The Art of LucasArts
Gamasutra has a piece talking with Michael Rubin about his new book, Droidmaker. From the article: "GS: Why do you think George Lucas saw the importance of games so early, and why was he able to capitalize on it so relatively well? MR: I think he actually didn't see the importance early. He had to be convinced that a games effort wasn't going to be a distraction. Quickly though, he was able to integrate his personal interest with education and using technology to aid in education, with the research going on in the games group. Making video games was only one aspect of that groups' work."
Hundreds of books on how to win at Pac-man? My god... I think most of them would be along the lines of:
1- Collect as many yellow dots as you can.
2- If an encounter with a ghost occurs: 3- When no yellow dot remains, next level (NL) is achieved. return to 1-.Memorizing certain patterns could also help a lot when playing Pac-Man.
For more information check out How to Win at Pac-Man.
Ah, those were the days...
Not that it's changed much - most "boss" encounters in games these days rely on finding the "pattern" of attack and repeating it until the big guy falls over.
Sometimes my arms bend back.
Lucasarts adventure games were and always will be my childhood. You can't beat stuff like Maniac Mansion, Loom, both Indy adventures, the Monkey Island series (excluding 4), Grim Fandango, Zak McKracken, Sam & Max, Full Throttle, Day of the Tentacle, and so forth. The only Star Wars games I care about are the old X-Wing series.
Of course by todays standard they are truly horrible and the flight and combat is a joke BUT at the time it was great. Shooting pixels at pixels. Sitting in a bomber with a bloody rocket after you are trying to fly under a bomber to use your upward firing missles. Great stuff.
Oh also a game that had a manual that not only told you about the game but also the history of the era you were fighting in and a whole chapter in SWOTL about the impact the various real strategies had. You could even follow them and see the effect. Like concentrating on bombing oil installations really worked!
X-wing was a nice game and all but it came with a couple of stencil sheets for a manual. Sigh. The beginning of the end. Soon we would have games that didn't even need a manual. Or PDF's.
I am sad now and must cuddle my F-16 Fighting Falcon 3.0 manual.
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.
In a good way. X-wing was the bomb. Later games would be like The Phantom Menace but X-wing showed us what a movie tie-in was meant to be. Not just the endless disney tie-ins where a bad sidescoller has the sprites replaced with the latest chars.
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.