game!!

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    Jan 19th, 2007 at 18:43:00     -    Katamari Damacy (PS2)

    This game does not get old! It has become easier to control movement, but I still don't think I will ever really master it. The, hm, level design i guess, is quite clever. With each level you get to start slightly larger, which makes you feel like you are going great in the beginning, but you are fooled, since you ultimately have to reach a much larger size before time runs out! Crazy. Still it is so fun that you get to be a little larger at the end of each lever, it leaves you really wanting to experience more and more, and wanting to play the next level.

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    Jan 13th, 2007 at 19:43:53     -    Katamari Damacy (PS2)

    So, after I last wrote, I of course played Katamari for several more hours. I don't know why this game is so addictive... but I have some theories:

    1. There is SO MUCH to see in the game, and all of it is aesthetically pleasing. With so many strange and pretty objects to find and pick up, it is hard to stop wanting to look for more.

    2. Each level allows you to get a little larger, and pick up even large objects. I find it quite interesting how in earlier levels, you feel so small that it is impossible to imagine picking up people. The satisfaction of being able to pick up larger and larger objects as the game goes on is indescribable, and sort of nonsesnsical.

    3. On the other hand, it makes perfect sense, because this seemingly meaningless quest to roll up cute things in a ball, is serving some sort of make believe purpose... which is rebuilding the cosmos. Therefore, the reason this game is so addictive, is because it simulates achievement.

    I have a theory that simulated achievement is the reason why video games feel so fulfilling...and ultimately why we can feel/become addicted to them. Alas, It is a complex theory, so I should probably save writing about it for one of our larger written assignments.



    This entry has been edited 1 time. It was last edited on Jan 19th, 2007 at 15:29:15.

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    Jan 11th, 2007 at 20:24:37     -    Katamari Damacy (PS2)

    oh gracious! I adore this game!!!

    The game begins with some ridiculously cute animation, of baby animals and smiling inanimate objects and so forth, dancing to the catchiest theme song I've ever heard!!! It continues with some more ridiculously cute animation which explains the rules of the game, and the vague plot that goes along with it. The story behind the game, and the actual game play, feel barely connected, but it really does not matter. I love the weird story. I love the weird cut scenes. I love the weird game play. It is all so cute and so funny and so subtly perverse and mean and SO CLEARLY GENIUS!

    This game is also quite addictive.

    I just started playing. So the movement is still pretty tricky, you have to use both game sticks on the controller (quirky!!!) I can't handle this apparently. Yikes.

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