Thread View: comp.sys.ibm.pc.games.rpg
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Started by ko... koala
Tue, 20 Dec 1994 00:48
rant
Author: ko... koala
Date: Tue, 20 Dec 1994 00:48
Date: Tue, 20 Dec 1994 00:48
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Ok. So too many game designers are focusing on bells and whistles. Too much glossy gunk like voice, music, and pretty graphics--not to mention game after game that asks us to zig-zag all over the map for Fribbit's shoes, a candygram, a hunk of lead, on and on, before we can pick up the item we wanted to begin with and get ON with the game. We look at a shareware game like Aethra (no offense) that doesn't have any of that stuff--and it's more playable than many of the games on the market! A fella recently asked on the net if anyone actually had finished Arena. At the risk of generating a lot of "I did" messages, I thought it was a valid question. Open-endedness is one thing; repetitiveness quite another. To have a programmer write a game is a lot like having an engineer argue copyright in the courtroom. (Those who know understand that most law firms won't hire intellectual property attorneys unless they had "technical" undergraduate degrees.) There's no way that an engineer, no matter how highly educated, is going to understand the intricacies of language, of art, the way an artist would (who also was as highly educated). Yet the condition persists because it is engineers who become the intellectual property lawyers and they who do the subsequent hiring of others. They don't realize what they're lacking! The result is a highly technical, coldly abstract definition of art that completely misses the true individuality of the form, and that only creates future problems. Similarly, we have programmers who do what they do best--and do it well, perhaps. Impressively, perhaps. "Xeen" was a BEAUTIFUL game. But until writers are given the chance to do their work--and until they're given the chance to escape the bonds of adolescent fantasy & technical one-upmanship that currently seem to be the rage in crpgs--it's going to be increasingly difficult for those outside the computer entertainment genre to take the artform seriously. We run the risk that computer games will follow the same path as have comics. A lot of money can be made in this artform, sure, but profit does not equate with quality. Until those who design the games recognize that writers have a crucial role to play in the process, the genre never will be able to go beyond "zig-zag around the map, kill lots and lots, get chew toy, kill Fribble". Recently I participated in a conversation with several gamers and discussed the potential for a concept in which a player was taken to a new world from this one, a world in which no evil, no aggression, had ever been known, in which the sentients lived in harmony with their surroundings. We discussed what could happen to that world if the player brought an innocent item, a tool, perhaps, like a drill or a hammer, and if that tool were used in the new world accidentally to kill someone. We discussed the potential for a creeping illness across that world called "evil"--and we actually seemed to be coming up with a game world in which right and wrong would matter, in which choice made a difference, until one of the players said dismissively, "Nah. Sounds too much like Ultima." As though every rpg ever created had not copied from every other in its inclusion of quests, swords, kings, magicians, on and on. Have we come to this? That we can no longer talk about games that would require us, as another player said, "to have an IQ higher than a squirrel's," without dismissing it as derivative? Here's what I seek in a game: moral choice. Adventure. A sense that something is at stake. A compelling story. Interactions with NPCs that seem vital not because those NPCs know of Fribbit's sizzle staff, but because those NPCs offer something else: spiritual or philosophical challenge. I want, in short, fiction. Not pretty colors or sounds. I want the human dimension illustrated in the way that only crpgs can illustrate it. -- ------------------------------------------------------------------------------ dennis owens dbc ko...@netcom.com
Re: rant
Author: Kenneth White
Date: Tue, 20 Dec 1994 02:12
Date: Tue, 20 Dec 1994 02:12
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koala <ko...@netcom.com> writes: >To have a programmer write a game is a lot like having an engineer argue >copyright in the courtroom. (Those who know understand that most law >firms won't hire intellectual property attorneys unless they had >"technical" undergraduate degrees.) There's no way that an engineer, no >matter how highly educated, is going to understand the intricacies of >language, of art, the way an artist would (who also was as highly >educated). Yet the condition persists because it is engineers who become >the intellectual property lawyers and they who do the subsequent hiring I'd have to disagree with your characterization of IP lawyers-- but everyone would scream at me if I started that argument in THIS forum...;) KPWhite (esq., as of today :) )
Re: rant
Author: mne... Matt Newman
Date: Tue, 20 Dec 1994 05:45
Date: Tue, 20 Dec 1994 05:45
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koala (ko...@netcom.com) wrote:
[koala's rant snipped]
: Here's what I seek in a game: moral choice. Adventure. A sense that
: something is at stake. A compelling story. Interactions with NPCs that
: seem vital not because those NPCs know of Fribbit's sizzle staff, but
: because those NPCs offer something else: spiritual or philosophical
: challenge. I want, in short, fiction. Not pretty colors or sounds. I
: want the human dimension illustrated in the way that only crpgs can
: illustrate it.
: --
Wouldn't that be nice! The only games that match up to this criteria are
the Ultima series, and to a lesser extent, Betrayal at Krondor.
Matt
--
mne...@ripco.com
"Much Madness is divinest sense-
To a discerning Eye-
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