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Carmack on New id Game, Game Theory

An anonymous reader writes "CNN/Money interviewed id Software wizard John Carmack at the recently completed QuakeCon. Among the topics discussed is Nintendo's recent announcement that today's games are too complicated and hard for players. Carmack, surprisingly, agrees, saying 'I agree strongly with that point of view, but I'm in the minority in the PC space. I want a game you can sit down with, pick up and play. [Role playing games], for example, got to where they had to have a book ship with the game.'"

484 comments

  1. Hes right.... by Anonymous Coward · · Score: 3, Funny

    I can't ever beat this new game I have, called 'pong'.

    1. Re:Hes right.... by saden1 · · Score: 3, Insightful

      Jokes aside, I like complex games because they make you think. Coming from science/engineering field I find challenging games more fun. Personally I think games are dumbed down and repetitive. I'm looking forward to Half-Life 2 because it is definitely going to be complex and entertaining. If Doom 3 is dumbed down, then it ain't for me...my little brother will probably enjoy it though.

      --

      -----
      One is born into aristocracy, but mediocrity can only be achieved through hard work.
    2. Re:Hes right.... by blixel · · Score: 3, Insightful

      Personally I think games are dumbed down and repetitive. I'm looking forward to Half-Life 2

      [no comment needed on my part]

    3. Re:Hes right.... by vaylen · · Score: 3, Funny

      With every game company killing themselves to sell to the people who shop at Walmart, is it any shock that this has happened? A majority of them would find "minesweeper" to be mind boggingly complex.

      --

    4. Re:Hes right.... by terrox · · Score: 3, Interesting

      Since when did RPGs not have manuals?
      I mean, any good RPG has at least a little system to drive it. Text Adventure games are quite complex, you can't guess how to play one of them but you can guess how to play point-n-click rpgs.

    5. Re:Hes right.... by snillfisk · · Score: 5, Insightful
      Jokes aside, I like complex games because they make you think. Coming from science/engineering field I find challenging games more fun. Personally I think games are dumbed down and repetitive. I'm looking forward to Half-Life 2 because it is definitely going to be complex and entertaining. If Doom 3 is dumbed down, then it ain't for me...my little brother will probably enjoy it though.

      There's a huge difference in making a complex game and making a game that makes you think; i really enjoy games that make me thing and promotes some sort puzzles and brain activity -- but I really don't want to spend 8 hours reading the manual before playing (even NWN seemed a bit excessive for me :>).. There is really no problem in making a game that makes you think without making a complex game. Pikmin for the gamecube is an excellent example .. it took about 3 minutes to understand completly, but it still made me have to think. Other games in the same genre would be the old "Castle of Dr. Brain" (maybe a bit simple these days), all Lucas Arts adventure games (great humor too!) and etc.

      IE; there is no need for a complex game to make you think.
      --
      mats
      One man's ceiling is another man's floor.
    6. Re:Hes right.... by hitmark · · Score: 2, Insightful

      bingo, just look at quake 1. the controls whre easy when nicely configures (hell they made the wasd+mouse setup the default for FPS) and your brain goes into animal mode, its nothing like sidestepping a rocket while spraying that oponent with nails and if you want to use a elevator you just run on it, push a button = bumping it and so on (envison the game char hitting hte button with his elbow or something, and when entering the elevator hammering the controls to make it move). its simple but damn fun:) sadly in the later day (post CS) realism mods where you have one button for ironsights, one for prone and 3-4 for gun addons have become the norm. i still find it more fun to fire up q1 then to fire up some of the hl mods out there, graphics be damned...

      --
      comment first, facts later. http://chem.tufts.edu/AnswersInScience/RelativityofWrong.htm
    7. Re:Hes right.... by bmorton · · Score: 3, Insightful

      Simplified does not [necessarily] mean dumbed down. Chess is a very simple game with a very simple interface. It is not a dumb game, and I think you would be inclined to agree. :)

      You can still have an interesting game that doesn't require something like a driver's ed manual to play.

      *shrug*

      -B

    8. Re:Hes right.... by Anonymous Coward · · Score: 0

      >Since when did RPGs not have manuals?
      >I mean, any good RPG has at least a little system to drive it. Text
      >Adventure games are quite complex, you can't guess how to play one of
      >them but you can guess how to play point-n-click rpgs.
      >
      >
      You're forgetting a *FPS GAMER* said this bullshit. Carmack and the crowd he caters to aren't exactly the brightest bulbs around.

    9. Re:Hes right.... by damiam · · Score: 2, Informative
      Chess is a very simple game with a very simple interface.

      Not really. You have to learn the movement patterns of each piece, castling, en passent, check and checkmate, fifty-move draws, repitition draws, touch-move, and a few other rules. And even then, you'll still suck at it. Chess is the sort of game you do need a manual for (or a tutor).

      --
      It's hard to be religious when certain people are never incinerated by bolts of lightning.
    10. Re:Hes right.... by Anonymous Coward · · Score: 1, Interesting

      "Jokes aside, I like complex games because they make you think." I like challenging games too. But when game interfaces themselves become major obstacles with which the player has to contend, I think that's just sloppy, and it takes something away from feeling fully immersed in the game. And that's what I think Nintendo and Carmack are
      talking about.
      All I know is, when I saw those Japanese PS2 gamepads with integrated mini-keyboards, I shrugged my shoulders and sighed, thinking about how gamers are expected to LOOK at them, since you can't touch type on the damn things. That's pretty sad, since FFXI (the game for which they were made) is just so pretty.

    11. Re:Hes right.... by DuranDuran · · Score: 1

      > I can't ever beat this new game I have, called 'pong'.

      Did you read the novel that came with it?

      --
      "You can justify anything by putting it in quotes, adding a famous name and making it a sig" - Albert Einstein
    12. Re:Hes right.... by Anonymous Coward · · Score: 0

      Don't confuse yourself.

      Chess is a VERY simple game to pick up and play, but its intricacies are extremely complex. To play WELL, you may need instruction, but you do NOT need hours of intensive training before you can pick up the pieces and start playing. That's the point.

      Note the original quote that you disputed:

      "Chess is a very simple game with a very simple interface."

      The INTERFACE is simple: Pick up pieces and move them on the board. I think the same problem you have differentiating between complexity in actual game play and complexity in interface is one that is shared by too many game designers today.

    13. Re:Hes right.... by Sethb · · Score: 4, Insightful

      Yes, but simple games can make you think too. Take Tetris as an example, it's a game that's simple to learn, but difficult to master, and quick thinking, reflexes, and strategy are all rewarded. Because it's simple, it has a lot of fans.

      While I own an Xbox, not a Gamecube, I think Nintendo is right here. Some of my favorite games of all time came out of Nintendo, and many of them are "simple". For instance, Mario Kart 64 is a masterpiece of gaming, and it is pretty easy to pick up, but hard to master, which is the hallmark of a good game.

      That said, I'm playing Star Wars Galaxies right now, which is supremely complex, and I don't even understand a lot of it, though I've been playing for nearly two months. It's still fun, but I can't hand it over to my wife or my dad for 10 minutes, and expect them to appreciate it at all.

      By comparison, my wife was hooked on Bust-A-Move in about 5 minutes, because the controls and rules are simple. My dad loves to play video games, if I play a game that has only a few buttons, he doesn't want to have to remember 40 combinations of buttons to play the game, so this is why he mostly likes racing games. Gas, Brake, Steer, Shift, okay, pretty simple, but the games certainly aren't easy.

      --
      When in danger or in doubt, run in circles, scream and shout. --Robert A. Heinlein
    14. Re:Hes right.... by Anonymous Coward · · Score: 0

      No... the special moves you mention are very simple and the rules governing them aren't exactly Mensa test material. Chess is a simple game. Go is even simpler, but unless you spend years playing it with someone who can teach you, you'll never be any good at it. At least with chess you can be, but Go strategies are so intricate that you just give up hope.

      I never had any formal chess training, but I was able to beat a master level player once, just once. He was very frustrated with ym onorthodox strategies, which I developed on my own lacking knowledge of standard opening moves and so forth. I got creamed the second time.

    15. Re:Hes right.... by Anonymous Coward · · Score: 0

      No, I waited for the movie.

    16. Re:Hes right.... by DoctorFrog · · Score: 1
      As someone else has pointed out, the interface consists of picking pieces up and moving them to another square. It doesn't get much simpler than that.

      Even the rules aren't exactly complicated, though; you can literally count the number of rules in chess on your fingers and toes. Most modern computer games have more actions than that available to the first person shooter, and a different set available to each of the computer-controlled characters.

      And yet, even given that, there are usually fewer ways to win a given game, at least for single-player games. Unless you follow exactly the correct sequence in Half-Life, for example, you will lose.

    17. Re:Hes right.... by Zathras11 · · Score: 0

      Simple to learn and difficult to master... You
      sound just like Mike Sexton on the World Poker
      Tour (WPT). No Limit Texas Hold'em ROCKS! For
      that very reason. That is the key! The people
      who make the games, for people like us, need to
      find that exact balance. You shouldn't HAVE TO
      read the manual to start playing, you should be
      able to pick it up and read it when you feel you
      need to, for that extra boost to improve your fun.

    18. Re:Hes right.... by damiam · · Score: 1
      As someone else has pointed out, the interface consists of picking pieces up and moving them to another square.

      That's like saying the interface to Starcraft consists of moving a mouse and clicking on things. It's true, but there's a lot more to it than that.

      --
      It's hard to be religious when certain people are never incinerated by bolts of lightning.
    19. Re:Hes right.... by bmorton · · Score: 1

      The rules, while more complex than tic-tac-toe, are still rather simple. I will concede that it isn't necessarily "very simple."

      But the basic rules are still very easy to learn and, as you point out, even when you learn them you'll stick suck at them.

      My point is that even though it's rather easy to learn, it's still quite a challenge.

      -B

    20. Re:Hes right.... by bmorton · · Score: 1

      I think the same problem you have differentiating between complexity in actual game play and complexity in interface is one that is shared by too many game designers today.

      Actual game play and interface is simple in design. As you stated in the first part of your post, you don't need hours of intensive training before you can pick up the pieces and play.

      That said, the basic rules to chess aren't at all difficult to understand. Neither is the interface. (picking up the piece and moving it to a different square, saying check when you have your opponent in check, etc...) But in spite of that, the game is a very rich thing indeed. :-D

    21. Re:Hes right.... by DoctorFrog · · Score: 1
      Yes, you're right, that is an oversimplification.

      Nevertheless, I think the point remains valid; the number of ways you can interact with the game of chess are very limited, and yet mastering the game requires applying quite a lot of mental effort. Go would be an even better example, but I suspect that's a less well known game to most /. readers.


      The point is that simplicity of interface and complexity of gameplay are not closely correlated, that's all. I suppose it's also possible to create a game with a complex interface but which is fairly brain-dead in terms of strategy, but I can't think of a good example offhand.

  2. Today's players are too simple for the games by heironymouscoward · · Score: 1, Funny

    It has to be said.

    After years of learning to use only four neurons, today's game players can't even pickup the basics of the current crop of games.

    There should be special remedial classes for game players, so that they can find their basic game-playing skills again. Perhaps we can get Federal funding for this programme, after all it is of vital national intere...

    Oh, games. Right.

    Next article, please.

    --
    Ceci n'est pas une signature
    1. Re:Today's players are too simple for the games by SlashdotLemming · · Score: 3, Insightful

      It has to be said. After years of learning to use only four neurons, today's game players can't even pickup the basics of the current crop of games...

      Now here we have a classic examples of a "the common people are so stupid" post. Its a variation of the often seen bandwagon post. In this instance, a reader sees a condescending remark about the intelligence of the average person and thinks, "You know, he's right, the common people are so stupid. Sigh". The sense of belonging and increased self-esteem are defense mechanisms. The poster posting the message and the reader agreeing with it are exhibiting subconscious methods of bravery in an uncertain world. By creating an artificial bond of perceived intellectual superiority, all involved gain a temporary confidence.

    2. Re:Today's players are too simple for the games by Shaklee39 · · Score: 2, Insightful

      Or maybe we do not like to waste time on those games. I was in to RPGs for a long time and there was a very steep learning curve compared to most games. Even if you read the manual, there is still more things that just keep gobbling up your time and without learning them, you will not have a good character. I for one enjoy a mindless game like doom or racing where almost everyone has an equal playing field without spending hours each day playing it.

    3. Re:Today's players are too simple for the games by HBI · · Score: 4, Insightful

      Now here we have a classic examples of a "the common people are so stupid" post. Its a variation of the often seen bandwagon post. In this instance, a reader sees a condescending remark about the intelligence of the average person and thinks, "You know, he's right, the common people are so stupid. Sigh". The sense of belonging and increased self-esteem are defense mechanisms. The poster posting the message and the reader agreeing with it are exhibiting subconscious methods of bravery in an uncertain world. By creating an artificial bond of perceived intellectual superiority, all involved gain a temporary confidence.

      All true, but that does not negate the truthfulness of the parent poster's statement. The population is dumbed down. How it happened is more complex than just video games - the educational system played its part as well, but people are less well educated today than 25 years ago and it shows in their amusements.

      --
      HBI's Law: Frequency of calling others Nazis is directly correlated with the likelihood of the accuser being Communist.
    4. Re:Today's players are too simple for the games by HRbnjR · · Score: 4, Insightful
      By creating an artificial bond of perceived intellectual superiority, all involved gain a temporary confidence.


      Oh, the irony of your post :)
    5. Re:Today's players are too simple for the games by MegaFur · · Score: 1

      Gee, you're right, I agree with you. *sigh* (Does that mean we're doing the same thing as the poster that you're critiqueing?)

      --
      Furry cows moo and decompress.
    6. Re:Today's players are too simple for the games by Overly+Critical+Guy · · Score: 2, Interesting

      The parent is an example of the cynical self-aware post, in which nihilistic criticism is preferred over subjective reasoning. In such a mindset, there are no ideals or beliefs, because all is exposed as a neverending pattern.

      --
      "Sufferin' succotash."
    7. Re:Today's players are too simple for the games by Politburo · · Score: 5, Insightful

      Very hard to say. 25 years ago the personal computer didn't exist. The game console was in its infancy. It's practically impossible to compare entertainment of 25 years ago to today, and come out with a rational conclusion on the intelligence of the people.

    8. Re:Today's players are too simple for the games by Alien+Being · · Score: 2, Insightful

      "basic game-playing skills"

      Concentration, logic, coordination, spatial relations, memory and fast reaction times are some of things I would classify as basic game-playing skills.

      Learning control maps and countless details about which weapon/scroll does what don't qualify as amusement for me. Games like that have always left me cold.

    9. Re:Today's players are too simple for the games by RabidOverYou · · Score: 0, Redundant

      Well, duh!

    10. Re:Today's players are too simple for the games by HBI · · Score: 2, Insightful

      Very hard to say. 25 years ago the personal computer didn't exist. The game console was in its infancy. It's practically impossible to compare entertainment of 25 years ago to today, and come out with a rational conclusion on the intelligence of the people.

      I suppose my own personal experience would be far too unscientific for your purposes, but perhaps a full study will someday be conducted to validate this.

      I have a few data points.

      -Recalibration of SAT
      -Nature of textbooks, then and now
      -Trivial facts retained by those schooled in the 1960-75 period versus now - the word inertia comes to mind. Try that on a smattering of people schooled today and see how many correct responses you get.
      -Geographical knowledge demonstrated by age group
      -Nature of amusements - compare board games and pencil/paper RPGs to the lowest common denominator video games of today in terms of brainpower required for comprehension.

      We could go on, but maybe my view is skewed because I was alive then, as now, and see the differences clearly.

      --
      HBI's Law: Frequency of calling others Nazis is directly correlated with the likelihood of the accuser being Communist.
    11. Re:Today's players are too simple for the games by Kirby-meister · · Score: 4, Insightful
      That's just stupid. Simple doesn't just exclude depth.

      Something that is easy to pick up is not inherently shallow. Play a game like Super Puzzle Fighter II Turbo, Super Smash Bros Melee, hell even Tetris. Controls are simple to pick up, fun to play, easy to learn, but it is tough to master such games, and there is an extreme amount of depth hidden to be found by the not-so-remedial game players.

      Easy to pick up, tough to master - a simple game that's fun to play. That's why today's "current crop" games seem to suck more ass than before.

      The difference between a good player and a "remedial" one is not the ability to read a fucking manual to learn all 400 ways to buy an item - it is being able to pick up on all the rules one can "bend" or take advantage of very quickly while playing the game. Parent is stupid, next post please.

    12. Re:Today's players are too simple for the games by Bueller_007 · · Score: 1

      Uh, no. It's actually been found that video games increase IQ. I can't find the original CNN article, so the cached Google version will have to do.

      Nice try, but try again.

      Me, I hate video games, but because I think they're a waste of time, not because the people who play them are stupid. Some of the foremost researchers in the world use gaming as a testbed. Am I to take it that they are stupid because they not only play, but design video games?

    13. Re:Today's players are too simple for the games by pyrrho · · Score: 5, Insightful

      >All true, but that does not negate the truthfulness of the parent poster's statement. The population is dumbed down. How it happened is more complex than just video games - the educational system played its part as well, but people are less well educated today than 25 years ago and it shows in their amusements.

      I don't think so. I think that's an apparent effect. We are all just becoming more in contact with the uneducated and ignorance of others, the uneducated have more voice in the media, the ignorant have more ways to discuss their ignorance [/me looks around quick].

      -MY- dad an uncle used to have fun by throwing knives at each other.

      Now, Video Games... THOSE have been dumbed down.

      --

      -pyrrho

    14. Re:Today's players are too simple for the games by Politburo · · Score: 3, Insightful

      I'm not saying that your conclusion is incorrect, merely questioning how you got there.

      -Nature of amusements - compare board games and pencil/paper RPGs to the lowest common denominator video games of today in terms of brainpower required for comprehension.

      This seems to imply that board games and RPGs were as highly popular "then" as video games now. I don't know if that's true, as I was too young. In terms of the "geek" crowd, I wouldn't doubt it, but the conclusion is about the general public. One cannot discount that there are many activities you can do outside, like sports, that are still widely done today.

    15. Re:Today's players are too simple for the games by nametaken · · Score: 3, Insightful

      I don't think playing kick-the-can and stickball are indications of greater intellect. I have to say, I keep hearing this "the bar keeps being lowered" argument... but I know my parents never had to learn how to translate genetic code in high school. It's possible that my spelling and grammer aren't as clean (yay spellcheck), but I can recite more about genetics or modern computer technology than they ever will. It's my humble opinion that the focuses have changed, that's all.

    16. Re:Today's players are too simple for the games by An+Ominous+Cow+Erred · · Score: 2, Insightful

      Very hard to say. 25 years ago the personal computer didn't exist.


      Uhh, the first personal computer (i.e. the first computer that came out that didn't come in a cabinet or as a kit (like the Altair)) came out more than 25 years ago. Sorry.

      Hell, I got my first computer when I was friggin 7, and that was Christmas 1982, over 20 years ago. :-P
    17. Re:Today's players are too simple for the games by Anonymous Coward · · Score: 0

      "Waste of time"? Riiight, and we are supposed to do WHAT exactly with our free time? Only activities that YOU approve of? Or are we supposed to work all our waking hours? I'll bet you watched a few hours of entertainment (non-news/documentary) tv this week, and so did almost everyone who shares your mindset yet you can't see the hypocracy.

    18. Re:Today's players are too simple for the games by Anonymous Coward · · Score: 1, Interesting

      Hmm, I believe that the population has dumbed down in a sense. Actually a more accurate descriptor I think might be that the population is moving away from the traditional inturpretation of an educated person.

      For example, hundreds of years ago a person's demeanor and attitudes would constitute their intelligence. This is why artisians such as playwrites were often considered buffoons. However modern society seems to place more importance on a person's actual abilities (which is why my colleagues consider me very intelligent because of my programming skills even though I find amusement in blowing bugs of the walls of my house with firecrackers).

      I think all that gamers of today are lacking is patience. I happen to like a game that I can pick up and master in 15 minutes then play to my heart's content, while others might rather read that book that came with their RPG...

    19. Re:Today's players are too simple for the games by HBI · · Score: 3, Insightful

      I don't think playing kick-the-can and stickball are indications of greater intellect. I have to say, I keep hearing this "the bar keeps being lowered" argument... but I know my parents never had to learn how to translate genetic code in high school. It's possible that my spelling and grammer aren't as clean (yay spellcheck), but I can recite more about genetics or modern computer technology than they ever will. It's my humble opinion that the focuses have changed, that's all.

      I disagree strongly. I think I got a better, more well-rounded education than you did. I had to memorize spelling lists. I learned some geography. I learned how to do long division the hard way - by repetitive exercise. My parents got a better education than I did, for that matter. My dad learned Greek and Latin in high school*.

      You may consider this kind of knowledge irrelevant ("I can get it on the web" or your statement above about spellcheckers) but I have to tell you - these things have saved my bacon in the business world more times than I can count. The fact that students today lack these skills can only be to their detriment. To put it quite simply - people who do not have these skills work for me. People who do have these skills, I work for.

      There is also the argument that hard study of rote topics tends to discipline the mind. I agree with this.

      * This is not totally favoring the schools of the 50s and 60s, however. My father didn't have the benefit of phonics education which did in fact improve my reading comprehension at an early age.

      --
      HBI's Law: Frequency of calling others Nazis is directly correlated with the likelihood of the accuser being Communist.
    20. Re:Today's players are too simple for the games by Syberduh · · Score: 1

      Uh huh. >>Nature of amusements - compare board games and pencil/paper RPGs to the lowest common denominator video games of today in terms of brainpower required for comprehension. I'm not qualified to speak on your earlier examples, but considering the fact that you are obviously of such high intelligence, one would think that you'd realize your example compares apples to oranges. Perhaps you should compare the lowest common denominator video games of today with lowest common denominator entertainment of 30 years ago . . . what might you wind up with? Perhaps the "skip-it"? Anyway, inertia is the tendency of objects at rest to remain at rest and objects in motion to remain in motion. (I grajumatated hi skool in 2001)

    21. Re:Today's players are too simple for the games by HBI · · Score: 1

      This seems to imply that board games and RPGs were as highly popular "then" as video games now. I don't know if that's true, as I was too young. In terms of the "geek" crowd, I wouldn't doubt it, but the conclusion is about the general public. One cannot discount that there are many activities you can do outside, like sports, that are still widely done today.

      I would say in my experience that sports have equal or lesser (surprisingly) popularity now, but the kinds of sports that were played differ from today. You used to see more football and baseball/softball which are more strategic and require repetitive memorization of movements by an entire team. I see more basketball and soccer nowadays. These sports favor tactical improvisation. If I thought about it a little harder I could draw some conclusions from that.

      In regards games - boardgames and rpgs were very popular in the late 70s-early 80's time frame. As omnipresent as videogames are today? Probably not, but very heavily used.

      --
      HBI's Law: Frequency of calling others Nazis is directly correlated with the likelihood of the accuser being Communist.
    22. Re:Today's players are too simple for the games by nametaken · · Score: 2, Insightful

      It's not that I think we SHOULD rely on spellcheck, or have to look everything up on the internet. I just think that focuses are different. I didn't have to learn Greek or Latin fluently, but it's most practical application is understand modern word roots. That we DID do. I think we should still emphasize spelling and grammer, but I think schools are trying to get more and more information in in the same timeframes. It just can't work. You can teach spelling AND c++ in the same time it takes to teach spelling. I think you know what I'm trying to say here, right?

    23. Re:Today's players are too simple for the games by nametaken · · Score: 1

      Naturally I meant CAN'T teach spelling and c++... Obviously, I spent too much time on the c++.

    24. Re:Today's players are too simple for the games by foster_dchi · · Score: 1

      I don't think its a question of intelligence, but more of question of time. Lets face it, after 8-10 hours of work, I want some immediate gratification. I want to come home, have dinner, watch some mind numbing, spirit crushing game shows and go to bed. Basically turn my brain of for a bit and enjoy the simple things in life.

      My roommate recently tried to get me into Neverwinter Nights. Great game, but I just didn't have time to really get into the story (I could only play for a couple hours at a time). So I turned back to Counter Strike. Now there's immediate gratification. Kill, kill, kill and then go about your business.

      For the /. community, hours spent in front of a computer monitor is time well spent. However, there are others (they're the majority, trust me) who would rather spend their time else where.

    25. Re:Today's players are too simple for the games by HBI · · Score: 1

      Uh huh. >>Nature of amusements - compare board games and pencil/paper RPGs to the lowest common denominator video games of today in terms of brainpower required for comprehension. I'm not qualified to speak on your earlier examples, but considering the fact that you are obviously of such high intelligence, one would think that you'd realize your example compares apples to oranges. Perhaps you should compare the lowest common denominator video games of today with lowest common denominator entertainment of 30 years ago . . . what might you wind up with? Perhaps the "skip-it"? Anyway, inertia is the tendency of objects at rest to remain at rest and objects in motion to remain in motion. (I grajumatated hi skool in 2001)

      You misunderstand - the issue isn't intelligence, it's breadth of knowledge and quality of education. People didn't get theoretically less intelligent, they just don't get as much knowledge rammed inside their heads, or the stuff they get put in their heads doesn't prepare them adequately for the challenges facing them in adult life.

      I have to train recent grads a lot in my job. I see the big holes left behind by their education - make no mistake, I had some holes too when I was breaking in, but they were less gaping and more easily repairable. They also had a certain logic to them - interacting with teams of adults in a productive fashion is something you aren't going to learn in school. Being unable to spell is another issue entirely.

      Stop taking it so personally and evaluate the case objectively instead of trying to characterize it as an attack on your intelligence.

      In regards games, I evaluate Monopoly or Risk played on a Friday night at home as being equivalent to a few hours in front of your favorite console. Which is more stimulating to the thought process? Which prepares you for a work environment better? The answer is obvious to me.

      --
      HBI's Law: Frequency of calling others Nazis is directly correlated with the likelihood of the accuser being Communist.
    26. Re:Today's players are too simple for the games by HBI · · Score: 1

      I see where you are going - I think they could have done both if they had had a mind to. I dont' think educators think that the 'old ways' of teaching grammar and spelling are worthwile nowadays though and I think they do the students a disservice by not giving them that familiar grounding.

      You can always learn C++ in high school, no? I mean reading Julius Caesar is interesting and all but learning about classes and constructors won't kill you.

      My complaint is at a more elementary (meaning grades 1-8) level. We didn't do spelling lists after I hit high school - we were expected to have learned that before.

      Anyway I think we understand each other, thank you for the quality responses.

      --
      HBI's Law: Frequency of calling others Nazis is directly correlated with the likelihood of the accuser being Communist.
    27. Re:Today's players are too simple for the games by Anonymous Coward · · Score: 0

      Moderate parent higher!

      One of the best posts in the entire discussion, IMO. (And exactly my sentiments, but put much better.)

    28. Re:Today's players are too simple for the games by James+Lewis · · Score: 2, Interesting

      Let me guess... you were educated 25+ years ago? Seriously though, if you are going to make that kind of statement, at least back it up with some facts. If people educated 25 years ago are smarter or better educated, then why? Is it in comparison to those who are educated now, or in the relative quality of education between the U.S. (which I assume you are speaking of) and other countries? If what you say is true, then why hasn't technological inovation slowed down?

    29. Re:Today's players are too simple for the games by Anonymous Coward · · Score: 0

      people were dumber 25 years ago? How did this get "insightful"??

      That's the dumbest thing I ever heard. Read Timeline by Michael Crighton for my reasonings.

    30. Re:Today's players are too simple for the games by Anonymous Coward · · Score: 1, Insightful
      It's worth noting that soccer, played by those who are familiar with the game (and playing seriously, rather than just a kick-about) has a serious strategic element. To make a game analogy, NFL football is like a turn based strategy game interspersed with arcade sequences, real football (soccer) is much more like a real time strategy game.

      Your statement is part of the naivety of the US attitude to soccer, but I shouldn't act surprised, mixing up stategy and tactics is common all over the US. That will change, indeed it's already changed somewhat in your national team.

      People often focus on the tactical improvisation because they are the glamorous bits, but that's not so different to the focus on the home run and the "Brett Favre scramble left, jiggle around a bit and throw for a touchdown" in US sports.

    31. Re:Today's players are too simple for the games by Anonymous Coward · · Score: 0

      The answer is obvious to me.

      Of course it is, everything is obvious to you...

    32. Re:Today's players are too simple for the games by Anonymous Coward · · Score: 0

      people are less well educated today than 25 years ago

      Yea, well you don't do much good grammering!

    33. Re:Today's players are too simple for the games by mcpkaaos · · Score: 2, Funny

      I bet if you told me your sex and hair color I could draw a perfect picture of what you look like. Heck, don't even tell me the gender. ;)

      --
      It goes from God, to Jerry, to me.
    34. Re:Today's players are too simple for the games by GGarand · · Score: 2, Insightful

      > I didn't have to learn Greek or Latin fluently,
      > but it's most practical application is understand
      > modern word roots. That we DID do.

      mmh... quick then, tell me what's an "oligodendrocyte"?

      Anyone with a basic knowledge of ancient greek would answer "a cell with few ramifications", which describes accurately this cell of the human brain. You just can't guess that with 3-4 shallow lessons about "word roots" (a.k.a "etymology", from 'etumos', the origin, and 'logos', the science).

      Fact is 90% of native english speakers are now unable to fluently spell any word of latin and greek origin, even the most common.
      pseudo/psuedo,
      information/informatation,
      affect /effect,
      complement/compliment,
      compatible/compa table
      etc.

      This is a great loss, especially when you consider the scientific lexicon, which is mere greek and latin :-/
      When you can't properly decompose a word, retaining its meaning requires a huge effort.
      So you avoid it.
      And eventually comes the fear of every word longer than two syllables...

      But who cares, they say, small is beautiful!
      Well, no, small is ambiguous.

    35. Re:Today's players are too simple for the games by GGarand · · Score: 1

      > Is it in comparison to those who are educated now, or in the relative quality of education
      > between the U.S. (which I assume you are speaking of) and other countries?
      > If what you say is true, then why hasn't technological inovation slowed down?

      Two words: brain drain.

    36. Re:Today's players are too simple for the games by Anonymous Coward · · Score: 0

      UHUHU! Yeah..come to Butthead. Amuse me!

    37. Re:Today's players are too simple for the games by redtail1 · · Score: 1
      The population is dumbed down. How it happened is more complex than just video games - the educational system played its part as well, but people are less well educated today than 25 years ago and it shows in their amusements.

      Perhaps, but I think our cultural attention spans are shorter than they were 25 years ago when home computers were new. For example, with all the other possible diversions in a given day, even if the internet did not exist I could not imagine many kids taking hours to type in programs from a magazine the way we did back in the 80's.

    38. Re:Today's players are too simple for the games by mnemonic_ · · Score: 1

      "The population is dumbed down."

      Of course, you yourself are not in the population. You are above it.

    39. Re:Today's players are too simple for the games by Rostin · · Score: 1

      In fact, people are more educated (if you are counting degrees) today than ever before. If you are talking about quality of education, I might agree.

    40. Re:Today's players are too simple for the games by ATMAvatar · · Score: 1

      In regards games, I evaluate Monopoly or Risk played on a Friday night at home as being equivalent to a few hours in front of your favorite console. Which is more stimulating to the thought process? Which prepares you for a work environment better? The answer is obvious to me.

      It's not so obvious an answer as you think. Games in general, even console games, have a range of thought stimulation. I have little doubt that your average twitch game stimulates a person little more than a reality TV show or talk show, but there are most certainly games that will stimulate you at least as much as your example board games.

      --
      "They that can give up essential liberty to obtain a little temporary safety deserve neither liberty nor safety."
    41. Re:Today's players are too simple for the games by Mac+Degger · · Score: 1

      Cute, but a gauss-curve (or a bell curve for those of the dumbed down genereation ;) ) of intelligence (NOT IQ!) over population will show you that more than two thirds to three quarters of the population is just not smart...no matter the distribution.

      --
      -- Waht? Tehr's a preveiw buottn?
    42. Re:Today's players are too simple for the games by Mac+Degger · · Score: 1

      You didn't learn how to translate the genetic code in highschool; all you learnt was about adenine, guanine, cytocyne and tauine...you might even know the difference between RNA and DNA and the barest of what happens when the latter gets transcibed. But I think the only sequence you might have learnt is the stop codon, and you'll have forgotten that one by now too.

      Trust me, you know as little about genetics as you know how engines work when you just see a diagram...the real work is taught at universities.

      Anyway, how's your geographical knowledge? What about your algebra and calculus? Hell, seeing how many people can't read or write after they went to school (in the US) shows me that the US school system is being dumbed down...as is the proliferation of A's (just because a B would be too low for colleges etc). The american school system lets two A grade students differ way too much in their levels of education...which is a sign of a broken system.

      --
      -- Waht? Tehr's a preveiw buottn?
    43. Re:Today's players are too simple for the games by Politburo · · Score: 1

      Pickup sports do seem to have less popularity now. Part of it has to do with population density. It's hard to get 10 guys together for a spontaneous game if you all live a quarter mile from each other. In cities, however, you are correct, basketball and soccer rule (for the record, I grew up in a suburb, and now live in a city). I object, as does the other reply, to your view that basketball and soccer are somehow more simplistic sports. Both sports certainly have the type of "movements by an entire team" that you mention.

    44. Re:Today's players are too simple for the games by Mac+Degger · · Score: 1

      nihilistic critisism is a form of subjective reasoning (albeit somewhat fatalistic). Not only that, after that statement you make an assertion...an assertion utterly devoid of reasoning (subjective or objective), but just a statement out of the blue.

      --
      -- Waht? Tehr's a preveiw buottn?
    45. Re:Today's players are too simple for the games by steve_bryan · · Score: 1

      My favorite quote on this topic comes from the character played by Burt Lancaster in the movie "Atlantic City". Looking out at the ocean he comments "You should have seen the ocean back then, it was something."

      Imbecile!

    46. Re:Today's players are too simple for the games by HBI · · Score: 1

      My favorite quote on this topic comes from the character played by Burt Lancaster in the movie "Atlantic City". Looking out at the ocean he comments "You should have seen the ocean back then, it was something."

      Imbecile!


      Note the case in point above. I like offering a proof of my theory occasionally.

      Seriously dude, you should stop taking it so personally and evaluate the claim objectively.

      --
      HBI's Law: Frequency of calling others Nazis is directly correlated with the likelihood of the accuser being Communist.
    47. Re:Today's players are too simple for the games by nametaken · · Score: 1

      You're right, nobody graduated high school as a qualified geneticist. My point was that it's more material to be taught in the same timeframe. My parents went to highschool for 4 years, so did we. So like I said, I don't think it's that everyone is being dumbed down. I think it's more and more material in the same amount of time, so fundamentals get less and less in-class attention. I do, however, see A's becoming the new C in college level classes. I also don't think it's fair to narrow this down to the American school systems. I was fortunate enough to participate in a number of different "student ambassador" exchanges when I was younger, and attending school for those admittedly short periods of time gave me the impression that European schools were actually behind ours. Maybe that means more attention on the fundamentals, and less on newer material... I don't know. Either way, this is all from my personal perspective. I'm no expert.

    48. Re:Today's players are too simple for the games by Anonymous Coward · · Score: 0

      If the aggregate education that you received consisted of fewer fields of information, how is it "more well-rounded?" Do you believe that students do not "memorize spelling lists," "learn some geography," "how to do long division?" Of course they do, and your position that your education was more well-rounded hinges entirely on on these examples you provide. All you have done is demonstrate paramount ignorance of the education system.

      The truly disappointing thing is that there are moderators sufficiently naive to promote your asinine beliefs. As per your original pledge, I suggest you take your grandiose self-delusions to another forum.

    49. Re:Today's players are too simple for the games by Anonymous Coward · · Score: 0

      And for fuck's sake, learn to spell 'grammar' already! You're an embarassement to my generation.

    50. Re:Today's players are too simple for the games by Requiem · · Score: 1

      That's "its", and "grammar".

    51. Re:Today's players are too simple for the games by nametaken · · Score: 1

      Well, I'll take it opportunity to learn something. I realize I spelled grammar wrong, but why "its"? If I was creating a contraction for "It is", wouldn't I need to indicate that with an apostrophe?

    52. Re:Today's players are too simple for the games by nametaken · · Score: 1

      It was a mistake. Sorry. I apologize to your generation.

    53. Re:Today's players are too simple for the games by Overly+Critical+Guy · · Score: 1

      Wrong. Nihilism holds that all values are baseless, and one can have faith in nothing. My assertion, which you describe as "out of the blue," was clearly over your head. My point is that cynical self-awareness is dead. Nothing can be enjoyed in that mindset because you don't allow yourself to. You don't experience a conversation because you view it as a series of patterns. You expose it from an external perspective. In this case, I merely pointed out that fact regarding the parent post. Rather than being a part of the conversation, the parent stood outside of it and treated it as a pattern devoid of merit.

      Don't get in too deep for yourself. Next.

      --
      "Sufferin' succotash."
    54. Re:Today's players are too simple for the games by geekster · · Score: 1

      And that's why there's room for both. Not everyone has the same taste.

    55. Re:Today's players are too simple for the games by DoctorFrog · · Score: 1
      I suppose my own personal experience would be far too unscientific for your purposes, but perhaps a full study will someday be conducted to validate this.

      Only one of your data points was specific enough for me to test against my own experience:

      -Trivial facts retained by those schooled in the 1960-75 period versus now - the word inertia comes to mind. Try that on a smattering of people schooled today and see how many correct responses you get.

      Oddly enough, most (7/9) of the people who work for me now (in a metrology lab) were educated in the 1960-1975 time frame. Out of those, only one could correctly define the word inertia.

      Out of the people in my department at my level (I didn't question their workers) most were educated in the 1980s (4/6). All of them, including me, were able to define inertia.

      My personal experience may well be atypical for those (very wide) age groups. On the other hand, so might yours.

    56. Re:Today's players are too simple for the games by Anonymous Coward · · Score: 0

      Michael Crighton posting to Slashdot as an AC? Well I never!

    57. Re:Today's players are too simple for the games by Requiem · · Score: 1

      I misparsed your first sentence; apologies. You're right; it's "it's". :)

    58. Re:Today's players are too simple for the games by Requiem · · Score: 1

      Damn it, as soon as I post that, I find the instance I was looking for.

      From your original posting: but it's most practical application

      That's the "it's" that should be "its".

    59. Re:Today's players are too simple for the games by nametaken · · Score: 1

      Wouldn't that indicate possesive?

    60. Re:Today's players are too simple for the games by cr_nucleus · · Score: 1

      I for one enjoy a mindless game like doom or racing where almost everyone has an equal playing field without spending hours each day playing it.

      Try playing against an experienced quake player and let's see where the equal playing field begins.

    61. Re:Today's players are too simple for the games by Bueller_007 · · Score: 1

      No. I just said that I don't like video games. I think they're a waste of time. I don't care if others enjoy playing them, and I don't condemn them for doing so. PERSONALLY, I find them a waste of time. So maybe you should actually read what someone says before you call them a hypocrite.

    62. Re:Today's players are too simple for the games by Requiem · · Score: 1

      Nope. "It's" is short for "it is". "Its" indicates possessive. That's an exception to the usual rule regarding apostrophes.

  3. New Games Not Hard! by Dareth · · Score: 4, Funny

    But that may be because I refuse to get rid of my rocking Voodoo3 3500!!! I install new game, it crashes... I swear a bit, then go back to coding. These new games are really improving my coding skills.

    --

    I only look human.
    My mother is a halfling and my dad is an ogre, so that makes me an Ogreling
    1. Re:New Games Not Hard! by i.r.id10t · · Score: 1

      Yah, I finally replaced my Voodoo3 with a high end (but way old, so it was cheap) GF2 card when I realized just how much DRI was sucking...

      "QuakeWorld/Quake2 under Linux with Glide - Quake the way God meant it to be..." - some anonymous person

      --
      Don't blame me, I voted for Kodos
    2. Re:New Games Not Hard! by irc.goatse.cx+troll · · Score: 1

      I know you're joking, but theres a lot of truth to that. Ever since I got my geforce2mx400 I became much less productive. Spending 5+ hours a day learning random things just to get an idea I thought of coded became 5+ hours a day of random fragging.
      It takes a lot of disciplin to be a productive gamer, and I don't think I have it.

      --
      Pain lasts, kid. Its how you know you're alive. Sometimes I think this growing up thing is just pain management-TheMaxx
    3. Re:New Games Not Hard! by Anonymous Coward · · Score: 0

      It's the opposite for me. I try coding, get bugs with no hope of being fixed, and go back to playing Everquest.

    4. Re:New Games Not Hard! by MulluskO · · Score: 2, Interesting

      After years of reading Slashdot, I am always surprised that such a high-tech community seems to have such low end graphics accelerators.

      --

      Too busy staying alive... ~ R.A.
    5. Re:New Games Not Hard! by irc.goatse.cx+troll · · Score: 3, Insightful

      You forget, when you get truely high-tech you enter the 'right tool for the job' mindset. I get solid fps in all the games I want to play (and believe me, theres plenty), so I have no reason to upgrade. Theres no point in going into excess, and the high end tech sector knows that. Thats why I see 486s and pentium1s as mailservers all the time.

      --
      Pain lasts, kid. Its how you know you're alive. Sometimes I think this growing up thing is just pain management-TheMaxx
    6. Re:New Games Not Hard! by aardvarkjoe · · Score: 2, Informative

      What's your definition of "low-end?" There are really very few games available, even today, that aren't playable with a GF2. The fact of the matter is that graphics hardware is way ahead of the game manufacturers. Most of us would rather spend our money on toys that we can use.

      --

      How can we continue to believe in a just universe and freedom to eat crackers if we have no ale?
    7. Re:New Games Not Hard! by The+Revolutionary · · Score: 3, Funny

      right on man!!

      it will be a cold day in hell before I buy any of that NVidia shit

      3Dfx is a company that is committed to hard core gamerz and not those OEM mommy-buy-me-a-pc pussies at NVIDIA what pansies. screw their market share

      hey dude have you heard??? 3Dfx is coming out with the Voodoo4 line this fall.

      rumor at voodooextreme has it that it will include SLI support.
      wicked ass!!!

      studip nvid0t whores i'll take my 4-way Voodoo4 Dual-SLI aany day so SUCK IT

      sincerely,
      l33t mofo'n mast'a cira. summer '99

    8. Re:New Games Not Hard! by brakk · · Score: 0, Redundant

      Um, I'm sorry to tell you, but 3DFX went out of business and no longer writes drivers for its hardware. Therefore, Voodoo cards don't work with any new games.

    9. Re:New Games Not Hard! by brakk · · Score: 1

      cira. summer '99

      oh, right

    10. Re:New Games Not Hard! by lewp · · Score: 1

      It seems funny now, but back in the day (which, incidentally, isn't really "the day" since it was only like 5 years ago) I remember playing Q2 at 1024x768 on SLI 12MB Diamond Monsters thinking "it doesn't get any better than this."

      That was so much fun.

      --
      Game... blouses.
    11. Re:New Games Not Hard! by Anonymous Coward · · Score: 0

      ..

      I'm in stiches, laughing at this comment. I was one of those 3dfx lovers. (but I should call them 3Dfx, when they lost the big X they weren't worth fanboying for anymore).

      It has everything, an SLI reference, Voodoo Extreme reference, nVidia paranoia and hatred.. All it is missing is some obscure reference to a John Carmach .plan file saying how fast the Voodoo rigs are ;)

      Shame the moderators can't appreciate this for the historic comic gem it is.

    12. Re:New Games Not Hard! by Joey7F · · Score: 1

      My mail server has 4 2.0ghz processors with 4 gigs of ram, a dvd writer, a highend gigabyte graphics card, and 200 gig hard drive, so there!

      --Joey

    13. Re:New Games Not Hard! by Anonymous Coward · · Score: 0

      Hey, you might be interested in the video4linux drivers I wrote (with some help from others) a couple years back for that card. Check them out here.

    14. Re:New Games Not Hard! by yppiz · · Score: 1
      My mail server has 4 2.0ghz processors with 4 gigs of ram, a dvd writer, a highend gigabyte graphics card, and 200 gig hard drive, so there!

      ... and a blue LED fan light, and a Type-R sticker that gives it an extra 5 FPS.

      --Pat

    15. Re:New Games Not Hard! by Anonymous Coward · · Score: 0

      Hey, I've been a visitor to that site for a while :-)

      Is development officially dead? Thanks for drivers, although I was unable to make them work

  4. Of course... by Anonymous Coward · · Score: 0

    Having the controls explained to you, etc. before hand can really eat up a lot of practice time. For example, how many of us stuffed quarter after quarter into Defender before we figured out how to move and shoot at the same time?

    1. Re:Of course... by Anonymous Coward · · Score: 0

      That's why God gave us opposable thumbs. Let's see an elephant beat my Defender score.

  5. A New Game... by Joel+Carr · · Score: 3, Funny

    Is it called Duke Nukem For-Never?

    ---

    --
    Any man who can drive safely while kissing a pretty girl is simply not giving the kiss the attention it deserves. -- AE
  6. My chainsaw by Anonymous Coward · · Score: 0

    I now play video games on my chainsaw XL+ Special Edition! I take the chainsaw, put it on top of the game, turn it on, and just start playing. In fact, the experience is similar with all games, so buy the cheap ones.

  7. What... by soliaus · · Score: 3, Insightful

    This is why I still play tetris.

    --
    Speaking at Defcon 12 - Credit Card Networks Revisted: Pen
    1. Re:What... by mrjive · · Score: 1

      I prefer Dr. Mario personally....probably one of the most addictive puzzle games around.

      --
      If you can't beat them, arrange to have them beaten. -George Carlin
    2. Re:What... by Jad+LaFields · · Score: 1

      Oh no, you just got that music stuck in my head again! Make it stop, make it stop!

      Gotta agree with you on the addictiveness of it. Love two player, and hearing the scream of frustration from the guy sitting next to you when you get those doubles and screw them over...

      --
      [SIG] It's like putting a moose in the blender -- a recipe for disaster!
    3. Re:What... by stpats · · Score: 1


      Because what's missing nowadays is "fun". To get the best items/cars/etc you need to play the game *to death*. I can't imagine who actually had "fun" playing Gran Turismo 3 through to 100% completion or until getting all cars. GT3 is a fun game. Grinding out endurance race after endurance race until the random award car is the one you WANT is not fun. Racing the limited selection of tracks over 600 times - well enough to win - and having to tweak out each no car along the way is repetitive tedium.
      Tetris is fun from the second you start a game. The learning curve is low. There are no items that you need to unlock to have maximum enjoyment. The same can be said of classic arcade games like Ms Pac-Man, Bombjack, and Pole Position. I still enjoy those games to this day, ~20 years after their release.

  8. Fun learning curves by Empiric · · Score: 5, Insightful

    For me, the main question isn't whether the game is "simple", or "deep", it's how the learning curve is implemented in the game.

    Going back to the original Doom, it was almost perfect in this regard. It hooked me with the first impression ("How are they *doing* this 3D perspective...?"--having messed with graphics routines in assembly *way* back, it was striking how impressive this was for the time) and kept me going with it's playability and pretty seamless introduction of the more complex aspects of the game (hidden areas, etc.). The game was fun regardless of how far you were into discovering all there was to it.

    I can't really get into most games in this way. It's not that I can't learn what other games require up-front, it's that there's no real motivation for doing so when there are games like Unreal Tournament I can enjoy immediately. And games like Ultima, well... yes, you can advance your character by numerous non-adventuring methods, but it ends up being rather mundane IMHO. I may as well go to work at that point.

    Personally, I think Heretic had a good feel for the right approach... there was a fair amount of depth there, but it was introduced as a natural extension of playing the game, rather than a required up-front learning curve. As an example from another game genre, Total Annihilation worked really, really well in this way too.

    --
    ~ Whence do you come, slayer of men, or where are you going, conqueror of space?
    1. Re:Fun learning curves by On+Lawn · · Score: 2, Insightful

      I was going to post something on how Carmack must have been talking about a simply console (as in text console) game like NetHack. But your comment really gave me pause.

      NetHack is a game you can almost pick up and play, as is BattleField 1942. By almost I mean that you can move around and shoot, but annoying things like reloading, people killing you can get in the way of having fun.

      NetHack has a really large spike in the learning curve between the first few levels, and surviving past 10 levels. 95% of my games didn't last past the first 6 levels (probably has something to do with playing a tourist all the time).

      Quake, Doom, BF1942 have simular spikes, right between getting the controls down and getting a somewhat survivable strategy down.

      Contrast that with Tetris, which you can master, and do pretty good at until the pieces come raining out of the sky faster than you can think. Its probably the secret to its addiction.

      But back to NetHack, I remember pouring through spoiler docs, guides and howto's only to keep getting killed in that most rooted game. In fact reading the manuals can be half (if not 90% in cases like WarHammer) the fun.

    2. Re:Fun learning curves by danila · · Score: 1

      Just to show that this successful approach is not limited to FPS and RTS games, I think Civilization (and Colonization) have been quite easy to learn and still a challenge to master. But I don't think this is a problem with the direction the gaming industry is taking, rather with the quality of execution of particular games.

      There is no reason why an RPG or a flight simulator should not be easy to learn. But I am appaled when I spend nearly an hour in IL-2 flight simulator and still can't manage to successfully take off. The default keyboard setup was so fucked up that I couldn't learn how to turn left (turning right was a breeze) and couldn't find out how to change the key bindings either. That's not bad strategy, that's bad design.

      --
      Future Wiki -- If you don't think about the future, you cannot have one.
  9. Surprisingly? by HalB · · Score: 5, Insightful

    I don't see how this is surprising. Simplicity has always been key in the id games. When everyone else was doing "action" buttons, id still had you bumping into buttons to open doors.
    This simplicity and accessibility has earned them fans who don't like complicated games - they just want to play.

    1. Re:Surprisingly? by VistaBoy · · Score: 2, Informative

      Um...don't you remember in Doom? You had to activate switches and open doors with the space bar. You don't just run up to the door.

    2. Re:Surprisingly? by Jeff+DeMaagd · · Score: 1

      I was borrowing a PS2 with Gran Turismo 3 A-Spec. The "simulation" mode was awfully tedious. They give you a certain amount of money and then ask you to pick a car. They don't have the decency of narrowing it down to what you can afford, so the player has to go through dozens of screenfuls of rediculously priced cars to find one that is affordable. After a couple races of that, I gave up and went to arcade mode.

    3. Re:Surprisingly? by Anonymous Coward · · Score: 0

      He was talking about Quake. You gotta learn to crawl before you can learn to walk.

    4. Re:Surprisingly? by UnknownSoldier · · Score: 1

      > I was borrowing a PS2 with Gran Turismo 3 A-Spec.

      GTA3 is NOT your average game -- it's about perfection.

      Stick with it -- it is VERY rewarding being able to drive the tracks consistently well. The first time I was able to completely take the cork-screw corner in good shape, was sheer pleasure.

      I started off doing the B license tests and getting gold in all of them. I got a free car, and was able to learn some significant sections of the tracks in the process.

      If you don't have the patience, stick to the more "arcadey" racing games. To each their own!

    5. Re:Surprisingly? by MuParadigm · · Score: 1


      Good Lord, was I the only Doom player who mapped the space bar over the forward arrow key? No more hitting space, just run over it. Then I mapped the shoot key to the space bar. Just bang on that big ass space bar to frag demons, etc.

      I still don't get why all games, or at least shooters, use the control key for shooting. I mean, shooting is the whole point of a shooter. And it may as well be the biggest key in front of you.

      Sometimes I actually miss DOS.

    6. Re:Surprisingly? by honkycat · · Score: 1

      why the heck didn't they put vehicle damage into the game? That really disappointed me... that and I couldn't learn to drive with the analog sticks, but didn't want to shell out for a wheel... oh well.

    7. Re:Surprisingly? by CaptnMArk · · Score: 1

      Another game like that is Grand Prix Legends.

    8. Re:Surprisingly? by Xerithane · · Score: 1

      I was borrowing a PS2 with Gran Turismo 3 A-Spec. The "simulation" mode was awfully tedious. They give you a certain amount of money and then ask you to pick a car. They don't have the decency of narrowing it down to what you can afford, so the player has to go through dozens of screenfuls of rediculously priced cars to find one that is affordable. After a couple races of that, I gave up and went to arcade mode.

      I have to parrot what UnknownSoldier was saying. GT3 is not an arcade racer. It's simulation mode is for people who know about cars, and know about racing. It's virtually impossible to actually do well on that game without tuning the hell out of your cars (After your A License anyway)

      The car prices are reflecting reality in there as well, so if you have $20K than you only have a few choices of what brands you can buy. It's not a design flaw, just the way people expect it to go.

      Apex for the XBox may be more suited to your tastes if you like racing games, but not the true "racing simulators." It's quite a bit of fun, and you don't need to worry about so many things.

      --
      Dacels Jewelers can't be trusted.
    9. Re:Surprisingly? by SoulSkorpion · · Score: 1

      I didn't find it surprising, either. Carmack's a coder of 3d engines, not a designer of games. I remember reading a press conference about Doom 3, and after various questions about how dark lighting would be used to alter the mood someone asked "Are the monsters affected by the darkness at all", to which the id guy (it might not have been Carmack, but that's really not the point) paused for a moment and then responded "Uh, let's just say they can see in the dark.", or words to that effect. My point is that id games have never been about gameplay, and always about the graphics engine. Sure they're fun. Blowing stuff up with big guns is fun. It isn't very deep, though. I'm all for stuff being easy to pick up and play, but I can't stand shallow games. Easy to learn and hard to master is best.

    10. Re:Surprisingly? by PainKilleR-CE · · Score: 1

      Vehicle damage is often limited by licensing. In other words, at least one of the people they licensed the vehicles from (more than likely most of them) required that the vehicle(s) not be shown in a damaged condition.

      Personally, I found that the game controlled really well with the D-Pad.

      --
      -PainKilleR-[CE]
    11. Re:Surprisingly? by UnknownSoldier · · Score: 1

      > That really disappointed me... that and I couldn't learn to drive with the analog sticks, but didn't want to shell out for a wheel

      The Logitech USB PS2 wheel is WELL worth it!!

      One of the best wheel's I've used.

  10. disagree by Billly+Gates · · Score: 4, Interesting
    If I wanted a simple lets see how fast I can press buttons, then I would use a ps/2 or xbox and not a pc. I have console games. Zelda is the only one I like.

    Pc games are better for things like complex role playing games, internet cames, and even action because the keyboard and mouse is alot more flexible then a controller pad. I can move staffe left and right quicker and create my own macro's. Try staffing left, firing a weapon, and then change to the next weapon on a controll pad at the same time? You can do it but it will take longer and your aim will not be as good when doing it.

    Quake3 is pretty easy but it would suck on any other platform. For example even if it was an xbox lan enabled release, I could not download mods or new maps. Are there any and I mean any internet games for consoles?

    I am sick of the arguement that pc's are for work only and a console is for real games. I consider the pc a rolls royce of gaming and I am fustrated that most game developers now only concentrate on consoles. This is why dukeNukem continues on the ps/2 and why it was killed on the pc. I think executives who only look at installed units per platform and tell the developers to use only x instead of seeing that a particular game is more suited for the pc platform.

    1. Re:disagree by mabinogi · · Score: 4, Interesting

      Actually, Quake 3 was out on PS2, and it's pretty good as far as console FPS go...it still manages to have the same frantic feeling as the PC version.

      Though I'm certain that if it were possible to put console players against PC players in a multiplayer game, that the PC ones would win, since keyboard and mouse is definitely more accurate than a console controller. But that doesn't mean that the console version can't be fun too. There's a lot less black and white, one or the other things in the world than people like to think. Not everything that is a positive for one thing is a negative for another.

      The whole PC vs Console thing is stupid anyway.....
      Playing at a desk in front of a computer is an entirely differnt experience to sitting in your lounge room in front of your TV.
      One isn't inherently better than the other....they're just different.

      FWIW, the game I've spent the most time in front of in recent history is Morrowind, on XBox, and all things being equal, (which they more or less are between the PC and XBox versions of Morrowind), I'd much rather play a game I'm going to spend a long time on, sitting in comfort.

      --
      Advanced users are users too!
    2. Re:disagree by Osty · · Score: 3, Informative

      If I wanted a simple lets see how fast I can press buttons, then I would use a ps/2 or xbox and not a pc.

      If you really want a game where you see how fast you can press buttons, you should try WarioWare, Inc..

    3. Re:disagree by Methuseus · · Score: 1

      My computer chair is at least as comfortable as my couch, just so you know. I need it that way because of long hours coding.

      --
      Two things are infinite: the universe and human stupidity, though I'm not yet sure about the universe. - A Einstein
    4. Re:disagree by Anonymous Coward · · Score: 0

      What type of chair is it? I haven't found a comfortable one yet.

    5. Re:disagree by Anonymous Coward · · Score: 1, Insightful

      First of all Quake 3 was pretty good on the Dreamcast AND you could add a keyboard and mouse if you really wanted to. It also had both a modem and an ethernet adapter for multiplayer mayhem...

      What do you mean by "internet games"? If you simply mean multiplayer using the internet, the the PS2 has a couple of games and Xbox has Xbox Live, where you can actually voice chat with the people you're playing with using a headset.

      Oh, and I just downloaded a couple of new game modes and levels for Unreal Championship the other day on the Xbox. In MechAssault I've downloaded new levels, new units and new game modes.

      What was your point again?

      If I absolutely had to play using a desktop machine, I'd play using a Mac. Much less hassle getting things up and going and the "booohooo no games are coming out for the mac" is just plain wrong.

    6. Re:disagree by Anonymous Coward · · Score: 0

      Get a graphics card with S-Video output! Use your keyboard and mouse from your couch! Best of both worlds. (although you'd better have an optical mouse if you're going to use in on the arm of the chair)

  11. Progressive complexity in FRPGs. by Black+Parrot · · Score: 2, Insightful


    Lots of FRPGs operate on a concept of "levels" of challenge, so it seems like it should be possible to start with low complexity at "level 1", and add in the complexity incrementally as the player enters new levels and gets opportunites to do new things.

    --
    Sheesh, evil *and* a jerk. -- Jade
    1. Re:Progressive complexity in FRPGs. by ceswiedler · · Score: 2, Interesting

      Something I wish FPS games would do more of is allow you to start playing the game at the hardest level. Often, they expect you to beat the game at 'easy' before letting you play it through (again) at 'medium' and then 'hard', where there are more goals, more monsters, etc. But I usually don't like to play the game again--once I've played the basic idea of every level, I don't want to go back again (in single-player mode) and beat them again.

      I would much rather play the game at 'medium' or 'hard' to begin with, so that beating the levels the FIRST time takes a lot of work. That way, the game lasts a lot longer. Quake2 was the last FPS game which I played where I could do this (though admittedly recently I haven't played many).

    2. Re:Progressive complexity in FRPGs. by Doc+Hopper · · Score: 2, Interesting

      If you're needing a gaming fix with scalable difficulty levels from the get-go, allow me to suggest Unreal Tournament 2003. If you crank the difficulty to the point where the very first match is close, you can expect pretty routine butt-whooping throughout the first couple of times in a level, and a big sigh of relief when you do win.

      I can play it through on Masterful, losing the first few (well, OK, in the case of the final deathmatch, the first 20 or so) matches before finally winning one and moving up the ladder. I've tried turning it up to Inhuman difficulty, but after the first three matches it's down to sheer good luck if I win or not, so at least I know where I rate on the "can't-beat-the-bot" scale :) Of course, online is a totally different story. The folks still playing UT2003 tend to be pretty amazing, and what some of them lack in "twitch factor" compared to bots at Godlike skill, they make up for in cunning and good timing.

      There are plenty of modern games with scalable difficulty levels -- you just have to find them, and be willing to crank up the challenge from the start. A kid over whom we had guardianship for a while insisted on playing through UT2003 in "Easy" mode so that he could win every time. Well, duh, within about an hour of play he complained how "boring" the game was and never played it again. Yet I can revisit it every few months and have a ton of fun for quite a while...

  12. When have games ever... by hackwrench · · Score: 1

    not been too hard for players? Especially those Gradius type games.

    1. Re:When have games ever... by Anonymous Coward · · Score: 0

      That's what he's talking about, though - not actual difficulty level, but how intuitive it is. Gradius was difficult, but simple (and also happens to be one of my favorite series).

  13. Shoot-em-ups by harks · · Score: 1

    Less intelligent? I'm sick of every game they make being point and shoot. Compare HL to Quake 3, or even RTCW. People don't want pure shoot-em-ups.

    1. Re:Shoot-em-ups by tuffy · · Score: 3, Interesting
      People don't want pure shoot-em-ups.

      Are you sure? Perhaps you want something more complicated than a pure shoot-em-up, but I'd wager there's a large number of gamers that do want something simple to get into, which is the whole point of the article.

      --

      Ita erat quando hic adveni.

    2. Re:Shoot-em-ups by 2nd+Post! · · Score: 1

      Yes they do, that's why Id still makes money. No one else truly competes.

      Oh, no, there was Serious Sam! And guess what, they made enough money for a sequel!

    3. Re:Shoot-em-ups by i.r.id10t · · Score: 1

      You are right! I want CTF too... and maybe some Team DM, and....

      --
      Don't blame me, I voted for Kodos
    4. Re:Shoot-em-ups by Anonymous Coward · · Score: 0

      No one else truly competes.

      Actually, there is a little company called Valve Software that is in the process of transitioning into being a competitor for Id Software. HL2 is, much like Doom3 a showcase for the engine (the Source Engine, which are have supposedly licensed already) so Valve can sell licenses and push Steam which is their content delivery system.

      What will be hilarious is weither or not Id tries to figure out how to fix the crap that is Doom2 (4 multiplayers out of the box, based on a p2p model, in which once one player leaves, the game is over, 40 fps average on a GeForce FX 5600 Ultra at 1024x768x32 on a medium setting. Practically unplayable on a 5200, which being a low end, which the majority of people use, could be rather bad.)

      Compare that to 40 fps on 1280x1024x32 High qualtity on a 9700Pro, Doom3 may not even be playable on anything below a Radeon 9800 Pro / GeForce FX 5900 Ultra in the highest setting.

      Some people do love simplisty in a game, I for one like to actually put some thought into playing, rather than run around mindlessly and simply shoot at stuff.

    5. Re:Shoot-em-ups by bersl2 · · Score: 2, Informative

      Just for kicks, check the latest Gamespy Grudge: Strategy vs. Blowing Stuff Up

    6. Re:Shoot-em-ups by Anonymous Coward · · Score: 0

      Serious Sam ring a bell? Or Will Rock?

    7. Re:Shoot-em-ups by Anonymous Coward · · Score: 0

      You are soooo sooo wrong.
      You're too ignorant already for me to even correct you.

      You lap this misinformation up from your peers, i'm sure.

    8. Re:Shoot-em-ups by Anonymous Coward · · Score: 0

      I guess Mr Charmack's fanboy bitches can't somehow accept the idea that maybe, atleast with Doom3, Id made a tactical mistake by using a far too resource intensive engine, and now Valve comming out with a far more SCALABLE (DX6 to DX9) engine plus a content delivery system that could possiblily be used as an alternative to traditional retail outlets, might be a chance for Valve to become a true competitor for Id in the FPS game engine developer category. They clearly are focused on mod development and have supposedly alrady licensed the engine out for another game.

      As for any 'misinformation' I have checked that little called the World Wide Web, you obviously seem to have enough intellegence to atleast find slashdot, though that might not take much intellegence considering the amount Trolls and Flamebait, not to mention the Carmack fanboy's who have a perpetual hardon for all things Id.

      I got news for you he's not going to blow you no matter how much you want him too.

  14. Too complicated? by NanoGator · · Score: 4, Insightful

    Hmm I dunno if complicated is the word I'd use. I do feel, though, that not enough attention is paid to the UI in many cases. I remember when Zelda 64 came out, I was shocked that Link would jump automatically just by walking to the edge. No more jump button. *Whew* I was happy about that. No more worrying about hitting the button at the right time.

    I think Nintendo is one of the few companies who watches somebody play and says "What are the common mistakes they are making? What can we do to alleviate them?"

    --
    "Derp de derp."
    1. Re:Too complicated? by startled · · Score: 4, Insightful

      "I remember when Zelda 64 came out, I was shocked that Link would jump automatically just by walking to the edge. No more jump button. *Whew* I was happy about that. No more worrying about hitting the button at the right time."

      The correct answer is to eliminate long-distance, high penalty jumping puzzles. You know the type: jump at this exact pixel or you plummet to your death, and have to play half an hour to get back to it again (only to fail once more).

      The entirely wrong answer is to create a character who loves leaping off of narrow bridges into vast pools of lava when hyper-caffeinated me slightly twitches the joystick to the right.

      Good platformer: character runs up to the ledge, teeters, hangs off with his hands. If you wanted to jump, you woulda hit the jump button-- but you're no idiot and that's a giant lake of hot fucking lava.

      Bad Zelda: Link runs near the ledge, preps himself, and swan dives into a lake of hot lava because Link's a giant fucking idiot.

      If Nintendo wanted to get away from jump "puzzle" frustration, why'd they implement curvy narrow bridge over lava puzzles?

      To bring this back OT: simplification can be good, but you always run the hazard of doing it wrong (or pleasing half of your audience, like you, and pissing off the other half).

    2. Re:Too complicated? by Maserati · · Score: 1

      Jumping puzzles can reeeeeeally suck. I truly loved Kingdom Hearts because it had tough jumping puzzles and no falling damage. Well, a few falls kill you but if you can see the bottom you're usually ok. I found this to be very liberating, since it took a lot of the fear out of jumping around like a madman (you do get in some fights near bottomless drops, but towards the very end). It was also pretty cool, falling a great distance and landing safely.

      --
      Veteran, Bermuda Triangle Expeditionary Force, 1992-1951
    3. Re:Too complicated? by Anonvmous+Coward · · Score: 1

      "Bad Zelda: Link runs near the ledge, preps himself, and swan dives into a lake of hot lava because Link's a giant fucking idiot.
      "


      Actually it's not that easy to do. (I'm talking about the GameCube game, not the N64. In that case, you may be right, I don't remember.) If you got too close to the edge, you had warning he was about to jump. You could also quickly push back and he'd grip the ledge. I honestly cannot remember a single time I've had Link jump into or off of something that I didn't want him to.

      They did an awesome job with his control.

    4. Re:Too complicated? by Osty · · Score: 1

      I think Nintendo is one of the few companies who watches somebody play and says "What are the common mistakes they are making? What can we do to alleviate them?"

      WTF were they doing with Metroid Prime, then? Also, if you liked the N64 Zelda games, you'll love Wind Waker. It's one of the few GameCube games where Nintendo actually improved on what they've done before.


    5. Re:Too complicated? by NanoGator · · Score: 1

      Metroid Prime wasn't Nintendo, it was a 3rd party developer. Uh.. Retro Studios I believe.

      And you're right. Wind Waker is awesome. I hated Zelda 64 but WW made me enjoy the franchise again.

      --
      "Derp de derp."
    6. Re:Too complicated? by Overly+Critical+Guy · · Score: 3, Informative

      If you "slightly twitch the joystick," Link doesn't jump. He hangs off the edge. If you ram the freaking joystick, then yeah, he'll jump. It's pressure-sensitive.

      --
      "Sufferin' succotash."
    7. Re:Too complicated? by Osty · · Score: 1

      Metroid Prime wasn't Nintendo, it was a 3rd party developer. Uh.. Retro Studios I believe.

      Yes, MP was written by Retro Studios (current home of Thunderwalker CTF and Quake Linux port author Zoid), but not as a third-party game. Retro, like Rare (pre-MSFT purchase), Camelot, etc, was acting as a second party developer (first party: developed and published by the console developer; second party: developed by a third party, but published by the console developer; third party: developed and published by companies that are not the console developer, though the developer and publisher may be the same company or separate entities). However, you can't expect me to believe that Nintendo doesn't have strict QA control over 2nd party titles. If, as the original poster stated, Nintendo truly cares about controlability (they've been a little flakey, but in general they do seem to try for good controls, though with their fucked up controllers ...), then they should have kicked Retro in the pants the first time they got a build with the crap-ass control scheme of Metroid Prime.

    8. Re:Too complicated? by edwdig · · Score: 1

      Correction: Retro Studios is 1st party. Nintendo bought them out 100% about halfway through Metroid Prime development. You're a little off on the 2nd vs 3rd party thing though. Being a second party does not necessarily mean the console developer publishes your games. Rare published a lot of their own games towards the end of their N64 days. 2nd party means you have an exclusivity deal with the console developer.

      As to your comment on the controls: they only suck if you're trying to play the game like you'd play Quake or something like that. But if you go into the game expecting anything remotely like an FPS, you're going to be sorely disappointed. If you try to play the game like a Metroid game, then the controls are damn near perfect. The grappling beam could've been done a little better, but even that I can only think of 1 or 2 spots in the entire game where I had an issue with it.

    9. Re:Too complicated? by edwdig · · Score: 1

      Mario Sunshine also had a nice, alternate solution to that problem. Oh, realize you're not going to land that jump? Press down the R button and the water pack will make you hover and you can land the jump. Takes a LOT of the frustration out of the game.

    10. Re:Too complicated? by Anonymous Coward · · Score: 0

      Someone doesn't know what pressure sensitivity is. Slightly twitch the joystick and he won't jump. He'll hang off the ledge and you'll have the chance to bring him back up. Link does exactly what "good platformer" describes. Mods, please don't mod this kind of trash up.

    11. Re:Too complicated? by Osty · · Score: 1

      Correction: Retro Studios is 1st party. Nintendo bought them out 100% about halfway through Metroid Prime development.

      That I didn't know. So Retro is now a first-party studio.


      You're a little off on the 2nd vs 3rd party thing though. Being a second party does not necessarily mean the console developer publishes your games. Rare published a lot of their own games towards the end of their N64 days. 2nd party means you have an exclusivity deal with the console developer.

      I guess this depends on how you define it. I tend to go by games, in which case Nintendo-published Rare titles were second-party, while non-Nintendo-published Rare titles were third-party. I've never seen second-party defined as being exclusive to a console (by that definition, Square would be considered a second-party developer for Sony, which I've never heard suggested before).


      As to your comment on the controls: they only suck if you're trying to play the game like you'd play Quake or something like that. But if you go into the game expecting anything remotely like an FPS, you're going to be sorely disappointed. If you try to play the game like a Metroid game, then the controls are damn near perfect. The grappling beam could've been done a little better, but even that I can only think of 1 or 2 spots in the entire game where I had an issue with it.

      I disagree. I've played all of the previous Metroid games, and am I big fan of Metroid. Of course I didn't go into it expecting Metroid Prime to be a FPS. That's still no justification for crappy controls. Perhaps you found the controls to be good, but you're in a definite minority. Another lame justification I've been told is, "Play the game for a couple hours, and you'll learn to like the controls." That's a cop-out. If the controls still aren't usable after fifteen minutes of gameplay, the controls suck. End of story. For what it's worth, I loved what amount of MP I played (about ten hours worth), but in the end I could not keep playing because the controls were too much crap. Perhaps it was just my situation, where I don't have time to spend several hours on a game, but instead only can play for an hour or so every couple days (and that generally split across several games, depending on what I have in my queue). I found myself having to relearn the controls every time I came back to the game, and that's not good.

    12. Re:Too complicated? by scot4875 · · Score: 1

      In addition to all the things people have already pointed out -- none of the recent Zeldas 'punish' you if you *are* incompetent enough to not be able to control Link. In Wind Waker, if you fall to your 'death,' you lose half a heart and start again at the last door you came through.

      And what 'curvy, narrow bridge over lava puzzles' are you talking about? I don't seem to recall any in a Zelda game. Maybe I just didn't have enough trouble with 'em to make them memorable.

      --Jeremy

      --
      Jesus was a liberal
    13. Re:Too complicated? by _xeno_ · · Score: 3, Informative
      He was talking about Zelda 64, where Link was a moron when it came to not jumping. There was this section in the very beginning where you could walk across this bridge to talk to some girl for no real reason (she'd teach you about first person view - yay). The bridge was just wide enough for Link to walk on. You had to walk very slowly in order to avoid triggering the auto-jump. If you did that, then Link would grab on when he inevitably fell off the bridge.

      Part of this was exacerbated by the fact that the camera was "active" so "straight forward across the bridge" kept on moving slightly. The solution was to repeatedly "Z-target" or whatever to bring the camera back behind you so that forward remained up on the joystick and you didn't accidently find your "move forward" joystick position become "move slightly to the right and off the bridge."

      I can't recall being quite as frusterated with the Wind Waker controls, so I think they improved it for that game. But in Zelda 64, Link just loved to jump off ledges into bad places.

      In any cases, I wish game designers would remember that jumping puzzles suck. They're just frusterating, especially in third-person games when the camera likes to move and change your "run straight across the bridge" to "run straight for a bit then veer right and into the lava." In the case of the Wind Waker, this means no more stupid rope swinging puzzles. Nintendo: I'm glad you think manipulating the camera is an important skill, I find it to be a big nuisance!

      (Also annoying are FPS games where it's hard to judge when you're at the ledge so you can make your best leap across the gap, instead of falling into the lava below.)

      Any, the basic point I want to make, besides that jumping puzzles suck, is that the control in Zelda 64 and some of the puzzles were such that even moving the stick very little could accidently cause Link to jump off a cliff into the raging river below - mainly due to the camera having this annoying tendency to pan when you're moving slowly.

      --
      You are in a maze of twisty little relative jumps, all alike.
    14. Re:Too complicated? by Anonymous Coward · · Score: 0

      Exactly! For example, I don't know if anyone else here played the original commander keen trilogy (goodbye galaxy 1,2,3) and then the newer ones (4,5, etc.) The originals were mostly complicated jumping puzzles that were frustrating. In the new game engine, Keen could grab onto sides of ledges when he fell and jumping puzzles were confined to bonus areas.

    15. Re:Too complicated? by veg_all · · Score: 1


      I'd rather be able to just hold down the 'forward' button and just let it play itself.

      Or use a clothespin so I could set the controller down.

      --
      grammar-lesson free since 1999. (rescinded - 2005)
    16. Re:Too complicated? by Methuseus · · Score: 1

      After 5 minutes of playing MP for me, I remembered almost every control. After 5 mins of Halo, I remembered jack shit. After an hour of playing Halo, I remembered jack shit. I hate console FPS games. I love MP because it's not an FPS.

      --
      Two things are infinite: the universe and human stupidity, though I'm not yet sure about the universe. - A Einstein
    17. Re:Too complicated? by Anonymous Coward · · Score: 0

      He was talking about the first N64 zelda game.

    18. Re:Too complicated? by Anonymous Coward · · Score: 0

      He was talking about the N64 Zelda games. Particularly the first one.

      I remember the jumping puzzles. They still give me nightmares.

    19. Re:Too complicated? by transiit · · Score: 1

      The hover FLUDD is completely fucking horrible.

      Not only does it violate physics (which wouldn't be so bad if there wasn't one standard for jumping and one standard for hover), but it adds unnecessary complexity to the game.

      I was happy going through Mario64 where I had basic rules to live by: Jump. Triple Jump. Backwards Jump. Long jump. Ground Pound.

      Super Mario Sunshine added extra crap, some of which is useful, some is just awful. The jump-really-high-rocket-pack is a godsend, mostly because it kills much of the stupid jump monotony of the game. The run-fast (I forgot the official nomenclature) pack is stupid. Yoshi having to constantly eat fruit or disappear is retarded.

      The truth is that I'm not much of a gamer. If I can't pass a level in three or four tries, I just get pissed off at it. But then I also consider games as an entertaining distraction rather than a rite of passage or some sort of big pissing contest.

      Twenty levels of reasonably straight-forward play (even easy) is so much more fun than five levels of training to be an automaton.

      -transiit

    20. Re:Too complicated? by transiit · · Score: 1

      Yeah, and I bet you never made it past the Fire temple in Zelda64. =)

      I've been playing Super Mario Sunshine lately, and I'm now taking a break because of the stupidity of the jumping puzzles.

      I've not yet gotten into Zelda: Wind Waker because every time I watch the girlfriend playing it, I notice the same trend in stupid jumping puzzles, but without control over your jumps.

      I tried playing Knights of the Old Republic tonight and walked away from it after the six hundredth explanatory message about how if you use the trigger buttons and then hit "a", you can consider looking at an object you might want to pick up. I've not written it off yet, but it was annoying.

      The last game I played that I remember being really impressive as far as being approachable (playable?) with the least amount of bullshit was Super Smash Brothers. No fancy combos. Everything was documented. Straightforward fun. Too bad Super Smash Bros. Melee didn't do as well with that standard.

      -transiit

    21. Re:Too complicated? by WasterDave · · Score: 1

      Good platformer: character runs up to the ledge, teeters, hangs off with his hands. If you wanted to jump, you woulda hit the jump button-- but you're no idiot and that's a giant lake of hot fucking lava.

      Been playing Jak and Daxter? If not I highly recommend it.

      Dave

      --
      I write a blog now, you should be afraid.
    22. Re:Too complicated? by zanderredux · · Score: 1

      I personally thought that Zelda had "dumbed down". But I wonder why I hadnt thought the same for the Final Fantasy X and VIII. Maybe it was due to the glossy, colorful grahpics on Zelda.

    23. Re:Too complicated? by edwdig · · Score: 1

      > I guess this depends on how you define it. I tend to go by games, in which case Nintendo-published Rare titles were second-party, while non-Nintendo-published Rare titles were third-party. I've never seen second-party defined as being exclusive to a console (by that definition, Square would be considered a second-party developer for Sony, which I've never heard suggested before).

      Rare had an exclusivity deal (accompanied by Nintendo owning 49% of the company). Square has never had one; they simply chose to only develop for Sony during a 5-6 year period. They developed for Nintendo before the PS1, and are developing for them again now.

      > Of course I didn't go into it expecting Metroid Prime to be a FPS. That's still no justification for crappy controls. Perhaps you found the controls to be good, but you're in a definite minority.

      I don't know anyone that had trouble with the controls. It took me about 5 minutes to get used to the controls. I'm totally convinced that the people who complain about the controls are simply heavy FPS players who can't deal with something different. If that's not your case, I dunno, you're in a very odd minority. But every other complaint I've seen, that was the case. If they made the controls dual-analog, that would completely kill your ability to easily use all of Samus's abilities.

    24. Re:Too complicated? by startled · · Score: 1

      Part of this was exacerbated by the fact that the camera was "active" so "straight forward across the bridge" kept on moving slightly. The solution was to repeatedly "Z-target" or whatever to bring the camera back behind you so that forward remained up on the joystick and you didn't accidently find your "move forward" joystick position become "move slightly to the right and off the bridge."

      Oh, crap-- NOW I have to go back to the Fire Temple and try that out. :)

      And yeah, they did to something to fix a lot of the issues in Wind Waker. I should pay more attention to the particulars; good camera algorithms aren't easy to come up with (though theirs is still a good ways from perfect).

    25. Re:Too complicated? by NanoGator · · Score: 1

      "Correction: Retro Studios is 1st party. Nintendo bought them out 100% about halfway through Metroid Prime development."

      I appreciate the clarification.

      "But if you go into the game expecting anything remotely like an FPS, you're going to be sorely disappointed. If you try to play the game like a Metroid game, then the controls are damn near perfect."

      You know, I have it, but haven't had time to tinker with it. I'll make a note to examine it.

      Thanks!

      --
      "Derp de derp."
    26. Re:Too complicated? by bobbozzo · · Score: 1
      Good platformer: character runs up to the ledge, teeters, hangs off with his hands. If you wanted to jump, you woulda hit the jump button-- but you're no idiot and that's a giant lake of hot fucking lava.

      That's how Prince of Persia 1 & 2 were, as long as you walked and not ran up to the ledge.

      --
      Nothing to see here; Move along.
  15. Yeah, I want to return by krymsin01 · · Score: 1

    to spending hours trying to beat ET for the atari 2600, only to keep falling back into the pits.

    --
    stuff
    1. Re:Yeah, I want to return by gazuga · · Score: 1

      heh heh, I remember that one too.

      Worst... Game... Ever...

      --
      "I turn away with fright and horror from the lamentable evil of functions which do not have derivatives."
    2. Re:Yeah, I want to return by quasi_steller · · Score: 1

      Ah, the memories! I guess you have to go back to playing ET for awhile before you are thankfull at how far games have come.

      --
      ...interesting if true.
    3. Re:Yeah, I want to return by Anonymous Coward · · Score: 0

      ET was hardly a "sit down and play it" game -- I had to download the manual to figure out that you were supposed to assemble these turd-shaped pieces into a phone and bring it somewhere.

  16. It's all about choices by unfortunateson · · Score: 4, Insightful

    To continue the RPG complexity discussion: Final Fantasy I, on NES, was a blast: you chose characters, picked from a small selection of spells, and in general wandered wherever you wanted.

    The SNES FF's were less fun: they had static plots that had to be followed, and some battles that always went the same way. Yawn.

    I stopped playing them at FF7: you had a bazillion choices on how to equip your character with crystals and things, but no choice on what to do next.

    Fallout was fun, Fallout 2 had some corollary problems: So many choices that the character development was tedious.

    --
    Design for Use, not Construction!
    1. Re:It's all about choices by mabinogi · · Score: 5, Insightful

      The problem with the Final Fantasy series, is that the conplication went up, and they stopped being RPGs.

      RPGs can sustain complication, Interactive Movies can't.....

      I always cringe when someone releases a FF style game and calls it an 'RPG'.

      It's an RPG if the player gets to play a role, not push someone else's character through a script, no matter how many experience points you can get.

      --
      Advanced users are users too!
    2. Re:It's all about choices by Anonymous Coward · · Score: 0

      Did you just insult Fallout 2? You SON OF A BITCH

    3. Re:It's all about choices by Black_Logic · · Score: 1

      Final Fantasy I, on NES, was a blast: you chose characters, picked from a small selection of spells, and in general wandered wherever you wanted.

      FF1 Had just a static plot as every other FF game. Less so, Most later FF's have lots of sidequests.

      I stopped playing them at FF7: you had a bazillion choices on how to equip your character with crystals and things, but no choice on what to do next.

      Here's the problem. A non-linear plotline seems like a great idea but in the end leads to hazy, confusing games. Witness Sqaure's Saga Frontier. A linear plotline allows for an involving storyline.
      Also, there's only so much time and resources developers can use to make a game. So your not going to get an involved non-linear storyline. It's like those 3 options pick 2 concepts.
      1. coherent, engaging storyline
      2. Non-linear story
      3. Quality of semi-extranous details (graphics, sound, character art, etc.)

      --
      Ansi's and stupid tricks!
    4. Re:It's all about choices by Drantin · · Score: 1

      To me they seem more like a hybrid RPG/Adventure game...

      --
      Actio personalis moritur cum persona. (Dead men don't sue)
    5. Re:It's all about choices by jfmiller · · Score: 1

      I agree. As a person who will read all 180 pages of the instructions before I even agree to the licence, I want more complex interaction with my games. I've out grown the button mashin' of the FPS and even the RTS games now seem too much like a contest of keyboard-mouse coordination rather then a thought out plan of action. (Too much RT not enough S)

      In case there are any more like me out there may I strongly recommend Elderscroles 3: Morrowwind, along with almost anything by Cid Meyers.

      JFMILLER

      --
      Strive to make your client happy, not necessarly give them what they ask for
    6. Re:It's all about choices by LordLucless · · Score: 4, Interesting

      Neither Japanese (Final Fantasy) nor Western (Baldur's Gate) RPGs are true RPGs. In a true RPG, you could generate a character, write your own background, description, etc, and the plot of the game would integrate and work with the character. Unfortunately, we don't have any AIs capable of doing this.

      Japanese and Western RPGs have taken different routes, and neither is inherently better or worse. In Icewind Dale, I loved writing really long, descriptive histories for the characters. The thing that annoyed me was that, in the end, these histories meant bugger all throughout the game. Even if I made my character a morose, introspective type, the game would still popup conversation options totally counter to the characters personality. Even though my little fighter was raised by orcs from childhood, he is still forced to react to an encounter with orcs the same way any other character would.

      In the opposite way, Japanese-style RPGs weave the character's background into the story very tightly. Because they do this, they limit the gamers choice. It means in Final Fantasy VI, I can't make the protagonist a 6-foot, muscled black guy. I'm stuck with Terra. On the other hand, it means that at all times, Terra acts like Terra, reacts in ways Terra would, and is generally consistent with her own character.

      Personally, I prefer the tightly woven character-plots of the Final Fantasy series. But all of these type of games offer this trade off. Consider Baldur's Gate; All your NPCs were pre-generated, your own character had much of his background specified, and, as a result, the story of the Baldur's Gate series can be more tightly woven around the protagonist.

      Until someone in AI solves the natural language problem, we're going to be stuck with this tradeoff.

      --
      Just because you're paranoid doesn't mean there isn't an invisible demon about to eat your face
    7. Re:It's all about choices by Sparr0 · · Score: 4, Informative

      ry Elder Scrolls 3: Morrowind. with both expansions. as close to an RPG as youre going to get. the least linear story line (to the point that you can forget what story line youre on) of any RPG ever. the interworkings of the guild memberships, reputation, stats actual affects on the game, and a few other key features make the story the most diverse ever. Yes, in the end the conversation and story options are static, but they are so diverse that you might never notice it even if you play through the game 3 or 4 times (it takes hundreds, if not thousands, of hours to complete the entire game, but you can 'win' after playing only 5%).

    8. Re:It's all about choices by RyuuzakiTetsuya · · Score: 1

      WTF you talking about?

      FF1 and FF10 have the same gameplay and similar mechanics. While FF10 has the AP and Sphere level system and FF1 has the EXP system. It's basically the same. You follow a very linear story where you beat up lots of people in your way and win in the end.

      --
      Non impediti ratione cogitationus.
    9. Re:It's all about choices by TeamLive · · Score: 1

      ywah, but with final fantasy x, the complication was in the form of minigames, and didnt add to the story, which was just a big movie anyways.

      --
      one world | many people
    10. Re:It's all about choices by Dark+Lord+Seth · · Score: 2, Insightful
      In the opposite way, Japanese-style RPGs weave the character's background into the story very tightly. Because they do this, they limit the gamers choice. It means in Final Fantasy VI, I can't make the protagonist a 6-foot, muscled black guy. I'm stuck with Terra. On the other hand, it means that at all times, Terra acts like Terra, reacts in ways Terra would, and is generally consistent with her own character.

      Then again, Terra seriously rocks as an RPG character. Emotionally insecure former mass-murderer who isn't even completely human and has GREEN hair in a ponytail! The good bit is the green ponytail. But I more or less agree that true RPGs aren't available on computers, if you want those you're better of playing AD&D or any other PnP RPG with a bunch of serious friends.

      Serious people are important or else you'll end up with something I had, an RPG where 3 out of 5 characters are female (6 players total) with those 3 female characters constantly being raped and all because the DM was 16. The rest was even more silly, though I did like the bit about the vampire with fake teeth. I killed it. :) But I left those idiots as they started to play a DBZ campaign. AD&D is fun but roleplaying a guy covered in fluorescent yellow paint grunting like he's about to have an orgasm for about 20 minutes is not my forte.

    11. Re:It's all about choices by flymolo · · Score: 1

      If you showed up to your tabletop roleplaying group, and somebody said "Let's try something different, in from of you is a new character with background, and personality description; That character is who you'll be playing"

      Would that still be roleplaying?

      My answer would be yes.

      The problem is with the console rpg's is they don't require you to understand what you are playing.

      My example of how to fix this is in the Shannara video game the character you played was largely defined, you didn't handle most of the character interaction.
      But at the end there was a dialog puzzle where you talked to all the NPCS who died in your quest. I got through the first time because I understood what the character would say.

      I don't mind being railroaded in video games, but at some point I would like the game to trust me to make choices in line with the framework.

      --
      "Sometimes it's hard to tell the dancer from the dance." --Corwin Of Amber in CoC
    12. Re:It's all about choices by mabinogi · · Score: 1

      >Would that still be roleplaying?

      >My answer would be yes.

      Yes, I can handle that...and it's not so much the lack of ability to create or customize your own character that bothers me most (or though I do prefer a game where you can do that).
      It's the pre-scripted story.

      To extend your example more - how about if after you've been given your character, they then give you a script, and say "now read this".

      To me, that wouldn't be roleplaying, that would be acting. Technically, I guess it's still playing a role, but it's someone elses role, and your ability to make it your role is limited to the way you deliver your lines.
      Transfer that to a video game, where you don't have even the ability to express your pre-determined actions in a different way, and it's even less like roleplaying.

      To me, the FF series are like point and click adventure games, but with combat.
      That doesn't mean they're not fun, but I do think that calling them RPGs does the Roleplaying genre a disservice since these days too many people associate games like FF with roleplaying, rather than games like Morrowind.

      --
      Advanced users are users too!
    13. Re:It's all about choices by Zathras11 · · Score: 0

      I stopped playing FF games at about the same time
      and for the same reason! I thought I was the only
      one. Thank you SlashDot, now I know I'm not alone.

  17. It depends on what mood.... by TheWart · · Score: 3, Interesting

    I am in. Sometimes I just need to load up a quick game where I can blast anything that moves; and other times I want a game with a bit more depth. I think the industry defenitely has both genres right now...so I fail to see what he is really griping about.

  18. Games have gotten a bit too complex to be fun by DaLiNKz · · Score: 5, Insightful

    I agree. I play a MMORPG called "Legend of Mir". MIR2 was coded in delphi and operates at 800x600@8bit. Ironically, even after Mir3, which uses 3d acceleration and 16bit graphics, mir2 still holds as the top game in china. The reason really is because of the complexity. They added a large number of additions to mir3 take made the game much more difficult to play, much more to do simple tasks.. Its why only about 300,000 players in china play mir3 over the 700,000 on mir2.

    Then again, mir2 totally flopped in English countries, but mir3 seems to hold promise. Maybe us americans and (the) brits rather complicated games? :) Personally I rather MIR2, but mostly because i'm lazy ;) (MIR2: http://www.mir2.co.kr (korean) - http://www.legendofmir.net (english) MIR3: http://www.mir3.co.kr (korean) http://www.legendofmir3.co.kr (no (official) english sites (though the server software has been leaked for months now)))

    --
    I've left to find myself. If you happen to see me, please, keep me there until I return.
  19. Gamez by smatt-man · · Score: 1

    The last game I actually 'beat' - without cheat codes - was Final Fantasy... 1... I feel old and/or stupid.

    --

    ---
    Lousy rotten karmic retribution.
    1. Re:Gamez by Anonymous Coward · · Score: 0
      You feel old? I don't even know what the hell you are talking about!

      Now Defender, Galaxa, Elevator Madness, Spy Hunter...those were da bomb!

  20. Very interesting by JediTrainer · · Score: 3, Insightful

    Reminds me of my recent experience learning (with everyone else) how to play Wolfenstein: Enemy Territory

    This is *definitely* not a game you can just pick up and start playing. Sure, you can run around killing others, but in order to help your team complete their objectives, if you run around clueless you might actually be hindering them.

    It took me quite a while to figure out where everything was, and also how to use the various player classes and their weapons/tools. Also took a long time to figure out the maps, what to construct and what to blow up. But the game was interesting, and worth learning. It took an investment of time and patience, but it paid off.

    I suspect a lot of people aren't willing to make that kind of investment, or aren't able. Heck, I only get a couple of hours per week to play. So I just want to sit and play!

    --

    You can accomplish anything you set your mind to. The impossible just takes a little longer.
    1. Re:Very interesting by GregoryD · · Score: 2, Interesting
      Trying to get a Counter Strike player to play Wolfenstein:ET is like trying to show a 3rd grader algebra. Getting a Wolfenstein:ET player to play the original RTCW is like getting an algebra student into a dicussion of quantem theory with Stephen Hawking.

      Many Return to Castle Wolfenstein players have been trying to turn on many people to RTCW but no one wants to seem to learn.

      They see the 40 second respawn time and want to quit immeditaly. They just can't learn *NOT* to hit the space bar and instantly go into limbo. They don't realize there is a good chance of a medic picking them up. You need to learn the in's and out's.

      Wolfenstein:ET is like the beginner class to RTCW. ET is starting to show its problems, experinced RTCW players saw its problems from the start and now they are starting to come out for clan play. Its only a matter of time before it leaks to average public games.

      I play with many many gamers here in Grand Rapids, that would do nothing but deathmatch all day. I try explaining to them deathmatch is like masturbation without orgasm. You do a whole lot to get to an end, and at the end its dissapointing. Whoopdie freaking do.

      With objective based games, you could be pounding away at a defense for 28 minutes to finally get a dynamite planted, only to have an enemy attempt to diffuse it, them get blown away by a rocket, and his friend comes over to diffuse it sucessfully with less then a hundreth of a second till detonation. It is so much more exciting then just pointing and clicking. Don't get me wrong, there is plenty of pointing and clicking, but it is far more important to know WHEN AND WHY to point and click.

      With an objective based game, you have to actually think and stratagize as a team. In Counter Strike, a "tactical" shooter, stratagy is as complex as: "everyone follow me". That doesn't work in RTCW. You need to juggle classes, positions, ammo, airstrikes, etc...

      Best part of playing ET for me is that since the game is so complex I know it all and people who don't know it all call me a cheater :)

  21. Oooooh I get it by Exiler · · Score: 0, Flamebait

    Hahahahah, it's funny, because the game hasn't come out in a long time! That's HALARIOUS! Because I've never heard a joke like that before, never!

    --
    Banaaaana!
  22. Not enough advertisments? by Demanche · · Score: 1

    Just my opinion.. I am not a game fanatic..

    With the growing trend of the more advanced game playing age groups spending more time online and less time watching tv (I am one of this group) I have yet to see much online advertisment that would even incline me to click to a games website.

    If I watch less TV these days, and don't see any advertisments online that are complelling - then I am left in the dark. I kid you not that I am almost 100% out of the loop these days with games.

    Perhaps they should target the more advanced games to the online majority more and they will get the attention of the more tech savy people who only play good games and not Mario Kart.

    Maybe some more advertisments in theaters on the big screen? I thought I saw some of them a while ago but they stopped...

    I think the main problem I see is the lack of new methods of games being shown to users. TV commercials are great for some, but what percentage skips commercials - and what percentage is just online? Much Music (canadian) is good for advertisments afaik.. but I think there is a *lost* generation of gamers out there...

    What happened to all those gamers TV shows that used to air weekly? I don't get any with basic cable?

    --
    Mod me down im a newf (wiki)
    1. Re:Not enough advertisments? by Drakin · · Score: 1

      The shows got bought out/so over sponsored by certain companies that they lost their viewership because of their bias. Thus the shows gotdropped.

    2. Re:Not enough advertisments? by IndependentVik · · Score: 1

      Perhaps they should target the more advanced games to the online majority more and they will get the attention of the more tech savy people who only play good games and not Mario Kart.

      I'm sorry for totally missing the entire point of your post and only focusing on this one issue, but good lord, man, what's wrong with Mario Kart?! I spent countless hours on that game. It was fun! Myself, I'm convinced that one of the reasons the cube faltered was because nintendo spent waaaay too long coming out with the latest kart incarnation.

      --
      I'd suggest you don't use Slashdot as your only news source, or you will suffer permanent brain damage.
    3. Re:Not enough advertisments? by demonbug · · Score: 1
      Perhaps they should target the more advanced games to the online majority more and they will get the attention of the more tech savy people who only play good games and not Mario Kart.


      Hey, quit bashing Mario Kart. I've been playing games for years, and still do a lot, almost exclusively on PC (I have a PS2, but you can only play so much GT3 before even that great game gets old...). Anyway, I just have to say that Mario Kart 64 is one of the greatest multiplayer games ever created. There is no other game that I have encountered that allows people of widely varying skill levels to play together and still have a hell of a good time. Sure, the more skilled usually win (as it should be), but even a novice has a pretty fair chance of doing well, and, most importantly, they can have a lot of fun even losing. Compare that to, say, Quake (or any other FPS) or Starcraft, where it really isn't much fun if the people playing are at widely varying skill levels. Mario Kart is an awesome game, I spent many a night playing four player Mario Kart during college with people who, like me, also played all of the latest FPSs, RPGs, strategy games, etc. Just because it is a simple game does not make it a bad game. Likewise, there are many times when I want a little more depth, and at those times I go play the Civilizations or MOOs or Patricians or Omega Tank (is that what that game was called? The one where you write scripts for your tank to follow? Pretty old, but that was cool. Too bad nothing like that is around these days).

  23. Simple games rule. by tambo · · Score: 5, Insightful

    You know, when I look back at the thousands of games I've played, two distinct groups stand out.

    There are the wildly ambitious ones (Star Control II, Zelda, Ultima Underworld, Alternate Reality, Castlevania: Symphony of the Night... even Dungeons of Daggorath - yeah, I'm 0ld-sk00l!), which are fun to play and revisit... but you wouldn't, y'know, sit down and play them for 20 minutes.

    And then there are those simple but ridiculously fun games. Tetris, Bust-a-Move, Dance Dance Revolution, Scorched Earth, Discs of Tron, Minesweeper, Archon... really simple concepts, but you can lose frightening swaths of your life mastering your skills. It's not that they're oversimplified. They've just got a really rewarding learning curve.

    One of the modern champions of the latter is PopCap, of course. I've spent ridiculous amounts of time playing Insaniquarium, to name but one.

    - David Stein

    --
    Computer over. Virus = very yes.
    1. Re:Simple games rule. by skeptikos · · Score: 1

      I would say it depends a lot on the player. I loved playing Dungeons of Daggorath.

      http://members.tripod.com/coco_docs/id19.htm

      The text command interface was well thought, considering the limitations imposed by the 16KB? of ram needed. I like "complicated" games, when the complexity comes from having to achieve conflicting goals. When complexity comes from a non-ergonomic design it is another issue. I know some gamers that did not like X-Wing/Freespace etc. simulators because they have too many keys with different functions. Well, all those keys/functions are there for a reason and add "realism". Would it be easier to play a game where there is not engine/shield/weapons energy management? Sure but it would not be as interesting to me. For the same reason I think chess is more fun than tic-tac-toe. YMMV

    2. Re:Simple games rule. by Anonymous Coward · · Score: 0

      Dungeons of Daggorath is old school?

      Let me tell you something, sonny. Wumpus and Eliza are old school.

    3. Re:Simple games rule. by Anonymous Coward · · Score: 0

      Wohoo! dungeons of daggorath...that brings back memories....old school here too....

    4. Re:Simple games rule. by Briareos · · Score: 2, Insightful
      There are the wildly ambitious ones ( Star Control II, [...]

      And then there are those simple but ridiculously fun games. [...]

      Actually, in the case of Star Control II you can have your cake and eat it to - play the whole game for the big plot and story, and melee mode if you just want to have fun for those spare 20 minutes you've got...

      np: Sole - Tokyo (Selling Live Water)

      --

      "I'm not anti-anything, I'm anti-everything, it fits better." - Sole

    5. Re:Simple games rule. by Sparr0 · · Score: 1

      Congratulations. By not only having heard of, but also having played, remembered, and liked enough to mention on /., Dungeons of Daggorath, Scorched Earth, and Archon, you have become my first slashdot Friend. Long live the Old Skool!

    6. Re:Simple games rule. by Mac+Degger · · Score: 1

      Disc's of tron...man, I loved that. I think the quality you ascribe to it also applies to street fighter 2, windjammers (neogeo game), speedball 2 and many others.
      It's a question of a few simple rules whose interaction leads up to a system with more complexity than the sum of it's parts, yet small enough to be encompassed and mastered from basic principles.

      --
      -- Waht? Tehr's a preveiw buottn?
  24. Games for which group of people? by lostchicken · · Score: 2, Insightful

    The people who play FPS games are usually not the same group of people who play RPGs (the pen and paper type) and people often forget that.

    And those who do play both play them for different reasons. The FPS is designed to make you work on instinct, giving your higher-order brain functions a rest, while RPGs do the complete opposite. You want RPGs to be complex and require much thought, but if you make somebody think really hard about a FPS, you've defeated the purpose of that genre.

    --
    -twb
    1. Re:Games for which group of people? by dancingmad · · Score: 1

      I agree with you generally, but this phrase stuck in my craw:

      but if you make somebody think really hard about a FPS, you've defeated the purpose of that genre.

      Metroid Prime.

      --
      "There is no time, sir, at which ties do not matter," Jeeves, (Jeeves and the Impending Doom)
    2. Re:Games for which group of people? by Methuseus · · Score: 1

      Metroid Prime was never meant as an FPS. It's not broken because it is exactly the way the makers meant it. I love the game, as well.

      --
      Two things are infinite: the universe and human stupidity, though I'm not yet sure about the universe. - A Einstein
    3. Re:Games for which group of people? by demonbug · · Score: 1
      The people who play FPS games are usually not the same group of people who play RPGs (the pen and paper type) and people often forget that.


      In my experience, this isn't really true. Most of the people I have famed with over the years have enjoyed a wide variety of games. Some of the same people I played D&D (and others) with way back in high school and before still get together online to play BF1942, Unreal Tournament (though not in a while - BF is pretty damn fun) and once in a great while Neverwinter Nights or even Diablo II. One fo the guys and I used to play Warcraft II over modem against each other after school back in the day. So, basically, in my experience gamers usually enjoy a wide variety of games. I don't think I know anybody who really sticks to just one kind of game.

    4. Re:Games for which group of people? by dancingmad · · Score: 1
      The definition of FPS is too narrow then, because, as far as the first person shooters go, Metroid Prime qualifies (its both first person and a shooter). It's a more action oriented take on the genre, not something new.

      --
      "There is no time, sir, at which ties do not matter," Jeeves, (Jeeves and the Impending Doom)
  25. And the most popular computer game is... by DotDotSlasher · · Score: 2, Interesting

    The most popular computer game is, of course, Solitaire. It grates me to no end that so many games have come & gone, but people keep going back to Solitaire. It's a simple game.

    I have given up on many games -- maybe because something didn't get me involved, but a good part of the reason was the game was too complicated. I didn't want to think that much, and left it for later. (still waiting, btw)

  26. Games by Flingles · · Score: 1, Interesting

    I agree it just needs a good learning curve. Or just an optional training program. Half life's was especially well done. Special extra's should be introduced after basics are mastered though.

    --
    Karma: -2^0.5 . Mainly due to the imbibing of dihydrogen monoxide
    1. Re:Games by noda132 · · Score: 2, Interesting

      Yeah, I was about to post about Half-Life myself. It does have relatively complex controls. But everything is brought in so smoothly that it never overwhelms.

      And teleporters and the "long jump" only came in about 2/3 of the way through the game. Weapons were spread out perfectly... that game was good :).

      Lots of games seem to throw in the Tutorial and intro levels as an afterthought. It's easy to spot the difference between, say, Return to Castle Wolfenstein (a typical shooter) and Max Payne (an original shooter with a great tutorial).

      Now a totally different topic: Anybody else notice KDE/GNOME comparisons? Complex games compared to simple ones?

  27. Virtual Sex Game Levels by Basehart · · Score: 1

    I wonder how many levels there will be, and what they will be called, when virtual sex games hit the shelves?

    Level One - Virgin, Level Fifty - Mega Galaxia Nightstrobe

  28. no use key? by Tibor+the+Hun · · Score: 1

    i don't think including a use key would be too much.
    while i don't like to "use" a door, i found it useful in HL because it immersed me in the puzzles. it's nice when one feels a part of the game world, not just a passer by.
    i know that doom3 is not supposed to be a game to rule all games, but more of the engine promo, it would still be nice if it was immersive as well as fun.
    on the sidenote, this is the first time i heard of quake4. will it be using the doom3 engine, and would anyone like to bet if it would come out before DNF?

    --
    If you don't know what AltaVista is (was), get off my lawn.
    1. Re:no use key? by randyest · · Score: 1
      I found your message by searching the thread for "use key", before posting my tirade about it. What a good boy am I. A good, unhappy boy. To wit:
      Lest hardcore gamers fear Carmack is going soft, he notes his fights to simplify "Doom 3" haven't always been successful. He admits the id Software developers got into bitter arguments about whether to include "crouch" and "use" keys in the upcoming game. (He lost the debate over "crouch" - which now appears - but convinced the team there was no need for a "use" key.)
      Emphasis mine. Sigh. No 'use'. So, how do you 'use' anything? Or is everything like a Q1 elevator -- acting by player proximity? That is probably not going to work out very well. It's possible, I suppose, to make a good modern FPS with no 'use', but I think that it's hard.

      For me, interactivity is what makes one FPS better than another (Duke Nuk'em, System Shock, HalfLife, Battlefield 1942 all have 'use' keys). Taking out this intuitive control, which is used to represent doing something with the environment, as opposed to just shooting, moving, or observing, is a shame, IMHO.
      --
      everything in moderation
  29. agree by trolman · · Score: 3, Insightful
    I have to agree that the PC is the top end platform but not for point and shoot gaming instead for simulations that require thought and this then results in the requirement for a manual and thus reading of said manual.

    Point and Kill is great if you are teaching zombies to assemble widgets at minimum wage?

    1. Re:agree by tedrek · · Score: 4, Funny

      Point and kill is much better for teaching zombies to disassemble widgets...

    2. Re:agree by freeweed · · Score: 1

      In the case of Doom 3, point and kill is much better for teaching midgets to disassemble zombies...

      --
      Endless arguments over trivial contradictions in books written by ignorant savages to explain thunder in the dark.
  30. Let the market decide by FeloniousPunk · · Score: 4, Insightful

    Why the need for all the pseudo-intellectual debates on "whither gaming?" If Carmack and whoever else think that there's a demand for simple games, then they should build them. If there really is a strong demand for such games, he/they will make a lot of money (or even more money, in the case of Mr. Carmack). Meanwhile, other developers will make more complex games that appeal to other segments of the market, and make money that way. It's really quite simple.
    Role playing games didn't "get to where you needed a book to play them." The ones he probably had in mind (I'm guessing the Baldur's Gate games) are based on a famous old pen and paper game that required MANY books to play, as far back as back in the day. There are a lot of people who like these sort of games (D&D has been around since the 70s) and sales certainly support their further development. The market for games is hardly monolithic and there is plenty of room for both simple and complex games.

    --
    I know this because Tyler knows this.
    1. Re:Let the market decide by Ex-MislTech · · Score: 1

      >>>Why the need for all the pseudo-intellectual debates

      Easy to answer that, it is called the Cult of Personality .

      Ppl that follow what ppl say due to their fame or success .

      Individualism replaced by follower tendencies .

      Carmack is looked at as a hero, someone who become someone
      from being no one .

      He has a good ratio of good products that are played worldwide .

      So anything he says is weighed, as he obviously has achieved
      success, and thus merits consideration .

      But...

      His Genre is FPS, pretty much exclusively I believe .

      RPG's are a whole different ball of twine .

      Peace,
      Ex-MislTech

      --
      google "32 trillion offshore needs IRS attention"
    2. Re:Let the market decide by MulluskO · · Score: 1

      Launching a game costs money; the great oracle of consumer opinion that market forces represent can not be contacted for free.

      Market forces don't design new and original products, but often reward their makers.

      Whither gaming?

      --

      Too busy staying alive... ~ R.A.
    3. Re:Let the market decide by Babbster · · Score: 1
      I too am amazed that Carmack thinks complex games are something even relatively new. Two of my favorite games on the Commodore 64 were Gunship and Red Storm Rising (both by Microprose - I'm sorry it's not around anymore). Both games required a paper overlay on the keyboard and some serious manual time to figure out exactly what you were doing. Jumping in willy-nilly resulted in "doom" (my apologies). Those games were both quite complex but immensely rewarding for someone willing to put in some time. And those games were released going on 20 years ago.

      I don't think that games have gotten significantly more complex in specific but rather that gamers have learned to appreciate more complex games in general, thus they've come to represent a large portion of the market. There'll always be places for Deer Hunter and Serious Sam, but War/Starcraft, Sim games, etc. will continue to rule the roost (on the PC - consoles are a different topic altogether, though complexity is more and more profitable there too).

    4. Re:Let the market decide by quantaman · · Score: 1

      Why the need for all the pseudo-intellectual debates on "whither gaming?" If Carmack and whoever else think that there's a demand for simple games, then they should build them. If there really is a strong demand for such games, he/they will make a lot of money (or even more money, in the case of Mr. Carmack). Meanwhile, other developers will make more complex games that appeal to other segments of the market, and make money that way. It's really quite simple.


      Isn't the point of these discussions to actually figgure out what people want so they know what they want to produce? What is the point of saying who cares let the market decide when the market will make its decisions based on what people care about and to a certain extent what we talk about in forums like this. I'm sorry if I seem to be taking your post out of context but I got a strong impression that you feel that this discussion is completely pointless because it can all be left to market forces, even if it doesn't have any real effect I don't see any reason why we can't blabber on about it.

      ps I see you consider me a foe so I'm not sorry!! :-P

      --
      I stole this Sig
    5. Re:Let the market decide by Neolithic · · Score: 1

      I think the market has decided. Look at Nintendo and their platforms and how they are doing. The Game Cube, the representation of modern console games, is dying a slow death. Compare that with the Game Boy Advance, a portable re-release of the SNES, that is taking off like wildfire.

      I still, personally, regard the SNES days as the golden era of console gaming. And by extension, the NES as the SNES was mostly the same product with cleaner graphics and better sound instead of a fundamental shift with the 3D of more modern systems.

      The action games had the flavor of getting you in quick and getting you addicted. Zelda, Metriod, and the Mario Brothers franchises are prime examples. The RPGs of the era were fundamental enough to draw crowds while having the depth to compel you to stay for maybe 40 hours. The early Final Fantasies (1, 2, 3 US) and both Lunar games (Sega CD but still SNES era) were tip-top. And then there were the mindless distractions like Super Bomberman. 4 guys talkin' trash for hours on end a couple nights a week.

      And again these are back with a vengance on the GBA.

    6. Re:Let the market decide by Maserati · · Score: 1

      Gunship on the C64 was awesome. I spent the better part of a semester down the hall locked up with Gunship. We saw a couple of MiGs, but nobody ever shot one down with anyone watching.

      --
      Veteran, Bermuda Triangle Expeditionary Force, 1992-1951
    7. Re:Let the market decide by cubicledrone · · Score: 1

      If Carmack and whoever else think that there's a demand for simple games, then they should build them.

      lol. Who's going to publish them? Developers can't just "make simple games" unless they are independent, because they can't get the funding or the distribution without a publisher.

      If there really is a strong demand for such games, he/they will make a lot of money (or even more money, in the case of Mr. Carmack).

      Studio executives were adamant there was no market for Star Wars, and they were right...

      ...up to the point where it was released.

      The market for games is hardly monolithic

      Sure it is. There are a handful of publishers who have decided there are a handful of marketable games, which get made and hyped over and over again, absorbing all the available development budgets (and then some), even if the current market complains, and even when other markets are ignored.

      and there is plenty of room for both simple and complex games.

      If you believe the publishers, there is a great shortage of shelf space, so maybe there literally isn't room for both.

      --
      Business isn't willing to pay for products, innovation and careers, so we get brands, mortgage commercials and layoffs.
    8. Re:Let the market decide by Babbster · · Score: 1
      The best thing about Gunship to my mind was that they went sim enough so that you had to contend with flight dynamics but arcade enough so that you weren't fighting to keep control of your chopper and could concentrate on blowing things up proper - Microprose was the master of that balance, with F19 being another legendary example. I remember playing "Huey" (from Access Software, as I recall) and it was far too frustrating, particularly given the limits imposed by digital joysticks.

      Oh yeah, and ZSU-23s made me laugh with my lovely armor. :)

  31. Choose your own adventure by Anonymous Coward · · Score: 0

    "I want a game you can sit down with, pick up and play. [Role playing games], for example, got to where they had to have a book ship with the game.'"

    How about a choose your own adventure book? Then they just ship you the book, no cumbersome games to deal with.

  32. It's true. by Chess_the_cat · · Score: 2, Interesting
    Games today, especially PC games, have way too much detail and too many variables to be any fun anymore. For example, I really admire the Simcity series and appreciate how much detail is in a game like Simcity 4. But there are so many variables that you don't have any control over the game anymore. (Not to mention the fact you need 2GB of RAM just to get the thing to run at a half decent speed.)

    You might say "But that's the whole point with a city simulation; chaos. Maybe. But once you realize that no one player could possibly micromanage so many details it gets frustrating and boring. Simcity 4 should be played by a computer. I remember being a kid and picking up Simcity for the SNES and I got right into it. It was easy but that didn't mean it wasn't interesting.

    Shite. Look at any game on the NES. When you were a kid you threw the manual and the box away. You didn't need a manual to figure out how to play Excitebike or Balloon Fight. Now I have to keep a library of game manuals and a separate library of strategy manuals just to play a game like Civilization III.

    The only genre that hasn't been affected by this is the FPS. Once you've learned WASD you're all set. I love that feeling of loading a brand new game and just knowing how to play it. The last time I felt that way I was playing Medal of Honor.

    Then of course there's the in game tutorial which has become standard. Except for the tutorial in Black and White (which doubled as an introduction) which was really well done I get so bored listening to and reading the instructions. I just want to play.

    It's still not so bad on the consoles. I have a Cube and I love it. Games like Pikmin and Animal Cracker have short little manuals on the interface; the rest of the game is up to you. Miyamoto is a genius like that. One or two buttons and that's all you need to know to interface with the game. F-Zero is out Tuesday. Will I have to read the manual? No. I'll even bet I know what the manual will say: A: Accelerator. B: Boost. L/R: Hard Steer. Simple. Will I be hooked on it for months? Yes.

    --
    Support the First Amendment. Read at -1
    1. Re:It's true. by heff · · Score: 1

      some fps games are getting to that point.. like the swat series and ranbow 6.. although now that I think about it they are more like simulations that straight fps'es like desert combat or ut.

      --

      --

      |-_-| . o O ( bEef!)

    2. Re:It's true. by demonbug · · Score: 1
      I remember being a kid and picking up Simcity for the SNES and I got right into it. It was easy but that didn't mean it wasn't interesting.


      I think I found your problem right there... Sim City on the SNES? You heretic! The PC is the proper forum for city building. (yes, I'm kidding. But I also disagree with you - SimCity 4 is really not much more complex if at all than the original. Not as much fun though, or else I am just getting tired of the whole idea.).

  33. platform games and scrolling shooters by SystematicPsycho · · Score: 1

    What ever happened to platform games or scrolling shooters like Raiden? Maybe they've turned into 3D world games but scrolling shooters have completely died. I never got into the first person shooters or street fighter copy cat games. Other than that the only good games coming out are car racing games and sports... but that's just me.
    --

    --
    Analytic & algebraic topology of locally Euclidean meterization of infinitely differentiable Riemmanian manifold
    1. Re:platform games and scrolling shooters by n0wak · · Score: 1

      > Scrolling shooters like Raiden

      Believe it or not, this genre is actually experiencing a sort of rennaissance. Of course, not surprisingly, the majority of this is happening in Japan, so we don't really get to see the Do DonPachis and Zero Gunners... but we are getting a (relatively speaking) large influx of these games.

      Get Ikaruga for the GC (essential); you might want to check out Mobile Light Force 2 for the PS2 and MLF1 for the PS1 (ignore the cover art, they're "americanized" ports of Japanese shooters); and soon, we're going to get R-Type Final and Gradius V. And the GBA has the Iridion games, Gradius Galaxies, and the upcoming R-Type III port.

      They're alive and well... not as popular as they used to... but they are serving that niche market.

    2. Re:platform games and scrolling shooters by proj_2501 · · Score: 1

      the last few scrolling shooters that i remember are:

      R-Type Delta for PlayStation, which has 2D gameplay with polygonal ships and bad guys and nice background effects (AWESOMEAWESOMEAWESOMEAWESOME!!!!!!!!!)
      Einhander from Square which was weird
      Ikaruga for Dreamcast and Gamecube

      Perhaps you have seen Raiden Fighters in an arcade? I hope this came out in a home version.

      Of course, you could just stick to using SNES9x and copies of Gradius III, Parodius, and R-Type III :)

    3. Re:platform games and scrolling shooters by Repugnant_Shit · · Score: 2, Informative

      If you haven't played Ikaruga for the Cube Or Dreamcast you should really try it out. Great game, but I doubt it's humanly possible to beat.

  34. The game of Life by RetroGeek · · Score: 1

    [Role playing games], for example, got to where they had to have a book ship with the game.

    And a good role playing game should emulate life in some aspect. If you are a General, then you should know something about being a General.

    I can proudly state that after being alive for a number of years, I am actually good at being myself.

    Now a game to play my role, would NEED to be shipped with a book. How else would you know how to play my role?

    --

    - - - - - - - - - - -
    I am a programmer. I am paid to produce syntax not grammar. Deal with it.
  35. I hope his was misquoted by Torgo's+Pizza · · Score: 1
    [Role-Playing Games] for example, got to where they had to have a book ship with the game.

    I'll be the first to say I love John's work and I've got a lot of friends at id Software. But I have to say this is *the* stupidest thing that I have heard him say. I hope that it was taken out of context or something, because it takes a real meathead to say this.

    I mean, c'mon. For 25 years RPGs have always been about the books, the manuals, the spellbooks, the monster compendiums. If my RPG didn't come with a book, I'd be a little worried. In fact, when I purchased a used Wizardry 8 without the manual, I nearly lost it.

    John, tell me that we're just misunderstanding you. Tell me that CNN is pulling a NYT stunt. You can't be serious. Can you?

    1. Re:I hope his was misquoted by trolman · · Score: 1
      Damn right on!

      And to whom ever has my 1979 Monster Manual as denoted by 'Owned by Trolman' on the inside cover; give it back or be damned to roll a one sided die for eternity.

      The Trolman aka 'greatful dead'

    2. Re:I hope his was misquoted by tuffy · · Score: 3, Insightful
      I mean, c'mon. For 25 years RPGs have always been about the books, the manuals, the spellbooks, the monster compendiums. If my RPG didn't come with a book, I'd be a little worried. In fact, when I purchased a used Wizardry 8 without the manual, I nearly lost it.

      Why must a computer RPG require a large manual? While memorizing the importance of "tiltowait" from a book might be nice and satisfying, why can't I simply ask the game for this information? And if a game has a complicated battle system, why not include a basic tutorial so the player can experience how things work and why. Even relatively complicated console titles like "Advance Wars" have these sorts of features, so I don't see why a modern computer game shouldn't.

      --

      Ita erat quando hic adveni.

    3. Re:I hope his was misquoted by Anonymous Coward · · Score: 0

      I think it comes down to the split between 'RPGs' and 'adventure games.' 'Adventure games' were meant to be fun on a computer; 'RPGs' were meant to be playable without one.

      That said, RPGs (of the hack'n'slash, level-up, and now buy-and-sell-items) seem to be stealing the attention away from the genre(s) that actually required computers for play. I think this is because we're still getting used to the idea of 'massively multiplayer' gaming at all, and it's the one form of realtime-interactive game that *benefits* from scaling across thousands of players.

      Still, as the novelty wears off and the bills begin to pile up (*how* much does it cost to be on Everquest for a month?), I'd expect to see the 'serious gamers' move on to greener pastures, and the people with some sort of emotional attachment to their character move on to 'freeform' - and free as in not-charging-a-monthly-fee - environments. On the other hand, who thought anyone would pay to watch ads on cable TV?

    4. Re:I hope his was misquoted by Repugnant_Shit · · Score: 1

      You misunderstand. He was talking about *computer* RPGs, such as Diablo or Everquest.

    5. Re:I hope his was misquoted by Torgo's+Pizza · · Score: 1

      Or like Wizardry 8... a *computer* RPG. I know what I'm talking about.

    6. Re:I hope his was misquoted by Anonymous Coward · · Score: 0

      I remeber reading and re-reading the original Baldur's Gate maual, the same with Civ 2.

      Well-written manuals add a lot to the game, providing a back-story in a way that intros can only hint at.

      Baldur's Gate was a good example of a game that benefited from a manual, but didn't necessarily need one. Enough atmosphere was provided in the game, but if you wanted a teaser of what was to come, you could read about the people, places and spells you would encounter later.

    7. Re:I hope his was misquoted by demonbug · · Score: 1

      Basically, some of us like having a manual. We enjoy reading about arcane rules while sitting on the toilet, planning what we are going to do next time we play. There is just no replacement for a book in your hands - something that we are losing with the change to smaller boxes (what was the resoning for that? To save shelf space? Whatever. Whatever cost savings this was supposed to realize certainly haven't been passed on to us consumers). Hell, back in the day even Wing COmmander came with a big 'ole book - a couple fo them in fact. One instructions, and one that was supposed to be the ship's magazine that really helped to put you in the world. It was great. Strike Commander too - anyone else remember the "ghul-ghul" story from the Strike Commander booklet? (Damn, I miss Origin. Just one more reason to hate EA.) It wasn't just about instructions on how to do things in the game, they often used to contain lots of fun material that helped to get you into the game. It used to be exciting to open game boxes and see what was inside - now, you just find a CD or two, and maybe a few ads, and anything else is just in documents on the disc. No fun at all.

    8. Re:I hope his was misquoted by demonbug · · Score: 1

      Just a little more on the subject of manuals - they can be great for tying games into the real world. Take, for instance, the manuals for Aces of the Pacific and Aces over Europe (two great WWII flight sims made by Dynamix, for the youngsters in the audience). In addition to the controls, etc., they included extensive information about the vehicles and many interesting historical facts and factoids. You didn't just learn how to play the game, you learned actual, true, historical information that both made the game a little more interesting and was even a little educational.

    9. Re:I hope his was misquoted by Repugnant_Shit · · Score: 1

      And I mean yes, AD&D and others all have books. They're table top RPGs. Why should I need a manual for an electronic RPG? The computer is the DM, and not knowing how powerful an enemy is and its vital stats are half the challenge in computer RPGs.

  36. New genre by RealRav · · Score: 2, Insightful

    Guys, don't get me wrong, I love FPS and can sit there for hours, but its time for something new. What ever happened to creativity in games? Marble Madness. Tempest. Hell even Pacman was original. It's time for a new genre. I'd even be happier if the word genre was never used in terms of video games today. Make something new and interesting, I'll buy it. I'm sure there are plenty of others that feel the same way.

    Dreams are better as dreams than reality.

    1. Re:New genre by demonbug · · Score: 1

      Give me Robosport, or give me death! Not really, it wasn't that good, but still, a unique game that was a lot of fun (especially when you consider that it came from a company that has otherwise only produced a series of Sim this and Sim that and Sim everything else).

  37. maybe just me by dollargonzo · · Score: 4, Interesting

    but i always liked games where you were actually led through the game. obviously, there are games that offer virtually unlimited complexity like chess and go, but computer games are quite different. obviously, it is harder to guide a player instead of just creating a bunch of levels he has to get through (which isn't easy either), and arguing about controls is not the right way to go, here.

    although a lot of games *do* include tuturials and training missions, etc, it can be difficult to pick up a game because of it. arguably, what a game needs is that each mission/level require a limited subset of skills, and as the game progresses, combine those learned skills, instead of just throwing more monsters at you.

    probably my favorite computer game of all time was freespace 2. sure, i like simulations better than FPS and many other genres, but at the same time, it really gave you the feeling of being a part of a "war", mission by mission. the only thing it lacked was cooperative campaigns.

    anywho, a lot of modern games lack fantasy: innovation in game play. RPGs have lots of spells, FPSs get you to shoot lots of people, etc. if someone has been playing FPSs or RPGs for a long time, they can get into a new game of the same genre easily. however, when i see a new FPS, i think of it as just that: a new FPS. i want something original!

    look at it another way: you are marketting to tech geeks a lot of the time. tech geeks like to build things (like carmack and his rockets) why not translate this kind of interest into a game? mindrover was great for this reason. you actually had to think a little to be good at this new type of game.

    --
    BSD is for people who love UNIX. Linux is for those who hate Microsoft.
    1. Re:maybe just me by bob65 · · Score: 1
      arguably, what a game needs is that each mission/level require a limited subset of skills, and as the game progresses, combine those learned skills, instead of just throwing more monsters at you.

      I find that is the best way to learn pretty much anything, including games. I find it analogous to the way a course is taught in school - start with a limited subset of skills/knowledge, master those, then build upon those skills/knowledge while adding new skills/knowledge. It works pretty well, imho.

    2. Re:maybe just me by Anonymous Coward · · Score: 0

      what a game needs is that each mission/level require a limited subset of skills, and as the game progresses, combine those learned skills, instead of just throwing more monsters at you.


      Your post reminds me of Banjo-Kazooie.

  38. This is Carmack we're talking about here. by Plix · · Score: 5, Interesting

    Carmack has traditionally taken the stance of environment and fast-paced action over character development and gameplay. This is nothing new.

    id has long followed the idea that a game should be build around the technology and not the other way around which is simply not the way to create a game, it's the way you create a technology demo or benchmarking software. At one point in time games had plots, scripts, characters, and progression laid out before the engine was written (or incorporated in the case of licensed code). At that point in time it was simply unrealistic to try and write a game completely for the "wow" factor because graphics technology was simply to primitive to impress anyone enough in that regard to buy the game.

    1. Re:This is Carmack we're talking about here. by GigsVT · · Score: 1

      I think you've nailed it, and also brought up an interesting point regarding the stagnation of current games for the most part.

      Now, more than ever, the technology is being shaped by the games, and not the other way around. I don't work for a graphics card company or anything, but I bet they measure their success and failure based on various 3D benchmarks, which all test the way current games will perform. This leaves people like Carmack no motivation except to make more of the same.

      --
      I've had enough abrasive sigs. Kittens are cute and fuzzy.
    2. Re:This is Carmack we're talking about here. by Elwood+P+Dowd · · Score: 4, Insightful

      You've got it backwards, pal.

      Back then, it was essential to know the machine because otherwise you couldn't get a playable game out of it.

      Now, due to the work of Carmack and the other nuts 'n' bolts guys, we can make games like GTA3, KOTOR, etc. and the designers won't really have to worry about whether the computer can keep up. They concentrate on plots, scripts, characters, and progression.

      Anyone who thinks video games are going downhill simply isn't paying attention. And they're playing the wrong games.

      --

      There are no trails. There are no trees out here.
    3. Re:This is Carmack we're talking about here. by Alpha_Nerd · · Score: 1

      Carmack makes engines, not games.

    4. Re:This is Carmack we're talking about here. by Anonymous Coward · · Score: 0

      Right. The rest of his team (id) makes the game. If you don't like carmack for his game, you're only a troll to post your opinion on a topic directly relating to him. We don't need negative critisism distracting us from the topics we should be discussing (that being the article) I'm not talking to the parent poster, just everybody in general.

  39. games are too online by Kidentropy · · Score: 1

    Robotron is hard and yet an addicting experience that keeps you pushing wave to wave... you die... and you continue... and you progressively get better... FPS multiplayer games are frustrating to me because I don't have six hours a day at work to spend honing my mouse aiming skills against a human opponent that logs more man hours than it takes to fly a commercial plane in one week. I play games to relieve stress... not to be beat into submission at entry level... thats why I find the multiplayer experience to be more and more what I can't deal with. I don't mind leisurely putting an hour or two in a week on something like Neverwinter Nights. Because I use it as an escape from the real world. Playing online you have to deal with the exact same attitudes you deal in the real world... if not worse because of the fourth wall and the ids gone wild. at least with a complicated single player experience you can save face.

    1. Re:games are too online by Kane+Skalter · · Score: 1

      You're right. I can't exactly say that I enjoy trying to catch up to people that have put in 20 times as many hours as I have. Especially when it comes to MMOG's that have been running for a long time. I would much rather support online games that either wipe characters periodically (no links) or have a hardcore (permanent death) option, like Diablo II or Hardcore BatMUD. I'd say that Hardcore really weeds out the whiners.

    2. Re:games are too online by JavaLord · · Score: 1

      thats why I find the multiplayer experience to be more and more what I can't deal with. I don't mind leisurely putting an hour or two in a week on something like Neverwinter Nights. Because I use it as an escape from the real world. Playing online you have to deal with the exact same attitudes you deal in the real world... if not worse because of the fourth wall and the ids gone wild

      Video game companies should really do something about this. It would be nice if there were a feature that showed how many hours a player had logged playing the game so you can avoid matchups that are out of wack.

      The systems they have in place now are a joke, for example C+C Generals...You go online to play and everyone has a record next to their name. The problem is you can reset your record all you want. So more than half the people are 0-0 and they go into the newbie rooms and "0wn". It's really sad when you come home from work, get everything you have to do done...sit down for a quick game online and you have to play some guy who's logged 10 hours already that day.

  40. First person shooters by Ex-MislTech · · Score: 4, Insightful

    Well AFAIK , Carmack just makes first person shooters .

    So he has been thinking mostly in one box .

    RPG's are following a layout similar to paper
    ADnD that was laid out close to 30 years ago .

    RPG's are suppose to be somewhat thought prevoking
    instead of a simple trigger happy gore fests .

    Trigger happy gore fests have their place, but the
    other genre by no means should be displaced, or
    disrespected because it takes grey matter to play it .

    The eccentricity of alternate worlds, and solving
    the social and spatial puzzle is part of the endearing
    quality of RPGers .

    since when were books or PDF's/readme's a bad thing ???

    Have we gotten too lazy to read to have fun ???

    Peace,
    Ex-MislTech

    --
    google "32 trillion offshore needs IRS attention"
    1. Re:First person shooters by Anonymous Coward · · Score: 0

      from your post I can tell you're one of those little nerdy mana collecting idiots who spends 6 hours at a time as an elf or somecrap exploring the forest.

      here's something thought provoking.. my cock -- in your asshole.

      real gamers play desert combat..

    2. Re:First person shooters by Anonymous Coward · · Score: 0

      Please try to say something that hasn't been said already. It lowers my overall Slashdot experience.

      Thanks.

    3. Re:First person shooters by siphoncolder · · Score: 1

      I don't think Carmack's point is that a complicated game is BAD - it's that it won't sell well.

      I think the love of complexity scales with the effort one puts into their intelligence. And as ever, such intelligence is in short supply. Hence, less intellegent people = less copies of complicated games. Doom and Quake sold so damn well because they're easy to play, and give instant gratification ("OOOOhh! I blew it up REALLL GOOOOD").

      --
      i'm amazed that i survived - an airbag saved my life.
    4. Re:First person shooters by Ex-MislTech · · Score: 1

      Ahhh the good ppl in life, genre insulting, ass raping kind of ppl .

      The world is so grateful for your presence .

      We just could not make it without ppl of such moral fiber .

      LOL

      In the role playing world that was an example of Sarcasm .

      Look it up sometime in the dictionary, oh wait, that is a book,
      and might detract from your maximum ease of carnage .

      real gamers play games .

      Real ppl do not hide as anonymous cowards .

      Chicken $hit .

      Peace,
      Ex-MislTech

      --
      google "32 trillion offshore needs IRS attention"
  41. You are quite simply wrong by LordZardoz · · Score: 5, Insightful

    Your comment is so painfully wrong that I cannot post my initial thoughts if I dont want to be labeled flamebait.

    Todays current crop of gamers is largly composed of yester days crop of gamers. People like you, and myself, dont need to be sold on gaming as a viable hobby. The problem is that the games you and I like are not attracting any new gamers. Let me put this more plainly.

    Everyone who wants to play complicated games is already doing so.

    Further more, your understanding of the idea of simple games is way off. Carmack and Nintendo are not saying that we need to make games for the mentally deficient. They are saying that there is a shortage of games that you can just pick up and play for 5 or 15 minutes at a time.

    As an example, take a serious look at Chu-Chu-Rocket (Dreamcast), or Super Monkey Ball (1 or 2, both on Game Cube). You dont need to play a 15 tutorial to figure out everything that you can do in the game. If your not brain damaged, you figure it out in about 3 minutes. Super Monkey Ball is especially good for this. You can literally hand it to any random person on the street and they will know basically what they are doing in 30 seconds. Can you say the same for Quake? Starcraft? Warcraft?

    The Old School games that fit this are Donkey Kong, Pac Man, Asteroids, Space Invaders, and the like.

    No one is going to pick up a game for the joy of feeling like an idiot.

    END COMMUNICATION

    1. Re:You are quite simply wrong by Dr+Reducto · · Score: 1

      "You can literally hand it to any random person on the street and they will know basically what they are doing in 30 seconds. Can you say the same for Quake? Starcraft? Warcraft?"

      I figured out how to play Quake in 5 seconds at a very young age. Simply move the mouse onto anything that moves and click, or dare I say, double click?

    2. Re:You are quite simply wrong by whatch+durrin · · Score: 1
      If only I could reclaim the countless hours spent playing Tetris. Also don't forget playing Hearts over the LAN with other engineers at work.

      --
      ***
      Radio Shack. You've got questions...we've got blank stares(TM).
    3. Re:You are quite simply wrong by EinarH · · Score: 1
      Todays current crop of gamers is largly composed of yester days crop of gamers. People like you, and myself, dont need to be sold on gaming as a viable hobby. The problem is that the games you and I like are not attracting any new gamers. Let me put this more plainly.
      Everyone who wants to play complicated games is already doing so.

      Personally I would like it to stay like that.
      Why would someone who is perfectly happy with the latest ID games want them to dumb down the game and make it more "user friendly" (read: more friendly to the masses)?
      I guess its a nice stratgy for ID however, the potentiall market for agame increases as it becomes more "user friendly" and "easier". But I don't have to like it. I don't care about ID's market share or if they make x or xx milions a year, all I want is to keep the games I like.

      I can take some "improvements" in the way the default setup in the game is. If ID wants to remove the crouch or use button from default; fine by me. And I don't mind if the game is "easy" to "get into". But if they start dumbing down the game or gameplay in order to capture a larger market, well then they will loose the thing that IMO is specilal about some of their games such as the Quake series.

      If they remove the possibility to addjust gameplay on the server or client side or if they downscale the tweaking possibilities to "even out the game" they will loos the dedicated players. I hope, and think that they know this. So lets hope that if they are thinking about creating games you "can just pick up and play for 5 or 15 minutes at a time" this will be outside the Quake series.

      [...text..] You can literally hand it to any random person on the street and they will know basically what they are doing in 30 seconds. Can you say the same for Quake? Starcraft? Warcraft?
      As long as the person playing these games is above 10 years old and average IQ: Yes, Yes, Yes.

      I don't see that there is some high limit in usability when it comes to FPS or strategy games. Maybe for some simulators or MMORGS, but not for the typical ID game.
      The "thing" that makes for example the Quake series so addictive is that the game is easy to get into and start with, but because of the depth in the game difficault to really master agains someone that has played the game alot. The depth in the game makes it possible to build up skill by playing a lot which adds treamendous life to the game. If you compare for example Wolfenstein and Quake and look apart from the obvious lack of connectivity in Wolfenstein you will see that Quake got treamendous value in gameplay from a relatively small improvement; the ability to jump.
      So I disagree with Carmack here, taking away elements can actually harm gameplay.

      --

      Melius mori in libertate quam vivere in servitute.

    4. Re:You are quite simply wrong by Moritishi · · Score: 1

      yes that's true but don't most games revolve around the same theory, point and click. I mean seriously look at diablo (1/2) point at bad guy. click mouse. repeat. quake, requires a few more rudementary commands, such as using a seperate hand to move, but basically the same thing. hell the most dificult game i've played recently was Magic the gathering online. (yes i'm a true nerd)and i mean seriouslly that's not that hard of a game. the next most difficult would definately have to be baldurs gate, (1 ex/2 ex take your pick) most games are very simple ("here let me hold your hand and walk you to the place you need to go, point out the guys you need to kill and then give you some extremely powerfull item" midaswell be all the text for every single quest in most RPG's) While i agree that some games (homeworld, max payne, the matrix, starwars (pick an FPS any FPS of the jedi)) do require some learning to understand what exactly you can do, but it's all the same. the most complex FPS I've played (Jedi Knight II) took me roughly 10 mins to figure out everything i needed to know. Don't shoot the chick, shoot everything else, use funky powers every now and again to toss bad guys over cliff, hit button and shoot some more. If you find these things hard to do you don't deserve to be playing games on a computer. Go pick up a console, get an FPS and learn the fact that every one uses one button to shoot/switch weapon, one to look, and one to reload/use/open doors/etc... it's not that hard to figure out. sorry for the rant. but i've been looking and looking for a game that revolves around story and interaction more than fighting and such and so far the closest i've come is Septerra Core, possibly Baldurs Gate II (w/o expansion). (any sugghestions for a good game are welcome)

    5. Re:You are quite simply wrong by Anonymous Coward · · Score: 0
      If you compare for example Wolfenstein and Quake and look apart from the obvious lack of connectivity in Wolfenstein you will see that Quake got treamendous value in gameplay from a relatively small improvement; the ability to jump.
      Funny I thought the main improvement was the fact that it was a complete 3d environment, I wouldn't really call that a SMALL improvement.
    6. Re:You are quite simply wrong by Anonymous Coward · · Score: 0

      Jerusalem

      'nuff said

    7. Re:You are quite simply wrong by Anonymous Coward · · Score: 0

      If your not brain damaged

      I suggest you play some spelling games!

    8. Re:You are quite simply wrong by danila · · Score: 1

      I might be wrong here, but my guess is that most young males (20 years old) today play games and have no problem with understanding how to do it. And the young kids don't have a problem starting either. Give Unreal Tournament 2003 to a 5-year old and he will start blasting the bots right away. :)

      The problem is with those adults who never really started playing. I started playing FPSes from Wolf3D, switched to Doom, then to Quake, then to Half-Life. I'm not at a nonplus when I see another FPS. The games evolved together with the gamers. The question is - can we make a game with Doom3 graphics technology and with Wolf3D controls and gameplay?

      Does it make sense? Can you attract a 30 year old investment banker who never played games (and, like you say, is afraid to look like an idiot, even when noone is looking at him) with Pong rendered in glorious 3D, with dynamic lightning, adaptable AI and what not?

      --
      Future Wiki -- If you don't think about the future, you cannot have one.
    9. Re:You are quite simply wrong by hitmark · · Score: 1

      the original statement wasment for complete gameing newbies, and i see from the list of games that your not one. if you take the ladder from q1 (the first real FPS in my book, doom fans keep silent) to hl and jedi outcast you will see a ladder thats not to bad, but if you jump onto the ladder at say hl or jedi outcast without any background in FPS playing then its a big list of things to learn, not only moveing and shooting (can be picked up easy, just play with the keys in a quiet area. just liek a kid learning to walk) to in hl where you have to push and pull things (and the crasy way stuff moves when pulling do not make that easy) and i jedi outcast where you have to learn how the saber stuff and powers work (and i have tryed to get people to learn how to play spellcasters in D&D3 P&P games and no way, to mutch to learn). basicly it becomes bad fast, in q1 you only have to bump a button to trigger it, in hl or jedi outcast you have to bush a button on the keyboard. in q1 you could du crasy stuff like bump a button that you know are there while walking backwards and shooting at a ogre to open the door and get out, in hl and jedi you have to turn around, hit the key and then navigate to the door while under fire. complare the 2 diffrent one to real life and the q1 one becomes easyer to pick up as in real life you can reach out and slam the button while aiming the gun with the otehr hand, keeping your focus on the enemy.

      the real problem i have come to found is not the lack of intelligence but rather the lack of patience. we are so used to have stuff happen now! fast food, fast cars, fast fortunes, fast lifes. in older times you had the tiem to sit down with a book and read, now people complain if the sms is to long. point is that you dont have tiem to focus, to consentrate on what your doing here and now but rather have to allways have to think about the next hour, day, week. we need to learn to relax...

      --
      comment first, facts later. http://chem.tufts.edu/AnswersInScience/RelativityofWrong.htm
    10. Re:You are quite simply wrong by SmallFurryCreature · · Score: 1
      I am sorry, but quake as a hard to learn game? Are you sure you are feeling alright? I have explained to GIRLS, well known to be avid-nongamers, how to play this in less then a minute.

      I suppose I should be fair, if I hear some people talk about quake you would think it is the most realistic combat simulator yet build. These are the same assholes who immidialty frag someone standing still while they get the key layout explained and then go "HAHA Noob!". This is the real reason few new people pick it up, because we are unwilling the give newbies a gently introduction. Personally I always restrict myself to the lowest weapon and don't pick up stuff like health until new players have gotten reasonably good at it. So this way I managed to get several avid non-players involved in weekly tournaments.

      The hard thing about quake is finding a non-asshole teacher and playing group. Not picking it up.

      --

      MMO Quests are like orgasms:

      You may solo them, I prefer them in a group.

    11. Re:You are quite simply wrong by dalassa · · Score: 1

      >I have explained to GIRLS, well known to be avid-nongamers, how to play this in less then a minute.

      So GIRLS are avid nongamers or these GIRLS were? Does GIRLS need emphasis becuase GIRLS never touch games or are you considering yourself a GOOD GUY for showing GIRLS how to use the scary scary magic box.

      --
      Feminism is the radical notion that women are people.
    12. Re:You are quite simply wrong by instantnoodles · · Score: 1

      Warcraft III is very simple when compared to other RTS games. Thats why I like it - easy to pick up, difficult to master. Likewise, Midnight Racing Club II is arcadish and no where as realistic as Gran Turismo III. However, I enjoy MRCII much more.

    13. Re:You are quite simply wrong by ShinmaWa · · Score: 1

      I think you are right on the money. Blizzard is known for their ability to "throttle" the complexity of their games to suit the player.

      For those people who just want to play, WarCraft, StarCraft, and Diablo are great for that. The controls are simple and the "rules" are obvious. You can have a lot of fun without knowing all the nits and details about every unit, every item, every doodad. Just sit down and kick @$$.

      But for those people who want to master those nits and details, the games can become impossibly complex. Charts, formulas, special combinations, randomizers, special modifiers, etc... the list goes on and on in ever-increasing complexity. Spend some time thumbing through www.diabloii.net to see just how complex that game can really get.

      I think this is why Blizzard does so well. They offer infinitely-variable levels of complexity to fit the needs of the player -- all in the same game.

      --
      The /. Effect: Thousands of users simultaneously accessing a site to not read its content.
  42. Master of Orion by toddestan · · Score: 1

    I always liked the first one the best. The more complicated it got, the more I seemed distracted from the ultimate goal of conquering the universe. I seen got tired of having to micromanage all the colonies in the second game, especially towards the end when I had dozens of colonies. It was tedious, and seemed pointless. The original just had little sliders to adjust, it took seconds to do and did not even take me away from the main screen. Other good things included limiting the ship designs to six, and stacking the same ships together to simplify battles. It also kept me from having to constantly redesign ships, because with the 6 design limit, once you hit 6 you couldn't create a new design without scrapping an old one. And with a maximum of 6 possible stacks ships you'd have to command in battle, battles went a lot more quicker than the 80+ ship battles of MOO2 that would take a half hour it seemed.

    Also, in general, computers are stupid. The simplier the game is, the easier it is to program a good AI for it. Programming a computer to play you in checkers is far easier than chess, for example. The original Master of Orion's AI did have some huge faults, but it was pretty decent. The second game's AI was just a moron, and cheated massively in order to stay competitive beyond the easiest setting. I didn't get a good feel for the third game's AI however. With internet gaming this is not as much of an issue, but when I do have to play a computer, the computer is generally much better at playing simpler games. And it is much more enjoyable to play an AI that has some skill, instead of one that cheats to make up for it's massive stupidity.

  43. What I find scary... by SharpFang · · Score: 1

    ...is when as the strongest points of the game they mention:

    "There are many expansion packs expected"...

    In short that means you get bare bones, a game engine with barely playable content and unless you pay more for selected "expansion pack", playablity is just enough to encourage you to pay for more.

    More and more newly released games are more "demo products" than real games.

    --
    45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
  44. Well, that's not terribly surprising by Gay+Nigger · · Score: 0, Troll

    Carmack's games aren't exactly known for their intricate plots or gameplay.

    1. Re:Well, that's not terribly surprising by Anonymous Coward · · Score: 0

      Gee, I really wasn't expecting to see a comment like that! Hopefully you can get 20 more people to say it so it GETS THROUGH MY CARMACK LOVING SKULL!

      Don't bet on it.

  45. You don't need a book! by SharpFang · · Score: 3, Funny

    You don't need a book to play RPG games! It's lame to count lines and words on given page anyway! Just get a crack instead!

    --
    45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
  46. Evolution... by SharpFang · · Score: 1

    Scrolling shooters -> FPP shooters
    Text adventures -> Adventure (Sierra) -> cRPG
    Labyrinth -> 3PP adventures (Tomb Rider)

    Any other examples?

    --
    45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
  47. One of these days by DrSkwid · · Score: 1

    one of these interviews with will be worth reading

    --
    There are places where the networks are not touching,and there are places where they are-Boeing's Lori Gunter
    1. Re:One of these days by Anonymous Coward · · Score: 0

      Don't count on it.

  48. The Rare Gem by Trent+Polack · · Score: 5, Interesting

    I totally agree with John in some of what he says. Games these days are too complex at times. The average MMORPG takes a few weeks, at the least, to really get the hang of. Some RPGs are even rather complex in terms of play mechanics, character advancement, UI manipulation, etc. However, while games may have a steep learning curve, they REALLY are lacking in the depth and difficulty of the games of yester-year.

    I remember playing a game called Star Tropics back on my NES when I was 5-6. That game made me absolutely stretch the limits of my fresh-out-of-the-oven mind. Some of the puzzles in the game were so difficult that, at times, the game became a family affair, with both of my parents trying to help me figure out the puzzles necessary to advance in the game. Speed ahead a couple years to Land Stalker on the Genesis. A game in a very similar vein to the previously mentioned Star Tropics. Only 3 buttons were required to play, the menus were, at most, 1 level deep, and the gameplay was fueled by a sword, a jump button, and a special item. There were some puzzles in that game that, literally, took me WEEKS to figure out.

    These games weren't difficult in the "cheap" sense that a lot of today's games are. Land Stalker and Star Tropics both presented the answer to a puzzle, but it really took some brainpower. Recent RPGs (final fantasy, Baldur's Gate, NWN, etc.) just don't give that complexity. THey give you hard enemies that take a high level to beat. Whoop-dee-fucking-doo. I don't want to spend hours leveling up in mind-numbingly simple battles! I WANT TO USE MY BRAIN!

    Every now and then (maybe twice a year, if we're lucky), a game is released that really dwells in the roots of gaming. My recent favorite games that are hard in the sense that they require brainpower are Big Huge Games' Rise of Nations (which is complex in that it has a HELL of a lot of stuff to do) and the recently released Star Wars: Knights of the Old Republic (Bioware), both of which greatly surprised me with their depth and challenge. KOTOR really surprised me, in that it was an RPG... And it was based on the D&D ruleset... But the game was totally open-ended (left things up to the player), had some tough little puzzles, was action-packed while still staying true to RPG roots, didn't take weeks to get over the learning curve (it didn't even take a day, just a mere hour or two until you really knew what was going on) and didn't try to take up 100+ hours of the player's life.

    Games designers really need to quit trying to make "sure bets", and try to innovate genres (like KOTOR and Rise of Nations)! I've had my fill of games like Unreal 2k3, Tomb Raider, Final Fantasy, and other cookie-cutter games. Let's see some INNOVATION AND CHALLENGE! Challenge and depth can, very easily in fact, be presented in a simple and easy-to-pick up manner. If an 8-bit NES game, that had a two-button controller, can make a game that stretches the minds of its players, then why can't a PC or an XBox game?!

    --
    Trent Polack
    www.polycat.net
    1. Re:The Rare Gem by SharpFang · · Score: 1

      Recent RPGs (final fantasy, Baldur's Gate, NWN, etc.) just don't give that complexity.

      Don't confuse beat'em up games disguised as RPG with real RPGs.

      --
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    2. Re:The Rare Gem by Dr+Reducto · · Score: 1

      Games are only this complicated because we want them complicated. Look at any video game magazine nowadays. If someone made Pong, or Frogger nowadays, it would be considered a crappy game, not a classic. We are just experiencing the progression of the genre. New console allow us to weave exquisite tales like KOTOR, and we like it. It is the same thing as the movie industry:

      Silent Movies-->Sound-->Color

      Pong-->2D Platfromers-->RPG's-->3D-->Cutscenes

      A game CAN be a good nostalgia trip (such as pong,Frogger,Space Invaders), just like Black and White films are still good when the director chooses it to enhance the mood. To give a direct example of this in the Video Game world, compare Metroid Prime (GCN), and Metroid Fusion (GBA). They were released at the same time, by the same company, and the 2-D version got better reviews. Metroid Fusion was the SNES Super Metroid, with a (surprise!) really good story, a few new moves, but most of the same. It is the logical progression that causes better and better games to be made.

      That was a bit of a confused rant, but I might have a few good points if you ignore the glaring disorganization of ideas.

    3. Re:The Rare Gem by tomoe27 · · Score: 1

      One great puzzle game that I have fallen in love with is Deadly Rooms of Death (DROD) (can be found at http://www.drod.net). It features simple gameplay with some challenging puzzles. It is one of those games i can spend an hour on, leave it, then come back to it after some sleep and figure out another puzzle. Definitely one of my more favorite games out there. I was able to pick up the game for the first time and start playing and learning the game without any problem.

      Another set of great games, like drod, that i have loved over the years are the games in the Kroz series, as well as the ZZT games, they featured simple gameplay that anyone could learn quickly, yet offer enough of a challenge for the experienced gamer.

    4. Re:The Rare Gem by Narphorium · · Score: 1

      When you write about the simple yet challenging puzzles I couldn't help thinking of an online game I stumbled across a while ago called The Mystery of Time and Space It's a simple Flash game with great puzzles. Check it out.

    5. Re:The Rare Gem by Silvers · · Score: 2, Interesting

      "These games weren't difficult in the "cheap" sense that a lot of today's games are. Land Stalker and Star Tropics both presented the answer to a puzzle, but it really took some brainpower. Recent RPGs (final fantasy, Baldur's Gate, NWN, etc.) just don't give that complexity. THey give you hard enemies that take a high level to beat. Whoop-dee-fucking-doo. I don't want to spend hours leveling up in mind-numbingly simple battles! I WANT TO USE MY BRAIN!"

      Ah, how amusing.

      You will only find what you are looking for. I'm sorry you feel the only way to win a battle in BG2 is to go out and level such that the fight becomes trivial, as you missed what I believe is the most fun portion of the game.

      Figuring out a process and selection of skills/abilities/placements/target selections etc. to win an otherwise almost impossible fight is 99% of the fun of BG2. Ofcourse, after you tackle all the hard fights, you really are way too high for the content you are supposed to be at, which becomes quite easy and boring until you open up the next set of sub-quests and diffulcult fights.

      Maybe if you open your mind and challenge yourself you might enjoy these triple-a titles more.

    6. Re:The Rare Gem by demonbug · · Score: 1

      You might want to check out Chronic Logic. Specifically, Pontifex and/or Pontifex II. Pretty cool games, simple in concept (build a bridge that crosses the river) but some of the levels take a lot of thought to complete. Same guys that did the freeware (or was it shareware?) Bridge Builder a while back. Check them out, I think there is a demo available for both Pontifex and Pontifex II.

    7. Re:The Rare Gem by Anonymous Coward · · Score: 0

      If I want to think, I can get paid for it.
      I play games to relax, because if I kill people in real life, I go to jail.

      I guess I would feel differently if I did not have to think at work.

    8. Re:The Rare Gem by empathy808 · · Score: 1

      You'll more than likely continue to get cookie cutter games. Much the same as movies these days. They're not about being innovative and imaginative. They're about following a formula that makes money, until you've run an idea into the ground. Its the crappy little games makers who are going to bring the cool new ideas. The big ones will just be trying to make a game that wont send them bankrupt. Forgive me if I forgot to make my point, I've been drinking. Thats why I'm posting at all.

    9. Re:The Rare Gem by Xerithane · · Score: 1

      This is exactly true. I'm not a big gamer, but I enjoy playing BF1942 and any good racing simulator. I just picked up Apex and it's good, but the driving falls short of GT3.

      Mix that up with an MMORPG, and you have something exceptionally cool. For example, some people really like the tuning aspect of racing games and testing out their modifications on cars. Setup a MMORPG with teams that have drivers, managers of the car company (business simulator, etc.), and mechanics who can design new cars and take them on the test track.

      This would be really cool, and amazingly complex. There isn't a way to create a game of that depth without it being complex.

      Now, half the shit that comes out is so needlessly complex because the game writers can't think of a proper way to include fun so they make you push more buttons so you play the game longer. That's the type of complexity that just drives me fucking nuts.

      --
      Dacels Jewelers can't be trusted.
    10. Re:The Rare Gem by Anonymous Coward · · Score: 0

      You should try the Witches Wake modules for NWN, killing stuff dosnet grant much experiance.
      your actions and how you roleplay do.

  49. internet games for consoles by swg101 · · Score: 2, Interesting

    There are several games that allow you play online. The PS2 with the network addon, and the XBox all have sports games (Madden, et.al) and FPS games (SOCOM) that allow multiplay online. You can even replace the control pad with a keyboard and mouse. The graphics resolution on the PC is still better than the on the TV

    --
    Like pi? Try 10,000 digits.
  50. Nethack by Anonymous Coward · · Score: 0

    OK, yeah, Nethack is becoming the "Beowulf cluster of these" and the "BSD is dying" of role playing games on Slashdot. But it definitely has the best learning curve, especially if you use vi (which came first, anyway?). It's easily the most complex of any game I've ever played. Things like:
    1) Stepping on a water trap turns some of your scrolls into blank paper.
    2) Dipping a rusty sword in oil can remove some of the rust.
    3) Scratching rocks on gems can help you determine the gem type.

    That's complexity.
    There's no graphics to speak of, but it's almost eerie how a '&' on the other side of a wall can make you nervous.

    1. Re:Nethack by Anonymous Coward · · Score: 0

      Awesome! :)
      I just wish i had the patience to love games like this :(

    2. Re:NetHack by Anonymous Coward · · Score: 0

      I can't believe no one has mentioned NetHack yet

      I can't believe you haven't read anybody's comments!

      Oh, wait.. I can believe that :P

  51. Complex games that worked BIG TIME by Travoltus · · Score: 1

    System Shock 1/2
    Morrowind
    Deus EX
    Freespace 1/2
    to name a few

    One of the biggest most effective things they have done with complex games, is include in-game training manual missions. Those training missions are fragging invaluable.

    Morrowind would have been an even better game with more trainer mission build-up (especially for alchemy).

    An especially complex game does well by having training missions that come in stages, as the game gets progressively harder and you need to access the more complex features. See: Freespace 2.

    I cannot overemphasize this enough: proper training missions can make any complex game very enjoyable.

    --
    --- Grow a pair, liberals... stop letting the Republicans bully you!
  52. I agree too by inaeldi · · Score: 2, Interesting

    I really miss the days of side scrolling games such as Super Mario Bros, Sonic, EWJ, etc. That's the main reason why I bought a Gameboy Advance, because it's the only real source of those games left.

  53. I'm too smart to waste time. Gimme a simple game. by NotQuiteReal · · Score: 2, Interesting
    Really, I want to have some thing entertaining that I can "pick up" quickly. Despite that fact that I read /. I am not a total geek.

    I like playing games, but I do have a life. I can't spend too much time getting into it. Just point, shoot, kill. Let me find new stuff to kill for 15-20 hours and I will feel I've had my money's worth.

    Then I go online and play the same game I just learned against others and it doesn't matter that it doens't stay new. If it is a good game, live people as opponents will keep it interesting.

    --
    This issue is a bit more complicated than you think.
  54. No, you don't by Anonymous Coward · · Score: 0

    The funny part is not in the idea, it's in the playing on words... forget about becoming an humorist, btw...

  55. Books with roleplaying games? by Anonymous Coward · · Score: 0

    Of course. How else does one know the rules?

    To date, I have yet to see a computerized roleplaying game released by a commercial entity.

    Roleplaying has nothing to do with levels, hit points, experience points, what have you. Roleplaying is about the story - specifically, what you choose to do with your specific character with regard to that story. (And if your character is killed, well, that sucks - but the story, like the world, continues on without you.)

    Almost everything under the label 'RPG' to date, on console or computer, has been nothing more than a linear plot with hyped up mini-games. Your choices do not affect the story whatsoever. Oh, sure, some games have dialogue options, some have a 'good ending' and a 'bad ending', but in the end, you're stuck fighting Bob the Good Guy Boss or Fred the Bad Guy Boss, and then watching the credits roll.

    That ain't roleplaying. Playing an interactive novel, sure.

    There's two exceptions I've seen so far, and one isn't under the genre of RPG.

    The first? Grand Theft Auto 3. Yes, that's right. GTA3, you can say, "Screw the plotline.", and simply murder, steal, et cetera until your heart's content. Yet even that isn't open ended. (Can't kill Asuka, after all.)

    The second? Neverwinter Nights. I'd say that it's possible to achieve actual roleplaying with that game - however, you'd need one hell of a DM. And still, NWN even has its limits..

    I don't really think it's feasible for a true roleplaying game to be released on a console/PC right now. Hardware is still quite insufficient to provide the open-endedness that roleplaying requires. NWN is a step in the right direction... And I do hope Bioware is still around in say, twenty or so years. ;)

    1. Re:Books with roleplaying games? by bersl2 · · Score: 1

      Standard disclaimer: I do not roleplay; therefore, if I'm trolling and/or make no sense, politely mod me down and move on. Thank you.

      Is artificial intelligence at a high enough level to be so open-ended as to allow true roleplaying. Granted, most game AI has been associated (at least from my POV) with making enemies more aware as to fighting. Can current NPC technology correctly interpret your actions. Now add in multiplayer. Can an NPC understand what two characters have decided to do to affect the storyline?

    2. Re:Books with roleplaying games? by Anonymous Coward · · Score: 0

      Ah, and in effect it adds somewhat life-like effects that arguably add 'roleplaying' attributes. Nice point :)

    3. Re:Books with roleplaying games? by Anonymous Coward · · Score: 0

      Try the Witches Wake modules for nwN, made by the developers, most of the experianceis given/made around the actions you take and how you behave.

  56. Wizard by Andy+Smith · · Score: 4, Funny
    CNN/Money interviewed id Software wizard John Carmack
    Coding wizard, games wizard, and now just plain-old wizard. Is that a promotion or demotion?
    1. Re:Wizard by LordLucless · · Score: 1

      You're right, they should have used *wizard.

      --
      Just because you're paranoid doesn't mean there isn't an invisible demon about to eat your face
    2. Re:Wizard by Maserati · · Score: 1

      You mean that wizard over there ?

      --
      Veteran, Bermuda Triangle Expeditionary Force, 1992-1951
  57. Map reading used to be required knowledge by Mongoose · · Score: 1


    I paid like $10 for Morrowind on eBay, but I then found out why it was so cheap -- the bundle had no map or manuals. I had to print out a map from the web and I was fine however.

    I like games like that -- in real life you'd want to have a nice map of a huge island to really get around on it.

    I think Morrowind is the best RPG since Arena: The Elder Scrolls so I may be a litte bias. =)

    You know a game is good when it requires Windows or WineX, and crashes from time to time you still keep loading it up. Btw, I was playing with all the patches -- it's just a mem leak or something from playing 2hrs at a time. ;)

    1. Re:Map reading used to be required knowledge by Torgo's+Pizza · · Score: 1

      Let me say this. The single biggest innovation in GUI interfaces in RPG games is the automap. There are times that I kinda miss the graph paper and painstakingly drawing each pathway... Wait, on second thought I don't miss it for a second. That being said, nothing beats having a big cloth map with the lay of the land on it.

  58. too big a canvas to paint with one stroke by _|()|\| · · Score: 1

    I play console-style games like Madden, Spider-Man, and Tony Hawk. I play first-person shooters, like Half-Life and Unreal Tournament. I love hopping into Grand Theft Auto 3 for a taxi mission, but please don't take away the games that make the PC gaming experience so much richer than a console. I would be very sad without Falcon 4.0, Grand Prix Legends, Morrowind, and Civilization 3. These are truly escapist games that exercise more than your thumbs.

  59. Clearly there's a market for both. by Anonymous Coward · · Score: 0

    I started writing code in the 80's because I wanted to write games. These days, I don't even play them. I'd love to go out right now and drop $50 on some state of the art game -- if I could pick it up and start playing it and have fun within a few minutes.

    The last game I really enjoyed was "Wolfenstein 3D" -- I guess that marks my age -- played with a damn mouse. It was simple, it was amazingly fast (for its time) and any idiot could figure it out pretty quickly. I have no time to invest hours learning the games just to have fun.

    I have work to do, code to write -- and any minute the Motorola Minitor IV could beep and I might just have a fire to put out! (And that's WAY more fun than any game).

  60. if you like new games, play them. if not, don't by turnermatt44 · · Score: 2, Insightful

    When you're talking about computer games, you must understand that the new generation of games is being directed towards the new generation of gamers. Being one of them, and going to school with many other hard-core gamers, I can tell you that today's generation is looking for something they can get into, something they can talk about with there friends for hours. Personally, I have heard more about the new Star Wars Galaxies, in the last several months, than I have any other game, (and I don't even own the game). This is because SWG is offering, literally, a whole universe of options. In this game, role playing is a very key concept in creating the best player you can, and this is what is keeping people interest. Role playing even takes place outside of the game itself, trust me, I've seen it. There always talking about where the best place to buy what is and things like that, but that's all beside the point. If you're looking for a PC game you can sit down and play with out having to think too much, just play Half-Live Counterstrike. I have several games that are newer, have better graphics, and whatever else, but CS is the game I frequently find myself coming back to. Its interactive action game and the only thing you have to "think" about, is what gun to buy at the start of every round.

    1. Re:if you like new games, play them. if not, don't by NanoGator · · Score: 1

      "In this game, role playing is a very key concept in creating the best player you can, and this is what is keeping people interest."

      That's something that can kill the games industry. Get too immersed in one game, and you're not buying a bunch of others.

      I don't think this is a generalization that anybody can make. Some like me are gonna want to play the "I can hop in and hop out quickly" games, and others like you are going to want to play the "I want to explore everything I can about this" type of game.

      Frankly, I am a bit turned off at buying some games because I don't want to spend that much time coming to grips with them. I don't want to go around remapping keys or figuring out if jump is a or b.

      Know what? I think I really miss playing arcade games.

      --
      "Derp de derp."
  61. Maybe you don't want! by Anonymous Coward · · Score: 0

    >> People don't want pure shoot-em-ups.

    Neither do I.

    But most want just to snipe. Fuck the game, they say...

  62. Compare and Contrast! by Anonymous Coward · · Score: 3, Funny

    Gandalf the Grey vs. John Carmack

    Gandalf:
    Came out of the West and dwelt in Middle Earth.

    Carmack:
    Born in the West and dwelt on Earth.

    Gandalf:
    Produced wonderful fireworks and exploding rockets.

    Carmack:
    Produces rockets which may or may not explode.

    Gandalf:
    Wields Glamdring quite handily.

    Carmack:
    Wields a C compiler quite handily.

    Gandalf:
    Fell in battle to a Balrog, Daemon of Morgoth.

    Carmack:
    Fragged a few cacodaemons in his time.

    Gandalf:
    Rides around on a speedy tricked out horse.

    Carmack:
    Rides around in a speedy tricked out ferrari.

    Oh, come on, I haven't slept in over twenty hours. :p

    1. Re:Compare and Contrast! by Anonymous Coward · · Score: 0

      You've added refreshment to this ever-more boring topic. For that, I thank you :O)

  63. Re:I hope he was misquoted by Torgo's+Pizza · · Score: 2, Interesting
    No one said that it had to be a 255-page tome. Part of it is the mystique and the other part informative. A good GUI interface will go a long way to making things easy for the player in a RPG. For instance, the Baldur's Gate interface can map keys to your heart's content while providing all the necessary information in the game by right-clicking the spell scroll.

    Any good game designer knows however that anytime that you have the player flip over to the in-game reference, it jolts you back to reality. Having a printed manual let's you study away from the game (like in the bathroom, the best place for study) and nothing beats paper for quick reference.

    I mean, is Carmack going to start bashing tech-trees in strategy games next? Hey, he's good at making game engines, but I'm taking the word (and work) of masters like Brian Reynolds, Sid Meier and Bruce Shelley. Never mind that Warcraft and Starcraft use them as well. There's something to be said for simplicity, but there is something else called depth in game design, something that has been lacking in id Software releases of late. (Sorry guys! We're still on for lunch right?)

    One last thing that I didn't cover but mentioned above. It's just cool to have the books. I shelled out the extra money to get the Ultima IX Dragon edition. Yes, I wanted to smell the cheap fake plastic leather covers of the spell books. I remember pouring over the details of all my 2nd Edition AD&D manuals. It added to the history of the game. There was a whole world to conquer and these books showed the way. The wealth of the material made me realize that the world was my burrito. So what if some games have a lot of controls. Does it prohibit the average gamer from playing an RPG? Not really because he/she is more apt to not play because it isn't their type of game. It does add to the experience though. It's okay to innovate, but not at the expense of gameplay.

    Note: Major props for usage of tiltowait. Werdna forever.

  64. Better interview by trite · · Score: 5, Informative

    There is a much longer and more in-depth interview with the Carmack over at Gamespy. Basically the source for the CNN article.

  65. I disagree... by LtFiend · · Score: 1

    I have to say for quite a while now I have been disappointed that games were getting to easy to beat. For example Crash Bandicoot 1 was a pretty hard game to get through. But in comparision all the sequels were really easy. Vice City did away with some of the more tedious challenges to 100% the game. And Enter the Matrix. Come on! I beat that in less time than it took to watch the movie.

    In respect to easy to pick up and play all those games fall under that criteria. But the longevity of the games and the overall challenge of winning is certainly lacking.

    1. Re:I disagree... by Anonymous Coward · · Score: 0

      Crash Bandicoot 1 was a pretty hard game to get through. But in comparision all the sequels were really easy.

      I'm willing to bet that's because they needed to adapt it to its true market (younger kids)

  66. I agree with Carmack by dzym · · Score: 1
    I'd have to say that I quite agree with his philosophy.

    Generally speaking, unless the game is extremely compelling and fun to me, I will not touch any game that requires an unreasonable number of keys on the keyboard to play. This is one of the reasons I did not get into Tribes, or played any of the Mechwarrior games. Deus Ex is one of the rare and few exceptions to my rule, because you can mostly play it like a standard FPS, with only infrequent adjustments to other things like inventory and augs.

    To that end, the simpler the controls, the better. I've never for any reason whatsoever used the lean left/right keys in any game but AA:O, and similarly options like prone or roll or whatever in other recent FPSes.

    Jedi Knight 2 had a great balance of control. You didn't have to learn new keys or combinations for specific, weird, and esoteric moves (this is another reason I don't like fighting games much ... it's all about arbitrary combinations), Jedi Knight 2 has fairly logical motions with the movement/direction keys to direct the lightsaber.

  67. Reminds me of this quote by Anonymous Coward · · Score: 0

    Simple toys for simple minds.

    1. Re:Reminds me of this quote by Anonymous Coward · · Score: 0

      Carmack is a genious. In the article he says building rockets is quite simple :D

  68. Simplicity by hackwrench · · Score: 5, Insightful

    There's simplicity and there's simplicity. A Gradius type game can have only one button for shoot and the navigation keys and still be more complicated than a game that has one button for picking up stuff, another button for opening treasure chests and another button for opening doors. There's interface complexity and then there's gameplay complexity. Both can make a game too difficult for the player.

  69. Uplink by Overly+Critical+Guy · · Score: 1

    Uplink is a great game to jump into. It's one of those games you can leave off and then pick up later on. Unlike these huge epic massive games, where if you don't play for a couple of months and come back, you have no idea where you are or where you left off.

    --
    "Sufferin' succotash."
  70. Shareware fills that bill nicely by msobkow · · Score: 2, Interesting

    If you're after arcade shooters, there are some good ones in shareware-land. Some are even worth the $5-10 contribution asked for, and have received mine.

    There are also the occasional simplified arcade-style shooters like MDK2 or Tsunami 2265 that come out. Unfortunately, they get roasted royally in the reviews for their simplistic play style, plummet down the sales charts, and are lucky to break even on the development costs. (OTOH, some like Tsunami 2265 deserve a good roasting for stupid things like not allowing mouse inversion. Idiots!)

    --
    I do not fail; I succeed at finding out what does not work.
  71. interface design by X_Caffeine · · Score: 5, Insightful

    3D engines aside, Carmack's real genius might be for interface design. His comments about about the game interface perfectly mirror those of people like usability guru Jakob Nielsen, the developers of the classic Mac OS, and even industrial designer Jonathan Ives: good design is made by simplifying and removing elements; less is more!

    Carmack has replaced the "use" key in Doom 3 by making the targetting reticle "context-sensitive"; when the character is within arm's reach of a switch or door and the reticle is over it, the gun drops and an open hand hovers over the object. The "fire button" does exactly what you would expect.

    This is the reason for Linux's failure to reach mainstream desktops, despite a GUI and window manager that is easily as good as Windows (and even in some ways superior to any version of the Mac OS). Rather than striving for intuitive design that doesn't need excess buttons and options, the designers of desktop software throw as much crap into the forms and menus as they can fit. LESS IS MORE

    (note that I understand that advanced users should have the options they want access to; bury stuff that doesn't need to be used constantly and by most users in an advanced options dialog somewhere!)

    --
    // I will show you fear in a handful of jellybeans.
    1. Re:interface design by Anonymous Coward · · Score: 0
      This is the reason for Linux's failure to reach mainstream desktops, despite a GUI and window manager that is easily as good as Windows (and even in some ways superior to any version of the Mac OS).

      What the hell are you smoking, and where can I get some?

    2. Re:interface design by foniksonik · · Score: 1

      "bury stuff that doesn't need to be used constantly and by most users in an advanced options dialog somewhere"

      or better yet make it easily accessible for those who want it by making it a default menu item in every application... always in the same place... with a warning about using advanced features (with a 'never show this warning again' check box).

      --
      A fool throws a stone into a well and a thousand sages can not remove it.
    3. Re:interface design by incom · · Score: 1

      I agree that this applies to KDE, but gnome is definately moving towards simplicity quite nicely. All it needs is to refine the system configuration intergration more.

      --
      True genius is grasping a situation like a peice of fruit, and peircing it just right so that it drains dry.
  72. Sure, Carmack is a smart game designer. by Nova+Express · · Score: 5, Funny

    But he's no rocket scienti--

    Oh, wait.

    --
    Lawrence Person (lawrencepersonh@gmailh.com (remove all "h"s to mail)

    http://www.lawrenceperson.com/

    1. Re:Sure, Carmack is a smart game designer. by Anonymous Coward · · Score: 0

      Yeah, good one! That's NEVER been heard before around here (except for the maroons who modded it up).

    2. Re:Sure, Carmack is a smart game designer. by Anonymous Coward · · Score: 0

      Pull that corn cobb out of your ass, it might make you feel better.

    3. Re:Sure, Carmack is a smart game designer. by twoslice · · Score: 1

      Lawrence Person (lawrencehh@hiho.com (remove all "h"s to mail)

      I just broke a large spammer's keyboard and now his 'H' key does not work...

      --

      From excellent karma to terible karma with a single +5 funny post...
    4. Re:Sure, Carmack is a smart game designer. by Dog+and+Pony · · Score: 1

      "Pffft, geniuses. What do they know." - Homer J. Simpson ;-)

  73. I have no hope. by fuzzix · · Score: 0

    I barely mastered 3D deathchase

  74. Yeah, he's right. by Vampyre_Dark · · Score: 0, Flamebait

    Yeah, way to go Carmack. MAYBE WHEN YOU MAKE A GAME THAT INS'T A "Update your PC now so you can play the 45th rendition Wolfenstein 3d again with more polygons Nyahahaha" 3D RENDERER TECH DEMO YOU CAN COMMENT ON VIDEO GAMES...

    Now If you'll excuse me, I'm going back to playing Morrowind.... OH NO! LOOK! IT CAME WITH A BOOK! IT HAS DEPTH! OMG IT REQUIRES ME TO THINK AND HAVE AN ATTENTION SPAN! IT MUST BE TOO HARD! Quick! Someone hand me PONG!

    *plays Pong... SCORES!* Hahaha! I jwned ur n00b a$$! I AM 'teh' l33t guy! Hehe.. Look, this simple game even impr0ved my voucabulary.

    1. Re:Yeah, he's right. by Anonymous Coward · · Score: 0

      STFU

      Stop cluttering slashdot with your negative critisizm. If you don't like carmack/doom, then don't participate in related discussion. Fucking troll.

  75. Bad decisions by operagost · · Score: 1
    He admits the id Software developers got into bitter arguments about whether to include "crouch" and "use" keys in the upcoming game. (He lost the debate over "crouch" - which now appears - but convinced the team there was no need for a "use" key.)

    Which goes to show you that even smart people make really stupid decisions. What's so difficult about crouch? If you can't handle that concept, feel free the play the game without it (and die a lot). No use? Does your avatar have any limbs? If not, then that's a good decision.

    --

    Gamingmuseum.com: Give your 3D accelerator a rest.
    1. Re:Bad decisions by William+Baric · · Score: 2, Insightful

      Is being able to "crouch" really important in a single player FPS? Don't get me wrong, I want to be able to crouch, to lean, to climb... when I play Thief or Deus Ex. But in a single player FPS? Sure it's nice in multiplayer to separate kids from men, but in a single player FPS?

      A few months ago I decided to backup my Doom 2 disks to a cdrom. So I decided to play a game for nostalgia... And I was suprised by how fun it still was. It was far more easier than what I remembered but in a lot of ways it was more fun than modern FPS. No "crouch" but simply more fun.

      What's so difficult about crouch? Nothing really but the question is does it add anything to the FPS gaming experience? After playing Doom 2 again, I'm quite positive it doesn't.

  76. The Great Walls of Gaming by LPetrazickis · · Score: 2, Interesting

    The fact that people tend to stay in a certain gaming ghetto is probably the main problem. FPS people end up reinventing RPGs, RPG people end up reinventing TBSes, and TBS people end up reinventing FPS.

    That's probably not the best way to crosspolinate ideas between the genres.;)

    --
    Is this a sigs-optional kind of place? 'Cause I am totally down with that if you know what I mean.
  77. Carmack's reasoning is justified. by jfisherwa · · Score: 1

    Of course he would want games that are less involving--he's a VERY busy man.

    I'm sure many of us react the same way -- jumping on a CS server or turning on Wario Ware when our lives are busy, unable to justify the hours/weeks required to play through an RPG.

    More and more of us are becoming fully involved with (Real) life. The nostalgia is warming, but unfortunately I can no longer afford to spend the time on full-length games.

  78. Well I agree with Carmack AND Nintendo by stratjakt · · Score: 0, Redundant

    I want a game I can just pick up and play.

    Because I don't have much free time to play a game.

    This doesnt mean difficult to me, a game can have a simple control scheme and style of play but still be extremely challenging.

    I just never went in for the type of thing where every key does something different and blah blah, like Mechwarrior and such.

    But, I think doom/quake/rtcw are boring and old and I dont find them fun.

    --
    I don't need no instructions to know how to rock!!!!
  79. Overly complicated map design by SamNmaX · · Score: 2, Insightful

    Carmack mentions things like "use" buttons and "crouch" needless complicated. However, something about nearly all id games since Wolfenstein 3D, and most games within the FPS genre, is how complicated the levels themselves are. Now in some cases an open-ended level may make sense, but in most of these games what happens is you just get lost trying to find something, wanderring aimlessly till you finally find that pathway you missed. This is not helped by the fact that the same texture is often used throughout a level, leaving very little in the way of a visual reference to tell you where you are.

    While Quake 1 may have been "easier" to some without the "use" button, at least with DOOM you had a map you could refer to which lets you know where you have been. You could still get lost in DOOM if you accidently missed a switch somewhere, but it wasn't as bad.

    Some of the newer multiplayer games further complicate matters, with new maps coming out often. I used to play RTCW and SOF2 regularly, but now if I want to go back just to play I find not only do I have to relearn the old levels, but I have to learn a large number of new, overly complex levels I've never played. That combined with so many servers staying on a level for under half an hour, it's hard to get a chance to even learn these them. I can hold my own very well in the original set of levels and those added in the first couple of patches, but it just gets boring playing level after level of maps I don't know, just running around not knowing WTF to do, and then having the level switch just when I start figuring out a few paths.

    Maybe I just suck at FPSes, but I don't find the idea running around aimlessly fun.

  80. Well, back in my time... by William+Baric · · Score: 1

    Games are certainly not more complex nor harder now than 15 years ago. Sure there was pac-man and donkey kong but there was also more serious games. Can someone tell me where I can find a REAL wargame nowadays? Even "simpler" games like "Balance of Power" or "Annals of Rome" were certainly not easy to master. Or action games like "The Last V8" or "Green Beret". Come on... Most people would now give up after a few hours on a game like this.

    I agree there's not enough "5 minutes" games but saying games in general are too difficult is plain wrong. I want difficult games! Please, someone, tell me I'm not the only one!

  81. Complexity = Richness = Replayability by derinax · · Score: 4, Interesting

    Typical for Carmack to agree; it's not as if depth of experience is something in which id has ever excelled. Just point and shoot, people.

    System Shock 2, Thief, Deus Ex-- these are the games that are consistently lauded as the masterpieces of the genre, and are as consistently re-played as id's mindless mousekillers. Yes, they were complex. Heretic? Please-- when did you last launch that dog?

    And yes, I do *still* play System Shock 2 and Thief.

    Game complexity, when done right, enriches and intensifies the experience without making you feel guilty for playing. id never really figured that out, even when handed to them (witness their internal schism over Doom 3 -vs- their first complex RPG). They'd rather someone else do it with their tools. id isn't gunning for the literate gamer. They're looking for the quick buck: they're the Spielberg of game design.

    Whatever makes you money, John.

    1. Re:Complexity = Richness = Replayability by MisterFancypants · · Score: 1
      System Shock 2, Thief, Deus Ex-- these are the games that are consistently lauded as the masterpieces of the genre

      Any single one of the Quake or Doom games by itself outsold System Shock 2, Thief and Deux Ex combined. In other words, the majority doesn't agree with you. I guess we "just don't get it", huh?

      Dick.

    2. Re:Complexity = Richness = Replayability by hexxx · · Score: 1

      Or then again, maybe Quake and Doom were marketed better than System Shock2, Thief and Deus ex? Remember the hype before Quake? Remember how much single player Quake sucked?

      --
      IVAN Nethack is not the king anymore.
    3. Re:Complexity = Richness = Replayability by DarthGonzo · · Score: 1

      A game is only replayable if it is enjoyable to the user (or fills dead time at work like a bitch goddess, i.e. Solitaire). One of my biggest dissapointments in installing Win2K was that my Need for Speed games broke.

      Why simple games? I like the idea of not getting caught up in something I can't stop on a dime. I played the hell out of Hot Pursuit and then some by fishing around for new cars and tracks. I do the same with quake3 and UT2k3. Two laps in some Need for Speed tracks can be done in 2 minutes, and I love the visual sensation that the gave gives me. Win-win if you ask me. There is no way that you can do that with a complex game.

      Who the hell has time for Masters of Orion 3? There's too much beer, sex and money to be had away from my computer to throw my life at something like that. Whoops. I almost forgot that this is Slashdot.

  82. Its not the game... by bnx.defc0n · · Score: 2, Insightful

    but the interface that we interact with the game that is too complicated. Think about it, when we actually crouch down in real life, we dont have to worry about an awkward key to push to do the action, but instead we have done it many times before and thus dont even have to think about anymore. Granted, after awhile of practicing, pressing a crouch key on a keyboard may very well take the same amount (or even less) of thought as crouching the human body while in the game. For a user to have no trouble picking up on all these features, primitive devices like keyboard and mice must be replaced by devices that more closely utilize actions the human body is already used to. In other words, a device that responds to actual human movements that represent the actions of a character within the game would probably be the only way for your average joe to pick up a game for the first time and be an expert. The idea of crouching itself is not complicated. I guess what I'm trying to say is that virtual reality is where games must eventually go. Hey, this way I could actually get exercise playing doom3...

    --
    defc0n
    1. Re:Its not the game... by parliboy · · Score: 1

      I disagree. You noted that over time we can crouch with a keyboard as well as we do in real life. This is primarily for those of us who play games a lot and develop a standard interface we use across all games of a genre. I mean, when you play an FPS that allows for remapping, you almost always use the same key across each game for a given function, right? So to me, a clean consistent mapping that can in general be agreed upon is what will make things easier. After all, how would you do driving someone else's car if they used something other than a steering wheel for controls?

      --
      "You're never ready, just less unprepared."
    2. Re:Its not the game... by bnx.defc0n · · Score: 1

      Actually, thats exactly what i said. Experts who practice will have no problem, but Carmack is talking about people with little or no experience to be able to pick up a new game and adjust with no problem. He said he is in the *minority* ... most people dont play first person pc games, but those who do are indeed experts who have little problems adjusting because they are used to pushing those keys on their keyboard.

      I play first person shooters, and have no problem adjusting. But we're in the minority. As far as steering wheels, thats something you also had to adjust to to drive a car. But I would bet if you used a device that more effectively used the human body there would be a drastically less learning curve to drive a car. You didn't walk up to a car and already know how to drive it, did you? No, you didn't.

      --
      defc0n
  83. Banjo Kazooie by LordoftheFrings · · Score: 1

    Although arguably not the best game out there, Banjo Kazooie, IMO, had an interesting way of handling the learning curve. You couldn't DO any of the advanced moves until your character learned them! You started off with the basic jump and swim, so easy that everyone can do them, and as you go along, you learn a new move, then do a simple quest or game that utilizes it. This way players are introduced to new moves, all of the depth is there, and no initial learning curve of any sort. Brilliant!

  84. Not by SoLoatWork · · Score: 2, Funny

    Yes just like in Doom, where there was no action button... oh... wait...

  85. don't be an elitist by Anonymous Coward · · Score: 2, Insightful
    but people are less well educated today than 25 years ago


    People 25 years ago didn't have interactive entertainment, they had lemon pies at the sunday fete and the one-way broadcast that is radio and TV. We are smarter, and we are on two-way streets and the potential for moving education into the home in the form of interactive media - rather than monolithic ISAs (Ideological State Apparatus, not those redundant "real big, real ugly" PCI ancestors) - is so vast I just can't describe it. We may well stand on the shoulders of giants, but we have had some of the most innovative philosophy, technology and medicine off all time in the latter half of the 20th century - we are by no means stupid. Sure the "masses" still get cowed by dumb politicians talking up security risks, but how is that different to any other age?

    Back to education, In 2050 they may well not be any schools, only community groups based on co-curricular activities (to take over the "babysitting" side of school) and home-based interactive learning on computers. As a former victim of an out-dated school system and someone who aspires to be an educator I can tell you that I will personally be making sure this comes to pass.

    in other news.... the Command Line Association Against GUIs (CLAAG) has released a fatwah against Cormack for his recent comments on simplifying games. To mark the date they have released a Cormack skin for their ASCII Quake package for training purposes.
    1. Re:don't be an elitist by Tyreth · · Score: 3, Insightful

      We aren't smarter, we just have quicker access to knowledge that we will never use.

      Libraries and books have always been available. There's always been wise old men to learn from. People just don't learn. Only a few bother to spend the time to increase understanding, the rest focus in their own little world.

      We can find volumes of texts that so many would have loved to read many years ago, but we never touch it. TV penetrates everyone's home, spreading misinformation and half truths. We are not smarter, we're just blind enough to think we are (notice I don't say "they").

    2. Re:don't be an elitist by Anonymous Coward · · Score: 0

      The groups which spread FUD the most throughout history are religions.
      Nuff said.

  86. Game theory? by V.P. · · Score: 3, Funny

    You keep using that term. I do not think it means what you think it means.

    1. Re:Game theory? by Anonymous Coward · · Score: 0

      Indeed - my two questions on reading this short, fairly pointless puff piece:

      Where's the game theory?

      Who are all these people who think John Carmack has a brilliant mind?

      Perhaps question 1 is answered in question 2 somehow - surely He understands basic game theory? I mean, the Prisoner's Dilemma is de rigeur for worshipping at the altar of Ayn Rand, right?

  87. Re:Oooooh I get it by AtaruMoroboshi · · Score: 1


    too bad your post got modded as Flamebait, when it really wasn't.

    The duke nuke'em joke just wasn't funny.

  88. Where are the *FUN* games? by Malc · · Score: 2, Insightful

    I bought an XBox a year ago. Some of the games are good. But I'm still waiting for FUN games I can sit down with and play with friends who aren't regular gamers. Friends who I normally have beers with who want to do something different. Well no, most of the XBox games focus on maximising technology. Solo games, perhaps made multiplayer by using XBox Live. Where are the games like Dynablaster (Super Bomberman???), or even Micro Machines that was released in Europe before last Christmas? Everybody raved about Splinter Cell, but it turned out to be a fancy graphics engine and no longevity. It wasn't *FUN*... unless you're a sad spotty teenager who gets a hard-on having more technology than the next guy. Maybe my real mistake was moving to N. America where the culture seems to focus more on less fun things, but who knows.

    END RANT

    1. Re:Where are the *FUN* games? by Obiwan+Kenobi · · Score: 1

      I bought an XBox a year ago.

      I think your problem lies somewhere in that sentence.

    2. Re:Where are the *FUN* games? by Anonymous Coward · · Score: 0

      Maybe my real mistake was moving to N. America

      Yep, that was it.

    3. Re:Where are the *FUN* games? by freeweed · · Score: 1

      Pick up a Gamecube, and you'll have your answer.

      North America/Europe has nothing to do with it; you bought the one console aimed squarely at introverts, and are now wondering where all the party games are.

      Then again, if you really truly believe what you posted, why not pick up an old Super Nintendo, or better yet, an old Atari? That is, "unless you're a sad spotty teenager who gets a hard-on having more technology than the next guy".

      --
      Endless arguments over trivial contradictions in books written by ignorant savages to explain thunder in the dark.
  89. This is true with almost everything... by enmascarado · · Score: 1

    Both Trent and John are right, but it is important to see this trend in almost every aspect of technology!

    Think about almost everything you consider revolutionary in technology in the last, say, 50 years:

    The FAX machine was revolutionary, not the multi-function fax-printer-copier...
    The cell phone was revolutionary, not the downloadable ring tones...
    The Palm Pilot was revolutionary (OK, maybe the Apple Newton...), not the WinCE machine that can run excel...

    Everything in technology seems to start very simple (and these are the true revolutionaries) and then grow complicated to the point where we cannot use them anymore! How many among us /. readers actually even know EVERYTHING our cell phones can do???

    With all this said, I love all this gizmos, and I am totally adicted to them... The more intricacies and complexities a device/game/application/book/etc. has, the more I want to use it! But we have to see that true change only comes from simple and basic concepts, and that games and other products could, and should, be designed with enough complexity to keep many minds busy, but also in a way to allow somebody who does not want to go through the complexities (or cannot) to have a very enjoyable experience!

    In short, technologist should be working to make games, SW, devices, books, etc. simpler and better, and therefore accessible to more people.

    1. Re:This is true with almost everything... by Anonymous Coward · · Score: 0

      Right, and Carmack is on the forefront of the newest technology, guiding the less adept towards the truest path towards our inevitable tech-rich future.

      By this, I mean that it would take longer without him.

  90. easy to learn, years to master by obsid1an · · Score: 1

    There a quote out there about some game that goes something like "an hour to learn, years to master." This is what game developers should be striving for.

    Quake3 has done this. It is possible to get better and better at the game which takes only a few hours to get the basics down. That is what hooks people. Complex RPG games I find boring for the most part. They generally require reading the manual which sucks, and there is usually very little skill involved, just knowledge of how to do stuff.

  91. Ikaruga IS humanly possible to beat. by AtaruMoroboshi · · Score: 1


    I have an official Ikaruga DVD published by Treasure (ikaruga's developers) showing the three best players in Japan beating Ikaruga on 1 life.

    With near perfect chains.

    34 million points or so.

    1 replay on easy, 1 on normal, 1 on hard. No lost lives.

    Myself, after 70+ hours, I'm down to 3 credits on easy mode. ^_^

    .

    1. Re:Ikaruga IS humanly possible to beat. by Repugnant_Shit · · Score: 1

      Wow! I need to see this. How can I get a DVD? Or maybe a little ripping is possible?

  92. I thought for a moment ... by petabyte · · Score: 1

    about the games that many of my "general population" (read: not-geek friends) play alot and they consist mainly of shockwave games on the net. You can pick them up in five minutes and actually they are pretty amusing.

    That and well snood (frozen-bubble for the geekites) but people either play that for about 3 seconds or 3 hours depending on their preference. Personally I'm looking for a cross platform Dr. Mario-esq game I can play for hours ...

  93. Re:I'm too smart to waste time. Gimme a simple gam by aled · · Score: 2, Funny

    What kind of slashdoter want a game that doesn't require distributed computing knowledge and can't be scriptable in perl?

    --

    "I think this line is mostly filler"
  94. Definetly too complex by cbdavis · · Score: 1

    All I want is a game where I pick up health
    and weapons, and blow stuff up. Like the
    original DOOM. Nothing fancy. Turn right/left
    go forward/back. Blow stuff Up. Gimma
    a double barrel sawed-off and infinite demons.

  95. He's right by JavaLord · · Score: 4, Insightful

    today's games are too complicated and hard for players. Carmack, surprisingly, agrees, saying 'I agree strongly with that point of view, but I'm in the minority in the PC space. I want a game you can sit down with, pick up and play. [Role playing games], for example, got to where they had to have a book ship with the game.'"

    He's right in a sense, I don't think that PC games are too hard for players to play I think they are too had for players to *WANT* to play.

    It's not that people are stupid, it's that they don't want to be frustrated by something that should be fun. Games for the most part should follow the golden rule of "Easy to learn, difficult to master". The mastery should come from learning the game too, not just the UI. Nobody says "Hey, I finally didn't have to look at my cheat sheet/instruction book to remember the 25 key mappings for UT2020." No, they will usually say, "Hey I had my first perfect deathmatch, I won and didn't get killed once." (UT's user interface is fine BTW, I just used them as an example)

    1. Re:He's right by chain_from_hell · · Score: 1

      I wonder what he would say about Microsoft Flight Simulator

    2. Re:He's right by Anonymous Coward · · Score: 0

      Thats more of a niche product that serves more or less a real purpose.

  96. empire by khallow · · Score: 1
    There's a number of good games going by that name. I'm refering to the hard core real time, multiplayer, Internet-based game. Purely text based and hard as hell to play, but it remains one of the most impressive games I have ever seen or played.

    Some points:

    • A dozen or hundred psycho countries try to take over the world. No holds barred. Tech race sorta like Civilization since tanks beat spearmen any day of the week, and nukes are fun if you get them first.
    • Serious strategy involved. Mostly as an observer, I've seen all sorts of wild strategies performed (not always successfully). A classic was capturing an entire underdefended island with paratroops. Though a decent player can beat a great player who stays offline too long. And for large countries it turns into micromanagement hell.
    • Variety of ways in which to communicate (with words or weapons) with your friends and enemies. Private messages, public messages, news stories (khallow bombs Anonymous Coward 239 times), and even the occasional anonymous nuke from unidentified subs (called affectionately "peekaboo nukes").
    • The game is easy to modify, and usually is. This means games aren't all alike (unlike say some Freeciv games I played a while ago).
    • The Internet presence was well-synched with the games. Ie, games advertised on the rec.games.empire newsgroup. After play, bunch of people would post their results/war stories to the newsgroup as well.
    • The game had a long, long history of open source development. The only other game category I can think of with this sort of rich development history are the Muds.
    So despite the complexity and terrible interface of the game, it had a top notch following. You got to consider other factors as well than just ease of use. If the game maker is selling a simple light game (or a timekiller) that he expects people to play for maybe a few hours, then simplicity of the interface is important. But a game that will draw people in and keep them around for a long time needs complexity. The player always needs to discover or experience something new. I agree that making the game hard to play is very counterproductive. But maybe that book is necessary after all.
  97. I Agree by md81544 · · Score: 2, Funny

    Yeah... I have this game called "Chess". It's just far too complicated. It will never catch on.

  98. My peeve: hoopsterism by gilroy · · Score: 3, Interesting
    I'm not sure if games are too "complicated" lately. But I've noticed a trend wherein the designers force you to do certain tasks in order to emphasize how clever(?) the game designers are. Two examples (although both are PS/2, at least for me):

    Enter the Matrix has fixed save points, and they aren't particularly well chosen. Too often you have to walk through meaninglessly easy -- but time-consuming -- parts of the game to get to the more challenging stuff. Then, if you fail at the challenging stuff, you die and have to walk through the boring stuff again. I personally believe that games should allow you to save whenever you want.

    A racing game called "HSX: Hypersonic Extreme". It is a so-so racing game but comes with (what looks like) a nifty Track Editor so that you can build your own physics-defying tracks. Unfortunately all of the cool track features begin "locked" and must be unlocked by playing the standard tracks and coming in third or higher. I think the game designers erred tremendously, as the editor is not linearly connected to your prowess on the standard tracks and should not have been tied to it. It's just a case of the designers insisting I pay homage to their creativity, rather than allowing me free rein to explore my own.

    Anyway, that's my two millisovereigns and I'm sticking by 'em.

  99. Definition of a good game: by silverhalide · · Score: 2, Insightful

    The pure definition of any GREAT game: Easy to learn, difficult to master. Pong, Tetris, Mario Bros, Quake, etc. Think about it. If only every game designer stuck to this maxim.

  100. Linearity by unfortunateson · · Score: 1

    FF1, Dragon Warrior I-IV, Zelda, Link (I know, they're not RPG's, but they're close) and a lot of the old games gave the illusion of non-linearity. There were areas you could get to, but it was a little too tough to really manage. You could wander pretty far across mountains, woods, plains, various encounter types, and it felt like you had freedom.

    It usually got a little narrower feeling as the game progressed: you knew exactly where you had to go next, because there was that locked door, blocked mountain, etc. You might have to backtrack to near the beginning where something suddenly opened up, but you could go all over the place in the meantime.

    With FF7 and other 'modern' games, you traverse a limited number of pretty rooms, and it feels claustrophobic. Then, you fight the big fight, and you're somewhere else! No wandering allowed, thank you.

    And yes, I insulted Fallout 2. In Fallout 1, I could select a couple of skills, and probably make it. If you select poorly in Fallout 2, or specialize in something interesting but not critical, you may find yourself just plain stuck. I lost interest about midway through, when I realized I needed a guidebook/cheatsheet to find the guy who would get me to the next place in each encounter. The world got big, and that important encounter is sometimes just too hard to find. When the easter eggs got to be more fun than the plot, I knew it wasn't a great game.

    --
    Design for Use, not Construction!
  101. Shipped with books? Getting more complicated? by Drakonite · · Score: 4, Insightful
    [Role playing games], for example, got to where they had to have a book ship with the game.'

    Modern games have more documents included? Riiight...

    Although not the first (video game) RPG, Final Fantasy for NES is definately among the early home video game RPG games. For those that didn't have that game or don't remember, it came with a rather thick manual, a couple of large poster charts with all of the weapons/armor/etc. listed on them, and IIRC a map.

    Move on to the SNES era and you have game manuals which may have a short reference in the back, occasionally a short walk through of the first little adventure, and if you are lucky a map is included.

    Now we are in the era of PS2 and XBOX.. All the RPGs I've played come with a small manual which explains the basic controls in a few pages (ten at most). The only exceptions are when they decide to pack the stradegy guide with the game (usually a while after the release as a marketing ploy..)

    If you ask me it looks like RPG's are getting simpler and coming with less documents.

    The problem is how RPGs used to be played by "RPG nerds" but are now being played by the "mainstream idiot" who can't figure out how to play a game without a stradegy guide which gives him step by step instructions for beating the game.

    --
    Shoot Pixels, Not People!
    1. Re:Shipped with books? Getting more complicated? by juuri · · Score: 1

      Wow this is pretty wrong.

      Those early RPGs came with those documents because they didn't have the storage to include that info in that game. Even then they were simpler because those games actually told you what the items were and did. In addition many of those early games came with everything in docs to help stop piracy.

      So tell me exactly what does a Plasma Sword +12 (Yellow Element) do? Without resorting to FAQs or insane play times figuring these things out beyond the basic (plasma is like fire) ideas is a chore and isn't really fun.

      --
      --- I do not moderate.
    2. Re:Shipped with books? Getting more complicated? by Flabby+Boohoo · · Score: 1

      I think he was talking about real RPGs, not the kiddie console versions. Yeah, the console versions had a think manual because there was not enough storage on the cart to hold any of that information.

    3. Re:Shipped with books? Getting more complicated? by Anonymous Coward · · Score: 0

      At least the "mainstream idiot" knows how to spell "strategy".

    4. Re:Shipped with books? Getting more complicated? by Anonymous Coward · · Score: 1, Interesting

      Do you understand "past tense?"

      [Role playing games], for example, got to where they had to have a book ship with the game.

      Where does he mention modern games there, at all? It is true that RPGs got to where they had to have a book ship with the game. Is that true anymore? I don't know, it's not relevant.
      Now, you may have a point, but the quote you chose doesn't help prove it.

  102. Generally I agree with simplicity. by YllabianBitPipe · · Score: 1

    The turning point for me began with the fighting games like street fighter, where in order to do some special move you had to enter in some insane key combo. I was never good at those kinds of games. Soon after that, the controllers started coming with tons of buttons, multiple joysticks. I guess this is why I've played more PC strategy type games that aren't so trigger happy. Like Warcraft, Diablo, The Sims ... all have a much kinder learning curve. You don't get plowed under in the first few seconds because you don't know some crazy key combo or can't figure out what button does what.

  103. I for once agree.. by vikku · · Score: 1

    The games today require more keyboard controls (I personally cannot remember more than 5-6 keys when playing) and newer hardware, but the feeling at the end of the game is probably never any better than it was for Duke or Doom. The games on the handhelds are a lot simpler and more addictive. Even tetris is still popular and all I have to do is remember 3 keys at max :)

    --
    Unix, Computers and science fiction... What else can one want in life ?
  104. NetHack by Anonymous Coward · · Score: 0

    I can't believe no one has mentioned NetHack yet one of the most popular and complicated games of its time. I have yet to see any RPG game that gets as much obsessive playtime or has as many crazy features. This ID weenie is just trying to pump his own boring games.

    The killer bee hits! The killer bee hits!
    You die...

  105. Carmack once said.... by z01d · · Score: 2, Interesting


    "Story in a game, is like a story in a porn movie; it's expected to be there, but it's not that important."

    yes, from <Masters of DOOM>
    To me, even Quake series is too complicated.
    the weapon system is OK, that's where the fun is
    but why armor? why can't just increase the health limit to 300, or 400.
    and I hate items which can be hold and used later. I always forgot that I have such things...

    1. Re:Carmack once said.... by Anonymous Coward · · Score: 0
      and I hate items which can be hold and used later. I always forgot that I have such things...
      Exactly! That's why I always wear this condom. I mean, sometimes I'm in the middle of sex and think "OH CRAP! I FORGOT MY CONDOM!", and by then, it's too late. If I wear it all the time, I won't ever forget.
  106. Sports are too complicated by Animats · · Score: 1
    Sports are too complicated. Baseball and football have become so complex that just watching the game requires massive support resources - computer databases of player and game statistics, real-time computer analysis of ball motion, and highly paid experts continuously explaining the play.

    Those games weren't always that complicated. Before TV, people went to the ballpark, and all they saw were the players and the field. Occasionally, a public address system might announce "Strike two". The scoreboard showed the score, and not much else. It was like Little League, but with bigger grandstands.

  107. I disagree. by DarkrhaveN · · Score: 1

    I disagree, very personally however. That games have become too difficult to play. Speaking for myself alone and just myself alone. I judge this on how many games for each system I've beaten.

    Nintendo: 1 (The Legend Of Zelda)

    Super Nintendo: 2 (Super Mario World and Magic Sword)

    Sega Genesis: 0

    Nintendo 64: (Cruisin World, Cruisin USA, Super Mario Kart, Zelda 64, Star Fox 64)

    Playstation 2: Metal Gear Solid, Metal Gear Solid 2, Grand Theft Auto: Vice City

    With the last two advances in Video Game systems that I've owned, the games for me have definately become alot easier.

    --
    "He Who Laughs Last, Is Just A Hand In The Bush" - Ozzy Osbourne
  108. It's the magic long-term learning curb by TyrranzzX · · Score: 1

    I started out, like most people my age, infront of a NES at home playing games like mario, megaman, ninja gaiden, etc. All simple games by todays compairison even though I will say when I replay these games right now, they have a certain nostalgic value and I look at them in a far more strategic light.

    Then, I got a SNES and Genesis, and I proceeded to play games like sonic (aka, mario on speed), just about every game from squaresoft I could get my greedy little hands on (FF, SOM, SOE, etc)and eventually got a computer around the same time, at which I started playing doom, blake stone, tetris games, etc.

    I was around for the "big move" into 3d. I played mario 64 (mario on speed doing lsd), and some other games. I eventually got a PSX as well and played the FF series on that (couldn't resist when it got cheap). Around the same time my tastes with computers evolved as well; I got Total Annihilation, one of the best RTS games around, as well as starcraft, and all sorts of other games.

    After I got the computer going, I finally built myself a gaming rig and stopped playing console games. Now I'm at the point of playing really complicated games like Tribes2, Morrowind (if you can get past the horrid engine, it's pretty good), gothic 2, UT2k3 (gameplay sucks, but the graphics are awesome). Give a game like tribes2 to, say, my father, who hasn't had all those years of conditioning, and he'll get frusterated after a few minuts of playing. He says "I make it look easy" or "I make him dizzy"

    So Nintendo is very very right, games have evolved a lot. So much so that, even though our society is used to, and even dependant on digital tech we are creating more and more complicated games for everyone to play that frusterates the hell out of normal, non-gaming people. Now this isn't to say that games like Metal of Honor, Serious sam, Dungeon Siege, etc are difficult games, on the contrary I can give those to my father and he'll have a blast and I'll even admit I had fun playing them too. But I enjoy games like Tribes2 and Total annihilation so much more than DS or MOH simply becuase of the difficulty. Combat in Tribes2 resembles something out of Dragonball Z, accept it's more UT style, you've got skiing and actual strategy. TA is great as well. A proper compairison I think would be as starcraft or warcraft is to chess, is as TA is to Othello. TA is way more complicated but that is what makes it fun.

    You'll also notice gamers who play complicated games are usually smarter than those who don't. Sure, they may not have the same vocabulary, education, etc as others but generally their intellegence level is at least double that of a normal sheeple. You'll also notice that studies of the effects of gaming are notoriously absent; nobody has been doing studies on it to see the effects of it, partially because of satanic groups of people masquerading as christian groups threatening anyone who does research they don't like.

    So I think nintendo is absolutely correct. I also think they screwed themselves by making it a "family oriented company" and with the N64 by going with carts. Mark your games with age stickers and leave it at that, caving in hand over fist to christian religous groups who are obviously lead by satan is a bad idea.

    And for those of you who think I can't paint all of the activist christian groups with a satanic evil glow; watch me, I use a roller! (in the words of SK)

  109. Shipping with a book by Bodrius · · Score: 1

    What's so bad about that?

    I think Carmack (and Nintendo) have a point about the need for "simple" games that are trivial to pick up for casual gamers. Particularly as the "gaming market" grows and it's own "mainstream" (average gamers) merges with what other, bigger markets are used to call "mainstream" (average consumers of random toys).

    However, most specialized genres are bound to be complex games, because they're aimed at consumers who WANT depth of gameplay, which implies complexity.

    These genres have historically been a big part of the market, and although one would expect this to decrease as 10-minute Flash games become more popular than 50+ hours RPGs, they'll never disappear.

    The reason is that not only were those more appealing to the market that was able to buy games before (computer-hobbyst => people who like complex toys | geeks). The people buying those games are still a big part of the market, are more willing to spend insane amounts on money on games and hardware than casual gamers, and are vocal enough to influence the philistines.

    So there will always be sim fanatics who will demand accurate simulations, which will need a book just as a real car, airplane, or whatever is simulated requires one (at least).

    Most RPG gamers will be glad to get a book with their game. It's easy to understand, considering they often buy BOOKS to play RPGs without their computer. Books that are mostly not about rules, but about background, fictional history, world-description, etc. I mean, what's the point of playing an RPG if the character and the world do not have the depth to merit that? Or are they going to show it all through FMVs with all the subtlety of an Asimov novel?

    Simple is good where it makes sense. But complaining about RPGs shipping with documentation is like complaining that the keyboard has too many buttons. You may think you'd do just fine with less in Quake, but that's because what you want is not a keyboard.

    --
    Freedom is the freedom to say 2+2=4, everything else follows...
  110. *sigh* by The+Revolutionary · · Score: 1

    I had to go and forget to turn off the karma bonus on that one, too =/

    Oh well, it's a shame there isn't a +1 "Documenting young-male gamer forum posting behavior".

    From what I recall, it is a fairly accurate portrayl of not a few "gamerz" sites a few years back ;)

  111. Different styles by Firestorm_Rising · · Score: 0

    With Nintendo's main age group focus, they are probably right concerning the complexity level for titles they release. On PC, there are a range of titles that are as much mindless-shooting, deep story-based roleplay or complex stragtizing as you want, and everything in between. When a complex game is done in a manner that makes sense, and all complexities are well-thought out enhancements to the gameplay experience, I think that nobody would argue that the game should be dumbed down. It just may not appeal to some people.

  112. todays gamers not your average gamer by Moritishi · · Score: 1

    God with the statement nintendo made we should be expecting people coming out stating that they found quake to be a "difficult" game that requires too much "thinking"

  113. ABAB UP DOWN AB LEFT RIGHT AB SELECT START by jgarland79 · · Score: 1

    ABAB up down AB left right AB Select Sart

    --
    Microsoft Windows runs on stress and frustration.
    1. Re:ABAB UP DOWN AB LEFT RIGHT AB SELECT START by GregoryD · · Score: 1

      not even close

  114. Complex *CONTROLS* are bad, not complex *games* by DunbarTheInept · · Score: 4, Insightful

    If the game *rules* are complex, there's nothing wrong with that. Nothing at all. That makes the game better. I'll take a good strategy game like Civilization any day over some console button-masher. And I don't just mean strategy either. I'll take a good game of Thief 1 or 2 or Deus Ex any day over a speedy button mashing fest like most other 3d shooters are, because for them (Theif/Deus Ex) the complexity was inside the gameworld, not out on your keyboard. What makes games suck are on consoles when you have to know that A+B+down will let you win, but A+B+diagonally down/left will kill you. That's not fun. I don't want a dexterity challenge. I want a tactical challenge.

    Am I the only one who thinks the console-game controllers feel like they're designed for left-handed people? It takes much more manual dexterity to correctly move the stick or arrow keys the direction you want than it does to press one of four distinct buttons, so why does it put the task requiring better dexterity on the left-hand side? Why do *ALL* games do this? It makes me suck at them. On a stand-up arcade game, I do much better when I cross my arms and use the buttons with the wrong hands, since I don't need good dexterity to whap buttons but I do to move the stick. But that's not an option on console games.

    The left-handedness of console controllers make me hate any console game which contains a dexterity-related challenge.

    --

    Don't label something "offtopic" unless you know the topic well enough to tell what's on topic.

    1. Re:Complex *CONTROLS* are bad, not complex *games* by Monoman · · Score: 1

      I'm left handed and game console controllers don't feel natural to me either.

      --
      Keep the Classic Slashdot.
    2. Re:Complex *CONTROLS* are bad, not complex *games* by Slack3r78 · · Score: 1

      Eh, I'm left handed, and I think it's just because console controllers suck for certain things, regardless of what console zealots will have you think - the FPS genre being the most glaring example. I can't tell you how rewarding it was to have a LAN party with some friends who constantly ragged on me for sucking at Halo and RF2 on XBox, only to grin and laugh as they got their asses handed back to them at UT. And I'm not even really a mediocre UT player. And to think, they didn't believe me when I said it was all because I hate console controllers. :)

    3. Re:Complex *CONTROLS* are bad, not complex *games* by Anonymous Coward · · Score: 0

      Don't blame your lack of skills on your inferior right hand.

      :::Left hand points to self::: You know you want this!

    4. Re:Complex *CONTROLS* are bad, not complex *games* by DunbarTheInept · · Score: 1


      Don't blame your lack of skills on your inferior right hand.

      Improve your reading comprehension skills. It's my left hand that has shitty dexterity, as stated in the post.

      --

      Don't label something "offtopic" unless you know the topic well enough to tell what's on topic.

  115. Imagination is paramount by OzTech · · Score: 3, Interesting

    I'm probably going to get flamed for this, but I think that game designers lost the plot years ago. Somewhere in the chase for ever better graphics, they forgot that gameplay, and story are the true keys to entertainment. Instead of developing novel game concepts, degsigners are now chasing reality, with blood curdling graphics, and horific images. If people want to be entertained by stuff like that, they will usually watch the nightly news, or the latest blockbuster release from Hollywood.

    I only need to look at my own children as a way of highlighting this point. My eldest is child is 14, and the youngest is 8. The kids have a PlayStation, and their own PC's, which they play games on occasionally. I have built a MAME cabinet, which has a good cross section of games in it. The kids actually enjoy playing the older MAME games, more than the newer PS games, and are forever asking me to pull out my old Atari 2600. The key to the older games was that they focused more on game-play than whizz-bang realisim. In a way the chunky graphics are more realistic though, because they exist where the sun doesn't shine, the colours are always bright, and the perspective is perfect; inside your head.

    Another trend I have noticed over the years, is that the machine ends up playing more than you do. I have often watch people playing what I call the newer style games, as on the Playstation, and X-Box. If you watch them, the character always seems to do more than the input from the player would seem to warrant. With many games, it seems that once you set a sequence in motion, the game takes over and completes the move, or sequence. There is nothing entertaining about that. In a similar way, a lot of games seem to be over sensitive in the area of user-input, and take ages to get a feel for the controls. This becomes very frustrating, very quickly.

    1. Re:Imagination is paramount by pocra · · Score: 1

      For some reason children seem to appreciate game play much more than adults do; when I was at the GameOn exhibition in Edinburgh the children were completely ignoring the newest Xbox/PS2/Gamecube games but were totally engrossed with The Collosal Cave Adventure, Adventure on the 2600 and Pitfall. The grown-ups, on the other hand, seemed much more interested in the games with impressive graphics (there was a big queue for Pong, but even that comes into this category in this instance as you were controlling the action on a 12 foot screen). I am not overly given to sentimentality, but I can tell you it actually made me feel warm inside and gave me a glint of optimism about the future to see children enchanted by a text adventure.

  116. perhaps we misunderstood the magical wizard? by breakinbearx · · Score: 1

    i cant be sure, but quite possibly, he means simple to play, not simple game design. there are a lot of people now saying that games with story are better than games without. OF COURSE! but games with a story that are intuitive to play are better than ones where ctrl-alt-shift-f7-x-end is a necessary keystroke. my 2cents. (btw, if there is actually a game that uses the aformentioned keystroke and you play it, my apologies)

    --
    Skill is successfully walking a tightrope over Niagara Falls. Intelligence is not trying. -- Anonymous
  117. jesus... by pb · · Score: 2, Insightful

    I miss the days when all software actually came with a book. For those who haven't been using computers for 15+ years, let me give you a little back story.

    In my day, we didn't have the web, or quick installation guides, or any of that. Each and every software package came with a 'manual', which was a book that explained in detail how to use the functions of that software. This is where you get phrases such as 'man pages'--those are online (in the sense that they're on the computer) versions of print documentation, taken from these now defunct 'manuals'.

    Fast forward to today: almost no software packages come with what we'd call a 'manual' 15 years ago. Instead, they're more like pamphlets. The alternative if you want printed documentation is to also go out and buy a $50 book from a publishing house like "The Microsoft Press", or possibly print out a 200 page PDF file (if you even get that).

    Ok, so software generally doesn't come with 200 page printed manuals anymore... Does that mean that it's gotten cheaper? Well, it hasn't gotten any cheaper for me, but maybe it's cheaper for them to produce. I guess I'm just giving them extra money, or if they publish a separate book on their software, paying them twice if I buy that as well.

    So I for one would like to thank the RPGs that still produce actual manuals along with their software for continuing to provide a valuable service to me, the consumer. A service that I still seem to pay for whether or not I get a printed manual. No, I like this much better--I got a pretty, comprehensive manual for every single Ultima game I ever bought, and I got an even bigger manual for NeverWinter Nights! And you know what, the prices haven't changed that much either.

    --
    pb Reply or e-mail; don't vaguely moderate.
  118. he's wrong by LordMyren · · Score: 2, Insightful

    :-]

    sure, as penny arcade so beautifully illustrates, the parachute button may be a bit excessive, but complexity is what makes reality so groovy: countless factors to weigh against each other. present too little complexity and the game becomes routine, provide a sea of options and encourage exploration, the game becomes much more interesting. armored core is my favorite game on this front - presenting both the adaption of mech design and the gameplay itself (although it does have one of the worst learning curves ever). the trick is to keep the challenger trying new things too.

    the problem is making these choices seamless enough not to scare the living bejesus out of the player. exploration of options should be encouraged, adaption fostered.

    (frankly, this is what sucks about most modern RTS's: there is no adaptation, simply reaction - the mechanics of what to do are fixed for experienced players.)

    Myren

  119. The Beautiful Simplicity of Doom by rollingcalf · · Score: 3, Insightful

    Doom's simplicity is a major part of the reasons why it maintained high popularity for so long after it was released. Almost anybody familiar with video games could sit down and start playing it within 2 minutes; they didn't have to spend 20 hours training to learn the various controls and complexities. I loved that all I had to do is run and shoot in Doom. Having to learn crazy controls and manuevers in Unreal like jump-and-crouch-in-midair-and-shoot-while-doing-a- triple-somersault-with-a-half-twist turned me off of that game immediately.

    Carmack is right. The growing complexity of modern games is what has kept me from buying recently produced games. I don't care if you call me a dumb user, because I have enough accomplishments and qualifications to know I'm not dumb. I work my brain hard enough every day at my job, so when I pick up a game I want to freaking PLAY and have fun and give the higher functions of my brain a rest, not work my brain some more. If I can't play well enough to enjoy the game in the first evening, forget it. A little puzzle here and there like in Tomb Raider is fine, but don't make me have to study some damn book and go through a bunch of skills training. I have better things to do with my time, and my brain doesn't want anything more taxing after it's already been stressed for 50 hours a week.

    If they don't want to make games for people who just want to sit down to play for an hour or two a week without much of a learning curve, it's mostly their loss. Give me something fun and simple (with a reasonable challenge) if I'm going to spend $30-$50 for a new game, otherwise I'll continue to pick up old games from eBay and bargain bins for $5-$10.

    --
    ---------
    There is inferior bacteria on the interior of your posterior.
    1. Re:The Beautiful Simplicity of Doom by cbdavis · · Score: 1

      Agree 100 percent. DOOM was the first, and in
      some ways the best. All you have to do is move
      right/left, forward/back, and weapons. Not much
      to learn and lotsa fun ( gimma a shotgun and
      full ammo....grooovvyy).

      I used to enjoy arcades but the games there
      went to having 4-5 buttons and movement controls.
      You need 4 arms to play!

  120. Complexity Problem by Mark_MF-WN · · Score: 1

    Game complexity itself isn't necessarily a problem; it's where the complexity lies.

    Ever played a modern fighting game? They're WAY too complicated, just to have some simple combat.

    Comparitively, a "complex" game like Morrowind or Neverwinter Nights is actually pretty easy to play.

    Civilizations is a very complex game, but it's complex in an appealing way. But some RTS games are overly complex these days, for something that's supposedly point-and-click.

    The point is that complexity can be a boon, depending on where it lies. It can also be a game-killer. Who would have enjoyed Impossible Creatures, if it hadn't involved complex strategy and gameplay? On the other hand, no one would have played Diablo or Dungeon Siege if they'd made you spend hours designing and levelling your avatar.

  121. Now here we have a classic examples... by heironymouscoward · · Score: 1

    And you call my post "condescending?" Bejesus. You should write reviews for gaming magazines, your attitude is just right.

    Back to my post: games too hard or too easy is missing the entire point. Games should be fun and while learning can be fun, more basic things can be much more fun. Four neurons are all it should take to enjoy oneself.

    But I'm sure writing stuff like "perceived intellectual superiority" makes you feel much better than actually thinking.

    --
    Ceci n'est pas une signature
    1. Re:Now here we have a classic examples... by SlashdotLemming · · Score: 1

      I was expecting to be modded Troll, hoping for Funny, but jeez, Insightful!?!

      Maybe you were right...

      I think I'll run for governer now.

  122. rocketry easy, doom hard? by Bram+Stolk · · Score: 2, Interesting

    Hmmm...

    Everything is relative I guess.
    He claims space flight to be simple plumbing,
    whereas doom with a crouch key is too difficult?

    --
    Bram Stolk http://stolk.org/tlctc/
  123. So if games aren't doing their job. . . by Fantastic+Lad · · Score: 1
    Why are sales in the game industry beginning to out-pace sales in the movie industry?

    There are more games out there than you can run away screaming from, (cuz you'll just run into another hoard of them around the corner.)

    The article is a masturbation piece, and Carmack, despite his coding skills, is a pasty doof who has been turning a nation of kids into tomorrow's pre-programmed soldiers, war supporters and violent-solutionists.

    The Mario franchise was cool, because it proved that non-violent games could be successful. Its creator was a true genius, infinitely more productive and brilliant than Quake-boy.

    Show me a Quake fan, and 9 times out of 10, I'll show you a guy who truly believed invading Iraq was not just a good idea, but more importantly, a workable idea.

    Interesting, that.

    People argue that media has no effect on their actions, and then go out and buy Nike shoes, drink Coke, and quote 'educational' programming, thinking they actually know how the world works. Amazing.

    I also find it interesting that for nearly 7 years leading up to the war in Iraq, some of the most popular games on PC were 'resource-management' war games. Oil and Opium. I also find it interesting that the Command and Conquer games were so starkly reflective of current trends. --Resources which are poisoning the world. War against global terrorists. Alien manipulation.

    My educated guess is that virtually ALL popular media is designed to send messages into the subconscious of the public, whether or not the front-line writers, coders and film-makers realize that they are channeling from the dark or light side.

    There are forces working both for and against the fate of humanity. They are about equal in power, but their methods differ. Carmack is part of the goon squad.

    Let me [heavily] paraphrase Star Wars. . .

    "The path to the dark side is always easier and faster and more seductive, but it also destroys the practitioner."


    -FL

    1. Re:So if games aren't doing their job. . . by Anonymous Coward · · Score: 0

      You are so full of shit it's unbelievable.

    2. Re:So if games aren't doing their job. . . by Fantastic+Lad · · Score: 1
      You are so full of shit it's unbelievable.

      Good answer!

      A little short on details, mind you, but your reaction certainly comes across loud and clear. --Which point in particular did you have a problem with? --What was it and why did you think it is (I presume) wrong?


      -FL

    3. Re:So if games aren't doing their job. . . by CrosseyedPainless · · Score: 1

      I'm a monster Quake fan, and I think the Invasion of Iraq was an idiotic idea from the start. Now find my nine antagonists, and I'll grant you a point.

      You're falling into that old trap, beloved of nutcases, which says games drive behavior. To paraphrase Chris Rock, how come nobody ever worries about the games Hitler played?

  124. You know what's funny? by Inoshiro · · Score: 1

    If I get too close to an edge in Legend of Zelda: The Wind Waker, Link won't fly off into the lava unless I'm running right at the ledge.

    If I happen to merely walk up to it, and press into it by accident, he ".. hangs off (sic) with his hands." much like you say it's supposed to bed.

    You can complain about the jump button thing, but I find that it simplifies the more frustrating aspect of 3D action games (jumping), since they are not designed to be hardcore platformers (see Mario Sunshine for an example of one of those). I've not gone into lava accidently because of it.

    --
    --
    Internet Explorer (n): Another bug -- that is, a feature that can't be turned off -- in Windows.
    1. Re:You know what's funny? by transiit · · Score: 1

      Even funnier that it regularly happens to me.

      Possibly even better that you were (at least the last time I was regularly conversing with you), appreciative of Slackware, often citing the fine granularity of control it gave you over the system.

      In that context, I find it strange that you think auto-jumping would be an acceptable behavior, even in something as trivial as a game. =)

      -transiit

  125. Quake's learning curve by Prien715 · · Score: 1

    I love first person shooters as much as the next guy, but the genre is inherently simplistic on some levels. Hand-eye coordination is the deciding factor in most FPS (and other action games) and in any other genre it's hard to make intelligence the determining factor without creating complexity (exception: Tetris).

    But why do I think FPS are complex? Our generation has grown up on them. My girlfriend can't play Quake to save her life (looking with a mouse is really hard to get used to for some people), but she'll come to LAN parties to play Warcraft (which, is a relatively simple RTS compared to Rise of Nations).

    I challenge anyone to create a simple game that doesn't require coordination to win (checkers is about the only one I can think of).

    --
    -- Political fascism requires a Fuhrer.
  126. I love John Carmack. by Anonymous Coward · · Score: 0

    Oh yes, I do... and it's the truth.

  127. variety ? by Anonymous Coward · · Score: 1, Insightful

    Whatever happened to variety?

    RPGs come with a book today? Good morning, McFly - so came simulators 10 years ago, before the dumbing down began.

    There is more than one type of player on this planet. Some people happen to like complex games, others are happy with simple ones. What exactly is the problem? Not enough $$$ in the niche you're firing into anymore?

    1. Re:variety ? by Anonymous Coward · · Score: 0

      Where does such anger come from? Did you even read the article?

  128. Possibility vs. Simplicity by numberthree · · Score: 2, Insightful

    I think the biggest factor in games that makes them fun for everyone is possibility. In Tetris, for example, there are hundreds of different combinations to fit the shapes together. Games like Grand Theft Auto and the upcoming Fable for X-Box take this to the extreme by giving you more possibilities than you know what to do with. Whether this is good or bad isn't the issue -- it depends on what learning curve you prefer.

    Some gamers may be dying to play something based on a D&D rule book that might take them a week to finally figure out what they're doing. Others may just want to pick it up and know how to play it within the first 5 minutes. Me, I like it when a game is easy to pick up, but gradually gets more complicated and has more possibility.

    I don't think complex is necessarily bad. I just think some people want complex possibility made available through simple means.

    --
    This guy. This $#!%^ guy.
  129. Complex games not new by Ed+Avis · · Score: 2, Informative
    [Role playing games], for example, got to where they had to have a book ship with the game.

    Bah. Elite had that in 1984. Two books, in fact!

    --
    -- Ed Avis ed@membled.com
  130. Carmack doesn't know jack about game design by alehmann · · Score: 1, Troll

    While I respect his coding skills greatly, Carmack's games are frightfully dull and unimaginative. They are always the same - run around and shoot everything in sight. Depth is what makes games worth playing.

    My favorite game is nethack.

  131. old school by Jonin893 · · Score: 1

    I still think some of the greatest games where the old point and click RPG/Adventure games made by Lucas Arts. Sam & Max was hilarious, Maniac Mansion was great, Full Throttle was excellent. And I still think that the best video game title of all time is "Day of the Tentacle." It totally sounds like a hentai game, but isn't.

  132. Gaming comfort by Anonymous Coward · · Score: 0

    I play in comfort: I have a laptop and a la-z-boy. I have not sat upright in front of a desk for years.

  133. MDK2 by Anonymous Coward · · Score: 0

    I wouldn't call MDK2 simplistic, while it might look that way many of the challenges were actually quite interesting, and in designing alien landscapes the game is really second to none. Actually one of the best game trips ever.

  134. Morrowind, great game start by Anonymous Coward · · Score: 2, Informative

    Morrowind has one of the best game starts, it will suck you in effortlessly and teach you everything you need without it really even feeling like being taught. In a way, it feels as great as beginning to play Half-Life back then. Something totally new yet strangely compelling.

    I begun playing Morrowing half a year ago and still play it. It feels much more than a game, it's another world. And when you get bored, take up the very easy to use editor and make up what you want to, add it to the existing world.

    There's really nothing else like Morrowind on the market right now. But do purchase the add-ons too, as they add some much needed technical improvements to the game. (Warning: the Tribunal expansion pack sucks for its gameplay in the "Clockwork City", kind of a low point of the whole Morrowind really, but the improvements it adds to the game interface are much needed.)

  135. The best games are complex and simple. by Rothron+the+Wise · · Score: 4, Interesting

    The best games have a small set of simple rules from which complex behavior emerges. I think the most classic example of this is Boulder Dash which in it's original form features only a handful different blocks yet the variation between the levels was astounding. I've always thought that the best way to create a game is to start with the basic laws of physics which may or may not be modelled after our universe, then add a few different entities with some clearly defined rules of behavior including the interaction with other entities.

    The beauty of this is that the game becomes predictable of the player. He/she will not be frustrated by seemingly arbitrary rules, like in the old Sierra On-Line adventure games where standing on the wrong pixel would get you killed, but instead will understand the action and reaction that lead to the players demise and will learn to avoid it. You want the gamer to go "aah, of course!" instead of "what the fsck?!".

    Also, since the game's complexity springs forth from the interactions between the rules rather than the rules themselves, you get what's called "emergent gaming", where the game mechanics appear between the lines through the complex interactions of those rules. This means that although the rules are simple and predictable, you have created a breeding ground for complex behavior goes beyond what the game designer himself may have envisioned.

    It's a sad fact that games were more like this before the 3D-card revolution.

    I understand why the industry want simpler games as they are trying to expand their customer base which today consist of mostly hard core gamers. Especially on the PC. There are plenty of examples of mainstream hits, but a hardcore gamer will often spend 10 times or more on games than a "causal gamer".

    Since games are usually created by gamers who invariably create games that they would like to play themselves I remain confident that there will still be games I'll want to play in 10 years from now.

    Simple, instantly playable games is the domain of handheld devices. Complex games fit better on the PC-platform. Consoles are somewhere in the middle. This is linked not only to how we use handhelds/consoles/PCs differently, but also to the technical limitations of the device.

    --
    A witty .sig proves nothing
  136. Complex Games by Arnulf · · Score: 1

    I'm playing computer games (mind you! computer not video games) since the early eighties. And I seriously doubt that Complex Games(TM) are a recent development. I played and loved Ultima IV on my C64. And if that was not complex, what is it then? Think of the first Microsoft Flight Simulator for instance.

    That said, I'm not an exclusive player of these games. I like playing both types. And I think there are games that are both, simple and complex in one.

    I wondered about the debate over 'use' and 'crouch' keys. In my opinion that does not divide games in simple, as in easy to pickup and just play for a while, and complex (we need at least an hour to get into that one). Complexity of interface and functions is not a good indicator for this. If this was the case then a game like Paradroid would be a simple game. Which is it not. Because you have to invest some time and strategic thinking even to get somewhere in this game, let alone beat one level.

    Just my two Eurocents.

    -Arnulf
  137. Why use CTRL for shooting by solprovider · · Score: 5, Interesting

    Keyboards were designed many many years ago as very low bandwidth devices. To save bandwith, many keys reuse the same codes, so that only one key signal can be sent to the computer at one time. The special keys (CTRL, ALT, SHIFT) are given special codes so they can be used in combination with the regular keys.

    You can think of it as having 7 bits (allowing 128 keys) plus 3 bits for the special keys. So each time a key is pressed or released, a 10 bit signal is sent to the computer. The computer remembers the last signal, and assumes that if no signal is received, then the keys from the last signal are being held down.

    This was important to game writers, because some combinations would not work. If "P" is "move left", and "O" is "shoot", then moving left and shooting would not be possible.
    1. Hold "O". Computer sees that "O" was pressed.
    2. Hit "P". Computer sees "P" was pressed. It assumes that the "O" must be released.

    The special keys did not have this "feature", so they were used for actions, such as shooting, that might be done simultaneously with another action. Moving "shoot" to "CTRL":
    1. Hold "O". Computer sees that "O" was pressed.
    2. Hit "CTRL". Computer sees "CTRL+O" was pressed.

    Keyboard technology may have advanced since the 80s, so these issues may have been solved.

    --
    I spend my life entertaining my brain.
    1. Re:Why use CTRL for shooting by freeweed · · Score: 3, Informative

      Exactly right, and keyboards essentially work the same today.

      Try setting up a MAME cabinet using keyboard-based input only, and a game such as one of the later Street Fighters. You'll have a field day with all of the multi-button combinations - keyboard simply cannot distinguish all of those individual keys being pressed at the same time.

      In fact, it's actually a bit worse than you describe. Because of how input signals are pulled from a keyboard (think of a big matrix of crossed wires), if you mash enough keys together, you can end up with keypresses detected that you never actually hit at all, a phenomenon known as 'ghosting'.

      --
      Endless arguments over trivial contradictions in books written by ignorant savages to explain thunder in the dark.
    2. Re:Why use CTRL for shooting by hankaholic · · Score: 1

      Too many years ago, I remember writing some C code using Borland's Turbo C++ compiler (which, coincidentally, I downloaded today from Borland's website purely for nostalgia) that polled the keyboard controller directly.

      You could choose to get both key-down and key-up events, although keyboard repeat was still a factor. While multiple keys were held down, you'd get repeated key-down events for the last key pressed, until you let it up (at which point you'd get a key-up event) or pressed yet another key (which would then generate an initial key-down event for that key...).

      I believe I based my code upon something from Andre LeMothe's original "Tricks of the Game Programming Gurus" (which covered DOS-only, sidescrolling and Wolfenstein-ish games; I see on Amazon that in years since LaMothe has maintained the series).

      Due to mental bitrot, I don't remember specifically how to put the keyboard controller into this mode, but I'm sure it's irrelevant anyways, as it isn't likely to be useful in more modern operating systems. It might have been as simple as trapping the keyboard interrupt instead of passing it on to DOS.

      --
      Somebody get that guy an ambulance!
    3. Re:Why use CTRL for shooting by XMunkki · · Score: 1

      This was important to game writers, because some combinations would not work. If "P" is "move left", and "O" is "shoot", then moving left and shooting would not be possible. 1. Hold "O". Computer sees that "O" was pressed. 2. Hit "P". Computer sees "P" was pressed. It assumes that the "O" must be released.

      Actually if I remember correctly, the keyboard controller sends signals such as "key down" or "key up", and these are sent serially. There is actually nothing preventing from the keyboard from sending all of these, thus keeping track of every key on board (and if I recall correctly, some very very old keyboards could actually do this).

      The problem is that many keyboard manufacturers like to save money. They're in a business, and money is all they listen to. So the current keyboard models tend to contains a key matrix. Different wires going horizontally and vertically through the keys. When you press a button, one row and one column line up, and we know which key it is. When pressing many keys at the same time, it doesn't really matter, as long as they're from a different row+column combination. Or else they will be missed out.

      This is (in my theory) what causes the blackout when pressing several keys at the say time. Not all combinations are forbidden, just some. And they all depend on the keyboard model and manufacturer.

      The keyboard repeats and handling of ctrl/shift/whatnot are done in software on the PC side (ie. you do it in the bios handler or user/operating system software).

      Please correct me if I'm wrong.

  138. don't state your opinion as fact by Anonymous Coward · · Score: 0

    dumbass
    a true rpg can be anything you want it to be

  139. complicated doesn't mean requires intelligence by kaltkalt · · Score: 2, Interesting

    This is all about controls. A good, fun racing game has an acceleration button, a brake button, and left-right steering (ex: Rad Racer from the NES). Maybe one button to shoot something if guns are involved. But nowadays companies compete not by the quality of the games, but by having more active buttons in the game than the competition. It's quite stupid and it really ruins the games. Ever notice that each new generation video game system's controller has about 2-4 more buttons on it than the last generation system? Is it because technology allows for more buttons to be crammed on the joypad? No. A racing game that has one button for shift-up, one button for shift-down, one button for windshield wipers, one button for emergency brake, one button for regular brake, one button to change the brake pads, one button... well you get the idea, it's not fun. It ruins the fun. The inner workings of a video game should be complex (40,000,000 polygons per second) but the controls should be as simple as possible. Just because the controller has 12 buttons on it doesn't mean all of them have to be used for the game to be "realistic" or "have good play control" (quite the opposite). Games on the PC are even worse than console games... stuff like Wing Commander, Mech Warrior, all use practically every button on the qwerty keyboard to do something different during gameplay, and each sequel uses even more buttons. Sorry but I agree with nintendo, when I have to memorize an entire keyboard layout, the programmers have done a shitty job at making this game. It's not that i'm not smart enough to memorize what 40+ buttons do. I don't have the time and I don't care. up down left right a, b. That's all I feel like learning to play a fucking video game. No game should need more than 6 buttons, EVER (and Street Fighter 2 is the ONLY one).

    --

    Stupid people make stupid things profitable.
    1. Re:complicated doesn't mean requires intelligence by lambadomy · · Score: 1

      I think you're missing the point of a game like Mechwarrior. I think they do an excellent job, because while I could go and learn all 87 commands and such, I never really needed to - all the really important things were on my joystick. Plus, the whole point of the game was to be a simulation, and to give people the feeling of control over their mech and perhaps their lance. If you want shoot em up bang bang mechs, Mechassault on the XBOX would work for you.

      The game that I had a problem with recently for being overly complex was Tony Hawk 4. I started up the tutorials, and started to realize I'd need to memorize a huge amount of button/arrow combinations to do much of anything in the game. This is the type of complexity that drives me nuts, where it is some kind of combination of timing and memorization of a library of esoteric moves. Role playing games, mech simulators, they can be as complicated as they want (and I can always pause them to look up the button I forgot). Pausing Tony hawk because I need to remember the button combination to do a kick flip is a little different. There seemed like no way for me to pick up Tony Hawk easily, I would have to memorize a ton of moves before I could even try to play the game.

    2. Re:complicated doesn't mean requires intelligence by kaltkalt · · Score: 1

      True, in some games such as simulations (MS Flight Simulator being a good example) it is more acceptable to have many more buttons, but I still think it's excessive on purpose because of the theory that excessive = realistic (the more button/commands means the more realistic it is). An airplane cockpit has thousands of buttons, thus the game should too. I think that's flawed logic and leads to a very unplayable game. As a rule of thumb, if I can't pick up the controller and figure out how to play it within 30 seconds, the game has shitty controls and won't be fun (note: "play" in this case doesn't mean 30 seconds to figure out all the secret moves).

      --

      Stupid people make stupid things profitable.
  140. Deus Ex and Thief are not in the same genre as Q by mnemonic_ · · Score: 1

    "System Shock 2, Thief, Deus Ex-- these are the games that are consistently lauded as the masterpieces of the genre, and are as consistently re-played as id's mindless mousekillers."

    Replayed by who? You only have evidence of you yourself replaying them. And the "genre" is arguable. I would not put Deus Ex or Thief into the same first person shooter genre as Quake 3 or System Shock 2. Thief was much more about sneaking around rather than shooting (in fact the hardest difficulty required that you killed no one). Gameplay was totally different in Thief. Deus Ex was more of a shooter-RPG hybrid-- it wasn't about combat and puzzles as much as an involved story with a focus on character interaction and player stats development. System Shock 2 was a "true" first person shooter in my opinion (it did not try to merge multiple genres too much), but it was very much a sleeper hit due to its complexity and release during the multiplayer boom (and throughout SS2 I always felt this intense loneliness that multiplayer gaming was the polar opposite of). The 4 player coop patch didn't do much to change that. SS2 was unique for its RPG elements but at its heart was a plain "survival" type shooter with simple AI, annoying maze-like levels and tedious objective-based gameplay (how much did you have to do before activating those ship generators?). I loved SS2 for the fear one felt and the story, but not for the crux of its gameplay which was as simple as Quake I.

    The only masterpiece of the "true" single player shooter was in my opinion Half-Life, and for multiplayer it is Tribes 2. Both took what was the essence of each genre and brought it to the next level. For Half-Life as a single player game it was a cool premise, good map puzzles, awesome AI, creative weapons and an overall immersive environment. For Tribes 2 as an excellent multiplayer game it was the value of teamwork, integration of different combat types and strategies, and efficient netcode. Neither tried to merge genres, as Deus Ex did with the rpg elements, and both were at their hearts first person shooters, unlike Thief which was a first person sneaker if you had to give the genre a name.

    P.S. I doubt you'll find as many people replaying those games as Quake 3 which constantly has thousands of players online.

  141. Agree by Kyouryuu · · Score: 1
    I too would have to agree with John Carmack. It's nice to know that a real bigwig in the games industry is coming out and saying this. Really, the games I like best are the ones that are very simple to pick up and that you can play for 15-30 minutes and quit without thinking about "did I get that item?" or "where the (insert expletive here) is the next save point?"

    Hence, it's easy to characterize me as a gamer that enjoys simple games with plenty of replayability as opposed to long, epic games with no replayability whatsoever. I wouldn't be surprised if many gamers from the NES generation felt the same way. There weren't many lengthy NES games that took 40 hours to beat. Most were relatively short and could be beaten in a couple hours, but were fun enough to revisit over and over again. That brand of game feels lost today amidst new gamers that seem to feel the number of hours is everything, no matter how many contrieved or lame "filler" subquests are needed to bloat the game.

  142. Okay 27 years, you win, happy? (n/t) by Politburo · · Score: 1

    (n/t)

  143. Re:Deus Ex and Thief are not in the same genre as by Slack3r78 · · Score: 1

    Jumping in here because Deus Ex and System Shock 2 happen to be 2 of my favorite games...

    I honestly don't see how you can consider DE and SS2 to be so different. The UIs in the two games are, in many ways, almost identical. (I can't comment on thief as I never actually played it). Deus Ex was no more of a hybrid shooter-RPG than SS2, and I honestly don't understand how you missed this. The "level-up" system of cybernetic enchancements is rather similar in the two. All I can figure is you played through the Marine (ie: shoot shoot shoot, kill) track, and thought that was all there was to the game. The psionic powers and hacking elements made for MUCH more than your "typical shooter."

    Both are great games, but in all reality, I'd almost have to argue that SS2 is the superior of the two due to the elements you missed. Believe it or not, SS2 was actually less linear than DE was. Just something to keep in mind. Maybe it'd be worth going back and giving it another chance? :)

  144. it depends by Anonymous Coward · · Score: 1

    There are different kinds of games. Some people like dexterity challenges

    I think the problem is the complexity of games isn't managed well. Games should have logical controls. Any complexity should be learnable, logical and introduced as the game progresses.

    Also, making games that require you to buy a cheat book to do well is an indication of a bad game.

    It's too bad because games are so complex now that it is near impossible to get a game completely right. So people are used to games with serious flaws being given high awards (like Halo).

    Anyway, for an example of what can be done, see Metroid Prime for the Gamecube. The game has depth, complexity and secrets, yet is easy to pick up and play an difficult to get stuck in. It is an absolute joy. It is the best game in many years and should be a template for games for many years to come.

  145. a book? not likely by Anonymous Coward · · Score: 0

    " [Role playing games], for example, got to where they had to have a book ship with the game."

    i remember when games used to come with manuals. Ultima IV for example came with at least 3 books, a map & some other goodies as well.

    i havent bought a game that came with a paper manual in probably 10 years, whats so bad about printed manuals?

    MSFS 2 came with a printed manual over 200 pages, MSFS 2004? you get a quick ref sheet, and a PDF on the CD, yay.

  146. well, technically by golrien · · Score: 1

    id did "action" buttons to begin with. They were the first to just have you bump into stuff though, IIRC

  147. Alternate Reality by Hobart · · Score: 1

    Mad props for being one of the few to have played Philip Price's excellent game.

    A few years back there was a big hubbub about making an Alternate Reality Online ... 'ARO.COM' is still held by Monolith (lith.com) for it, but it never came together. There were some screenshots too.

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  148. market can decide, but it won't happen by aeoo · · Score: 1

    Because it takes too much risk! Game companies would rather go with the majority and with opinions of pseudo-intellectual "gurus" because it is a low risk, low reward approach.

    Game companies are simply terrified to take risks. So how can they ever let the market decide when they refuse to innovate and take risks? Part of letting the market to decide is having a large number of innovative and failed games.

  149. Symphony of the Night?! by Anonymous Coward · · Score: 0

    SotN? Ambitious? More like blatantly ripped off Metroid 3.

    SotN was a great game, and Konami polished the hell out of it by including *so much stuff*, but it was not a great innovator by any means.

  150. PC game text is way too small by yerricde · · Score: 1

    Get a graphics card with S-Video output!

    One problem with buying a cheap Radeon with TV output and then connecting the PC to the TV is that the text in many PC games is too small to come through readably at 480p.

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  151. Ethernet adapter? by yerricde · · Score: 1

    Quake 3 was pretty good on the Dreamcast AND you could add a keyboard and mouse if you really wanted to. It also had both a modem and an ethernet adapter for multiplayer mayhem...

    Can you point me in the direction of a Dreamcast Ethernet adapter for sale?

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  152. The best game would need only one button. by August_zero · · Score: 1

    Games should posses complex gameplay, through simple controls. If I have to look at the instructions more than once before I know how to play the game, its more complicated than it needs to be. This isn't to say that the gameplay should be simple, no of course not, but when the controls are intuitive, when i don't have to think about what my hands need to be doing, then I am once step closer to being in the game.

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  153. I think it's acceptable.. by Inoshiro · · Score: 1

    In Wind Waker. I'm more concered about the puzzles and the boss fights than actual jumping. Plus, actually falling into the lava doesn't penalize you in Zelda like in does in Mario.

    Except for the Legend of Zelda: Links Adventure on the NES, no Zelda game has ever not auto-jumped. People only started to whine about it when the game went 3D, because it wasn't like the other 3D games people had played in the past.

    I say TS, Zelda is not other games :)

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    1. Re:I think it's acceptable.. by transiit · · Score: 1

      Cop-out.

      I never had an NES or SNES. So I'm not wildly familiar with the pre-Zelda64 experience.

      So I tried out Zelda: A Link to the Past tonight, just for the purposes of research, and auto-jumping annoyed me there too. I'll agree with you that it wasn't as sensitive or bothersome as the later Zeldas, I still found it irritating.

      Here's my big complaint: If you must demand auto-jump, then make it ubiquitous. I was wandering around Z:LttP and thought it was really stupid that you could happily jump off a cliff, but not on to a tree stump. Are we trying for an immersive environment, or not?

      So while Zelda might have a better storyline than others, or just generally get stuff right that so many others get wrong (I do appreciate the attention to making sure you never get stuck in an infinite failure loop, see Wasteland for an example of how to do this wrong), but I'm still going to stick by my belief that auto-jumping is just a bad idea.

      If the goal was to fix the problems with games that put too much emphasis on dexterity with jumping, this is a solution, but not necessarily the right one. Just crank up the thresholds and make jumping less of a chore rather than wasting cycles guessing when jumping is appropriate.

      Hell, if I wanted a game that was mostly about annoying the player, I'd go grab an emulator and fire up Marble Madness.

      -transiit

  154. That's a low blow by Sangloth · · Score: 1

    Just because Half-life 2 is a sequel does not mean it will be repetitive.

    A repetitive game sets you doing the same task over and over. I'm sure Half-Life 2 will have varied maps, with unexpected surprises. I'm sure that enemy AI will add a large amount of replayability. I'm sure it won't ever be a chore to play.

    You could reply that Half-Life 2 will consist of shooting objects, but killing enemies is the goal of the vast majority of video games, it's how you do it that makes it interesting or boring.

    Sangloth
    I'd appreciate any comment with a logical basis...it doesn't even have to agree with me.

    1. Re:That's a low blow by blixel · · Score: 1

      I wasn't going to reply, but since you welcomed a logical reply, then I can assume you are a level headed person and wont lash out at me. (I don't do the flameware thing.)

      First of all, I'm looking forward to Half Life 2 myself. I've seen the video trailer for it and I think it looks awesome. However I don't think there is anything about it that looks particularly unique. It's just prettier looking.

      If you look at the history of FPS games, I don't really see where much has changed, fundamentally, since GL Quake.

      Wolfenstein 3D was the first game I ever played that resembled an FPS in the traditional way that we think of an FPS. Doom surpassed Wolfenstein by leaps and bounds. Doom brought in varying wall angles, varying floor and ceiling heights, varying lighting, multiplayer, and so on. Then Quake came along and brought us true 3D environments. Shortly after Quake came around, we were blessed with the GL expansion (if you had the appropriate hardware). If you have ever seen the difference between GL Quake and non GL Quake, then you understand how huge of a difference it makes.

      In my opinion, that was the last massively significant change in FPS gaming. All the changes since then have been evolutionary, not revolutionary.

  155. My View by Sangloth · · Score: 1

    For my birthday maybe 10 years ago, my parents purchased me a game featuring the Tasmanian Devil for the SNES. I don't remember the exact name of the game, it doesn't matter.

    The game featured the Tasmanian Devil running around in Mode 7 graphics, chasing little yellow birds. You had to catch a certain amount before the timer ran out. Each map was short, and looped. Each map really was just a highway in the desert with a different landmark. The only goal of the game was catching the birds, which all acted the same. The game was actively boring to play. I only played it for a single day.

    That's my definition of repetitive gameplay. So long as I am not bored, the game is not repetitive.

    Your definition differs. If the basic model of a game is the same as previous games, you label the game as repetitive.

    Saden clearly subscribed to my definition, and you served him a low blow by implying an alternative definition, and making him seem self-contradictory.

    Being Petty: I'd posit that Half-Life's AI was a very worthy inovation, more important then much of the eye candy you mentioned. I'd rather play Half-Life enemies with Wolfenstein type graphics, then play Wolfenstein enemies with Half-Life type graphics.

    You could say that AI was only a change in degree, and not revolutionary, but I'd disagree. The underlying premise of the FPS was changed. I'd categorize Doom et al as a "Serious Sam" type game, whereas games with serious AI like No One Lives Forever and Deus Ex are a completely different experience.

    Being More Petty: Since I haven't played Half-Life 2 yet, I don't know, but it's certainly possible that the super-realistic physics engine may be another major innovation. It could be a gimmick, I don't know, but anyways innovation is by no means dead.

    Sangloth
    I'd appreciate any comment with a logical basis...it doesn't even have to agree with me.

    1. Re:My View by blixel · · Score: 1

      That's my definition of repetitive gameplay. So long as I am not bored, the game is not repetitive.

      Your definition differs. If the basic model of a game is the same as previous games, you label the game as repetitive.


      Actually I think I agree with you. As long as I'm not bored, the game is perfectly acceptable to play. But where you and I (apparently) differ is that you still find enjoyment in running around 3D mazes blowing stuff up. (Yeah, yeah, yeah... that's probably an unfair simplification. But in my mind, that is the bottom line.) That's awesome. I envy you. I miss the days where I could stay up for a day or two at a time playing Doom with my buddies over my LAN without ever blinking.

      I have no doubt that I'll buy Half Life 2. Hopefully it will have some new and interesting element which will make it stand out enough from it's predecessor to afford me weeks of enjoyment. Doubtful, but I'm hopeful.

  156. Correction and Clarification by DoctorFrog · · Score: 1
    Correction: 1980s should read 1980s through 1990s.

    Clarification: Given HMI's later statement that "My complaint is at a more elementary (meaning grades 1-8) level" I should also note that my own rough-and-ready data points referred to high school or equivalent education.

    Moreover, I should probably point out that unlike my coworkers I was educated in England, and had to walk five miles in the July snow uphill both ways after a fifteen hour shift down the coal mines... so I'm probably skewing the profile a bit. (Just kidding! ;)

  157. On NEEDING to read the manual first... by Zathras11 · · Score: 1, Insightful

    I've been a video game player for, well, longer
    than I care to admit. I collect for over 40
    different systems. I have so many games, that
    if I played 10 per day, I could go several years
    and still not be half way through my stuff.

    That said, I agree with Carmack on the manual
    situation. If I HAVE TO read the manual before
    I can play a game, I'm not interested. I have
    always felt that if you can start playing the
    game and at least be able to have some fun and
    some success right out of the box, that that is
    a good thing. Later, after you've had some fun
    you can go back and read through the manual to
    improve your skills by picking up things you
    could not figure out on your own.

    I don't want to start the old graphics vs. game
    play debate back up, but the thicker the manuals
    got (and the more you had to read them first)
    the more the graphics improved and the game play
    suffered. I really enjoy video games, and I
    hope that developers can find a "happy medium".
    That is where the fun is!

  158. Not a cop out. by Inoshiro · · Score: 1

    It's just how Zelda games are designed. There are some special boots you can get in Link's Awakening and Link to the Past that let you have one controlled jump of 1 block, but this is there so you can get past one of the overworld obstacles.

    The chain-arrow grabber thingy (can't remember name) is what's used for larger areas.

    A great game series can still have parts that annoy you; I just don't think it's that big of a deal because I'm not one of those newbies who started with Ocarina of Time ;)

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    1. Re:Not a cop out. by transiit · · Score: 1

      Yeah, so I'm beating a dead horse.

      And I like the hookshot. There was an old NES game (Maybe SNES. I don't remember) that a friend of mine had where you got extensive use of something like it. I thought it was pretty darn cool (and it made sense in a side scroller).

      But I still some of these things you're mentioning are just cop-outs. Special boots? Couldn't you have just designed the level to not need them? (This presumes that a fundamental aspect to a Zelda game is that you can't tell Link to jump at any time).

      Are you saying Zelda wouldn't be fun if they didn't make you go through menial tasks (just about every mini-game they've added to latter-day zeldas, or the search for the magic boots)?

      -transiit

      (Don't get me started on how much I hate the cut-screen every time you succeed with the hookshot in Windwaker. Once, ok. Twice, maybe. Every time, gack.)

  159. It's not really so much about difficulty by phorm · · Score: 2, Interesting

    As it is immediate playabillity, or "hookability" (i.e. the ability of the game to get somebody to pick up a controller, play, and not toss it away in disgust immediately).

    Now, in this aspect games have been getting both more complex and more simple. Instruction manuals have often been replaced by increasingly fancy "walkthrough" or "tutorial" modes. At one point we had training missions, now you have a training mission wherein it pretty much points out (and often even dictates audibly) what you are supposed to do.

    In games like Starcraft, Warcraft, etc each level was was not only often a ramp-up of skill, but of what you could do. By not overwhelming the player with too many things at once, you allow them to advance along and learn things level-by-level.

    This isn't quite the same for FPS games, although it could be. Start with basic pistol shooting, add later levels with neato weapons, items etc, until the player gets used to the controls and past the babysitting stage. In RPG's, it runs both ways: FFX as an examplew with its "Sphere Grid" being a bit complicated, but giving you a step-through example at first that can be onerous to the experienced gamer.

    Really, back in the day you'd get kids who player "Street Fighter" and just knew how to jump, punch, and kick. Eventually they graduated to special moves, maybe combos. Quite often people would read the manual looking up moves. How many people do read the manual nowadays? Perhaps the whole idea of just playing a game out-of-the-box is because of a laziness that has perpetrated on the part of the player, or is it because gaming has been infiltrated by a different crowd than the geeks that used to dominate it?

  160. Naw, still not a cop out. by Inoshiro · · Score: 1

    If you design 8 levels, place them in an overworld, and have various puzzles laid out such that you need to use the thing aquired in dungeon 4 to access the part of the map that has 5 and 6, it's not a cop out. It's just another item to expand the game play. Would Zelda be better with fewer dungeons? No, it's a nice length as is. You can spend 20 hours going around, or you can motor through it in a couple of hours (SNES version, anyway).

    It's all a matter of game balance and design.

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