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"Man is a game-playing animal, and a computer is another way to play games" - Scott AdamsWhy are computer games fun, anyways? It turns out that they are fun for different reasons than why books or movies are enjoyable. Games don't often try to imitate books; there is essentially no market for text-based single-player games anymore. (With the proper programming, I think there could be - but that's another matter entirely.) There was a brief fad of "interactive movies" (around the time when "multimedia" was an important word); games which were heavily based on full-motion video and allowed the "player" to make decisions at various points. These failed. Miserably. No, games are best when they do something unique; only computer games make it possible to play a real-time strategy game (a supercharged board game, if you will), or a first-person shooter, or a role-playing game (supercharged pencil-and-paper games), or a flight simulator, and so forth. Many genres of games are fun solely because of their interactivity, such as RTSes or flight sims. You can be a commander of human forces fighting against the terrible orcs, building up a base and slaughtering the enemy, or you can test your hand at building bridges which try to support themselves against the forces of gravity and other insults. Books allow you to be present while great and unusual situations develop (I have stood by while Hari Seldon developed psychohistory from a vague idea into a powerful theory which could save humanity), and motion pictures allow you to actually watch events take place (I have watched while Lain accepted her place as goddess of the Wired), but computer games allow you to actually play a part yourself. In a computer game, you can actually be a theoretical physicist. Well, one who has to save the Earth from alien invasion. Or you can be an eight-foot-tall SPARTAN II cyborg, who wears kinetic-assist MJOLNIR armor, can jump six feet in the air, and can run a one-minute mile (who is also trying to, uh, save the Earth from alien invasion). You can be a nanoaugmented stupendous badass, who is trying to save the world not from alien invasion but from its own (shadow) governments. This is only possible with computer games.
"Then there's the giant tentacle creature. Which is probably the most awesome collection of polygons we've seen in a 3D game. Naturally you want to unload several thousand rounds into its face. Except it hasn't got a face. And anyway, that's the worst thing you can do because it hunts by sound, menacingly tippity-tapping away on the metal grates surrounding it.... The tentacle beast... obviously resides in the lovely warmth of a missile silo, just below the main engines of a rocket. Firing that rocket immediately becomes your sole reason for existence" - Mark Donald of PC Gamer UK, reviewing Half-LifeThere were several FPSes, such as Marathon and System Shock, developed around the time that Wolfenstein 3D and others were gaining massive popularity; Wolf3D lacked any pretense at a plot, but games like Marathon and System Shock did have something resembling an interesting plot. They remained niche games which never really attracted an audience. The first game which could possibly be called a popular thinking FPS was Valve's Half-Life. Half-Life cast the player as Gordon Freeman, a theoretical physicist fresh out of MIT (nobody's perfect), newly hired at the Black Mesa Research Facility, where interesting things are happening. Too interesting, in fact - Freeman realizes this rather quickly once the headcrabs start appearing. Half-Life was a fun game (modulo some of the final parts of the game), and it is also unusual in attracting a massive following even after the end of its lifespan, thanks to a number of expansions and especially multiplayer modifications created by its fans. But - was Half-Life really that innovative? It wasn't especially interactive, nor did it have anything in the way of character interaction. Gordon Freeman says nothing during the entire game save for breathing heavily in his environmental suit while scary stuff goes down, nor does he read or hear much of anything interesting during the game. Half-Life is also entirely linear; generally, there is one and only one solution to each problem that presents itself, and progress cannot occur until the player figures out what the problem is and solves it. The triumph of Half-Life is that despite all this, the game is fun - it makes a tired old alien invasion plot seem new again by being very immersive and well-paced. Half-Life is an experience, not a plot, which is why I need not bother describing the plot here. (This creates an interesting problem for historians; a book such as Second Foundation, or better yet The Odyssey, is a collection of printed words on paper, and the words can be copied and translated with reasonable fidelity over the centuries. A game is also a collection of bits, but to play it requires an entire computer architecture. Computers of the far future (read: 50 years from now) will have as much trouble playing Half-Life as our computers would have trouble playing the original Spacewar program. How will the experience of Half-Life be preserved for future generations? It is an interesting problem.) Half-Life has other, greater flaws (such as the last levels), but these are the result of a different kind of bad development decision, and aren't really intrinsic to the flavor of the game.
"Creating a really believable world is just insanely hard" - Warren SpectorWhy can't anyone get this stuff right? Mistakes made in games are so obvious in retrospect (and, indeed, some are obvious from the beginning). Fortunately, there is one good example of an FPS with a plot that gets the important things right: Ion Storm Austin's Deus Ex. Deus Ex has a number of flaws (which, remarkably, the designers all recognize and have vowed to correct in Deus Ex II); its AI can be fooled too easily, its graphics are not groundbreaking, and it lacks some features which would increase its immersiveness greatly (for example, a physics engine). One reason these problems are so significant is because Deus Ex tries to simulate the real world, or something close to it (a world torn apart by nanotechnology and conspiracies, circa 2050); since even gamers spend most of their lives in the real world, it is very obvious when something is not right. In a game which simulates something other than the real world; say, Halo's simulation of Covenant Elites, the player doesn't know anything about how such an alien "should" believe (other than it should fight well). Whereas if you kill a guard and go into hiding, and then the guard's parter turns the corner, sees the corpse, and does nothing, you know that something is wrong. Or (as in Deus Ex), if the guard goes into a state of high alert, but then a couple of minutes later says "I must have imagined it" and goes back into normal patrol while his buddy is sprawled out on the ground, you still know that something is wrong. The standards for a real world simulation are unbelievably high. Deus Ex manages to pull most of it off; the gameworld is incredibly interactive, detailed, and immersive. Unlike any other game I've seen, in Deus Ex you can read books, datacubes, and E-mail which are lying around the gameworld; actual (and ficticious) clippings from novels can be seen. Deus Ex also gets game conversations right. The game will cut into a third person view while the conversation occurs. Decisions in conversations can be made, but only when they are key and will affect the course of the game. This resolves the old problem of having a conversation branch, which the gamer attempts to exploit by saving and reloading, trying every alternative to pump the most information out of the non-player-character (NPC). In Deus Ex, the main character J.C. Denton always says and asks what is appropriate in any given situation; to find out more, all the player must do is talk to the NPC again. (We lack total artificial intelligence, so the characters must eventually repeat themselves; however, it usually takes a couple of chats with an NPC before this happens and the suspension of disbelief is broken. Besides, if you were to continually question someone, sooner or later they'd probably start repeating themselves telling you to go away, anyways.) Deus Ex is a minute-to-minute nonlinear game; there are always multiple ways to get around obstacles (obstacles, not silly puzzles). The decisions the player makes affects the game not only on a timescale of minutes, but also long-term; Deus Ex is actually not a FPS but a role-playing game from a first-person perspective, so players become specialized over time.
"Ultimately, all I wanted was for players to feel like they were in the real world. I wanted them to be able to apply real world common sense to the problems confronting them, and I thought recreating real world locations would encourage that kind of thinking. There's also just a real power, a real thrill, when you fire up a game and see a place you've been or want to go, and then get to do all the stuff you WANT to do there but know you'll get arrested if you try! If that isn't the stuff of fantasy - far more than exploring some goofy dwarven mine or alien spaceship - I don't know what is!" - Warren Spector
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