Has anyone else experienced the master class in narrative design that is Fireball Island: the Curse of Vul-Kar? This is what excellence looks like. I know it's not a videogame, but the lessons are all perfect. For those of you who aren't familiar with the glory that is Fireball Island, it's a fantabulous little lost world pulp adventure boardgame wherein plucky explorers land on a volcano island and run around like crazy trying to collect treasure and not get smacked by fireballs (orange marbles) spat from the wrathful mouth of the local volcano deity (the titular Vul-Kaar, who rules over his vacuum-molded plastic land with a perpetual scowl of enraged constipation). There's even a little cardboard chopper to evacuate your much-abused pawns at the end of the game (and yes, the winner is contractually obligated to make helicopter noises as they fly off into the sunset.) As I like to repeat ad nauseam to my videogame clients, THEME HAPPENS ON EVERY SCREE...
…and edits and designs and programs and sometimes lights things on fire.