Friday, May 19, 2006
Games, History and Context - Synopsis
From the outset, we have been taught to be very objective in terms of the games we see, either actually playing them or even something as little as watching an advert for a new game. The coices we make about the games we buy are generally based on their content, but it helps to know a little more than just 'whether it's any good'.
Initially, we were encouraged to backtrack on specific games (of our choice), to look at its predecessors and link them in terms of inspiration and style. These different genres have mostly got fairly deep roots in the annals of computer games history, which is something often taken for granted by your average casual gamer. This aspect of the course encouraged me to look for patterns in games development, and I noticed, through this, that their were many different 'fads' in computer games history. These fads, be it Survival Horror in the late 90's to early 2000's or even the 2d beat-em-up years made famous by Street Fighter and Mortal Kombat, have shaped the way we buy and play games now.
As well as the history of a game itself, we also looked into the developers behind them, and to see if their are any common themes there. The article I wrote earlier on Peter Moline really did emphasise the fact that certain people are good at certain types of games, and looking through Milieu’s history it seems apparent that you can sometimes tell who made a game by its style. This is something that I had never really thought of before, so it was good to be able to consider games more than in terms of the machine they are on of the company behind them.
The way computer games are developed and sold has also changed largely since the birth of mainstream gaming, and it is surprising how unpredictably the household-name computer company started. To use the word 'simple' would be unfair, but the most surprising part for me was the fact that Atari tested Pong in a pub using a cardboard and wooden box containing a TV set! When coupled with the troubles involved in licensing Tetris from the Soviet Union, it seems the more popular gaming becomes, the more closely guarded the new innovations are.
As well as touching on the attitudes of gamers themselves, our studies moved also towards the topic of games in the media, more particularly the increase in the number of violent computer games. There have been many publicised reports of how games can help, or hinder the progress of society and it was interesting to see how the two sides of the argument come to blows, its a Catch 22 point as both sides have a logical argument. Whilst I feel me as unable to solve the riddle of right or wrong, it certainly opened my eyes to the either eventuality. Perhaps the most astounding thing is not whether it’s right or wrong, but more the fact that a computer game can cause that much uproar. The onset of violence and gore in games shows how games are now marketed as much towards adult gamers as they were at first marketed to children, and poignantly shows the consequences that merging two different generations can cause.
We were also educated on specific history in terms of older gaming and one of my earlier posts will show a review of the PC Engine - I pioneer of sorts from the early nineties. This, I felt, encouraged me to explore older avenues of games and since that particular post I have been playing on FlashBack and Chrono Trigger more than any of my other more modern games. We definitely learned to be more objective as to possible reasons for the failure of systems such as the aforementioned PC Engine.
We did review a fair few games as well, and as we were educated on what to look for I felt that my reviewing abilities became much more sophisticated and informed. As part of this structure I was required to highlight the nouns, verbs and gaming 'rules' or 'conventions' that are mentioned in reviews and this served the highlight just how involved computer gaming is, at least in terms of the way they are described. I reviewed two genres, Resident Evil in Survival Horror and Blood/FarCry for the First Person Shooter genre.
I also reviewed various online gaming networks, most recently being MUSH games. This I feel shows how the increasing functionality and overall popularity of the internet is going to impact the future of gaming trends. The games I looked at were so basic they could have been written 20 years ago, but are still popular today and are paving the way for the most recent gaming trend - online access.
Overall, Games History and Context has taught me about how computer games have risen to fame, and how they have changed in the process. Through applying the trends and attitudes of past development companies, and their markets, we can see how development of the industry is likely to change in the future too. Fashion repeats itself more in the world of gaming that its patrons would like to think. We are in an age where mobile phone games like Snake 2 and companies like 3 mobile phones focus heavily on games for their products. This trend is similar to the way games were marketed in the early 80's, basic ideas for (comparatively) basic technology.
The industry is looking for inspiration in its 'elite' section i.e. the major console companies and these innovations can only get better as technology increases with it. However it can be argued that sophisticated technology can make developers lose sight of the overall reason people play their games - for fun. Rise of the Robots was one of the most widely publicised games of its time, and I read a review of it at the time that gave it 9%. There are countless other examples, and there is a lot more technology available now than then.
Only by looking into the past, can we see the future.
Sunday, May 14, 2006
MUD's, Moo's and MUSH's
An MUD stands for Multi User Dungeon, which is a form of fantasy role-play similar in theme as the Lord fo the Rings and even Warhammer. They typically have monsters like trolls, orcs werewolves and various other ethereal and make-believe creatures. A good MUD will have many users connected to a server at once, who can then interact by ways of chat-room style text strings.
The MUD is almost always text-based, requiring the character to type the required action into a DOS-style command prompt. The first MUD was created in 1975 by James Crowther, who based his game on a caving trip he had enjoyed. This game was called Colossal Cave Adventure.
Blood Wars
The MUD i have had a (brief) go at is called BloodWars, which is a textual depiction of the time-old fight between Werewolves and Vampires.
Entering your information is simple enough, give yourself a name and apssword, choose your allegiance (werewolf or vampire) and finally choose your sex and you're away.
The game gives you a few tips such as basic commands, but you are largely left to scour the 'help commands' before you really feel like your getting anywhere. The first problem i seemed to have was that once i had put in my password, the text i typed in didn't actually appear on the screen. That aside, the game seemed fairly easy to get to grips with and before i knew it i was flying through the various areas.
Despite its text limitation the game has some good ASCII art for logos and so on, as is seen in the images i have posted here. Even a little ASCII map comes up each time you move, and you have to type in 'North, South', etc to move you little X marker.
Each time something happens in the game, such as a rabbit moving around or a new player entering an area, it is announced in real0time. This means that, although i didn't get to fight anyone, i would have really had to test my typing skills in order to win.
MOO's
MOO's are very similar to MUD's except that they are 'object orientated'. This means that whilst a standard MUD enables users to createtheir own areas and manage their property, MOO's do the same with objects. The user can pick up items and modify them, combine them or even create their own.
The name that cropped up the most in my research was LambdaMOO. This is the original MOO server, and is based around creator Pavel Curtis's home in california. It is free to anyone who has an institutional e-mail address, i.e. scholsl and so on. As i don't have one of these, i was unable to actually play it, but i have found a suitable alternative;
Dragon's Dusk
Dragon's Dusk is a MOO that puts you in the role of a variety of humanoid characters, and is a continuation of of the 'Pern' legacy, from Anne McCaffery's 'Dragonriders of Pern'. Pern is a mystical planet, under attack from aliens and setllers from Earth used genetically-modified dragons to combat them.
This MOO doesn't seem to frill itself wtih ASCII, or any visual stimuli whatsoever! I found the controls (i.e. commands) to be hard to understand (particularly the format) and again this MUD suffered from a feeling of loneliness...having checked the official site, i found i was the only one online!
The movement commands are simplified, simply ytping 'N' can get you to go north and 'S' for south and so on. The descriptions of each area you enter are detailed, and the action strings are logical, i.e. it's clever enough to realise that 'here' means where you are at the time of typing.
The is MUD uses turn-based combat in that once you;ve typed something for your character to do, you then must wait for your opponent to respond.
Overall this game did look more intersting than Blood Wars, but Dragons Dusk does a have a series of novels behind it for inspiration.
MUSH's
Mush stands for Multi User Shared Hack, and is the same as a MUd except it has more of a focus on its participants attitude. A MUSH is essentially a 'society emulator' and is much more peacful than typical battle-friendly axe-wielding MUD's.
Immortal
Immortal was the only decent looking MUSH i could find, however having played the MUSH for about 15 minutes i realised that it was going to be very difficult.
Hoever after having trawled through a few of the help ptions i found that the reason i was having so much trouble was due to me signing in as a guest.
This MUSH looks like one i would actually like to play properly, it seems to have had a fair few players on it, though the only area i could access as a guest was the 'graveyard' which allowed me to view how other players had died. Given the lengthy descriptions on the deceased's tombstones, it would seem that very heavy character development was a trademark of this game, his tombstone depicts everything from his mourners, his ancestors and even the clothes he died in!
Again, i couldn't see the text i was typing which leads me to believe that this MUSH uses the same code as BloodWars. Also, there is no ASCII art again, but relevant information is seperated through clever use of colours and punctuation.
The Future......
Scene from World of Warcraft
The World of Warcraft community is so big that the Terms and Conditions section of the website alone must take up over 40 pages. These include not using affixes like 'Lord' or 'King', and not to use names of celebrities for defamatory reasons. They obviously take this very seriously.
Many of these MMPOG's cost monthly subscriptions to use (which exists in the case of some MUD's as well), in addition to buying the required software. Given the increased technical ability of these software packages, there are many other options available in character development such as professions like fisherman, blacksmith and so on. World of Warcraft contiunues the tradition of ancient fantasy elements (dwarves, elves and trolls etc. and from what i gather has an ever-increasing sprwaling universe to explore and interact with. Due to the advanced nature of these games, the community is signifacntly bigger, and if i didn't have to pay the subscription fee i would probably be invloved myself!
George Lucas, never one to miss out on a quick buck, soon released Star Wars: Galaxies which, thoguh not as successful, has a strojng base of fans and has inspired features like a complete player-run economy.
Every item and piece of technology is created by players who find raw materials around their chosen planet. The game also has typical movie ties, with familiar relics and locations from the lengthy Saga.
Due to its significantly higher busget, the MMPOG has much more potential for innovation and given the cost of connection per month, the funds probably won;t stop oming in for a long time. Whilst these games don;t seem to make the headlines and aren't given that much attention in the gaming world either, they are a constant source of revenue for software developers and therefore deserve to have a lot of time and effort put into their expansion.