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Alpin Criss
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===Dissatisfaction=== Alpin Criss had always been interested in video games. He especially appreciated video game design, a subject he knew very little about but was intrigued by. Alpin was not a programmer, but he enjoyed playing games and in particular had played a wide variety of pro wrestling games. Almost all of them left much to be desired. As Alpin grew up, he became more interested in the story-telling aspect of professional wrestling than the "competition" aspect of it. He began reading every biography of every wrestler published, fascinated and intrigued by any description of the process of actually performing a live match while working with your "opponent." As he played more and more pro wrestling games, he was painfully aware of how poorly they captured the true "art" of being a professional wrestler. Instead of emphasizing the performance art, game were merely competition based. Alpin took mental note of his dissatisfaction with games in the pro wrestling genre. He didn't understand why not a single game designer had yet to create a game where the wrestlers worked in "cooperation" to put on entertaining matches. He couldn't figure out why these games only gave him control of "offensive" moves, when the true art of wrestling involved the ability to "sell" injuries, not just "inflict" them. Smackdown Versus Raw would disappoint him year after year, falling far short of what he believed was an overlooked niche for pro wrestling gaming. 2006 ... 2007 ... 2008 ... all seemed to contain the same basic gameplay, and not a single version would come close to the pro wrestling role play that Alpin envisioned. This dissatisfaction would be the seed for the Alpin Criss's pro wrestling system.
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