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A Look At How Far PC Gaming Has Come

Bit-tech is running a feature examining the progress PC games have made over the past couple decades. The article highlights aspects of modern games we often take for granted or nitpick, and compares them to earlier games in which such features were implemented poorly or not at all. Quoting: "Doom's legacy is still being felt today in fact and it's a fair bet that you can take any shooter off a shelf, from America’s Army to Zeno Clash, examine it, and list a dozen things that those games owe to Doom. Things like the wobble of the guns and the on-screen feedback that tells you which direction you are being shot from — these were things that id Software invented. On the other hand, from a story perspective, Doom was absolutely rubbish. You start in a room, no idea what’s going on and you are surrounded by demons. You have to read the manual and supporting media to get a grip on it all — something modern games would get heavily slated for doing. Yet the idea that plot was optional caught on and the same flaw was replicated in other games of the era, such as Quake and (to a lesser extent) Duke Nukem 3D. There were years and years where the lessons of early story-driven games were forgotten and all anyone really cared about was having as many sprites or polygons as possible."

427 comments

  1. Doom by Burnhard · · Score: 5, Funny

    This guy goes all the way back to Doom. It's almost as if he was, you know, in his mid-twenties!

    1. Re:Doom by Trepidity · · Score: 2, Interesting

      Yeah, it seems to basically be the argument that current games build on ideas, representations, and mechanics used in previous games. And a lot of the influence comes from, well influential games, of which Doom was one. I do tend to see Doom as pretty large too, but then I'm also in my mid-20s.

      I do find the general idea of trying to trace where particular things originated interesting, though. I hadn't, until this article pointed it out, noticed that the gun-wobble was an id invention, though I suppose it makes sense.

    2. Re:Doom by slim · · Score: 4, Interesting

      I dunno. You're absolutely right, and yet... I think DOOM! was probably the first time I perceived a PC as a proper gaming machine.

      I mean, Wolfenstein was impressive, and in retrospect (I didn't play it much) a great game -- but it was very much a matter of "well, we've got this PC for business apps, I can make it play this game". At that time, if you had games in mind when you bought a computer, you got an Amiga. Or a console.

      Prior to DOOM!, most decent PC games were available for Amiga / Atari ST, with better sound and graphics. Wolfenstein looked like a poor Amiga game.

      DOOM! though, came out just as VGA was becoming mainstream, and sound cards were becoming available and affordable. Most PCs didn't have a sound card, and you'd add one as an afterthought, often to improve your DOOM! experience. It looked *amazing* in comparison to an Amiga game, and that was a first.

      OTOH the article's author should still consider the 25 years of non-PC videogaming heritage leading up to DOOM!.

    3. Re:Doom by Z00L00K · · Score: 2, Insightful

      And didn't it all start with Wolfenstein 3D back in 1992?

      Of course there have been other FPS games too, but Wolfenstein 3D was a revolution at the time.

      --
      If builders built buildings the way programmers wrote programs, then the first woodpecker would destroy civilization.
    4. Re:Doom by Canazza · · Score: 4, Informative

      It's not so much as a history of PC gaming, but a history of PC FPSes. It makes only a passing mention of other genres, like platforming (Braid, which, ironically, was released on consoles first) and based adventure games. It makes mention of hybrid FPS/RPG games like System Shock, Deus Ex and Bioshock, but no matter what genre the guy is talking about he always winds up back at an FPS.

      Where are the RTSes, like Starcraft, Command and Conquer, Total Annihilation? Where are the God Games, Civ, Black and White, Evil Genius? Totally ignored. RPGs are mentioned in passing and the main focus was on MMO vs MUD rather than the likes of Diablo and Baldurs Gate.

      as for Gun wobble, that may have been an ID invention, but I'd quite like to know who first put a gun in the players right hand, rather than in the middle bottom.

      --
      It pays to be obvious, especially if you have a reputation for being subtle.
    5. Re:Doom by cafard · · Score: 4, Insightful

      Prior to DOOM!, most decent PC games were available for Amiga / Atari ST, with better sound and graphics.

      A few years before that, my Amiga/Atari buddies were already salivating when i could play Wing Commander II, Falcon 3.0 or Civilization.

      I'll grant you that Doom put the final nail in the coffin, but the PC had already taken the edge for high-end quality games when it came out.

      --
      This post is awesome.
    6. Re:Doom by The+Grim+Reefer2 · · Score: 4, Insightful

      What about Myst? I'd say it was a pretty significant PC game in it's day.

    7. Re:Doom by commodore64_love · · Score: 2, Insightful

      >>>I do find the general idea of trying to trace where particular things originated int

      Almost everything traces back to the original Atari console, early 8-bit computers, or 70s-era arcades. Just picking some random games off the top of my head:

      Space Invaders - shooter
      Space War or Star Raiders - first person shooter (ship)
      Hostages - first person shooter (person)
      Donkey Kong - platformer
      Crystal Castles - 3D platformer
      Pitfall 1 2 - Adventure
      Haunted House - survival-horror
      F15 Strike Eagle - simulation
      M.U.L.E. - real time strategy
      A D & D - stat-based RPG

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    8. Re:Doom by Drinking+Bleach · · Score: 1

      Wolfenstein 3D was the shot heard 'round the world. Doom was the revolution.

    9. Re:Doom by PopeRatzo · · Score: 4, Funny

      ...Total Annihilation?

      Man, I loved that game. And it taught me how to spell "Annihilation", which is no small feat. So if I ever have to write something with the word "annihilation" in it, I'm ready.

      You can't say computer games aren't educational.

      --
      You are welcome on my lawn.
    10. Re:Doom by PopeRatzo · · Score: 4, Insightful

      Almost everything traces back to the original Atari console

      Actually, everything traces back to a rock and a stick. Or in the case of the Inca, a head and a stick.

      --
      You are welcome on my lawn.
    11. Re:Doom by commodore64_love · · Score: 1

      I don't know what you're talking about? I had Civilization and Wing Commander on my Amiga 500 (68000/7 megahertz) computer, and they looked just as good as the IBM PC version. More importantly I can still play the Amiga versions, whereas the PC versions crash both my Win98 and WinXP machines. (That's why I hate using PCs for gaming.)

      And who says Amiga can't do Doom? Look at this image - http://www.lemonamiga.com/games/screenshots/full/doom_ii_03.png It took the IBM PC and Mac world about 10 years (1985-95) to catch-up to the Amiga in terms of sound, graphics, and preemptive multitasking ability. (Poor Mac didn't get preemptive-tasking until 2001!).

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    12. Re:Doom by commodore64_love · · Score: 1

      Shhh. You're not allowed to rewrite the accepted history with truth. Shame on you. ;-) Besides Tunnel Runner was one of the first first-person games - 1983 on an Atari - http://en.wikipedia.org/wiki/Tunnel_Runner

      And if you want to go waaaaay back there was the first-person Starship in 1977 - http://en.wikipedia.org/wiki/Star_Ship

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    13. Re:Doom by Anonymous Coward · · Score: 5, Interesting

      I'm sure you've seen it; even played it, but perhaps not enough attention has been given to it yet:

      http://www.springrts.com/

      The guys started out with the Total Annihilation game, built an open-source implementation of the engine so you could play it with the original game-packs, and then went on to 'generalize' the engine somewhat so that you can create other 'games' for it.

      In one word: AWESOME. All that was good with TA (gameplay) and all that is good with modern graphics (3D, shaders, realistic water, nice explosions, deformable terrain.. etc).

      Check it out, if you havent yet.
      (ofcourse there's linux binaries)

    14. Re:Doom by Anonymous Coward · · Score: 1, Funny

      i lernd to spel "sub machine gun" juts bi plaing cod4!

    15. Re:Doom by cafard · · Score: 2, Informative

      Well, if the PC and Amiga versions of Civilization look the same to you, i guess at the time you found that Atari ST graphics looked as good as Amiga's. Our group didn't. Plus, lack of loading time thanks to that little thing called hard drive was quite marvelous for us at the time, but yeah, i'll grant you that it was available. Inferior but available.

      As for WC, note that i mentioned Wing Commander 2. Sure, seen today, it's just a glorified arcade sim/shooter with cheesy storyline and videos, but back in time, it was mind-blowing. My mistake if it was available on Amiga/Atari and looked just as good. Finally, i wasn't shooting for a complete list, just taking a few examples. If you want to nitpick, go ahead and tell me you were playing Ultima 7 or Ultima Underworld on your Amiga in 1992 too.

      I'm sure it's unfathomable for some people, but there's a reason why the amiga owners in our group all wanted (and ended up owning) a PC.

      --
      This post is awesome.
    16. Re:Doom by mdwh2 · · Score: 3, Interesting

      Indeed, I feel old. But wait - actually on the first page, he goes all the way back to Wolfenstein!

      I also love this ill-defined statement that he starts the

      The father of modern gaming is, I hope we can all agree, Doom.

      So like, any game before Doom is too old to be "modern", but any game after Doom isn't the "father", as it didn't come "first" (it's an "Apple first" - first, except for all the ones before it).

      I presume he means the first FPS, though he's still wrong (e.g., Wolfenstein).

      One could just as easily declare Quake to be the father of modern gaming. Or I don't know - Civilization or Alien Breed 3D.

      He goes onto say:

      It took us from the age when games were monochrome, squinty affairs played by people with milkbottles for spectacles, to a time when it was actually cool to spend ages hooking up a modem connection between two PCs

      Complete nonsense! Why does someone who obviously has no idea of the history of computer games (as if he was in his mid-20s, as you say) get to be a tech writer? By the early 1980s, games were leaving the monochrome era.

    17. Re:Doom by paradxum · · Score: 1

      That's what I don't get, why is it everyone gives DOOM the credit for first, first-person shooter... but Wolf3D was up and running way before.... grrrrr... having been there is frustrating sometimes... maybe we're just trying to forget how much we liked to kill nazi's

    18. Re:Doom by nightsweat · · Score: 2, Informative

      Not to mention Wolfenstein.

      --

      the major advances in civilization are processes which all but wreck the societies in which they occur - A.N. White
    19. Re:Doom by commodore64_love · · Score: 1

      >>>there's a reason why the amiga owners in our group all wanted (and ended up owning) a PC

      Yeah because Commodore was disassembled by the government in 1994, and it wasn't possible to buy Amiga anymore. Basically - we had no choice (hence the term monopoly). I didn't buy my first PC until 1998, and hated that I was forced to use the inferior, crash-prone, piece of shit called Windows 98. It took all the fun out of gaming.

      Example: I recall my roommate trying to get the Star Trek TNG Technical Manual to run on his 1995 PC. He spent all weekend dicking-around with settings, and finally broke down and cried because it refused to work, and he had wasted $50.

      I went out and bought a PS2 and Gamecube instead, and I turned my back on the tear-your-hair-out, bug-ridden computer gaming forever. Gone were the days of Atari 800, Commodore=64, and Amiga gaming when playing was as simple as popping in a floppy and plugging-in a joystick. PC gaming was a major headache-inducing endeavor.

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    20. Re:Doom by digitig · · Score: 2, Funny

      Doom didn't just teach me how to spell "cacodemon", it taught me how to annihilate them!

      --
      Quidnam Latine loqui modo coepi?
    21. Re:Doom by DoctorFuji · · Score: 1

      If you want to go back to the earliest PC games, you have to go back to the text based games played on a monochrome monitor, 5.25 floppies (no hard drives) with NO graphics, aka Infocom's Zork series, and others (Suspended, Planetfall) and of course, Hitchiker's Guide to the Galaxy... Another notable of course is the King's Quest series....

    22. Re:Doom by Clover_Kicker · · Score: 2, Informative

      Ultima Underworld was 3d, a much nicer engine then Wolfenstein.

    23. Re:Doom by hairyfeet · · Score: 4, Interesting

      I don't know about that. Sure Doom was nice, but it was the original Quake that had everybody I know crowded around a monitor going "oooh!". From the awesome graphics, to the soundtrack by NiN, to the fricking huge levels with lots of secrets to find, Quake was the one that had all my friends rushing out to buy PCs and Voodoo cards.

      So while Doom got many folks to try a PC for the first time, in fact I got my first Intel PC from a guy who had last year's top o' the line P-100MHz and gave it to me for the $150 he owed me because it would only run Doom "stock" and gave him an excuse to get a tricked out gamer rig, It was Quake that had folks running out and shelling out what was serious money at the time for gaming PCs. Hell I would say that Quake and the Voodoo is what created the whole idea of gaming PCs, as a stock business rig just wouldn't give you the "oooh!" factor in that game.

      And look at how far we progressed thanks to everyone wanting the "oooh!" factor. In a five year period I went from that P-100 to a P233Mhz, a PII-400MHz, a P3-650Mhz, a P3-733Mhz, to a P3-1100Mhz which I still keep around as a Nettop. Lets be honest-Windows and the office apps of the day certainly didn't use anywhere near that much juice, and even today that 1100Mhz with Win2K and MS Office 2K makes a good little Net appliance, but of course if you want to game it just don't cut it, hence the dual core AMD with 8Gb of RAM and another 1Gb on the GPU I have for gaming. And that can all be traced back to Quake, which even today is still damned fun to break out. While Doom may have implanted the idea of 3D gaming in the heads of the masses, I would argue that Quake drove that idea home with all the power of a nailgun and made it a "must have" for the masses.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    24. Re:Doom by commodore64_love · · Score: 2, Informative

      >>>tell me you were playing Ultima 7 or Ultima Underworld on your Amiga in 1992 too.

      Nope. Were you playing Dragon's Lair or Space Ace on your IBM PC in 1990? Not likely. Amiga also had the eye-popping visuals of Myst. Images (262,000 colors) - http://www.lemonamiga.com/games/screenshots/full/myst_09.png http://www.lemonamiga.com/games/screenshots/full/myst_10.png

      Amigas were also used to create the CGI for television shows and movies, like Beauty and the Beast, Aladdin, seaQuest, and Babylon 5. There's a reason it was called the first multimedia computer.

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    25. Re:Doom by slim · · Score: 1

      Well, if the PC and Amiga versions of Civilization look the same to you, i guess at the time you found that Atari ST graphics looked as good as Amiga's.

      It might depend on whether you saw Civ running in CGA or VGA. My recollection is that VGA was by no means ubiquitous at the time. Whereas the Amiga had 8 bit colour as standard.

    26. Re:Doom by cafard · · Score: 1

      I recall my roommate trying to get the Star Trek TNG Technical Manual to run on his 1995 PC. He spent all weekend dicking-around with settings, and finally broke down and cried because it refused to work, and he had wasted $50.

      I definitely can sympathize with that. Playing games during the MS-DOS years required one to get familiar with the arcane science of getting enough conventional memory/UMS/XMS and loading a mouse/sound driver at the same time... AUTOEXEC.BAT/CONFIG.SYS hacking was an unfortunate but necessary hobby. Still, despite the failings of the OS, the end product - the game - was worth it to us.

      --
      This post is awesome.
    27. Re:Doom by PopeRatzo · · Score: 2, Insightful

      Hey, thank you, whoever you are. I will most certainly check this out.

      I was a fiend for Total Annihilation. It was the first game I played against other people via LAN and it gave me a hint of what was to come.

      --
      You are welcome on my lawn.
    28. Re:Doom by Chaos+Incarnate · · Score: 3, Informative

      People try to credit Doom as the first 3D first-person shooter (where Wolf3D was decidedly 2D). They tend to forget that Doom's verticality was faked, and it wasn't until Quake that we got a true 3D FPS.

      --
      Benford's Corollary to Clarke's Law: "Any technology distinguishable from magic is insufficiently advanced."
    29. Re:Doom by Canazza · · Score: 1

      I have a special place for TA, it was the first Proper PC Game I got into (I say proper, before hand I had a Mac and spent my time playing Arcade games on it, that and I got Myst with it for free, which I never got into).

      Aslo, I was unsure if the GPP was being a grammar Nazi and I had to double check I spelled Annihilation right :D

      --
      It pays to be obvious, especially if you have a reputation for being subtle.
    30. Re:Doom by Canazza · · Score: 1

      The first FPS was running around with sticks and rocks, throwing them at things
      The first ever RTS was pushing rocks about on the ground with a stick
      The first ever MMORPG was collecting rocks until you got bored and started again, but collecting sticks. You could also collect with other people if you wanted to.
      The first ever third-person shooter was walking behind someone, poking them with a stick, and making them throw rocks at stuff (even that's an evoloution of the first FPS)

      --
      It pays to be obvious, especially if you have a reputation for being subtle.
    31. Re:Doom by slim · · Score: 2, Interesting

      I don't know about that. Sure Doom was nice, but it was the original Quake that had everybody I know crowded around a monitor going "oooh!".

      I guess it depends on your age and background.

      It was the "photorealistic" mountain backdrop in DOOM! that made my jaw drop. I was literally amazed that you could do that on a home system. After all, I'd been brought up on a BBC Micro where Elite was the peak achievement.

      Around the same period, I was similarly amazed by Ridge Racer in the arcades. I had rationalised that by putting it down to expensive custom hardware.

    32. Re:Doom by cafard · · Score: 2, Interesting

      No. I dreamed of an Amiga at the time, as my Apple 2 was starting to be horribly outdated.

      Have a look at the games i mentioned and you'll see that they're from 1991/1992. I maintain that this is when the high-end PC games overtook the Atari/Amiga for quality, and that it predated Doom (1993) by a couple years. This is the time when the PC turned into a powerful (though also expensive and arcane) gaming platform. It certainly wasn't the case before.

      --
      This post is awesome.
    33. Re:Doom by cafard · · Score: 1

      VGA obviously, comparing the Amiga graphics to CGA would be downright insulting.

      --
      This post is awesome.
    34. Re:Doom by hairyfeet · · Score: 3, Interesting

      41 and started on a VIC-20 myself. Remember when Shatner had his TJ Hooker hair and was touting how the VIC was "more than just games"? While I admit I though the original Doom looked nice, it was Quake where I went "There is NO WAY that is running in somebody's house. That is like....some sort of super arcade machine!". And of course then came one kick ass after another, but I'll never forget everyone dropping their jaws over the original Unreal. That opening screen with the 3D pass over the castle...wow. We just sat there letting that thing run for a good 5 minutes just watching it.

      Of course to show my age the first game in the arcade that really made my jaw drop was when I went to see Return of the Jedi in theaters and there was the original wire frame Star Wars machine, complete with Obi Wan telling you to use the force. I thought back then that we would NEVER get anything that good in our homes, and sure enough it was over a decade before we saw that kind of 3D in the comfort of our living rooms, and that was thanks to Quake making 3D accelerators mandatory. Like I said, any halfway decent office machine could play Doom, but to get the "ooh" factor in Quake you HAD TO get a 3D gaming card, and thus an industry was born.

      Remember how quickly after Quake that reviews were talking about how a game ONLY had software acceleration, with the reviewers looking down their nose at anything that didn't hit the GPU? To me that is what changed it from something you could do on an office box during lunch break to something that had to have decent gaming hardware to run. And of course by making 3D acceleration affordable to the masses we now have some truly insane hardware for cheap. I remember when a hardware DVD decoder would seriously hurt your pocketbook, and now 3D surround sound, hardware video acceleration of multiple formats, hell we just take these things for granted now. My first game of Doom was played on an office machine from Compaq, but my first Quake? I had a Voodoo and a Soundblaster stuffed in there and the machine Oc'ed just so I could squeeze out every FPS while still getting the "ooh".

      To me that was really the turning point, and really caused gaming to explode and become its own industry, when you couldn't just throw the game onto an office machine and expect it to run decently.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    35. Re:Doom by artemis67 · · Score: 1

      I'd say that the first attempt at a 3D FPS was the wireframe arcade game Battlezone.

      Also, the interactive fiction genre, popularized by companies like Infocom and Adventure International, gradually morphed into point-and-click RPG's.

    36. Re:Doom by artemis67 · · Score: 1

      Since the Atari 2600 and the Apple ][+ came out, it's always been a neck-and-neck race between PC's and consoles as to which was the better gaming platform.

      The 2600 had a nice library of games, but the Apple ][+'s graphics and complexity blew it away. In fact, I would say that many of the pro's & con's of PC vs console gaming from the early 1980's are largely intact to this day.

    37. Re:Doom by eison · · Score: 2, Funny

      My favorite game education is I learned "obsequious" from Starflight II.

      --
      is competition good, or is duplication of effort bad?
    38. Re:Doom by amoeba1911 · · Score: 2, Insightful

      True, Doom wasn't true 3D, but it looked 3D enough to fool anyone who didn't know difference between polygon rendering and raycasting (most people), and at the time computers just weren't fast enough to render a 3D polygon world anyway, so they did the best they could on the technology they had.

      But Doom was the first to bring that 3D look, with inertia, gun movement, enemies that turned on each other, lots of blood and gore, 2-4 player multiplayer deathmatch+coop over serial/modem/ipx, all of with user editable content. Each of those features had been around before one way or another, but never all of them together. Doom defined the FPS genre.

    39. Re:Doom by Reapman · · Score: 1

      I remember getting really excited about Quake, especially after trying the demo that came up. I was ok with the brown on brown colors and the crappy weapons because hey it's a demo, they'll put the real weapons in later.

      I never finished Quake. In a lot of ways I consider Doom superior. Although now that I'm older I do appreciate what Quake did, bringing true 3D in compared to Doom's engine, but I hated the game.

      I still fire Doom up from time to time but can't remember the last time I fired up Quake. Maybe I should fire it up tho, see what the latest engines offer. This article really makes me feel old.

    40. Re:Doom by troc · · Score: 1

      but I'll never forget everyone dropping their jaws over the original Unreal. That opening screen with the 3D pass over the castle...wow. We just sat there letting that thing run for a good 5 minutes just watching it.

      I can still remember the first time I ran Unreal after installing it. I also just sat there for a while going "oooooooooooo". Probably my oooo-est moment in gaming.

      --
      Troc's dubious podcast and blog: http://www.trocnet.net
    41. Re:Doom by Anonymous Coward · · Score: 0

      There's no exclamation mark, you fucking idiot.

    42. Re:Doom by Anonymous Coward · · Score: 0

      And it taught me how to spell "Annihilation"

      Wow, man, I like never got past "total", so respect. But I managed to pick up some different spellings, like 'totally', which are real words too. That's totally freakin' awesome, man!

    43. Re:Doom by Anonymous Coward · · Score: 0

      Not to mention Wolfenstein.

      Which didn't have gun nor screen wobble...

    44. Re:Doom by Cornflake917 · · Score: 1

      as for Gun wobble, that may have been an ID invention, but I'd quite like to know who first put a gun in the players right hand, rather than in the middle bottom.

      Am I the only one perturbed by the fact that this guy claims that the "gun wobble" and directional feedback were inventions in which all FPS developers should pay homage? I'm pretty damn sure once you got the technology to represent a 3d world and rasterize it to a 2d plane, making a gun wobble or providing a directional feedback when being attacked would be complete after thoughts. Some guy doing beta testing was probably like "it would be cool if the gun, like, wobbled or or something." So they added a sin function translation to the gun sprite in the y direction, and then voila...brilliant invention!

    45. Re:Doom by Anonymous Coward · · Score: 0

      IDDQD
      IDKFA
      IDCLEV

      not as good as up,up,down,down,left,right,left,right,b,a,start

    46. Re:Doom by thinairart · · Score: 1

      Oh yeah, that sweet wireframe star wars arcade game... I put so many quarters in that machine. A few years ago I fired it up in a PC emulator and played for a few hours... still awesome!

    47. Re:Doom by Ascagnel · · Score: 1

      IDCHOPPERS -- GM sucks, doesn't it? IDSPISPOPD -- Smashing Pumpkins Into Small Piles Of Putrid Debris

      --
      "It's the end of the world as we know it, and I feel fine."
    48. Re:Doom by Yoyocafe · · Score: 1

      The 3D FPS I remember was Midimaze for the Atari ST, back in the mi-80's. You connected to other players over the built in MIDI ports.

    49. Re:Doom by IorDMUX · · Score: 2, Interesting

      Similarly, I'd like to analyze how far America has come in the last 100 years by starting with MLK Jr. and the Civil Rights Movement.

      Seriously, I'm in my mid twenties and reach farther back in gaming history than this guy. I grew up with the original Rogue, text-based dungeons, and the Atari 2600. I even wrote my own text-based space adventure game (complete with a turn-based, text-based battle engine!) as a Christmas gift to my brothers on our IBM PC Jr. in the mid 90's, when Doom and such were first hitting the market.

      I'd like to see an analysis of how games evolved from Hack-style games to Doom and the like. As has been pointed out, the evolution since Doom has been at a much slower and more gradual pace, as opposed to the leaps and bounds when the capabilities of home computers were first being tested. That would be a Slashdot-worthy article... any takers?

      As a side note, Rogue was a game where my grandfather, father, and I would compete for the high score list... I can't think of any game since that really had such a cross-generational appeal.

      --
      >> Standing on head makes smile of frown, but rest of face also upside down.
    50. Re:Doom by Anonymous Coward · · Score: 1, Insightful

      Moria, Nethack, Pirate Adventure, Zork, Maniac Mansion

    51. Re:Doom by C0vardeAn0nim0 · · Score: 2, Insightful

      well, I learned more about history from Civ IV's civilopedia then in grade school. i dont't know if this speaks more about the quality of the game, os the complete disregard the authorities in my country have for education.

      --
      What ? Me, worry ?
    52. Re:Doom by Anonymous Coward · · Score: 1, Funny

      FPS games require reflexes and skill. RPG games consist of pressing the same button over and over in endless, semi-controllable battles.

      Playing an FPS is like being an athelete. Playing an RPG is like being a sports fan.

    53. Re:Doom by kionel · · Score: 1

      ...and all of those years I spent farting around with my CONFIG.SYS & AUTOEXEC.BAT made me confident enough to work with my first Linux distro in 1995.

      Years later, I'm a Senior UNIX Admin, and making a good living. Yes, folks, I do attribute this fact to my love of PC games. :)

      Oh, and for the record, I'm also a former Amiga 500 owner. My love of nicely integrated hardware and software led me to purchasing a Mac Pro in 2008. Now I can have a stable OS for my real world needs. When I want to play, I boot into Windows, fart around, and remind myself why I learned Linux in the first place. :)

      --
      "'My Country Right or Wrong'is like saying 'My mother, drunk or sober,'" -- Chesterton
    54. Re:Doom by kcornia · · Score: 1

      Don't forget IRQ settings... I remember being so pissed off about having to learn all that stuff just to play games, but like you said once you got the games going, it was all worth it.

      Elder Scrolls: Arena and Civilization were so unbelievably awesome in their time. The fact that both are still going strong validates my statement.

    55. Re:Doom by Blakey+Rat · · Score: 1

      (Poor Mac didn't get preemptive-tasking until 2001!)

      Yes, but it really perfected the hell out of co-operative multi-tasking. It's not like us Mac users were just sitting there waiting for some program to finish until we could use another-- it had multi-tasking, just not pre-emptive multi-tasking.

      And, lo and behold, despite it's weaknesses, the Mac (even the Classic Mac) survived a shitload longer than Amiga did. So Apple must have been doing something right.

    56. Re:Doom by kcornia · · Score: 2, Funny

      I dunno man, being able to have sex with a prostitute and get VD because you didn't use a condom, that shit was pretty revolutionary.

      Leisure Suit Larry represent!

    57. Re:Doom by snkboarder · · Score: 1

      Myst was the single reason that CD-ROMs are are prevalent as they are today. The term "Multimedia" took off because of it as well...Multimedia used to be a buzzword like "Cloud Computing" is now, for instance.

    58. Re:Doom by snkboarder · · Score: 1

      I would say, perhaps, it may be more important to trace the roots all the way back to 1959 and the first "Video Game" which was on a computer...and go through the evolution of UNIX gaming and all that business...people love to think Atari and consoles kicked everything off, and then PC magically made a comeback in the 90s...but in reality, Atari brought the gaming that had already been invented to the homes of people for a low price. Computers were the first gaming platform and they've endured through console fads...and whoever this kid is that said "The previous 25 years of consoles before Doom..." I'd like to smack. You're dating consoles back 10 years earlier than they actually existed for one, and well into the 20 year reign of computers as the only source of video games period. So...L2History, I guess, guys, and stop giving consoles all this magical credit...they're more like leeches, sucking off the ideas of others and replicating gaming, but a lower and cheaper quality.

    59. Re:Doom by Anonymous Coward · · Score: 0

      Were you playing Dragon's Lair

      No, but I was playing it on my PC in 1987.

      or Space Ace on your IBM PC in 1990?

      Was on the PC in 1989

      Amiga also had the eye-popping visuals of Myst. Images (262,000 colors)

      Myst was created on a Mac and the images were all stored in 8-bit format. That's 256 colours per image/video on all of the platforms that could support that many colours. Common PC video cards at the time had support for 16.7 million colours, my Cirrus Logic VLB card certainly did.

      Amigas were also used to create the CGI for television shows and movies, like Beauty and the Beast, Aladdin, seaQuest, and Babylon 5.

      Only the first season of Bablyon 5 was done on Video Toaster. All of the rest was done on PC, without specialised support hardware. Don't know or care about the others.

      There's a reason it was called the first multimedia computer.

      Not sure why that would be. I've been using PCs starting from the 8086 and was never impressed by the Amiga. It felt like a cheap computer with a couple of graphical gimmicks but not much real processing power.

    60. Re:Doom by Hatta · · Score: 1

      I felt that the KOTOR games were a really nice blend of RPG and Adventure. There was combat that was affected by your characters stats, much like QfG. And the plot progressed by talking to characters and solving their problems, mostly by fetching items or learning information. Again, much like QfG.

      It's a real shame that the new KOTOR is going to be an MMO. They had a nice formula there.

      --
      Give me Classic Slashdot or give me death!
    61. Re:Doom by Madsy · · Score: 1

      Quake was not 3D either, in the true sense of the word. The engine did not support 'roll', i.e rotation around the Z-axis. I guess it boils down to the definition of 3D. In my head, "true" 3D is freedom in 3D directions without any restrictions, and free rotation in all three axes without causing gimbal lock. I'm not sure, but perhaps Descent fits my definition.

    62. Re:Doom by Hatta · · Score: 1

      Prior to DOOM!, most decent PC games were available for Amiga / Atari ST, with better sound and graphics. Wolfenstein looked like a poor Amiga game.

      I dunno, looking at Wolf3d (1992) on the PC and Robocop 3 (1992) on the Amiga, I'll take Wolf3d.

      --
      Give me Classic Slashdot or give me death!
    63. Re:Doom by Adm.Wiggin · · Score: 1

      The best part is that Gentoo is the first linked distro on their "Setup" page.

    64. Re:Doom by Toonol · · Score: 1

      Playing an FPS is like being an athelete. Playing an RPG is like being a sports fan.

      Better analogy: Playing an FPS is like playing ping pong. Playing an RPG is like reading a book. Don't be too full of yourself.

    65. Re:Doom by Chaos+Incarnate · · Score: 1

      Z-axis is pitch, which Quake supports. X-axis is roll but allowing the player to roll doesn't make any sense when you're talking about an FPS.

      I think Descent would qualify by your "true 3D" definition, though—it supports yaw, pitch, and roll by the "player".

      --
      Benford's Corollary to Clarke's Law: "Any technology distinguishable from magic is insufficiently advanced."
    66. Re:Doom by Anonymous Coward · · Score: 1, Insightful

      Completely pointless post, but thanks for the link. That engine, from the meager look I've taken at it, seems absolutely astounding. Its GPLv2'd, has 5-8 full featured games running on it right now, and an active developer community. AWESOME is exactly right. (OSX, *nix, and Windows!!)

    67. Re:Doom by JMandingo · · Score: 1

      Dark Forces had that first. I remember playing it and being all Ooooooooh that I walked under a catwalk that I had walked over earlier.

      --
      Vonnegut was right: Of all the words of mice and men, the saddest are, "It might have been."
    68. Re:Doom by Fallingcow · · Score: 1

      Better analogy: Playing an FPS is like playing ping pong. Playing an RPG is like reading a book. Don't be too full of yourself.

      But I read books in my FPS games, you insensitive clod!

      (yes, a Deus Ex fan here, if you haven't figure that out)

    69. Re:Doom by Fallingcow · · Score: 1

      More importantly I can still play the Amiga versions, whereas the PC versions crash both my Win98 and WinXP machines. (That's why I hate using PCs for gaming.)

      I really can't believe there are still people who don't know about DosBox.

      The real dark age of computer games, in that we have trouble playing many of them now, is the Win95/Win98 era. 2d games from then can usually be played in VMWare or VirtualBox or something, but for 3D games you've still got to have an old computer kicking around with Win98 installed. Some still work on modern Windows, but many don't, or only work partially.

    70. Re:Doom by cthulu_mt · · Score: 1

      Never played Half-Life 2 did you jack ass?

      --
      Virginia is for lovers. EVE is for griefers.
    71. Re:Doom by Fallingcow · · Score: 1

      I went out and bought a PS2 and Gamecube instead, and I turned my back on the tear-your-hair-out, bug-ridden computer gaming forever. Gone were the days of Atari 800, Commodore=64, and Amiga gaming when playing was as simple as popping in a floppy and plugging-in a joystick. PC gaming was a major headache-inducing endeavor.

      That sucks. You missed out on some of the best games, ever. '95-2002 or so was a really, really good time for gaming (especially on the PC). You're right that it was also the most irritating time, but damn it was awesome anyway.

      I mean, I guess it depends on what you play--platformers? Yeah, consoles and early PC stuff (Commander Keen I-VI, Duke Nukem 1/2, Hunter Hunted, etc.) are where it's at, as well as some of the newer indie platformers. Wasn't a good time for those, at least on the PC.

      Adventure games, though? You missed some good stuff from Lucasarts. FPS? Deus Ex, System Shock 2, Dark Forces series, Thief series, Half Life series... the list goes on and on. Damn near every good FPS (with a very few exceptions) was released during that time, or at least had its series start rooted there. RTS? Whoa boy did you miss some good games. RPG? The mind boggles at how lacking in good titles that genre would be without the PC RPGs that came out in that time period.

    72. Re:Doom by Anonymous Coward · · Score: 0

      (Yeah, wot 'e said!) I'm 47 and played tic-tac-toe on a PDP-11 for my first game. Even though I had Fighter Duel Pro on the Amiga, I still think of DOOM as a kind of a beginning of modern gaming. Playing that for the first time on a PC was a huge eye-opener. Things really seemed to start moving at that point. It's not a bad place to start a discussion -- sniping about the author's presumed age is just silly.

    73. Re:Doom by CaseM · · Score: 1

      I remember when Quake 2 came out (I missed Quake 1) and I was too poor to afford a 3d accelerator - so I'd turn on software OpenGL rendering and shoot the rocket launcher down a hallway just to see the kick-ass lighting. Rendered at about a frame every few seconds, but it was totally worth it.

    74. Re:Doom by w0mprat · · Score: 1

      Doom's legacy is still being felt today in fact and it's a fair bet that you can take any shooter off a shelf, from America’s Army to Zeno Clash, examine it, and list a dozen things that those games owe to Doom

      Yes we still have convienetly located exploding barrels, and crates.

      --
      After logging in slashdot still does not take you back to the page you were on. It's been that way for 20 years.
    75. Re:Doom by e-scetic · · Score: 1

      Amen to that. The FPS and RTS genres fucked it up. Suddenly, all the industry wanted was shoot'em-ups and blow'em-ups, catering almost exclusively to the lowest common denominator. Gaming became like television, a way to waste time in some brain dead activity that reduced you to a twitching zombie-like state.

      I miss the turn-based strategy games in particular.

    76. Re:Doom by rwa2 · · Score: 2, Funny

      Not to mention Wolfenstein.

      Hey, look at that first picture and caption right in your face when you bring up the fine article!

      Oh, I suppose you could be talking about the summary ;-)

    77. Re:Doom by Anonymous Coward · · Score: 0

      In one word: AWESOME. All that was good with TA (gameplay) and all that is good with modern graphics (3D, shaders, realistic water, nice explosions, deformable terrain.. etc).

      Or you could just play Supreme Commander.

    78. Re:Doom by mdwh2 · · Score: 1

      Plus, lack of loading time thanks to that little thing called hard drive was quite marvelous for us at the time

      Funny, Civilization worked fine from my Amiga hard disk.

      I'll grant you that the PC had started to get a bit of an edge, in that it got 256 colours before the Amiga did, so yes, the Amiga had lost the massive lead it had back in 1985. But at that point it was still the Amiga that everyone was using in the home.

      People didn't start buying expensive PCs just to get a few more colours in Civilization(!) where as this did happen with Doom (although it also helped that Commodore had gone bust by that time, leaving no competition for the PC, especially as the next generation of consoles such as the Playstation hadn't yet appeared).

      go ahead and tell me you were playing Ultima 7 or Ultima Underworld on your Amiga in 1992 too.

      Sure, there were some PC only games just as there were Amiga only games. But by 1992, the Amiga had 256 colours (as well as 18 bit colour) anyway.

      I'm sure it's unfathomable for some people, but there's a reason why the amiga owners in our group all wanted (and ended up owning) a PC.

      What year did they switch to the PC?

    79. Re:Doom by mdwh2 · · Score: 1

      The original point wasn't about quality, it was about Doom being the game that made people go out and buy PCs as a gaming machine. That wasn't true of Civilization, no matter how many more colours it might have had!

      (And although the PC got 256 colours before the Amiga, overall issues such as "quality" were debateable - many PCs were still selling without sound cards in 1991 IIRC, for example.)

    80. Re:Doom by mdwh2 · · Score: 1

      Wait - so the expensive plug in cards that the PC needed to get to match the Amiga count as standard, but the Amiga video toaster counts as "specialised support hardware"? Righty ho.

      Not sure why that would be. I've been using PCs starting from the 8086 and was never impressed by the Amiga. It felt like a cheap computer with a couple of graphical gimmicks but not much real processing power.

      "Cheap"? I'm curious that doing the same thing for less money is seen as a bad thing. Anyhow, I guess you must now think the Amiga is a great platform, as the PC is cheap in comparison...

      And the Amiga had plenty of processing power (it used the 680x0 series as used by many platforms), and also got extra graphical power via additional graphics chips. Yes that's right - just like PCs do today. Relying on so called "graphical gimmicks" is still being used by PCs today, to get the most out of the hardware.

      I don't know if the Amiga was the "first" multimedia computer (first to popularise, I'd say), but decent graphics and sound were for a long time an afterthought on the PC (consider how in the 1990s there was the whole "multimedia PC" marketing, as if it was something new). Things that we take for granted today.

      PCs also had shit for operating systems, for the especially the 80s, and even the 90s. Even when PCs were just as good, or even better, from a hardware point of view, they weren't a viable platform for me until Windows 9x at the earliest (which I used reluctantly) and PCs had the necessary 64MB of RAM or so to run the thing comfortable. I didn't consider things to be an improvement until Windows 2000 came along.

    81. Re:Doom by Anonymous Coward · · Score: 0

      In the end the Amiga failed and the PC took the market.

    82. Re:Doom by mdwh2 · · Score: 1

      Yes, but it really perfected the hell out of co-operative multi-tasking. It's not like us Mac users were just sitting there waiting for some program to finish until we could use another-- it had multi-tasking, just not pre-emptive multi-tasking.

      Right, it didn't have pre-emptive multitasking, which is still shit. Even Windows 95 got that in 1995 - and Mac users had the cheek to say it was comparable to "Mac 89"! It's the standard Apple tactic - just like the long-winded explanations that a smartphone doesn't need copy-and-paste. Please, just admit that it didn't have it.

      And, lo and behold, despite it's weaknesses, the Mac (even the Classic Mac) survived a shitload longer than Amiga did. So Apple must have been doing something right.

      What on earth?

      First of all, I don't see why you say "even" the Classic Mac, since that's the only thing we're talking about. OS X is a different platform, and today's Mac hardware is entirely different (basically PC hardware).

      So you claim that classic Macs have "survived a shitload longer than Amiga did"? On what basis? As you may have seen by the recent Slashdot story, the Amiga operating system and hardware continued to be developed.

      If you mean by users, I don't see your evidence for that. There might be more classic Macs still kicking around, but only because more were sold to businesses, where as the Amiga was mainly used in the home market, which was much smaller back then.

      Come on, let's see your evidence?

      So Apple must have been doing something right.

      Compared to whom? Commodore went bust in 1994. So your point is that Apple are doing better than a company that no longer exists? Well sure, I'll grant you that!

      Commodore must have made something good to make a platform that is still used and developed 15 years later, despite years of inactivity and support. The fact that MacOS was ditched by Apple itself, to make way for PC hardware running a new OS - I'm not sure how that version of events somehow makes classic MacOS look better than AmigaOS...

      The only things that Apple did right that Commodore did wrong were to do with marketing - which Apple are brilliant at, and Commodore were hopeless at - not technological achievements. Classic Macs were a joke, and the Mac brandname would be all forgotten had Apple not decided to retain the trademark for their new range of OS X PCs.

    83. Re:Doom by lennier · · Score: 4, Insightful

      "Suddenly, all the industry wanted was shoot'em-ups and blow'em-ups, catering almost exclusively to the lowest common denominator. Gaming became like television, a way to waste time in some brain dead activity that reduced you to a twitching zombie-like state. "

      "Suddenly"?

      I think you're forgetting some history.

      --
      You are not a brain: http://books.google.com/books?id=2oV61CeDx-YC
    84. Re:Doom by bckrispi · · Score: 2, Funny

      Actually, the Obsequious posture was introduced in Starflight 1. You needed it to communicate with the Gazurtoid without being attacked. See: sig

      --
      Xenon, where's my money? -Borno
    85. Re:Doom by Blakey+Rat · · Score: 1

      Right, it didn't have pre-emptive multitasking, which is still shit.

      Wow, you're an angry person.

      My point is, contrary to your claim, Classic Mac's multitasking was not, in fact, "shit." It worked extremely well. Yes, the lack of pre-emptive multi-tasking was a talking point among Apple haters... but I never figured out why.

      So you claim that classic Macs have "survived a shitload longer than Amiga did"? On what basis? As you may have seen by the recent Slashdot story, the Amiga operating system and hardware continued to be developed.

      Oh yah. Silly me. I forgot how popular Amigas are right now. You can't swing a dead cat without hitting a dozen Amigas in the typical office.

      Compared to whom? Commodore went bust in 1994. So your point is that Apple are doing better than a company that no longer exists?

      Uh, duh? Apple did stuff right, thus they still exist. Commodore didn't, thus they no longer exist.

      WTF are you even debating here? It's kind of a philosophical point, but I think it's safe to say the company that exists is doing better than the company that no longer exists by definition.

      Classic Macs were a joke,

      Why? Because they didn't have pre-emptive multi-tasking? "Sure! You had multi-tasking! But it wasn't nearly pre-emptive enough! It needed much more pre-emption!"

    86. Re:Doom by mdwh2 · · Score: 1

      and that was thanks to Quake making 3D accelerators mandatory. Like I said, any halfway decent office machine could play Doom, but to get the "ooh" factor in Quake you HAD TO get a 3D gaming card, and thus an industry was born.

      Remember how quickly after Quake that reviews were talking about how a game ONLY had software acceleration, with the reviewers looking down their nose at anything that didn't hit the GPU?

      Originally, Quake didn't support hardware acceleration - this didn't arrive until 1997.

      And to be honest, I think the credit should go to the hardware manufacturers for making the cards in the first place. By that time, it was clear there was a market for 3D games, and there were plenty of other 3D games as well. ID helped, sure - it is true that games drive the need for technology, and ID have played a part of this - but the revolution would still have happened without Quake.

    87. Re:Doom by mdwh2 · · Score: 1

      Yes, and? Your point, Captain Obvious?

      Yes, Commodore went bust, which made it hard for the Amiga to do very well after that, which isn't very surprising.

    88. Re:Doom by lennier · · Score: 1

      "I never finished Quake. In a lot of ways I consider Doom superior. Although now that I'm older I do appreciate what Quake did, bringing true 3D in compared to Doom's engine, but I hated the game."

      Same here. When I first saw Wolfenstein 3D around 1992 my jaw absolutely dropped. Texture mapping! Real-time 3D! Then when I saw Doom it was: Polygonal maps! Lighting! Shotgun!

      Then Dark Forces and wow, real laser blasts! Stormtroopers! Cutscenes! A plot! Multi-level buildings! Rotating doors! Looking up and down!

      Then Duke Nukem 3D and: interactable objects! City streets! Mirrors! Pool tables! Suddenly a whole virtual world can be simulated!

      Then Quake and it was:huh? No colours? No objects? Big ugly blocky stuff which I can't see what it is? Everything a cheap rehash of caves and castles and crates? This is supposed to be better?

      Admittedly this was before mouselook was standard - that changed everything.

      But it was a big, big letdown, and that's when I realised id could write engines, but not design levels.

      --
      You are not a brain: http://books.google.com/books?id=2oV61CeDx-YC
    89. Re:Doom by lennier · · Score: 2, Interesting

      Descent is sadly missed. I still remember that feeling of utter vertigo and disorientation when you fly into a cavern, flip upside down, reorient to nearest surface and... wtf which way did I come in? Which way even is 'up'? Aieee! There is no up! I'm stuck in space in the middle of an asteroid with a reactor about to blow! I'm fifteen kinds of dead and my lunch is coming up!

      good times, good times.

      --
      You are not a brain: http://books.google.com/books?id=2oV61CeDx-YC
    90. Re:Doom by lennier · · Score: 1

      "X-axis is roll but allowing the player to roll doesn't make any sense when you're talking about an FPS."

      I think games which support 'tilt to side for sneaky look-see' *almost* do roll, just not 360 degrees of it.

      --
      You are not a brain: http://books.google.com/books?id=2oV61CeDx-YC
    91. Re:Doom by lennier · · Score: 1

      "By the early 1980s, games were leaving the monochrome era."

      Mmm, Galaxian, 1979. Now that was a shock. 'Games do colour now!'

      The plastic overlays over Space Invaders and Pong screens don't count.

      --
      You are not a brain: http://books.google.com/books?id=2oV61CeDx-YC
    92. Re:Doom by rantingkitten · · Score: 1

      But what about Descent? It was released in 1995, before Quake, and unless I'm missing something, was fully 3D, including using polygons instead of sprites for enemies and stuff.

      --
      mirrorshades radio -- darkwave, industrial, futurepop, ebm.
    93. Re:Doom by PopeRatzo · · Score: 2, Funny

      I learned more about history from Civ IV's civilopedia then in grade school.

      That's true. The civilopedia was very well done.

      You don't want to confuse the actual game with history, though. I really don't want to consider the ramifications of the Aztecs getting nukes.

      --
      You are welcome on my lawn.
    94. Re:Doom by Anonymous Coward · · Score: 0

      The Amiga wasn't a very good computer and therefore could not cut it in the marketplace.

    95. Re:Doom by Chaos+Incarnate · · Score: 1

      Personally, I think that Descent is more flight sim than FPS.

      --
      Benford's Corollary to Clarke's Law: "Any technology distinguishable from magic is insufficiently advanced."
    96. Re:Doom by iron-kurton · · Score: 1

      Yeah, he's left out some pretty important games, starting with Wolfenstein and Myst to, Grand Theft Auto and even Portal. Wolfenstein was pretty much the first widely-popular "3D" game, GTA was an awesome example of interaction with the environment and letting the player set the pace of the game and explore the world, while Portal (in my opinion) was the first to really explore a First Person Shooter game without giving the player guns (how awesome is that?!).

      --
      Change is inevitable, except from a vending machine -- Robert C. Gallagher
    97. Re:Doom by hairyfeet · · Score: 1

      How would you like to have it on your flash drive? This is a single 32Mb .exe that you can drop onto your flash that gives you the classic Star Wars Arcade with the only difference being some updated graphics, otherwise it is the 3 stage classic. No need to install or run an emulator, and i tried it on an ancient 733Mhz with an old MX4000 in it and it ran nicely.

      So enjoy this piece of classic gaming from your old pal hairyfeet. oh and don't let those damned towers get you!

      --
      ACs don't waste your time replying, your posts are never seen by me.
    98. Re:Doom by mikep554 · · Score: 1

      Myst was just a slideshow of pre-rendered scenes. It looked epic for its time, but since it was basically a (very clever) hack around the lack of graphics horsepower of the time, it didn't contribute anything to the advancement of the art. I see it as an evolutionary dead-end.

    99. Re:Doom by Anonymous Coward · · Score: 0

      Yea, I've learnt a lot of my vocabulary from gaming. I can credit Hugo's House of Horrors for making me learn the word 'pumpkin'.

      I use to play a lot of adventure games when I was a kid and when I didn't have a pen and paper handy (which was most of the time), I would have to learn it.

      BTW, why isn't 'learnt' in Firefox's spellchecker?

    100. Re:Doom by Anonymous Coward · · Score: 0

      Sheesh please, Ultima Underworld was there before Doom it came out around Wolfenstein 3d, and before that there was Ultima 7, those games really showed what was capable on a PC and what could not be done on any other affordable machine at that time (the console port of U7 was subpar because the machine could not handle it)
      I would rate Looking Glass and Origin Way higher than Id software. Doom just was a mass phenomenon, Looking Glass and Origin really were driving the techology.
      UUW had real3 to some extent, a physics engine, fully environmental interaction, a story etc... that game absolutely was a milestone both technologically and gameplaywise.

    101. Re:Doom by Anonymous Coward · · Score: 0

      sports are games too.. the former is just what the game ends up being called when the players/community gets too full of themselves.

    102. Re:Doom by Carewolf · · Score: 1

      Civilization used half an hour for the AI-turns on the huge map, not to mention it was only released a year after the PC version. I bought a PC instead of upgrading my Amiga 500+ exactly because there wasn't an Amiga version for a long time. When it finally arrived I was happy that I had a machine with much more processing power. The 22 disk version of Monkey Island II was also a hint that Amiga wouldn't last.

    103. Re:Doom by cafard · · Score: 1

      Well here, computer-minded teens started to request PCs before Doom. Before the influx of high-end VGA games, we regularly went to an Amiga/Atari-owner's house to play games. From then, more often than not, we tended to meet at my place to play the PC (Wolf3D level/graphics editing was a big favourite).

      What year did they switch to the PC?

      1991/1992 depending on the respective families finances. 1992 was a big year actually, thanks to the cheaper though short-lived Cyrix DLC processor, as well as 'Alone in the dark' which motivated most of us to get a sound blaster.

      Of course, for the one whose family really couldn't afford it, it was 1995.

      --
      This post is awesome.
    104. Re:Doom by Anonymous Coward · · Score: 0

      It's "Doom", not "DOOM!", btw.

    105. Re:Doom by OnyxNoir · · Score: 1

      Another DOS era game that still sets the benchmark for awesome is the original XCOM (And to a lesser extent its younger brother Terror From the Deep) Never has a game engine been so well understood and yet still so enjoyed even today

    106. Re:Doom by mdwh2 · · Score: 1

      Rubbish - sales figures show otherwise. It only went stopped because Commodore went bust - and since they made PCs too, you can't blame that on the Amiga either. I can't believe it's 2009, and there are still anti-Amiga trolls around - having fun with your 286 DOS PC?

      You also fail at basic logic - if your point is "A implies B", then arguing that B is true does not prove A.

      All platforms that were around back then are long gone. MacOS was ditched by Apple themselves, because it couldn't cut it, and the hardware replaced with standard PC hardware. The "Windows" of today derives from NT, not DOS.

      Even if you look at PC hardware, today's computers aren't really anymore closely related to a 1990s PC, than they are to any other platform of that era (if anything, arguably the Amiga has more in common). The only things that have survived from the PC back then is legacy crap that any sane person would be embarrassed to still want.

      So by your logic, all platforms have failed, and none of them were good computers, and they couldn't cut it in the marketplace. The only thing in common with machines today is the name - and if you're going to be so petty as to try to claim that means that somehow some platforms "won" whilst others lost, as if that the success of Windows NT today somehow means that you were right to opt for an expensive DOS based 286, when the rest of us were enjoying graphical cheap multitasking GUI machines (ironically the very thing that people now enjoy on so-called "PCs"), then I'm going to slap an Amiga sticker on my quad core PC. Take that, DOS-boy.

    107. Re:Doom by Upphew · · Score: 1

      Myst? Like the one mentioned in page 3 of the article? Or has the article changed after your comment?

    108. Re:Doom by Upphew · · Score: 1

      I don't know what you're talking about? I had Civilization and Wing Commander on my Amiga 500 (68000/7 megahertz) computer, and they looked just as good as the IBM PC version. More importantly I can still play the Amiga versions, whereas the PC versions crash both my Win98 and WinXP machines. (That's why I hate using PCs for gaming.)

      Then get your good old MS-DOS machine instead of those newfangled Windows thingys and try those games on that, or your comparison is like comparing apples and apple cider.

    109. Re:Doom by thinairart · · Score: 1

      Awesome, thanks for the link!

    110. Re:Doom by C0vardeAn0nim0 · · Score: 1

      don't bother. i usually finish him and gengis khan before they even get airplanes...

      yes, i'm a warmonger.

      --
      What ? Me, worry ?
    111. Re:Doom by Toonol · · Score: 1

      True; but if you just equated games to sports, than RPGs would be a sport as well. As would chess. Either way, the GP was just making a juvenile "My favorite genre is awesome, your favorite genre is dumb" comment.

    112. Re:Doom by Anonymous Coward · · Score: 0

      Oh, just shut the fuck up, son.

    113. Re:Doom by Dr.+Impossible · · Score: 0

      First Person Shooters ruined the game industry for me. The games are without plot and are entirely brain dead in the attempt to finish any sort of tasks.

      Newsflash: the typical video game has always been brainless and/or lacking any real plot. Most FPS games today have a plot and narrative anyway. There's a big difference between Doom and BioShock.

      Then we will all be stuck with the next FPS that is just point and shoot with new pretty graphics and no plot.

      Yes, because the only two types of games that exist are CRPGs and FPS'!

    114. Re:Doom by WiPEOUT · · Score: 1

      Considering that Neverwinter Nights 2 is probably the last of the DND franchise to be made for some time, I am thinking that these games are also going the way of the dodo

      Unless you're specifically referring to the D&D ruleset Dragon's Age: Origins should keep you happy for some time.

      Examples of RPG/FPS merging well: Deus Ex, Morrowind, Gothic 2, Vampire the Masquerade: Bloodlines, Star Wars: KoToR, Oblivion, Fallout 3.

      Probable near-future examples: Alpha Protocol, Borderlands, Mass Effect 2.

      RPG isn't dead and has dramatically improved ever since Pool of Radiance :)

    115. Re:Doom by commodore64_love · · Score: 1

      >>>Deus Ex, System Shock 2, Dark Forces series, Thief series, Half Life series...

      Most of those can be played on my PS2 console, so I haven't really "missed" them. I just didn't get around to playing them yet.

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    116. Re:Doom by commodore64_love · · Score: 1

      >>>The Amiga wasn't a very good computer and therefore could not cut it in the marketplace.

      The Amiga 500 is actually the second best-selling computer - right after the Commodore=64. As for how "good" it was..... well we didn't see IBM PCs being used by Disney or Babylon 5 or seaQuest, did we?

      No we saw Amigas in that role, with the very first animation package being produced by Disney for the Amiga in 1986. Not Mac. Not the PC. Mac had decent sound, but was still black-and-white. And PCs had a mere 16 colors and went "beep" in 1986. NEITHER of them could do the preemptive multitasking (not until 2001 and 1995 respectively) the Amiga did with ease in 1985.

      Not a good computer? Hardly. It was ten years ahead of the competition.

      Similarly the Atari 800 was ahead of its time, producing 128 color graphics and near-music-quality sound in 1979..... again it took the Mac/PC competition about ten years to catch up. Jay Miner is the man responsible for these amazing machines.

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    117. Re:Doom by commodore64_love · · Score: 1

      >>>PC had started to get a bit of an edge, in that it got 256 colours before the Amiga did

      I think you've forgotten that Amiga could do 4096 colors (HAM mode), which of course is the only proper way to view those 1985-1990 Swimsuit and "other" pics. PCs didn't accurately recreate the flesh tone. ;-)

      Also even though PCs could do 256 colors, that was only in lo-res mode. Hi-res mode was limited to 16 colors... less than the 64 colors Amiga could do in hi-res, which is why Amiga games simply looked better. ----- Graphically PCs never really passed the Amiga. By 1992 the new AGA Amigas had 262,000 color modes, which still exceeded the PC's SVGA 65,000 color limit.

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    118. Re:Doom by commodore64_love · · Score: 1

      I used a Quadra Mac. After the death of Commodore, I looked-around to see what was the best computer. It definitely wasn't the kludgey Windows 3 PC.

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    119. Re:Doom by commodore64_love · · Score: 1

      >>>Mac users had the cheek to say it was comparable to "Mac 89"

      I said that in 1995, but I was referring to the APPEARANCE not the underlying operation (which is obviously not the same). Consider:

      Mac Trashcan == Win95 Recycle Bin (identical operation)
      Mac Menu Bar == Win95 Start (slightly different but essentially the same)
      Mac Finder Dropdown == Win95 Finder Bar (both list the running programs and allow quick switching)

      As soon as I laid my hand on Windows 95 I literally said out loud: "Wow. I feel like I'm using my Quadra Mac." There was no learning curve, because using Win95 was virtually identical to using a System 6 or 7 Mac.

      As for multitasking, remember that MOST Windows 95 programs did not use preemptive multitasking. The applications were still 16 bit and still expected to have complete control of the computer, and therefore required using the old cooperative multitasking. When the program crashed, Win95 completely froze up. It took a couple years for 32 bit applications to completely replace the older legacy apps.

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    120. Re:Doom by commodore64_love · · Score: 1

      >>>co-operative multi-tasking. It's not like us Mac users were just sitting there waiting for some program to finish
      >>>

      Yes true but the difference is that when a program crashes on a preemptive system like the 1985 Amiga, only that program crashes. The OS neatly closes it and continues operating. In contrast, on a cooperative system like Mac 1989-2001, when the program crashes it never returns control to the central OS, so everything just stops.

      For example many times when I was using Eudora and WordPerfect on my Quadra, the Eudora program would crash and I'd end-up losing my book report since the OS became nonresponsive. The Mac OS would just sit there waiting for Eudora to say "I'm done" but that signal never came.

      I never had the problem on my 1985 Amiga. The email client might crash, but WordPerfect would not be affected and I could still continue editing my report.

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    121. Re:Doom by commodore64_love · · Score: 1

      It's worth nothing that the year after Commodore went bankrupt, so too did Atari, and Apple almost went bankrupt as well. The mid-90s was an era of consolidation where all the old computer companies "fell" to the dominance of Microsoft. (Even the mighty IBM was eventually forced to give-up on their OS/2 project and withdraw from the home computer market.) The fact Apple survived this period when companies like Netscape, BeOS, Lotus, DR-DOS, et cetera were failing left-and-right is a minor miracle, most likely helped along by Gates monetary injection plus Steve Jobs timely takeover.

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    122. Re:Doom by Xamataca · · Score: 1

      I'm 40 and Quake never fascinated me at all... but I agree that was the point when game industry "exploded".

      For me, after doom and quake was quakeworld http://en.wikipedia.org/wiki/QuakeWorld, playhttp://games.slashdot.org/story/09/10/21/0718239/A-Look-At-How-Far-PC-Gaming-Has-Come#ing with others around the world, the true oooooooooooooooooooooh factor

      --
      ***Game Over***Insert Coin***
    123. Re:Doom by jackbird · · Score: 1

      Then you never played team deathmatch in an office with a LAN and conferenceable speakerphones.

    124. Re:Doom by Anonymous Coward · · Score: 0

      The Amiga 500 is actually the second best-selling computer - right after the Commodore=64. As for how "good" it was..... well we didn't see IBM PCs being used by Disney or Babylon 5 or seaQuest, did we?

      As the other post said, only the first season of Babylon 5 was done on an Amiga with Video Toaster. All subsequent seasons were produced on stock Pentium PCs. Seaquest had really poor visuals, especially for the time that it came out, so that doesn't say much about the Amiga's abilities.

      the very first animation package being produced by Disney for the Amiga in 1986.

      Doubtful.

      Mac had decent sound, but was still black-and-white. And PCs had a mere 16 colors and went "beep" in 1986.

      Covox offered digital sound devices for PC in 1986 and the Roland MT32 became extremely popular for the PC around 1988. Equipped with an MT32, no other computer could match the sound quality of the PC.

      The PC had SVGA in 1987. 800x600 with 256 colours on screen was much better than Amiga's paltry 640×400 with 16 colours.

      NEITHER of them could do the preemptive multitasking (not until 2001 and 1995 respectively) the Amiga did with ease in 1985.

      Yeah, let's just conveniently ignore the fact that Xenix (UNIX) had been available for PC since 1980, QNX in 1982, X Window GUI since 1984, OS/2 in 1987 and Windows NT in 1993.

      Not a good computer? Hardly. It was ten years ahead of the competition.

      LOL.

    125. Re:Doom by Chaos+Incarnate · · Score: 1

      Since I was only 14 when Descent 3 came out, no, I haven't. But hell, do I wish I could have. :D

      --
      Benford's Corollary to Clarke's Law: "Any technology distinguishable from magic is insufficiently advanced."
    126. Re:Doom by Anonymous Coward · · Score: 0

      Commodore went bankrupt because they failed to move product. People didn't want Amigas, they wanted PCs.

      PCs are still PCs. I can take the newest Core i7 PC and still run the earliest versions of PC operating systems and programs on it natively. The same can't be said for any other platform. There is nothing embarrassing about backward compatibility, it's what ensured the success of the PC and the failure of all other computer platforms.

    127. Re:Doom by Blakey+Rat · · Score: 1

      Of course you're right, but in practice, Classic Mac still crashed less than, say, Windows 95 (before OSR2 came out). It really wasn't that bad, and it taught you how to save after every single sentence. :)

    128. Re:Doom by Anonymous Coward · · Score: 0

      Some of us could care less about the story. We enjoy playing actual humans in an excellent multiplayer game.

  2. doom didn't need a story noob! by bronney · · Score: 5, Insightful

    I admit I am a carmack fanboi but damn that's how good doom was. It didn't need a story. It didn't need a manual even. Heck it didn't even need a mouse. There's also the important open source aspect of the game that gamers can create their own WADs which later turned into an integral part and the games themselves in Quake TF, and for the real CS:S and TF2. All because of doom.

    Doom isn't a game, it's an attitude.

    1. Re:doom didn't need a story noob! by Goffee71 · · Score: 1, Insightful

      But, back then every game came with a manual - the trouble was every game was a flight simulator or war game. Doom was the game that helped PC gamers forget about the need to read war and peace, learn the key map and study the requirements.

      (well apart from the requirements bit)

      --
      If he's the Walrus then can I be a penguin please?
    2. Re:doom didn't need a story noob! by slim · · Score: 3, Insightful

      Exactly. Let's face it, DOOM! is basically first person Robotron. Which is Asteroids with walls.

      Those games have no story to speak of, and they're fun to play.

      The big problem with stories is, you usually have to interrupt the game in order to tell them.

    3. Re:doom didn't need a story noob! by LordKronos · · Score: 1

      Robotron....no story to speak of

      Hey, what you do mean no story?
      http://www.gamasutra.com/db_area/images/feature/4099/0501.png

    4. Re:doom didn't need a story noob! by slim · · Score: 3, Funny

      Hey, what you do mean no story?

      No story to speak of. You just broke the rules! Ssh.

    5. Re:doom didn't need a story noob! by wireloose · · Score: 1

      Exactly. The author must be a role player by choice. Not every game needs a story line. He probably never played poker or rummy as a kid, either.

    6. Re:doom didn't need a story noob! by LordKronos · · Score: 1

      No story to speak of. You just broke the rules! Ssh.

      DELETE! DELETE! Oh crap...DAMN YOU SLASHDOT!!!!

    7. Re:doom didn't need a story noob! by bronney · · Score: 3, Interesting

      Agreed, that's why when Half Life came it was so nice. Story in the game flow. I still remember the first time I loaded it up and didn't touch anything when the cable car was running through mesa, and knocked the mouse by accident, wow I started already?

    8. Re:doom didn't need a story noob! by slim · · Score: 2

      Agreed, that's why when Half Life came it was so nice. Story in the game flow.

      It's nice, but it's still an interruption to gameplay. Even though you can move around, Half Life uses tricks such as locking you in a room until the in-game-cut-scene plays through.

      It also allows you to make a mockery of proceedings, by leaping around like an idiot while an NPC does exposition with a straight face. An NPC that you can't shoot in the face...

      The point being, that an ADD type like me finds themselves searching for the skip button at times like these. I don't want to be listening to a script - I want to be playing a game.

    9. Re:doom didn't need a story noob! by commodore64_love · · Score: 3, Insightful

      Funny how a comment that's flat wrong gets modded "insightful". Not every IBM PC game was a sim. Ever heard of Lemmings? Or Populous? Or Shadow of the Beast? Or Wolfenstein? Or Hostages? There were tons of games before Doom that were simple enough to just pick-up and play them.

      BTW I agree a good game doesn't need a story. Use your imagination.

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    10. Re:doom didn't need a story noob! by bronney · · Score: 1

      Point well taken. The latest batman game does make me tired just like this.

    11. Re:doom didn't need a story noob! by MobyDisk · · Score: 1

      Robotron does have a story - and it was clearly displayed when the game started. I find it telling that it was used as an example of a game with no story. Perhaps this is more of a commentary on the players at the time, rather than the games.

      Doom's lack of story was especially notable, even in an era were many games did not have stories.
      1) In the pre-release interviews, they did have a story. They even talked about how you were going to start in a room with a bunch of soldiers playing cards and a demon comes in and kills them all and then it starts. The idea of using the game engine to start the story like that would have been groundbreaking. People were disappointed when it didn't happen.
      2) The game was really immersive and realistic. So people expected to see a story - much more so than something more arcade-like or 2 dimensional. You felt like you were there, so you wanted to know why and what you were doing.

    12. Re:doom didn't need a story noob! by slim · · Score: 1

      Robotron does have a story - and it was clearly displayed when the game started.

      It's a backstory. But it's not a plot that unfolds as as play proceeds. DOOM! has a backstory too - but nobody really cared about it.

    13. Re:doom didn't need a story noob! by Cornelius+the+Great · · Score: 2, Insightful
      Doom actually did have a story, and it was far more drawn out than Robotron. Not very necessary to enjoy the game, but some of us were wondering why there are dead marine bodies scattered around the base and how we ended up on Phobos in the first place. You just had to read the manual (or readme.txt) in order to find it:

      You're a marine, one of Earth's toughest, hardened in combat and trained for action military group. Three years ago you assaulted a superior officer for ordering his soldiers to fire upon civilians. He and his body cast were shipped to Pearl Harbor, while you were transfered to Mars, home of the Union Aerospace Corperation. The UAC is a multi-planetary conglomerate with radioactive waste facilities on Mars and its two moons, Phobos and Deimos. With no action for fifty million miles, your day consisted of suckin' dust and watchin' restricted flicks in the rec room.

      For the last four years the militaty, UAC's biggest supplier, has used the remote facilities on Phobos and Deimos to conduct varios secret projects, including reaserch on inter-dimensional travel. So far they have been able to open gateways between Phobos and Deimos, throwing a few gadgets into one and watching them come out the other. Recently however, the Gateways have grown dangerously unstable. Military "volunteers" entering them have either disappeared or been stricken with a strange form of insanity - babbleing vulgarities, bludgeoning anything that breathes, and finally suffering an untimely death of full-body explosion. Matching heads with torsos to send home to the folks became a full-time job. Latest military reports state that the reserch is suffering a small set-back, but everything is under control.

      A few hours ago, Mars recieved a garbled message from Phobos. "We require immediate military support. Something fraggin' evil is coming out of the Gateways! Computer systems have gone berserk!" The rest was incoherent. Soon afterwards, Deimos simply vanished from the sky. Since then, attempts to establish contact with either moon have been unsuccessful.

      You and your buddies, the only combat troop for fifty million miles were sent up pronto to Phobos. You were ordered to secure the perimeter of the base while the rest of the team went inside. For several hours, your radio picked up the sounds of combat: guns firing, men yelling orders, screams, bones cracking, then finally, silence. Seems your buddies are dead.

      Things aren't looking too good. You'll never navigate off the planet on your own. Plus, all the heavy weapons have been taken by the assault team leaving you with only a pistol. If only you could get your hands around a plasma rifle or even a shotgun you could take a few down on your way out. Whatever killed your buddies deserves a couple of pellets in the forehead. Securing your helmet, you exit the landing pod. Hopefully you can find more substantial firepower somewhere within the station.

      As you walk through the main entrance to the base, you hear animal-like growls echoing throughout the distant corridors.

      They know you're here. There's no turning back now.

      Compelling stuff. Then again, like Wolfenstein3D and Quake, backstory was never really essential. The endstory mattered more. Quake's story was absolutely terrible IMO (basically copied Doom but left out Mars and used a different dimension), and the game itself served merely as a long techdemo for id's first true 3D (as in polygonal) engine.

      I believe Quake II was id's first serious attempt at FPS storytelling. It even had an intro movie, and you could hear voices/commands over the radio that helped remind you that you were part of a failed invasion force.

      Then Doom III came out years later and borrowed the audio log mechanism from System Shock and in-game cutscenes as well as passive dialog from NPCs, though you're still a mute like Gordon Freeman. It simply retold the Doom story, but made it more detailed and added a human antagonist (Betruger).

      --
      Sigs are for losers
    14. Re:doom didn't need a story noob! by Anonymous Coward · · Score: 0

      Every game was a flight simulator or war game??? You are either kidding or just too young to remember, in which case, you're a liar.

    15. Re:doom didn't need a story noob! by Anonymous Coward · · Score: 0

      But, back then every game came with a manual - the trouble was every game was a flight simulator or war game.

      No love for LucasArts or Sierra? Never played Maniac Mansion, Monkey Island, Leisure Suit Larry, King's Quest, among others?

    16. Re:doom didn't need a story noob! by Anonymous Coward · · Score: 0

      You rightfully do not need a story, i don't even want a story. I have my sauerbraten install, fire it up every now and then, play 10 mins, shut it down. In 10 minutes of other games i didn't even finished the intro. Were it deus ex, that is a nice story. Mostly it's refined fantasy crap. Do not want.

    17. Re:doom didn't need a story noob! by Samah · · Score: 1

      But, back then every game came with a manual

      Back then, you used to measure value for money by the weight of the box. More manuals must mean it's a better product... right?

      --
      Homonyms are fun!
      You're driving your car, but they're riding their bikes there.
    18. Re:doom didn't need a story noob! by jitterman · · Score: 1

      Which is why the original Half-Life was such a success - the story unfolded as an integral part of gameplay. You learned the game mechanics not through a manual but through the opening chapter ("Unforeseen Consequences") to the story. While the intro was long (opening monorail sequence), it served to 1) give you a sense of the vast and mysterious place you would be exploring, and 2) to showcase on a grand scale the then-revolutionary graphics the game offered.

      Clearly, HL and all other FPS's owe their heritage to the original Wolfenstein and Doom, but the first Half-Life, in 1997, made story an important element if you wanted your shooter to be successful thereafter.

      --
      For conscience is the wound, and there's naught to staunch it
    19. Re:doom didn't need a story noob! by artemis67 · · Score: 2, Informative

      Bungie's Marathon was actually the first FPS to be story-driven, and it was a contemporary of Doom. It was one of those rare Mac-only A-list games.

      The story was told through the computer terminals, since it was mostly about how the ship's AI had gone insane, and was sending you on various missions. The nice thing about it was that you didn't have to read the terminals if you didn't care about the story, you could just click through them quickly.

    20. Re:doom didn't need a story noob! by RESPAWN · · Score: 1

      Maybe I'm just old, but these days I play most games for the story. If I don't want a story, then I go play TF2 or some other multi-player shooter or break out the NES for some old school platformer action. In general, though, I tend to prefer the immersive experience that comes with good story telling. I like to feel like I'm playing in an interactive movie of some sort.

      --

      If Murphy's Law can go wrong, it will.

    21. Re:doom didn't need a story noob! by artemis67 · · Score: 1

      That's backstory, though, and not in-game story.

    22. Re:doom didn't need a story noob! by amoeba1911 · · Score: 1

      Hey, that's exactly what I do. In HL2 near the beginning when you're in the lab, you can throw things around and play with the little desktop teleporter machine. And it actually works: you can put an object on one side and press the button, things spin and presto, the object is on side B. So I tried sitting on side A, and hit the button to see if it would teleport me... and poof, sparks came out of the machine and it started smoking. The teleportation machine broke.

      Sure, they do a goob job integrating story and game, but they also make the room full of fun things to play with when you don't want to sit half an hour waiting for NPC's to finish yacking around for people with ADD like me.

      There are other games that integrate the story into the game non-invasively, such as System Shock (1 and 2), where the story is told via notes/recordings made by the survivors.

      What I can't stand though, is when I have an out of body experience during the game where the camera flies out of my body and I see my character myself other than through a mirror, and my character does things without my approval. It's absolutely the worst when my character starts to speak. I like how in HL,Doom etc the character never EVER utters a single word. I can't stand games where the character feels it necessary to comment on what's going on... like in Duke3D when Duke starts to blurt out things about how he's here to kick ass and chew gum and he's out of gum. I don't care if he's out of gum, I'm supposed to be him, why is he talking for me? That takes the immersion out completely and turns the game into a parody, I'm no longer me, no longer alone in the alien ship, instead some loud mouth jerk is here with me and I'm just a spectator because the character has a life of its own. It just ruins the game's atmosphere imho.

      -- my 2 cents.

    23. Re:doom didn't need a story noob! by mypalmike · · Score: 1

      You couldn't play Populous without the manual. Besides the fact that some aspects of the game weren't self-explanatory, the DRM was implemented using the "which symbol is on page 87 of the manual?" technique.

      --
      There are 0x40000000 types of people: those who understand 32-bit IEEE 754 floating point, and those who don't.
    24. Re:doom didn't need a story noob! by UnknownSoldier · · Score: 1

      > I admit I am a carmack fanboi but damn that's how good doom was. It didn't need a story.

      No kidding - the original author doesn't understand game design to any depth.

      Quick - what's the story of chess, go, bejeweled or tetris?!

      _Some_ games don't _need_ a story - especially logic (or action) games when they have been around for thousands of years.

    25. Re:doom didn't need a story noob! by DrGradus · · Score: 0

      Bungie's answer, one year later, was Marathon. Marathon kept the gameplay of DOOM and added a sophisticated story. We can credit later FPS gameplay to games like Wolf3D (I always preferred the original Wolfenstein on Apple II myself...), but in terms of integrating story into the game Bungie was the company which set the stage. Competing deceptive AI's telling your character what to do was very new at the time. Not to mention the multiplayer aspect with custom map mods and the genesis of LAN gaming. In DOOM, there was no cake. In Marathon we met characters who could evolve into telling us a lie about it. I'm sure that GlaDOS would have enjoyed Durandal's company.

    26. Re:doom didn't need a story noob! by The+Archon+V2.0 · · Score: 1

      That's backstory, though, and not in-game story.

      That's what those nice end-of-section pages of text were for.:)

    27. Re:doom didn't need a story noob! by The+Archon+V2.0 · · Score: 1

      Quick - what's the story of chess,

      It's about a cross-border love triangle during the Cold War.

      go, bejeweled or tetris?!

      I didn't realize they made musicals out of those.

    28. Re:doom didn't need a story noob! by Anonymous Coward · · Score: 0

      Hah! That's hilarious. I did the same thing. I was so mesmerized by the intro screenplay that I simply sat back and watched the show. Then the train stopped and nothing happened. I looked at the screen quizzically and pressed 'W'. I moved. Holy Crap!!

      I remembered being able to move around in the cable cars in HL1 and wondered what I missed while just sitting there. I immediately restarted the game and ran around looking out the windows, picking up crap and jumping and just completely enjoying the experience.

    29. Re:doom didn't need a story noob! by skiman1979 · · Score: 1

      I always liked using level editors to make my own levels in DOOM. I'm not quite sure how thrilled my parents were at the time when I was building a level that had my parents' house, my aunt's trailer, and my other aunt's house in it complete with a yard and driveway connecting the three together. The houses even had some furniture (raised floor sections) to kind of replicate the actual furniture in real life. :)

      --
      Having a smoking section in a public restaurant is like having a peeing section in a public swimming pool.
    30. Re:doom didn't need a story noob! by T.E.D. · · Score: 2, Informative

      Not every IBM PC game was a sim. Ever heard of Lemmings? Or Populous? Or Shadow of the Beast?

      Kind of bad examples. Those were all Amiga games that got ported to the PC after they became hits. Its coincidece enough to make one wonder if the GP wasn't right.

      Or Wolfenstein?

      OK, ya got me on that one. That wasn't an Amiga game...that was an Apple II game.

    31. Re:doom didn't need a story noob! by bronney · · Score: 1

      Totally awesome. The tool I used was DCK Doom Construction Kit. But I am not as good as you. I just made a huge 12 story cube and put staircase and pillars inside where you can jump stuff. Then have crazy death matches with my cousin. Wait I just told a story. Wow. I just realized..

      The games WITH stories are boring, it stops people from telling their own stories.

    32. Re:doom didn't need a story noob! by Anonymous Coward · · Score: 0

      Aren't you forgetting about System Shock? That came out before Marathon did, it was a first person shooter with elements of role playing and also had a storyline that was seamlessly woven into the game by including most of the story on datapads scattered throughout the levels. SHODAN (an insane shipboard AI) in System Shock also used deception to throw off the player. Actually when I think about it, GlaDOS seems to be more modeled off of SHODAN than Durandal. Bungie may have even copied elements in Marathon from System Shock.

    33. Re:doom didn't need a story noob! by Anonymous Coward · · Score: 0

      Yeah a good game should not be on rails. Messing with cheats it was so disheartening to see how the Half Life 2 world was so incomplete. Everything was setup to guide you along a certain path, it was fun to play, but it was not a game, just an interactive movie, a step beyond a chose your own adventure. Unfortunately that is what it seems most "games" are.

    34. Re:doom didn't need a story noob! by Anonymous Coward · · Score: 1, Informative

      System Shock predated Marathon and it was a story driven FPS.

    35. Re:doom didn't need a story noob! by mdwh2 · · Score: 1

      But in that case, that's true of Robotron true. And true of millions of shoot 'em ups and other games before Doom, that also didn't have an in-game story, and only bothered with a "backstory" either printed in the manual, or on the intro screen.

      If you want games without backstories, or at least very limited ones, I suspect that some stategy games might be ones to look at - did Civilization have a story?

    36. Re:doom didn't need a story noob! by skiman1979 · · Score: 1

      I don't remember what software I actually used to create levels, but I never figured out how to do multiple stories in a building. Didn't really try it much though...

      --
      Having a smoking section in a public restaurant is like having a peeing section in a public swimming pool.
    37. Re:doom didn't need a story noob! by bronney · · Score: 1

      The multiple stories didn't come until quake 2 I think. The staircases I made were just that stair case in a huge cube room.

  3. Duke = Citizen Kane by Hasney · · Score: 5, Funny

    A lesser extent Duke Nukem? That game was writing gold. I shed a tear as the main protagonist (Duke) said it was time to "Kick ass and chew bubblegum.... But I'm all out of gum". It felt like it was a commentary on the human condition; "It is time to do 2 things, but I can only resonably do one of them right now"

    Without Duke Nukems thick layer of metaphors and social commentary, Kojima would never have been inspired to make Metal Gear Solid.

    1. Re:Duke = Citizen Kane by Stormwatch · · Score: 5, Interesting

      That line is ripped from John Carpenter's They Live, and some others are taken from Sam Raimi's Evil Dead. Homage or plagiarism? You decide.

    2. Re:Duke = Citizen Kane by shadowknot · · Score: 1

      True, but I have to say that Duke's delivery (too lazy to look up voice actor's name) is far superior than Hot Rod's. "I am here [long pause] to chew bubblegum [long pause] and [long pause] kick [long pause] ass [long pause] and I'm [long pause] all [long pause] out[long pause] uh [long pause] bubblegum". It's so labored!

    3. Re:Duke = Citizen Kane by Hogwash+McFly · · Score: 5, Insightful

      I think it's fairly obvious that the numerous cultural references found in Duke Nukem 3D were intended to be homages instead of being passed off as original. These comprise one of the main reasons I was looking forward to Duke Nukem Forever - the gags, the easter eggs, the nods towards low culture. Without all that you miss the essence of Duke and have just another generic FPS.

      --
      Mother, do you think they'll like this sig?
    4. Re:Duke = Citizen Kane by thisnamestoolong · · Score: 1

      WHHOOOOOSHHHH!!!!!!

      --
      To the haters: You can't win. If you mod me down, I shall become more powerful than you could possibly imagine
    5. Re:Duke = Citizen Kane by commodore64_love · · Score: 1

      >>>That line is ripped from John Carpenter's They Live, and some others are taken from Sam Raimi's Evil Dead. Homage or plagiarism?

      Stormwatch is a product of our "copying is theft" government schools

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    6. Re:Duke = Citizen Kane by natehoy · · Score: 5, Insightful

      Duke Nukem Forever is a homage to Zen. It's the sound of one hand clapping. It's the tree that falls in the forest with no one around. It's the rock that falls in the puddle and makes no splash. It is, therefore, the purest form of gameplay. The ability to get your heart rate up and feel the excitement of playing a game with no actual game.

      It is the ZPS. The Zeroth Person Shooter.

      Eventually, it will deliver, and people will be unsurprised to purchase it, take it home, and have it be an empty box. And it will get good reviews, for the game will have ended as it began.

      --
      "This post contains words, known to the State of California to cause thought. Wash brain thoroughly after reading."
    7. Re:Duke = Citizen Kane by Voyager529 · · Score: 1

      I never played Duke Nukem and as such have heard the line you're referencing, but based on your description, I'm sure that William Shatner could have nailed that line perfectly.

    8. Re:Duke = Citizen Kane by The+Archon+V2.0 · · Score: 1

      I'm sure that William Shatner could have nailed that line perfectly.

      Oh, God, now I'm picturing William Shatner wrestling while wearing a kilt. DAMN YOU!

    9. Re:Duke = Citizen Kane by Anonymous Coward · · Score: 0

      No, that was SPISPOPD which 'came out' while we were all waiting for DOOM!

    10. Re:Duke = Citizen Kane by Stormwatch · · Score: 1

      Hell no, quite the opposite - I tend to think "intellectual property" is a massive scam to be abolished.

    11. Re:Duke = Citizen Kane by Snufu · · Score: 1

      Cathode Ray Tube Amusement Device http://en.wikipedia.org/wiki/First_video_game was o.k. I guess. But I hear Cathode Ray Tube Amusement Device Forever is going to kick ass.

    12. Re:Duke = Citizen Kane by Anonymous Coward · · Score: 0

      Chuck Norris.

    13. Re:Duke = Citizen Kane by bckrispi · · Score: 1

      Agreed on the pop culture references. But Duke had a way of taking it just one step further. When he tells the alien, "I'm gonna rip of your head and shit down your neck." I didn't actually expect him to do it.

      --
      Xenon, where's my money? -Borno
    14. Re:Duke = Citizen Kane by Anonymous Coward · · Score: 0

      God damnit... I hope some talented motherfuckers rob this shit out of the franchise name and make a wicked-awesome game, only to give it away free to the masses. I hope they do everything with it that should have been done with a Duke Nukem game. No name changes, no artwork spoofs, just a straight-up, brand new, super-awesome Duke Nuke game. I would gladly help move distribution around to places that can't be touched by our copyright and trademark bullshit.

      You think we can get the voices done by Kenny Fucking Powers?

  4. Doom's gameplay by Lord+Lode · · Score: 5, Insightful

    Doom's gameplay is very fun, and there are only few modern games that are similar to it. The original Serious Sam games were similar. Games with good stories are good, but games like Doom are too. Does every game need to have a story? A movie or a fiction book without story, that is bad. But for a game it shouldn't be a negative criticism if it doesn't have one. Depending on the style and purpose of the game, just being fun is enough. Many modern games feel too heavy and slow paced to match the fun of fragging monsters seen in Doom.

    1. Re:Doom's gameplay by bronney · · Score: 1, Insightful

      this is so NOT true.. I swear there's a story in Wii Bowling!! wait..

    2. Re:Doom's gameplay by Goffee71 · · Score: 1

      The bobble-headed love that dare not speak its name?

      --
      If he's the Walrus then can I be a penguin please?
    3. Re:Doom's gameplay by L4t3r4lu5 · · Score: 2, Insightful

      I don't know about a movie without a plot... I'm not going to joke about films like Die Hard 4.0 or xXx etc... I wouldn't mind seeing a film about Lobo, for instance.

      Sometimes, entertainment doesn't need a purpose. It can just "be" entertaining!

      Apparently, Guy Ritchie is going to direct a film featuring Lobo. Seems I have all of the good ideas just a little too late...

      --
      Finally had enough. Come see us over at https://soylentnews.org/
    4. Re:Doom's gameplay by thisnamestoolong · · Score: 2, Insightful

      I definitely agree that not all video games need to have a definite narrative -- but I would go one step further and question the need for movies and books to have one as such -- there are some excellent books and movies out there that don't have a definite narrative, at least in the classical sense of the word. Go read Naked Lunch and get back to me as to whether a book needs a "story" to be a great work of literature.

      --
      To the haters: You can't win. If you mod me down, I shall become more powerful than you could possibly imagine
    5. Re:Doom's gameplay by javilon · · Score: 4, Insightful

      Doom is like tetris. You learn the game mechanics and you play and play and never get bored.

      If it had a story, once you go through it and learn how the story ends, that's it. you are not going back to play. This may be good for the publishers that can sell you a new game with a new story, but I contend that a game that is as enjoyable as Doom without a story is better.

      --


      When his defense asked, "Which computer has Jon Johansen trespassed upon?" the answer was: "His own."
    6. Re:Doom's gameplay by ObsessiveMathsFreak · · Score: 3, Interesting

      Does every game need to have a story? A movie or a fiction book without story, that is bad. But for a game it shouldn't be a negative criticism if it doesn't have one.

      It's an old but true quote that story in video games is like story in pornography. It's expected to be there, but really only the flimsiest pretense of setting is necessary. Many early video games got on quite well with a handful of paragraphs in the manual.

      I can recall playing Sonic 3 in 1994 and thinking it had a great "story" for a platformer, as in addition to the manual paragraphs, it used in game "cut scenes" to advance what shred of a plot there was. Interestingly, the game told its micro-tale without using a single word of text. The on-screen actions and emotions of the characters were like those from a silent film, without the captions.

      Nevertheless, I did and still do consider the "story" in that game to be more than sufficient and moreover very suited to the type of game it was. I imagine it's similar for other games like Doom.

      The watershed for storytelling in video games was probably Metal Gear Solid in 1998. After Hideo Kojima blew everyone away with his storytelling, developers started offering ever more elaborate and "cinematic" storylines in their games which ate up ever larger portions of the budget. The trouble came from two important flaws
      1) Hideo Kojima never made a "cinematic" game. The resulting end product of MGS was a very different form of entertainment from a film. People focused too much on the cutscenes,(which were still quite different from raw film) and missed out on the wider package offered. It became usual to see ever more pompous and over produced cut scenes strapped on to games that never lived up to the "epic" tone set in them.
      2) Most directors are not Hideo Kojima. This was probably the more pertinent point. Developers wanted to make epic (action)storylines in the mould of Metal Gear Solid, but simply lacked the writing ability to pull it off. Even Kojima himself managed to foul this up in MGS2. The end result is a pretentious and overbearing plot that gets in the way of the game and severely reduces enjoyment and playability.

      I think a good example the benefits and pitfalls of story in games is given by the juxtaposition between Gears of War 1 and 2 on the Xbox. The first game has a minimalist story. Characters are barely introduced and have almost no development, detail on the setting is shamelessly scant, and where the plot is not entirely one dimensional, it contains gaping holes. Yet it works in the context of the game that Gears of War is, and I would argue works very well.

      Gear of War 2 by contrast, suffers from an overblown and overproduced story that makes a mockery of the proceedings. Attempts to develop characters are almost comically absurd, the setting is wildly different tending towards the spectacular, the plot is incohesive and convoluted throughout and leaves loose ends everywhere. The end result, while eye candy laden, detracts significantly from the game. People just wanted to play as Marcus Fenix and shoot aliens; instead they ended up unsatisfied and confused. The developers desire to create an "epic" story instead created an epic farce. Smaller was definitely better in this case.

      Obviously, the same rule does not hold across all video games. RPGs require a significant story. But even here, overproduction and poor writing can create an epic farce that taints the whole game. The prime example is Final Fantasy VIII; Your characters are all teenagers attending assassins' high school, and you fight the sorceress who was actually your matron in the orphanage where you grew up, who was actually being controlled by another sorceress, so she could rescue another sorceress and cause "time compression", and when that failed you simply allow the second sorceress to take over a party member who happened to be yet another sorceress so that they could go back in time to allow the third sorceress to cau

      --
      May the Maths Be with you!
    7. Re:Doom's gameplay by Targon · · Score: 1

      While there is a good reason to want/need fun gameplay, I feel that what is missing from many games is the feeling of purpose that a storyline will bring. I do NOT suggest from this that long cut-scenes or pauses in the game are needed to bring this about, but instead suggest that the idea of "if it moves, shoot it", or just random acts of violence in games for no purpose without there being other types of games that get a lot of publicity is what is KILLING gaming.

      I have been playing computer games since well before Wolfenstein 3D(which came out before Doom and Quake for those who don't know). The old gold-box D&D games starting with Pool of Radiance, Wizardry, Bards Tale, and other classic fantasy RPGs had a strength to them that makes some modern games seem pathetic by comparison, just because you felt like you had some purpose to what you were doing.

      I don't mind violence in games, but I find that the biggest games that are released really focus so much on player vs. player that the whole point of WHY you are fighting is lost. Why not set it up so that you have multiple sides in a player vs. player environment, but make it so there really is a point to WHY you are fighting. A way to make this work would be to have storyline chains, similar to the original Wing Commander, where you have a war going on, but the missions the players are going on are based on how each side is doing in the war. Make it so a war will go on for a full 30 days, and teams fighting on both sides can tip the balance. People have the option to come in fully supporting the losing side, just to help keep the balance, or you will have people supporting the clearly stronger side, or weaker side. If a mission is won or lost, contributions of different types will earn credit, so that support roles have a purpose as well(people playing a medic in a war game for example), or technical support roles where you have to run out to fix things for others.

      And that is the biggest weakness, that the big games that come out are based on the idea of players wanting to play the soldier/warrior, and the idea that not everyone WANTS to be fighting on the front lines has been lost on many developers. Even the RPG scene is more about action/adventure these days, rather than about roleplaying and giving the player options on how he/she wants to play. Being able to COMMAND troops for example(earning rank, command status, or even moving from being on the front lines to the command tent where you set the strategy have others out there doing the fighting) is something that most games don't provide.

    8. Re:Doom's gameplay by Marcika · · Score: 1

      The watershed for storytelling in video games was probably Metal Gear Solid in 1998. After Hideo Kojima blew everyone away with his storytelling, developers started offering ever more elaborate and "cinematic" storylines in their games which ate up ever larger portions of the budget.

      I hate to sound like a pompous PC gamer, but that revolutionary Kojima "watershed" was a minor effort in storytelling compared to Wing Commander III for the PC, released in 1994, four years earlier... Remember, a game released on four CDs, with movie-length cutscences played by Mark-effin'-Hamill... (And in some respects, Dragon's Lair from 1983 or so is the spiritual predecessor to this sort of games...)

    9. Re:Doom's gameplay by Rude+Turnip · · Score: 2, Interesting

      I disagree about Gears of War 1 & 2. I started with 2 and now I've gotten around to part 1. 2 IMO is much more fleshed out and the story goes hand-in-hand with the gameplay. I was very moved by the scene with Dom's wife and that got my mind even more into the world behind the game I was playing. The story in GoW 2 gives me a goal to work for, much in the same way that Capture the Flag in Team Fortress 2 gives me a goal and makes an otherwise shallow deathmatch fun (and there is no real pretense of a "story" in TF2).
      Gears of War Part 1, on the other hand, feels a little more "twitchy" in the controls (due to its Unreal Engine 3 heritage) and the story is a little more shallow in the cutscenes. It feels more like going through the motions.

    10. Re:Doom's gameplay by lhoguin · · Score: 1

      I can't agree more. Let's take an example with Half Life 2. I don't mind the story, it's pretty cool especially if you have done the first, and I enjoyed my first play of it. And I really love the gameplay.

      I started it again a few months later and immediately got stuck in hours of story elements right at the start. It became so boring I stopped playing. Waiting while various characters are talking just isn't fun. I already know the story, why should I have to go through it again? Now if I could just SKIP the story parts I would enjoy playing the game over and over. But I'm instead forced to watch pointless story events scattered throughout the game.

    11. Re:Doom's gameplay by slim · · Score: 1

      movie-length cutscenes

      You say that as if it's a good thing...

      played by Mark-effin'-Hamill...

      ... that too.

    12. Re:Doom's gameplay by Fozzyuw · · Score: 1

      Games with good stories are good, but games like Doom are too. Does every game need to have a story?

      I think TFA missed the point about Doom and it's story comment. I think it shows the greatness of Doom that you COULD start in a room, with evil imps and a gun, you knew exactly what to do and where to do. Now that's game design.

      Sure, games like Half Life really injected a great story into the model, but that doesn't mean Doom's half-ass lack of a story was a strike against the game. More of a testament if you ask me. I felt like the story was more than there and made sense. At least, maybe it was just my imagination and connection to the hero of the game way back then that I made it feel like it had some story. *shrug* Isn't that what a game's suppose to do?

      --
      "The past was erased, the erasure was forgotten, the lie became truth." ~1984 George Orwell
    13. Re:Doom's gameplay by Hatta · · Score: 1

      I agree totally. Chess doesn't have a story. Nor does poker or bridge. A truly great game can stand on gameplay alone.

      --
      Give me Classic Slashdot or give me death!
    14. Re:Doom's gameplay by werfu · · Score: 1

      Well, I mind the story of Half-Life because there's a lof of black or gray area in the it that I don't know or I didn't understand completely. HL and HL2 were great, but I think the setup is large enought so there could be a real established story line. I think making a movie or a book out of it could be cool, as long as it stick to the original setup.

    15. Re:Doom's gameplay by artemis67 · · Score: 1

      I played WCIII on the PlayStation.

    16. Re:Doom's gameplay by solios · · Score: 1

      The only FPS game I've come across in recent memory that offers the pleasures of Tetris With Guns - eschewing Story in its entirety - is Team Fortress 2. On the right server, that game is more fun I've had with a computer since I first discovered porn on the internet.

      I got TF2 with the rest of The Orange Box - and while Half-Life 2 and its episodes were beautiful and mostly entertaining (occasionally irritating) to play through, and while Portal kicked all the ass in the world, both games have, for me, extremely limited replay value. I'll play HL2 Episode 3 when it comes out so I can Find Out What Happens Next, and I may try some Portal Advanced Maps one of these days... but for me, TF2 is all the potential of the FPS, realized. I would have payed the full Orange Box price for just TF2 and considered it money well spent. $30 for a pair of games I'll play twice at most? Okay... $30 for a pair of games I'll play twice at most and a game I've played at least an hour a day for the past three weeks, just for the fun of it? That's value for money.

      Being a subsistence-level wage slave, I need value for money - $30 or $50 for a game needs to pay off in hundreds of hours, not the typical 5-35 of Portal or Halo or your average Final Fantasy.... and that's ultimately the issue with story-based games for me - you get a few hours out of them, and that's it... if you want to play it again just to enjoy the gameplay, well... tough noogies.

    17. Re:Doom's gameplay by artemis67 · · Score: 1

      Haven't seen it yet, but the reviewers are saying that Where the Wild Things Are is essentially a movie without a plot.

    18. Re:Doom's gameplay by CronoCloud · · Score: 1

      The average Final Fantasy takes more than 35 hours, a lot more if you do sidequests/optional stuff.

    19. Re:Doom's gameplay by apoc.famine · · Score: 2, Funny

      I personally like the story behind Tetris. The social commentary about how you may turn yourself to fit into a group, but you can never change your true shape. And just when you find a good, solid group to fit in with, it disappears, leaving you turning in the wind again, trying to fit in somewhere else.
       
      It's like a metaphor for being a teenager.

      --
      Velociraptor = Distiraptor / Timeraptor
    20. Re:Doom's gameplay by ObsessiveMathsFreak · · Score: 1

      I hate to sound like a pompous PC gamer, but that revolutionary Kojima "watershed" was a minor effort in storytelling compared to Wing Commander III....

      You appear to have missed my point here. True, Wing Commander used FMV cut scenes with big name actors. But this was essentially a cinematic set piece used to tell the story. Dragon's lair consists entirely of such set pieces. As I said, MGS was not made to be, nor is it, a cinematic experience. It represents a medium of entertainment unique to video games.

      Metal Gear Solid did something significantly different to FMV content titles like Wing Commander. Most importantly, it rendered its story scenes using the in game engine. This cannot be underestimated. Metal Gear Solid gave developers the confidence to put their polygons right up there on screen in every scene, drastically reducing reliance on FMV and freeing up hundreds of megabytes on disc for other content(As you say WCIII needed four CDs). The use of in game engines for cut scene rendering in games like Halo, Final Fantasy X and ultimately up to modern titles like Gears of War can be traced back to Metal Gear Solid. Admittedly, in-game renders had been used before, but not with confidence. Developers frequently turned to FMV for key moments (In fact FFX continued to do this).

      Bringing this back to the main story, I will make the following comment. PC games were once a hotbed of innovation, but this tends to be of a technical nature. While technologies and polygon counts improve, PC developers continue to make games and content that at its core has remained unchanged for almost 20 years. FPS and RTS games dominate the PC gaming industry. A game like MGS could never have happened to the PC, because its content simply differed too radically from the accepted standards.

      Now, console gaming does suffer fads as well. But these tend to be much shorter in duration. Platformers, RPGs, FPSs, Adventure games, etc have all risen and fallen in popularity the console landscape. Even though they are restricted by technical limitations, there is a variety of innovative content on consoles and always has been. To my mind, only PC game developers like Blizzard and Valve push content boundaries over technical boundaries in this way.

      These aren't absolutes, but overall my opinion is that PC gaming has failed to move beyond its core audience of computer geeks willing to spend 2-3 hours just getting titles to play properly. Console gaming has reached out farther, and not simply in a Wii casual gamer sense. It has a wider selections of genres and pushes content boundaries in a way that PC gaming does not. Ask yourself; where are the Metal Gear Solids, Ocarina of Times, and LittleBigPlanets of the PC world? Without them, what is the future of the PC as a gaming console?

      --
      May the Maths Be with you!
    21. Re:Doom's gameplay by Anonymous Coward · · Score: 0

      Gears of War 1 is meant to be played first. You're dropped in a world at war. There's not much plot because, hell, you're in the trenches just trying to survive. It's "twitchy" because war isn't meant to be relaxing.

      Gears of War 1 does exactly what it's meant to do: set the stage and give a small-picture view of the world. You see what Marcus sees, from the battlefield, and no more.

    22. Re:Doom's gameplay by Qalthos · · Score: 1

      I have never before wanted mod points more than I do right now.

    23. Re:Doom's gameplay by Anonymous Coward · · Score: 0
    24. Re:Doom's gameplay by UnlimitedFreakOut · · Score: 1

      This was a link in the article itself, it's a start http://www.members.shaw.ca/halflifestory/index.htm

    25. Re:Doom's gameplay by Killjoy_NL · · Score: 1

      Hush little one, those games were perfection on the PC and Mark Hamill (Colonel Blair) did a great job. :)

      --
      This is the sig that says NI (again)
    26. Re:Doom's gameplay by Anonymous Coward · · Score: 0

      Well done for missing big bits of story in FFVIII!

      If you paid attention the sorceress is unable to die, she must first pass her powers into another (effectivly taking over the body). At the very end of the game the sorcesses you defeat, teh future one, passes her powers into the matron, effectivly starting the cycle again, as it also means the matron knows who defeats her (as squall is there as well).

      Theres also a bit of fan debate saying that rinoa is actually ultimecia (which would make sense her being unable to die , seemingly having a bit of a link to squall , and her GF being the thing from squalls neckthing).

      theres also the whole thing of actualyl finding out who squalls parents are in the game (hint, he fights with a gun, and his battle music is ace)

      The plot is actually quite well done i thought, the SeeD were created to fight ultimecia from the start because otherwise time would stop!

    27. Re:Doom's gameplay by Anonymous Coward · · Score: 0

      Oh i should also point out that some people play the game to be part OF the story, kinda like reading a book but you take part in the action, just cause "ObsessiveMathsFreak" doesn't like to follow a story and prefers to make his own, doesn;t mean everyone does!

      ITs the main different between western (make your own) and japanese (follow the story) RPG's!

  5. Doom3 by Anonymous Coward · · Score: 0

    And ID software is credited for the first fully dynamic Black-On-Black rendering, overlayed with dynamic even blacker shadows, and then compensating with a shotgun that was so inaccurate that actually seeing things didn't matter anyway.

    1. Re:Doom3 by MRe_nl · · Score: 2, Informative

      Tweak the gamma -- If the game is too dark for you and cranking up the brightness slider doesn't suffice, you might try playing with the gamma setting from the console.
      Pull down a console with ctrl-alt-~. Then type "r_gamma 1.2" and see what you think. The game's default is "r_gamma 1", and I've found something between 1.2 and 1.4 works for me.

      --
      "Kill 'em all and let Root sort 'em out"
    2. Re:Doom3 by beelsebob · · Score: 1

      Yes, because dynamic range compression in audio isn't enough, we need it in computer games too!

    3. Re:Doom3 by beelsebob · · Score: 2, Funny

      You're right about Doom3, except for being the first, the first with true black-on-black rendering was Gears of War. Nothing like Black guys with black guns wearing black clothes shooting black aliens in a black city that's so covered by black smoke that all you can see is pure pitch black to set the "atmosphere" going.

    4. Re:Doom3 by bronney · · Score: 1

      Hey bro that's not Gears of War! That's Ring of Death! ok I shut up now...

    5. Re:Doom3 by MadnessASAP · · Score: 2, Interesting

      Except for muzzle flash, that will lens flared and bloomed so much that it comes out as a near blinding white strobing blob in the middle of the screeen. There used to be a time when games had only 16 colours to work with and they used every last one of them, we now have 2^24 colours but only ever used white, black and brown and then call it the future of gaming.

      --
      I may agree with what you say, but I will defend to the death your right to face the consequences of saying it.
    6. Re:Doom3 by zippthorne · · Score: 1

      There's nothing wrong with dynamic range compression in audio...As long as I get to be the one in control and not some faraway studio.

      You don't know my listening conditions: I could be in a noisy room with juuust powerful enough speakers, and a friend who gets annoyed if my music has brief really loud parts, so I can't just turn the volume way up even if I want to.

      Why can't I tell my machine to analyze the audio track and compress everything into a comfortable range that I specify?

      --
      Can you be Even More Awesome?!
    7. Re:Doom3 by Fallingcow · · Score: 2, Informative

      You're right about Doom3, except for being the first, the first with true black-on-black rendering was Gears of War.

      GAMING HISTORY FAIL.

      Doom 3 release date: August 3, 2004
      Gears of War release date: November 9, 2006

    8. Re:Doom3 by beelsebob · · Score: 1

      Absolutely, but what is described here is the bad kind. The game company has created too-dark textures for anyone to see what's going on... The result, we have to turn the gamma up to see anything. There's nothing to be gained by games companies using textures that forget about the most significant 2 bits of each channel.

    9. Re:Doom3 by lahvak · · Score: 1

      And then you get eaten by a grue...

      --
      AccountKiller
    10. Re:Doom3 by Xsydon · · Score: 1

      HUMOR FAIL. You obviously missed the joke.

    11. Re:Doom3 by Fallingcow · · Score: 1

      I'm pretty sure that wasn't the joke. The "funny" mod is for the humorous description of Gears of War, I think, and not for some broken conception of gaming history that the poster fails to highlight in any way, thus leading me to believe it was unintentional.

  6. Crazy DRM and Phone home games by Aceticon · · Score: 4, Insightful

    For the last 5 years the evolution in mainstream PC gaming has been all around fancy new graphics.

    The only new original gaming style that poped-up was MMORPGs (not really new, but it did became mass-market in the meanwhile).

    [This point was really hammered down for me when "Supreme Commander", highly hailed as innovative, came out and it turns out it's an almost 1-to-1 copy of the old "Total Annihilation" from 10 years ago only with better graphics]

    The other grand "evolutions" have been the not releasing of demos anymore, the crazy DRM + phone home features, the rise of the "major game publisher" and the death of the small independent software house.

    1. Re:Crazy DRM and Phone home games by dwarfenhoschi · · Score: 1

      Well they said with Supreme Commander that is _was_ a descendent from TA...and I still think it _is_ innovative in comparision with other games from the genre....too bad they are throwing it all away in the second part.

      btw just posting to get rid of a misclicked moderation...didnt want it to be all useless though ^^

    2. Re:Crazy DRM and Phone home games by rjames13 · · Score: 2, Informative

      "Supreme Commander", highly hailed as innovative, came out and it turns out it's an almost 1-to-1 copy of the old "Total Annihilation"

      Both games are by Chris Taylor. SC is the spiritual successor to TA. So it is similar because the gameplay in the original worked, and you don't fix what is not broken.

      The other grand "evolutions" have been the not releasing of demos anymore, the crazy DRM + phone home features, the rise of the "major game publisher" and the death of the small independent software house.

      DRM has been a problem but demos are still released for software. Crysis, Bioshock, Portal etc had a demo. The death of small independent software house is just ignoring the huge indy game scene.

    3. Re:Crazy DRM and Phone home games by linzeal · · Score: 4, Interesting

      MMORPGS came from MUDS in the 1980's which came from tabletop RPG which came from Sci-Fi writers like Paul Anderson's 'psychodrama' stories from the 1950's. The idea being that grown ups act like they are something they are not and interact with each other through roleplaying. That would be an interesting article to read, not some 20 some year old who can't bother to at least Google a bit further back than his comfort zone.

    4. Re:Crazy DRM and Phone home games by Anonymous Coward · · Score: 0

      It's kind of like Idiocracy.

      Take this brand new game, Bayonetta. It looked like a pretty bad-assed title; I recently found out that they added a "one handed gameplay mode". You can watch a video of it over there.

      There aren't many games that allow you to play one-handed. You might be able to get by with one hand on certain RPGs -- leaving the other hand free to grab some popcorn during those really long cutscenes -- but, for the most part, it just doesn't work. Of all the upcoming games we wouldn't expect to play one-handed, Bayonetta sits right at the top of the list. As an action game from Hideki Kamiya, the mind behind Devil May Cry, we can't even imagine trying to play it without two hands sweatily clamped around the controller.

      Or how about the Nintendo trend of games "playing themselves"?: New Super Mario Bros. Wii, future titles will play themselves

      Are games too hard for you, Johnny? Don't worry -- Shiggy's got your back. Starting with upcoming New Super Mario Bros. Wii, future Nintendo Wii titles will be shipping with the ability to, well, play themselves. In an interview with USA Today, the man who birthed Mario confirmed the existence of "demo play" for the next Mario game and "future games, too" -- essentially an option to allow the game to play itself when the player encounters an area too difficult for them to handle.

      Or take a look at the trends in console sales. VGChartz. The new world gaming order is here, and it only cares about the casual gamer.

      The casual gamer has money, and he'll gladly take part in microtransactions to buff his character out.

      A YouTube video has surfaced displaying the megaton of content that will be offered when the game hits retail in a few days. Most of it only affects Franchise Mode. You can download advanced trainers, staff, and scouts as well as a plethora of game-breakers such as temporary boosts to player and coaching statistics.

      So, yes. New graphics are in, new gameplay is out. Small studios can die, nickel and dime-ing is in. Damn it. Where'd all the gamers go.

      Oh, that's right. I'll let VGcatz sum it up for me: Nerd Rage

      End Transmission.

    5. Re:Crazy DRM and Phone home games by AceJohnny · · Score: 1

      "[This point was really hammered down for me when "Supreme Commander", highly hailed as innovative, came out and it turns out it's an almost 1-to-1 copy of the old "Total Annihilation" from 10 years ago only with better graphics]"

      And that's exactly as I and thousands of other fans wanted it. Most remakes are crap. SupCom isn't.

      (actually, a 1:1 copy of the old with better graphics would better describe TA: Spring)

      It did add a vital gameplay mechanic in the zoomable tactical display*. Starcraft II is going to hurt so much when I won't be able to do that.

      *I'm sure other games did it before... Rome: Total War?

      --
      Misleading titles? Inflammatory blurbs? Keep in mind that Slashdot is a tabloid.
    6. Re:Crazy DRM and Phone home games by Anonymous Coward · · Score: 0

      the death of the small independent software house.

      ...and its resurrection as "indi"-scene.

      P.S.: Stop playing Massively Marketed Repetitive Pubescent Grinding and try some interesting games.

    7. Re:Crazy DRM and Phone home games by Neoprofin · · Score: 1

      No game that I've seen has had the level of zoomability that Supreme Commander did with the top level being simply abstract symbols. Of course the problem became that it was so much easier to manage things on a macro level that by the end of my time playing I never went any closer because what good is a display with two giant spiders when I can watch the entire battlefield?

    8. Re:Crazy DRM and Phone home games by MadKeithV · · Score: 1

      For the last 5 years the evolution in mainstream PC gaming has been all around fancy new graphics.

      Even starting with Wolfenstein, the evolution in mainstream PC gaming was ALWAYS around fancy new graphics.

    9. Re:Crazy DRM and Phone home games by Threni · · Score: 1

      > So it is similar because the gameplay in the original worked, and you don't fix what is not broken.

      The point is not that no new games are being written, but that there is less innovation, other than in how realistic the graphics, physics, sound is. It's not necessarily a bad thing. Innovation is still taking place in the world of music (ie `contemporary classical`) but by far the majority of new releases are of yet more recordings of the warhorses (beethoven, mozart, bach etc etc). Nothing wrong with that - if people want to hear it, then fine, but there have been occasional `golden ages` where progress was fast and lasting, and in some cases popular, and the rest of the time it's the great unwashed buying more of the same, or watching yet another cowboy film, or yet another trancy dance track. Not everyone wants to listen to Stockhausen or Aphex Twin, or watch an art-house film etc and not everyone cares if the FPS genre has essentially not changed since Wolfenstein.

    10. Re:Crazy DRM and Phone home games by ElectricTurtle · · Score: 1

      lol n00b, SupCom supports two screens that you can independently zoom to different positions. I usually have one as a giant map overview and use the other for the close in work. However the two screen configuration only works with a single card with dual heads, not multiple card setups.

      --
      I support the Slashcott and will not be reading or commenting from 2/10/14 to 2/17/14. Beta is steaming pile of dog shit
    11. Re:Crazy DRM and Phone home games by ElectricTurtle · · Score: 2, Insightful

      SupCom a 1:1 copy of TA? Have you played these games? Back in the day I was a rabid TA fanboy (this included trolling StarCraft forums, because they were the boorish enemy). I played TA regularly for years, messed with the thousands of 3rd party units, worked for TA community sites, and like most harbored the hope that some day Chris Taylor would make some kind of sequel. Naturally when SupCom was announced, I followed the development religiously, and it goes without saying that when it finally came out I really, really wanted to like it.

      However the games were actually too different in style. SupCom had a lot of positive improvements, most significantly the strategic zoom, but also the formations, speed matching and coordination, path modification, etc. But IMO the super units, while fun, did kind of intrinsically unbalance the gameplay. In TA, turtling/porcing was a very valid play style, but just try doing it in SC. Without 3rd party units it isn't as easy and definitely not as fun. The lack of good 3rd party stuff for SC compared to TA also really surprised me.

      Maybe I'm just a weaksauce n00b, but I also find SC to be too big and too fast. The resource curve seems a little too steep, and eventually I'm just not able to utilize it efficiently. SC is built for really dynamic and dramatic conflicts on a scale that makes TA look like a backyard snowball fight.

      --
      I support the Slashcott and will not be reading or commenting from 2/10/14 to 2/17/14. Beta is steaming pile of dog shit
    12. Re:Crazy DRM and Phone home games by commodore64_love · · Score: 1

      "16 colors and a beeeeep sound ought to be enough for anybody."

      - 1984 when IBM released their new "enhanced" graphics upgrade (EGA) for the PC. Wow. (One year later Commodore released a machine with over 4000 colors, CD-quality sound, and preemptive multitasking.)

      --
      "I disapprove of what you say, but I will defend to the death your right to say it." - historian Evelyn Beatrice Hall
    13. Re:Crazy DRM and Phone home games by Anonymous Coward · · Score: 0

      >*I'm sure other games did [a zoomable tactical display] before... Rome: Total War?

      Powermonger?

    14. Re:Crazy DRM and Phone home games by space_jake · · Score: 1

      Strategic zoom, multi-display support, multi-core processor support, anti-rush mechanics, various different AI strategies instead of just easy, medium, and hard difficulties. SC had a lot of innovation going on, most of it was outside of the actual game play though.

    15. Re:Crazy DRM and Phone home games by LtGordon · · Score: 1

      I have to say that DRM is one of the reasons that modern PC games bug me. I don't like having to jump through hoops to prove that I rightfully own the software and am licensed to use it. I remember when the biggest annoyance was that you had to have the serial number and the disk present to play the game.

      I re-installed a copy of StarCraft the other day and I have to say that it was nice to only have to enter the CD key. No need to hook up a network connection or make a phone call to activate, and I don't get made to feel like a pirate just because I want to continue to play the game after upgrading my operating system or PC components.

      I guess that's one of the reasons that console gaming will always be popular. There's something comforting about owning a physical copy of a game that I can continue to play on any compatible console, even if I replace the console.

    16. Re:Crazy DRM and Phone home games by Dripdry · · Score: 1

      No new types of gameplay? What about building games like World of Goo? Word games like Thomas and the Magic Words?
      There have been trippy, weird tries at games that are 4 or 8 bit, too. How about Tower Defense games?

      Small, Independent publishers are as healthy as ever, IMO. They release games for $15 or $20 and see if they can make it.
      I'd say we're actually in the second Golden Age of Gaming, even. We have new adventure games ("Ben There, Dan That" and others), shooters like Rrootage, and other weird stuff on Kongregate (not the pinnacle of gaming, but still good for small publishers)

      There's been progress, but it needs to be sought out.

      --
      -
    17. Re:Crazy DRM and Phone home games by LtGordon · · Score: 1

      Maybe I'm just a weaksauce n00b, but I also find SC to be too big and too fast. The resource curve seems a little too steep, and eventually I'm just not able to utilize it efficiently. SC is built for really dynamic and dramatic conflicts on a scale that makes TA look like a backyard snowball fight.

      These are all reasons that really made me cut back on playing SC. Other than UseMapSettings games and playing with friends, you have to be strung out on meth to keep up with some of these people. I really used to enjoy the long, epic games where you really needed to strategize to get anywhere. The Zerg-rush 2-minute wins made me want to turn the game off.

    18. Re:Crazy DRM and Phone home games by Draek · · Score: 1

      Well, as every industry matures the mainstream tends towards the lowest common denominator. Britney on music, Transformers on movies, now Crysis on games, is it at all surprising?

      But look beyond the purely mainstream and you'll still find plenty of innovation done during the past five years. Sins of a Solar Empire's real-time version of classic strategy games (though arguably the Europa Universalis series did it first, it all depends on what you define as "real time"), Zeno Clash's mix of the FPS and beat 'em up genres, or Peggle and Portal's reinvention of the puzzle genre.

      And no, the small independant software house hasn't died, far from it. They may not be able to achieve mainstream popularity before being hired/bought by a large publisher (ala Portal and Valve), but they're alive and, thanks to the wonders of digital distribution, doing better than ever. Check out the catalogues at Impulse and Valve when you have time, you'll be surprised.

      --
      No problem is insoluble in all conceivable circumstances.
    19. Re:Crazy DRM and Phone home games by Neoprofin · · Score: 1

      Damnit! I never played it after moving to dual monitors!

    20. Re:Crazy DRM and Phone home games by nametaken · · Score: 1

      The other grand "evolutions" have been the not releasing of demos anymore, the crazy DRM + phone home features, the rise of the "major game publisher" and the death of the small independent software house.

      I have to say, I'm glad to see this changing. There's a backlash happening right now against DRM'd games. I'm also seeing good demos again.

      Oddly enough, both of these are things seem to be coming from successful independents. World of Goo and Machinarium are two good examples of games with good demos, and I know at least WoG is DRM free when purchased from 2dBoy.

    21. Re:Crazy DRM and Phone home games by Stormie · · Score: 1

      The fact that MMORPGs are descended from MUDs which are descended from pen & paper RPGs does not mean that MMORPGs are not a new gaming style. It just means that they are a new gaming style which has a chain of ancestry back to other gaming styles which were themselves new at one time (despite having ancestry of their own).

    22. Re:Crazy DRM and Phone home games by Anonymous Coward · · Score: 0

      But it could only display those 4096 colors in HAM mode which meant non-moving, low resolution images with blocky artifacts only. 8-bit, 8KHz sound is not CD quality. Preemptive multitasking but no memory protection. Don't forget the shitty 16-bit 68000 7MHz compared to the 32-bit 80386DX 25MHz.

  7. Look how far gaming hasn't gone by Anonymous Coward · · Score: 0

    This is a pet peeve of mine, but one thing that barely changed in 20 years is AI. I have played many many RTS and FPS games during the last 20 years and while they're getting nicer graphics and effects, the AI is still the same. As a matter of fact, recent FPS games have dumber AIs than half-life's marines. Nowadays I only play online games because of this.

    1. Re:Look how far gaming hasn't gone by Nathrael · · Score: 1

      Have you ever played FEAR 1? Games are certainly capable of featuring great AI, the problem is just that most devs don't bother to fully develop it.

      --
      A good education is a bit like a STD - it makes you unsuitable for a lot of jobs and gives you a desire to spread it.
    2. Re:Look how far gaming hasn't gone by Zephiris · · Score: 2, Interesting

      Plausibly convincing AI doesn't strictly imply strong or particularly intelligent AI. Most games use inexpensive tricks to make the AI seem more competent than it actually is. Like telling it exactly where you are even when it can't see you, but applying extra fuzziness/inaccuracy to make it appear as if not cheating. But most modern games, including the original FEAR, are easy-mode, even on the hardest difficulty.

      They cater to the lowest common denominator, when even most of the PC -and- console games from the late 1980s and early 1990s could be extremely difficult and time consuming for most people not using a game guide. But, most of the difficulty back then was game mechanics and novelty, not AI. Now that everything is decided by fairly comprehensive AI, CPU is cheap, the metric between difficulty and engaging gameplay has not kept up at all compared to the 'shiny graphics' everyone obsesses about. Graphics fidelity matters very little, so long as it matches itself and has a great level of consistency.

      This obviously goes triply so for strategy games, it's even sadder when game developers can't figure out how to even make a half-way intelligent/communicative AI. Master of Orion 2 was perhaps the last game with particularly lucid diplomacy options where the AI responded in an intelligent way based on previous actions, current state, and future threats. Many modern strategy games have descended into Korean MMO-esque "grind fest". Capture 80 outposts, expand your borders, never have any internal defense, build up random economy/research improvements to make it go faster, rinse and repeat. The best expansionist always wins, even if they have (by far) the worst handicap.

      Most games are an insult to a decent tactician, strategist, or someone merely coordinated and forward thinking. Lots of stuff to make it -look- convincing, but no depth, no real options, and very little (if any) challenge.

      One recent criticism of game journalism pointed out (again) that most modern reviews (doubly so for 'mainstream' companies) are not significantly more than "this has the best graphics EVER, buy it!"

      The litmus test against AI is whether it can actually adapt over time to your non-simple tactics and movements. Does it, can it figure out any of what you're doing, or does it sit there and fall for it -every time-? That's a pretty low bar, but a few games have managed to just scrape over it. Most don't even bother to try.

      Welcome to the modern day shooting gallery, where things shoot back and take cover, but don't move much, and certainly never realize anything so simple as a basic flanking diversion, or that you have grenades and guns and can kill them.

      --

      "A Goddess rarely smiles for she is forced by others to be an island unto herself." - Zephiris
    3. Re:Look how far gaming hasn't gone by mujadaddy · · Score: 1

      Mentioning Tactics+Strategy, X-COM must get a nod. There were so many ways to fuck up irredeemably in that game...!

      --
      Populus vult decipi, ergo decipiatur...
      "Force shits upon Reason's back." - Poor Richard's Almanac
    4. Re:Look how far gaming hasn't gone by Bat+Country · · Score: 1

      Plausibly convincing AI doesn't strictly imply strong or particularly intelligent AI. Most games use inexpensive tricks to make the AI seem more competent than it actually is.

      That's not to be underestimated. What is the purpose of video game AI? To convincingly (for the lifetime of the enemy agent) emulate human behavior in a similar circumstance. To engage and challenge the player. Strong AI is a red herring - you're not going to get it out of a video game before everybody else gets it because the AI has to compete for resources with everything else. If you demand strong AI to have fun, you're never going to have fun. What you need to be looking for is adaptive AI which uses default behaviors which more often than not do something realistic - even if that realistic behavior is breathtakingly stupid. So are humans.

      Welcome to the modern day shooting gallery, where things shoot back and take cover, but don't move much, and certainly never realize anything so simple as a basic flanking diversion, or that you have grenades and guns and can kill them.

      Try Ghost Recon: Advanced Warfighter 2 for a game which breaks those expectations for you. AI will hide out in ambush, stop firing until they have a better shot at you, use grenades appropriately, will seldom engage in an obviously suicidal rush and will actually use suppressing fire to cover for flanking actions that their companions are engaging in.

      --
      The land shall stone them with the bread of his son.
    5. Re:Look how far gaming hasn't gone by Draek · · Score: 1

      Have you tried the Galactic Civilizations series, or any of Paradox's titles such as Europa Universalis or Hearts of Iron? they all get recommended frequently for their AI, though not being a great strategist myself I can't say for certain.

      Though I disagree that learning from their mistakes is a "low bar" for AI. Knowing you're losing is relatively simple, knowing *why* you're losing requires a deep understanding of the underlying mechanics of the game (even for a human), but knowing how to counter that in a similar but not entirely alike situation in the future is much, much harder.

      --
      No problem is insoluble in all conceivable circumstances.
  8. Apples vs Oranges... by blahplusplus · · Score: 1

    He says : "Doom (story in it) was absolutely rubbish"

    Story in most games is incidental and most game stories are bad, a game with great gameplay can save a bad story, but a game with a good story can't save a bad game.

    "There were years and years where the lessons of early story-driven games were forgotten and all anyone really cared about was having as many sprites or polygons as possible."

    People care about how fun a game is ultimately, although I agree there are graphics whore games, but gameplay still is the core of any game. Good graphics cannot ultimately save the crappyness of a game. For instance Assasin's creed looked great but got boring and monotonous insanely fast.

    1. Re:Apples vs Oranges... by Anonymous Coward · · Score: 0

      Story in most games is incidental and most game stories are bad, a game with great gameplay can save a bad story, but a game with a good story can't save a bad game.

      (emphasis mine)

      Millions of Final Fantasy fanatics would like to disagree with you...

      Naaaah, I'm just kidding. Those stories aren't all that good, either.

      Boom! Thank you! I'll be here all week! Enjoy the veal!

  9. same as life by Atreide · · Score: 2, Funny

    > You start in a room, no idea what's going on [...] You have to read the manual and supporting media to get a grip on it all

    looks like my own life

    born in room
    no idea what's going on
    need to read holy book (manual) to get a grip on it all
    ans life seems laking sense if I don't follow the book

    at least a game is WYSIWYG
    which is not the case with life

    --
    The world belongs to those who get up early. - I'm far from being the king of Earth then :-(
    1. Re:same as life by Anonymous Coward · · Score: 0

      maybe take the game back to the store if its too much for you.

      sounds like you're not getting the best out of it if you need to follow other people's ideas so slavishly.

    2. Re:same as life by Cryacin · · Score: 2, Insightful

      need to read holy book (manual) to get a grip on it all

      That'll learn ya to RTFM!

      --
      Science advances one funeral at a time- Max Planck
    3. Re:same as life by sharkey · · Score: 2, Insightful

      You start in a room, no idea what's going on [...] You have to read the manual and supporting media to get a grip on it all

      Damn straight! What kind of game would start with such a vague premise?

      Welcome to Zork.
      West of House.
      You are in an open field west of a big white house
      with a boarded front door.

      --

      --
      "Outlook not so good." That magic 8-ball knows everything! I'll ask about Exchange Server next.
    4. Re:same as life by bornyesterday · · Score: 1

      Hell, in Myst you didn't even get a manual

    5. Re:same as life by Anonymous Coward · · Score: 0

      Pac-man was even closer:
      1. Ever-present wail of sirens
      2. Relentlessly pursued by ghosts
      3. Four special pills daily keep ghosts at bay
      4. Occasionally eat some fruit

    6. Re:same as life by T.E.D. · · Score: 1

      Mine's been more like a Last American Hero version of that:

      At the very beginning I lost the manual, so really I spend most of my time flying sidways into walls.

      The only people who ever watched were mostly looking to laugh at me, and after a while even they moved on to more entertaining fare.

    7. Re:same as life by Nyder · · Score: 1

      > You start in a room, no idea what's going on [...] You have to read the manual and supporting media to get a grip on it all

      looks like my own life

      born in room
      no idea what's going on
      need to read holy book (manual) to get a grip on it all
      ans life seems laking sense if I don't follow the book

      at least a game is WYSIWYG
      which is not the case with life

      that "manual" you have is fake.

      --
      Be seeing you...
  10. Totally disagree by mccalli · · Score: 5, Insightful

    "There were years and years where the lessons of early story-driven games were forgotten and all anyone really cared about was having as many sprites or polygons as possible."

    Nonsense. Doom wasn't supposed to be story-driven game, it was an action game. You grabbed your minigun, charged into a room you'd never seen before and blasted away. You even had a chance of surviving. There are no story lessons from Doom because there weren't supposed to me.

    It's exactly the lack of immediate mindless action that's put me off gaming for a long time after. I want gaming, not cinematic experiences. If you prefer cinema that's fine and there's room for both, but for me all the plot-driven stuff is a turn-off. I still want to grab a minigun and charge into a room blasting widly in a totally unrealistic fashion as strange creatures fall in front of me. Shortly before being overwhelmed by ridiculous odds, of course.

    When I do play acrade games, I tend to head MAMEwards. Plot-driven stuff just doesn't do it for me at all - if it does for you then that's fine and I'm certainly not criticising it, I'm just saying there's more than one type of gamer and Doom appealed to me in a way that almost none of the other FPS stuff has. That's precisely because it has little story or plot.

    Cheers,
    Ian

    1. Re:Totally disagree by grumbel · · Score: 2, Insightful

      Nonsense. Doom wasn't supposed to be story-driven game, it was an action game.

      Doom1 wasn't the problem. That game came out when adventure games where still alive and well and simply did its own thing, nothing wrong with that. The trouble with storytelling in games only started when games like Half Life and friends tried to reinvent storytelling for the FPS, while completly ignoring what was learned in adventure games over the years. The trouble with the Half Life kind of story telling is that its narrative is completly uninteractive, you run through a series of nicely textured corridors and are pushed from one scripted event to the next, which looks all fine and good, except that you have no way to actually interact with the people in the world other then shooting them. Why isn't there a talk-button? Even a game like Bioshock, praised for its "story", completly falls flat in that area, even worse it uses it for a cheap story-twist gimmick at the end.

      Games like DeusEx have shown that you actually can combine a FPS with a good interactive narrative, but after DeusEx there just hasn't been all that much new in that area and most games follow the Half Life kind of dragging the player through the narrative by force.

    2. Re:Totally disagree by GravityStar · · Score: 1

      "blasting widly in a totally unrealistic fashion as strange creatures fall in front of me. Shortly before being overwhelmed by ridiculous odds, of course."

      So you saw the ending of Starship Troopers 2?

    3. Re:Totally disagree by turing_m · · Score: 1

      Games like DeusEx have shown that you actually can combine a FPS with a good interactive narrative, but after DeusEx there just hasn't been all that much new in that area and most games follow the Half Life kind of dragging the player through the narrative by force.

      For a brilliant anything, you need a brilliant creator. There aren't many of them. Look at Warren Spector's resume: http://en.wikipedia.org/wiki/Warren_Spector#Credits. Half of those games have probably been referenced in this thread as examples of great games. Miyamoto is responsible for more than his share of gems too.

      When you get your chance to make your master work (which is what happened with Spector and Deus Ex), a sequel is probably going to be a little lackluster because you threw all your best ideas out at once to make the original, and probably got burnt out as well. The sequel that is as good as the original is the exception that proves the rule.

      (SPOILER ALERT) A good story is a lot of work, especially making a story that allows for many different play-throughs. Every variation requires more thought, and more thought on integrating each different variation into something that works as a whole. Even Deus Ex has only so many different possibilities up until a point. After a while the game forces you to take the "red pill", so to speak. You can't keep killing the rebels forever.

      --
      If I have seen further it is by stealing the Intellectual Property of giants.
    4. Re:Totally disagree by grumbel · · Score: 2, Interesting

      For a brilliant anything, you need a brilliant creator.

      While a brilliant creator certainly helps, I don't think that is the core of the problem. After all its not that they try and fail at interactive narration, the issue is that they don't even try. All the lack of interaction with other characters in Half Life or similar games is there by design, not by accident. I think the issue is more that having an interactive narration requires more of a commitment from the player. When a game has lots of interactible characters and dialog the player has to memorize things, think about decisions, choices and all that stuff, you can't just put the game in and blast away some enemies. The lack of interaction streamlines things to the point where you can basically sleepwalk through those games, just follow the corridor or even the blinking arrow and you will be fine, thoughts about tactics and unaggressive behavior aren't needed. Games become much more accessible that way, but it also removes a lot of the fun you could have with them.

    5. Re:Totally disagree by Blakey+Rat · · Score: 1

      He's also missing the point that some very early FPS games had excellent stories. Bungie's offerings, "Pathways Into Darkness" and the Marathon series, for example. I go as far as saying that Marathon's story was far superior to Half-Life. (It's obscure because it was released on an unpopular platform for games, the Macintosh, which is a shame.)

      What's that? The author never played those games? Oh yeah, of course, because that would have required *research* and *giving a shit about his job*. This article is lousy.

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

      If you like mindless action in an FPS, try Serious Sam and Serious Sam Second Encounter.

  11. "plot was optional" by s-whs · · Score: 1

    > Yet the idea that plot was optional caught on and the same flaw
    > was replicated in other games of the era, such as Quake and
    > (to a lesser extent) Duke Nukem 3D.

    The article appears to only think of games from ca. 1993 on, but I will expand this and include 8 bit home computers in my comments:

    Old home computer games invariably had no or a paper thin plot that was described in a manual. Different from Doom? Not at all. Perhaps all early PC games had long introductions or manuals, but not most home computer games. So even if early PC games had good plots, leaving those home computer games out of the comparison is nonsensical as they all influenced each other.

    You didn't need to read the manual/instructions in most cases either even for games that had a solid plot. You just dive into it and figure out what's going on later... I did that in 1985 and it still works now. Mostly. For more complex games, e.g. Elite in 1984, reading the manual was both interesting and made the playing more fun. For most games it was moot.

    FTA:

    > Duke Nukem 3D is a notable turning point from a stylistic point of view,
    > introducing the idea of a vocal player character with a pre-defined personality in an FPS
    > - but it's one which has also been outdated since then.

    Outdated? No way. Duke 3d is still fun to play, just as Doom is. And both are still a lot of fun in a network. You don't need bleeding edge graphics to enjoy the fun of multiplayer gaming nor to enjoy Duke's commentary...

  12. They still have far to go by tepples · · Score: 2, Interesting

    Conspicuous from its absence from the article is multiplayer. So let me throw something out:

    Even for as far as PC gaming has come, it still hasn't moved into one niche that consoles currently dominate. This niche is when you have friends over, and they're suddenly in the mood to play a video game. So you want a game that 1. is easy to learn and 2. doesn't need more PCs than you have available (because having to go back home to dismantle their PCs would kill the moment). Console "party" games fill this niche, such as Mario Party series and its imitators. With the rise of HDTVs that allow easy PC connections to the VGA or HDMI input, why hasn't someone outdone Mario Party on PC?

    1. Re:They still have far to go by JaredOfEuropa · · Score: 1

      Funny how head-to-head (2+ people playing on 1 PC) gaming is evolving... One of the first "console" games, that thing with 4 Pong-like games and two paddles that you hooked up to the TV, already had multiplayer. PC games (and by PC I mean anything from the C64 to Windows-bases computers) quickly followed suit, bringing games with split-screen head to head action or coop modes.

      Modern consoles put an end to that. They're just the thing for when you have some friends over; you don't want to play games sitting in the den crowded around a keyboard and a tiny crt, better to get to the living room sofa to play games together on a big screen TV. Head-to-head games have naturally moved from the PC to the console.

      Sadly, the latest consoles are all Internet-capable as well... and it seems there are fewer and fewer proper head-to-head games. The Wii might be an exception, not sure about the Xbox 360 though...and the selection for the Playstation 3 is piss-poor. There are some head-to-head titles, but they are the exception rather than the rule as it used to be.

      --
      If construction was anything like programming, an incorrectly fitted lock would bring down the entire building...
    2. Re:They still have far to go by Culture20 · · Score: 1

      Even for as far as PC gaming has come, it still hasn't moved into one niche that consoles currently dominate. This niche is when you have friends over, and they're suddenly in the mood to play a video game. So you want a game that 1. is easy to learn and 2. doesn't need more PCs than you have available

      Scorched Earth, RoboSport, etc. Tons of games in the pre-ubiquitous-internet days were made for local multiplayer (usually turn based).

    3. Re:They still have far to go by King+Coopa · · Score: 1

      I know this is a little off topic but seeing you refer to Scorched Earth, I thought of another similar game who's name has been lost to me in the sands of time. The game is like Scorched Earth but 3D. The map is round and has destructible terrain on it. The players are colored dots, I believe. Anyone know that name of that game?

    4. Re:They still have far to go by Bat+Country · · Score: 1

      For PC head-to-head back in the day I favored the Spy vs. Spy games, Worms, Battle Chess, Archon Ultra, Star Control, Scorched Earth and a few nice short-play hotseat games like Stunts. Later on in the years, we'd play You Don't Know Jack or Trackmania alongside those old classics.

      Of course, we'd also hook up the Atari 2600 for games like Frogs & Flies, Warlords and Combat. As the years went by, we'd hook up the SNES for Mario Kart, N64 for Goldeneye, Playstation for Bushido Blade, Dreamcast for Powerstone, and now we pretty much play Burnout Paradise, Ragdoll Kung Fu, PAIN, LittleBigPlanet, a few splitscreen co-op shooters and some decent arcade remakes on the PS3.

      The problem with head-to-head gaming on the PC is that there's little point these days - most people don't own a mediacenter PC right now, you're limited on most systems to a single keyboard and a single mouse (in that you cannot expect anybody to have any others) and people don't want to pile around a single little monitor in somebody's den or bedroom when there's a perfectly good TV that they can use with a relatively cheap device with wireless controllers while lounging around the house, or pacing the living room or whatever.

      Hotseat and head-to-head gaming is far from dead, it's just that the PC is not quite as relevant as a gaming system as it used to be - the kinds of games we used to only get on PCs are now coming out on consoles as well, or not at all.

      --
      The land shall stone them with the bread of his son.
    5. Re:They still have far to go by Bat+Country · · Score: 1

      Oh, I wanted to add that there are games out there which are doing exactly what you want on the PC. Plug in two keyboards and play Frets on Fire. Apparently you can play Left 4 Dead PC in split-screen co-op. And don't forget the piles and piles of indie games which have multiplayer. Trine is fairly fun single-player but immensely more fun co-op.

      --
      The land shall stone them with the bread of his son.
    6. Re:They still have far to go by tepples · · Score: 1

      The problem with head-to-head gaming on the PC is that there's little point these days

      Then for which platform should a small developer that doesn't qualify for a console license develop a head-to-head game?

    7. Re:They still have far to go by Bat+Country · · Score: 1

      Honestly? Probably the web. If the audience is playing a web game, they already expect to be using a keyboard and mouse and not gamepads.

      Also, it's pretty hard not to qualify for a "console license" with, say, Xbox Live Arcade, as it seems like everybody and their mother are making programs first on XNA then porting them to the iPhone, and the developer tools for both are free (as long as you already have Windows.) Even a version of Visual Studio which can run XNA code creator is free. I personally loathe working with XNA because I dislike having to deal with the slowdown associated with Microsoft's garbage collector, but it's apparently possible to make many kinds of games which perform well on reasonably modern (3-6 year old) hardware. Just don't expect AAA first-person-shooter graphics.

      There's nothing really to stop you from making a small head-to-head game for Linux, Mac and/or Windows (PC gaming), it's just that you can't expect your audience to have the hardware necessary to play it, or to particularly enjoy playing while splitting a keyboard and mouse. This makes designing interfaces that prove comfortable to all of the players, uh, challenging.

      --
      The land shall stone them with the bread of his son.
    8. Re:They still have far to go by tepples · · Score: 1

      Honestly? Probably the web.

      A web game needs one PC per player, and unless I'm mistaken, developing one needs a lawfully made copy of Adobe Flash.

      it seems like everybody and their mother are making programs first on XNA then porting them to the iPhone, and the developer tools for both are free (as long as you already have Windows.)

      Both? I thought iPhone SDK needed Mac OS X Leopard or newer on an Intel Mac.

      I personally loathe working with XNA because I dislike having to deal with the slowdown associated with Microsoft's garbage collector

      How bad is this slowdown? Does it take tens of milliseconds to finish, causing a noticeable hiccup in game animation? And in what language should I write AI and physics code if I want to be able to share it between, say, an XNA game and a Mac game?

      There's nothing really to stop you from making a small head-to-head game for Linux, Mac and/or Windows (PC gaming), it's just that you can't expect your audience to have the hardware necessary to play it

      To play head-to-head on a console, one needs to buy three gamepads in addition to the one that comes with the console. To play head-to-head on a PC, one needs four gamepads and possibly a hub such as the one that comes with some versions of Rock Band; that's not a huge difference. Decent PC gamepads are hard to find in stores, but I could link from my game's web site to several brands of gamepad on Buy or Amazon. So the biggest remaining hurdle is to get a PC in the same room as the TV.

    9. Re:They still have far to go by Bat+Country · · Score: 1

      Honestly? Probably the web.

      A web game needs one PC per player, and unless I'm mistaken, developing one needs a lawfully made copy of Adobe Flash.

      Actually, there are free alternatives to using Flash to author flash games, strangely. hAxe is a fairly robust Actionscript compiler which can produce fully funtioning SWF movies. Now that the SWF format is an open format, there may be open source alternatives either presently available or in the works.

      As far as the single player per PC aspect goes, hotseat and same-keyboard head-to-head is no harder in Flash than it is in a proprietary app, although Flash, Javascript and Silverlight all have no support for joysticks or gamepads.

      it seems like everybody and their mother are making programs first on XNA then porting them to the iPhone, and the developer tools for both are free (as long as you already have Windows.)

      Both? I thought iPhone SDK needed Mac OS X Leopard or newer on an Intel Mac.

      Yes, I misspoke, you probably can't do iPhone development easily on Windows. It is apparently possible, however. Clearly it'd be easier just using Objective C on MacOS and using the official SDK, however.

      I personally loathe working with XNA because I dislike having to deal with the slowdown associated with Microsoft's garbage collector

      How bad is this slowdown? Does it take tens of milliseconds to finish, causing a noticeable hiccup in game animation? And in what language should I write AI and physics code if I want to be able to share it between, say, an XNA game and a Mac game?

      It's not really as bad as I make it out to be, but it is a significant slowdown from a similar program written in unmanaged code (or a better garbage-collected environment like Java). As long as you write your code in such a way that doesn't require large amounts of allocations and deletions (which is a bad idea anyway) you won't notice as significant a slowdown as you would otherwise. As far as how bad it is specifically, it entirely depends on what you're doing. I found I lost 5-10 fps in an unoptimized HLSL-based textured environment with dynamic lighting. For 2d games or simpler shader scenarios, the losses may be reasonably unnoticeable save for the extra ram requirements and slightly slower startup and teardown times.

      Apparently C# XNA code isn't too bad to port across to Objective C and the iPhone SDK. I imagine relying too much on heavily Direct3D-specific code might be a bad idea as you'll have to port the rendering to OpenGL, but that's not really a significant barrier for an experienced 3d programmer, especially one working on a smaller title (not thousands of custom-tuned art resources). As far as physics goes, apparently Bullet has both iPhone and XNA flavors and uses the zlib license, so it's definitely friendly with any licensing scheme Microsoft might request for XBLA use. I'm not particularly familiar with AI middleware as I have too much fun writing it myself to borrow, but again, C# translates fairly readily to Objective-C.

      There's nothing really to stop you from making a small head-to-head game for Linux, Mac and/or Windows (PC gaming), it's just that you can't expect your audience to have the hardware necessary to play it

      To play head-to-head on a console, one needs to buy three gamepads in addition to the one that comes with the console. To play head-to-head on a PC, one needs four gamepads and possibly a hub such as the one that comes with some versions of Rock Band; that's not a huge difference. Decent PC gamepads are hard to find in stores, but I could link from my game's web

      --
      The land shall stone them with the bread of his son.
  13. Shame it's dying by ShooterNeo · · Score: 2, Interesting

    And, of course, PC gaming is dying...

    The reason is quite simple : consoles games sell a lot more copies. Game publishers have no choice but to make a game for console with maybe a PC port. Especially for AAA titles that need huge teams of artists and programmers to develop the graphics and game engine.

    Why do console games sell more copies? One big reason is reduced piracy due to vastly better DRM with a console. The OTHER reason is much bigger : consoles are vastly cheaper to purchase than a gaming PC. Just $300, and any game works immediately without hassle. The majority of the gamers in the world don't have the patience or knowledge to screw around with the many, many incompatibilities and bugs associated with PC hardware and software.

    This wasn't always the case, PC gaming was huge in the 1990s. However, consoles have 'caught up' to the point that while any given generation of consoles quickly falls behind PCs, the graphics can render to an HDTV which at least approaches the quality of a good PC monitor. Also, current consoles fully support online gaming about as well as PCs ever did.

    The only edge PCs still have is the keyboard and mouse as a controller.

    Yes, PC graphics cards are better than current consoles, but that only applies to a small fraction of the available PCs.

    Of course, console's new reign of domination is only going to last until cloud gaming takes off, which should be over the next few years.

    1. Re:Shame it's dying by Burnhard · · Score: 1

      And, of course, PC gaming is dying...

      Would you care to show some figures to go along with your wild assertions?

    2. Re:Shame it's dying by grumbel · · Score: 3, Interesting

      A quick google turned up this:

      US PC Game Software Sales
      1998 - $1.8 billion
      1999 - $1.9 billion
      2000 - $1.78 billion (84.9 million units)
      2001 - $1.75 billion (83.6 million units)
      2002 - $1.4 billion (61.5 million units)
      2003 - $1.2 billion (52.8 million units)
      2004 - $1.1 billion (47 million units)
      2005 - $953 million (38 million units)
      2006 - $970 million

    3. Re:Shame it's dying by Anonymous Coward · · Score: 0

      Sorry but i can't agree, my pc costs less than a ps3 yet i can run all the latest games in ultra high graphics without sacraficing my framerate. The trick is to buy decent parts and build it yourself, the pc i had before this one gave me 5 years good gaming (altho the last 2 years meant running games on average graphics setting as opposed to high).

      The old pc gaming is dying article/comment comes along every couple of years and never has any frame of reference, it was dying in 2001 but still lives on?

        Also, current consoles fully support online gaming about as well as PCs ever did.

      Wrong, just plain wrong, clan servers and community gaming works better on pcs and always has. Maybe in the future consoles will allow dedicated servers but until then consoles will always come second in online gaming.

    4. Re:Shame it's dying by grumbel · · Score: 1

      Sorry but i can't agree, my pc costs less than a ps3

      Where can I buy that sub-$300 gaming PC?

    5. Re:Shame it's dying by __aapspi39 · · Score: 1

      apart from world of warcraft, i think its pretty damm clear that pc gaming is dying.

      for me the reason why is that lame gameplay and lame game design is sounding the death knell. the bigger the industry gets the less room there is for creativity. even if the games were decent the drm has pissed me off enough that i'll not buy another pc game.

      also, companies are content to push people onto the consoles, which are easier to develop for (despite direct x) and make a lot more money.

      having said that console sales are not great either.

      the only really promising area for me is flash browser games. their growth is extraordinary - especially over the last year or two.
      imo the main reason is that they're home-grown and have the kind of innovation and intelligence that used to fuel games such as Doom & GTA.

      as they appear on more and more devices and the back-end becomes a bit more sophisticated then the possibilities open up.

    6. Re:Shame it's dying by Anonymous Coward · · Score: 5, Informative

      From that link:

      "The stats are based on retail sales. Online game subscriptions and digital distribution are not included. And that online gaming market is increasing rapidly, especially with PC gamers."

      Just look at here:

      http://www.rockpapershotgun.com/2009/07/20/develop-09-is-digital-distribution-the-pc-saviour/

    7. Re:Shame it's dying by Ogive17 · · Score: 1

      Do those figures include monthly payments that some MMOs require?

      Not that I disagree PC gaming is on the downward slope, all you have to do is walk into any video game store where there is one tiny rack in the middle of the store with a few PC games, but the place is wall-to-wall console stuff.

      --
      "Action without philosophy is a lethal weapon; philosophy without action is worthless."
    8. Re:Shame it's dying by lordandmaker · · Score: 1

      Sorry but i can't agree, my pc costs less than a ps3 yet i can run all the latest games in ultra high graphics without sacraficing my framerate. The trick is to buy decent parts and build it yourself

      What did you build it out of? I breach £300 with just a motherboard and processor.

    9. Re:Shame it's dying by ElectricTurtle · · Score: 1

      Mod parent up.

      --
      I support the Slashcott and will not be reading or commenting from 2/10/14 to 2/17/14. Beta is steaming pile of dog shit
    10. Re:Shame it's dying by mikael_j · · Score: 1

      Unfortunately it appears that certain types of games are dying along with PC gaming, such as good RTS games (no, "start, rush, kill everything, if killing everything failed then build more shit and rush rush rush until it works" isn't a good RTS, a good RTS is one with large maps where you don't live next door to your enemy, that would be "realtime tactics" IMHO).

      /Mikael

      --
      Greylisting is to SMTP as NAT is to IPv4
    11. Re:Shame it's dying by JaredOfEuropa · · Score: 1

      There may be some good news for PC gamers: the longer development cycles for console hardware. Several console manufacturers have mentioned that the next-gen console is further away than expected due to rising complexity and development cost. In contrast, PC gaming hardware development is continuous and fast.

      Like it or not, a good part of gaming is still eye-candy. Players like to go ohh and ahh over the latest games' visuals, while developers still like to show off their cutting-edge engines. And the good news is: with most games these days, that cutting edge hardware is entirely optional: you can upgrade if you want the pretty colors, or leave you system as is to just play the game. Most gamers do not mind spending a few hundred bucks every year on their system to keep up, which is enough to enjoy the latest gimmicks. Perhaps this is enough to keep PC gaming alive.

      What worries me a lot more is the tendency to port games directly from consoles to PCs, without taking advantage of the edge PCs have over consoles. That's not just more up-to-date video hardware, but also includes things like keyboard an mouse, multi-screen capability, etc. There are already a few games out there with crappy menu's and crappy avatar control that appear to come straight from consoles. And lets not forget the latest news that has gamers in a fit: the fact that the new COD title will not have a proper multiplayer server selections screen, but instead uses a craptastic console-style random matchmaker function for finding multiplayer games. These are precisely the reasons I am still playing PC games, but if those games lose those extra features, I might as well turn to consoles and make do.

      --
      If construction was anything like programming, an incorrectly fitted lock would bring down the entire building...
    12. Re:Shame it's dying by Anonymous Coward · · Score: 0

      consoles are vastly cheaper to purchase than a gaming PC. Just $300

      Once you factor in the cost of the HDTV, the stereo receiver with the HDMI inputs, the cables, the surround sound speakers, the extra controller, etc and you are spending quite a bit more than $300.

    13. Re:Shame it's dying by destroyer661 · · Score: 1

      You seriously just provided a google search of people who posted google searches and gave that as proof? /Facepalm

      --
      #define true false // Have fun debugging!
    14. Re:Shame it's dying by Rising+Ape · · Score: 1

      The price thing is rather misleading. You can turn a ordinary PC into an acceptable gaming machine with a fairly low end graphics card, nowhere near the $300 you mention. How many people have a PS3 or Xbox 360 and don't have a PC?

      I don't see the point in duplicating the CPU, motherboard, hard drive, etc. of my PC just so I can run one more type of application.

    15. Re:Shame it's dying by ookaze · · Score: 1

      And, of course, PC gaming is dying...

      The reason is quite simple : consoles games sell a lot more copies. Game publishers have no choice but to make a game for console with maybe a PC port. Especially for AAA titles that need huge teams of artists and programmers to develop the graphics and game engine.

      I don't think the reason PC gaming is dying is because console games sell a lot more copies.
      It's rather because consoles are associated with games, while PC are associated with work.
      Few people will seek a PC for games when their favorite genre is available on consoles.

      Why do console games sell more copies? One big reason is reduced piracy due to vastly better DRM with a console. The OTHER reason is much bigger : consoles are vastly cheaper to purchase than a gaming PC. Just $300, and any game works immediately without hassle. The majority of the gamers in the world don't have the patience or knowledge to screw around with the many, many incompatibilities and bugs associated with PC hardware and software.

      This boils down to consoles being far more accessible than PC for gaming. Which is the point of videogame consoles.

      This wasn't always the case, PC gaming was huge in the 1990s. However, consoles have 'caught up' to the point that while any given generation of consoles quickly falls behind PCs, the graphics can render to an HDTV which at least approaches the quality of a good PC monitor. Also, current consoles fully support online gaming about as well as PCs ever did.

      This is nonsense. Videogame consoles started taking away the market since the NES in the 1990s, when lots of gaming companies died, EA nearly died because they refused to support consoles and were all on PC, which already had far better graphics.
      Graphics is not what sells games, history should have taught that to many people in the gaming industry. The NES proved it and now the Wii proved it again. People don't care that it renders with high fidelity or high definition.

      The only edge PCs still have is the keyboard and mouse as a controller.

      No, the PC has no edge. Keyboards and mouse are not as accessible as gamepads and wiimotes.
      Or rather they have an edge for a niche of people. Keyboard and mouse may be better for some game genres, but people are only interested in good enough, not in "the best". And as soon as every genre on PC can have its controls be replaced by a more accessible device on consoles, they will all die. Fortunately that's not the case yet.

      Yes, PC graphics cards are better than current consoles, but that only applies to a small fraction of the available PCs.

      Of course, console's new reign of domination is only going to last until cloud gaming takes off, which should be over the next few years.

      LOL no. Consoles always dominated since the NES, and graphics are not the most important thing for games. I wonder how people can still say that while Nintendo DS is cleaning up and people constantly talk about iPhone games.

    16. Re:Shame it's dying by Gulthek · · Score: 1

      Regardless, look at the total sales:

      US Total Game Software Sales
      1995 - $3.2 billion
      1996 - $3.7 billion (105 million units)
      1997 - $4.4 billion (133 million units)
      1998 - $5.5 billion (181 million units)
      1999 - $6.1 billion (215 million units)
      2000 - $6.02 billion (219 million units)
      2001 - $6.35 billion (225 million units)
      2002 - $6.9 billion (221.7 million units)
      2003 - $7 billion (239.2 million units)
      2004 - $7.3 billion (250 million units)
      2005 - $7 billion (228.5 million units)
      2006 - $7.4 billion

      Unless your thesis is that digital subscriptions are providing the PC software industry with more than 6.4 billion dollars per year then it's still clear that PC gaming has become a niche market.

    17. Re:Shame it's dying by coolmoose25 · · Score: 1

      The only edge PCs still have is the keyboard and mouse as a controller.

      This is SO true... I used to play Wolf and then Doom and then Duke Nukem at work at lunch... We'd have 6-8 guys playing on a server and I got pretty good at it. The ability to strafe sideways while aiming precisely with the mouse was a huge plus... Eventually I sold out and moved up to management and couldn't play anymore.

      I gave up the FPS games after that until recently. We now have an Xbox 360 and play a lot of 4 player CoD. I suck. And it's because of the controller. There just isn't enough precision in the joysticks on the controller and no way to customize them.

      Some will say that I just suck and it isn't really the controller. But I wanted to find out. I have about 4-5 PC's in my house and decided to installed the freeware Wolf game. Graphics are clearly inferior to the CoD game on the Xbox. But I had my trusty keyboard and mouse available to me again. So we all started playing it when the Xbox was gone. ( we were borrowing it at the time). I rocked. Nobody could beat me. The same people that fragged me to no end on CoD were just meat to me.

      ' Maybe I'm just controller ethnocentristic. And maybe my opponents are too. But I'll take a mouse and keyboard any day over the Xbox controller.

      --
      Brawndo: It's what plants crave!
    18. Re:Shame it's dying by Anonymous Coward · · Score: 0

      Wow Players 13.1 Million, you may want to add that in...

    19. Re:Shame it's dying by __aapspi39 · · Score: 1

      it's funny you should say that because rts is one of the areas i am hoping will take off in flash games- red alert is probably the pinnacle of pc gaming imho. who can argue with a 30ft tesla coil? :)

      have a look at http://pushbuttonengine.com/devgallery/grunts-ui-overhaul done with an open source game engine and looks promising

      something like commandos 2 would be well suited to a flash version as well - the little thief was a classic - "going zere..."

    20. Re:Shame it's dying by Fallingcow · · Score: 1

      Good FPS games, too. Valve still reliably makes good ones (the mostly-not-gameplay-related fiasco[s] with L4D notwithstanding), but other than that... the only FPS I've played in the last couple years that I'd call good is STALKER: Shadow of Chernobyl. I've played a couple that were OK (e.g. Bioshock) but no other truly good ones. Hell, I've got a folder full of HL1 single-player mods that are better than most new FPS games.

      We've also lost the space fighter/mech sim genre (X-Wing, TIE Fighter, Wing Commander, Tachyon: The Fringe, Mechwarrior series). The last entry in either genre that I know of--and it was just an expansion for 2000's Mechwarrior 4--came out 7 years ago.

    21. Re:Shame it's dying by Anonymous Coward · · Score: 0

      Unless your thesis is that digital subscriptions are providing the PC software industry with more than 6.4 billion dollars per year then it's still clear that PC gaming has become a niche market.

      It doesn't have to provide 6.4 billion.

      7.4 - 1 = 6.4 billion dollars total console software sales.

      So yes. PC market is bigger than each of the console markets but smaller than the total market. Nobody ignores such a huge market.

      And this data is only about US which has the highest console penetration..

      (English is not my main language so sorry if I made any mistakes.)

    22. Re:Shame it's dying by DarthVain · · Score: 1

      11.5 Million WOW players may disagree at the very least. That is ONE game.

      Proportionally you may be right with the percentage of PC VS Console changing... That is the ratio, however the actual numbers should be increasing with increased penetration marginal that it may be compared to consoles.

    23. Re:Shame it's dying by sgtrock · · Score: 1

      The only edge PCs still have is the keyboard and mouse as a controller.

      Actually, I would argue that the one edge that PCs will probably always have is player created content. The console market is aimed at a much more casual experience. Most console game companies have no desire to provide tools to allow players to create and release mods of any sort.

      By contrast, some PC game companies have historically encouraged their fan base to create whatever they wanted. When those companies released tools to let players create their own material, the results were nothing short of spectacular. One of the most popular and enduring mods ever created, CounterStrike, was originally a player created mod. Heck, there's hardly a shooter released these days that doesn't include CTF (originally released as Threewave CTF for Quake). Another player created innovation is DoD's wave respawn cycle. Then there's the oddities like Quess (a chess game based on Quake) and Quake Rally (racing game), player generated characters like Homer Simpson and Barney, etc.

      Game companies who want to encourage their customers to experiment with the game engines will always do well. (e.g., Bohemia Interactive, Battlefront.Com, id software, etc.) It's just that they can't expect to have the next major blockbuster any more. :)

    24. Re:Shame it's dying by DarthVain · · Score: 1

      Not to mention this us "US Sales" I know it is just an example, but there is life outside of the USA.

    25. Re:Shame it's dying by PhrstBrn · · Score: 1

      The OTHER reason is much bigger : consoles are vastly cheaper to purchase than a gaming PC. Just $300, and any game works immediately without hassle.

      Bullcrap. You'll spend an extra $300-400 on extra overpriced accessories before the end of the product's lifecycle, and games are generally more expensive on the console. When a game releases for $60 on the console, PC version releases for $50. At the end of the console's lifecycle, the price difference is a wash, plus you can usually get more years usage out of your PC than your console counterpart before upgrading.

      The majority of the gamers in the world don't have the patience or knowledge to screw around with the many, many incompatibilities and bugs associated with PC hardware and software.

      Citiation needed

    26. Re:Shame it's dying by Anonymous Coward · · Score: 0

      I used a combo of micro direct and ebuyer,

      Athlon 7750 black edition (2.7g 2 cores) (50£)
      Cheap Mobo (35-50£)
      Ati 4770 (75£)
      4 gig ocz gamer gold (800mhz) (35£)

      + cheapo case (10£ inc 500watt psu)
      cheap generic keyboard
      logitech mx518 mouse (20£)
      Cheap ide 7200rpm hdd (35£)

      some of the prices might be lower now as i have had it 6 months but the processor and the ram were on special offer at the time and i already had a legit copy of xp i got from ebuyer in 2002 so add 65£ for that

      So £275 for the hardware

    27. Re:Shame it's dying by The-Bus · · Score: 1

      It's interesting that console games are now more like PC games than ever: some need specific hardware configurations (GTA IV on the Xbox 360 requires a hard drive, IIRC) or lengthy installations (games on the PS3), many have a lot of software patches that repair broken games (Fat Princess's online) or constantly improve the game experience (Burnout Paradise) and some are great principally based on their online connectivity (without human opponents or user-created content, they wouldn't be as good).

      --

      Small potatoes make the steak look bigger.

    28. Re:Shame it's dying by Anonymous Coward · · Score: 0

      I sign up for the news letters from microdirect, ebuyer and newegg. (see my reply to the above post for the specs)
        I then buy stuff only when it's on special offer (i'm a cheap bastard).

      What did you build it out of? I breach £300 with just a motherboard and processor.

      I didn't buy intel, i know they are more powerful but i went bang for buck (see previous cheap bastard reference)

      Hits around 13k on 3dmark 2006, not a great score but i don't think i could get a better one for the price.

    29. Re:Shame it's dying by Dan667 · · Score: 1

      There was a huge push by vendors for consoles, but with the huge failure rates of consoles and string of vendor lock-in feature take-aways a lot of people are returning to the PC. Also, many just like that the gaming experience on a PC is better.

    30. Re:Shame it's dying by Anonymous Coward · · Score: 0

      Sorry got to clarify that statement,

      My pc cost less than a ps3 WHEN I BROUGHT IT, i see now they are quite reasonable in price (175£)

      I ordered the parts on the same day as the slashdot story about the 4770 (is a sub 100$ graphics card all you need) which is what prompted me to upgrade.

    31. Re:Shame it's dying by CronoCloud · · Score: 1

      Why are you under the mistaken impression that console games only have random matches and don't have server/room/game lists to let you choose?

    32. Re:Shame it's dying by Anonymous Coward · · Score: 0

      True for america. Untrue for other parts of the world.

      PCs still play a huge role in europe (the earlier mentioned online-sales not even included).

    33. Re:Shame it's dying by Anonymous Coward · · Score: 0

      He said $300, not £300. £275 is over $450 in USD.

    34. Re:Shame it's dying by Draek · · Score: 1

      Your problem is that you're only thinking of large, AAA titles like Modern Warfare 2 or Diablo 3. Take a look at devs such as Tripwire and you'll see that the cost/benefit ratio isn't so clear-cut for all devs.

      And then you have the niche titles, of the kind that'd never sell enough copies on console to pay for the development fees, let alone generate a profit: hardcore strategy/political simulations like Hearts of Iron 3, hardcore driving simulations like Live for Speed, hardcore flight simulators like X-Plane, games that in general cater to an older, mature crowd that likely already owns a good PC by virtue of their work and only need a $50 GPU to play and is unwilling, either by its expense or stigma, to purchase a console regardless.

      Sure, in the long term we may lose all the kid-oriented style-over-substance titles like Crysis, but who cares? I don't.

      --
      No problem is insoluble in all conceivable circumstances.
    35. Re:Shame it's dying by mjwx · · Score: 1

      And, of course, PC gaming is dying...

      and, Civilisation is on consoles? PC gaming is not dying so long as 16 million copies of the SIMs are sold and there are 11 million subscribers to WOW or the greats like Starcraft and Half Life are being produced. Look at the stats for L4D, most players are on PC because the PC is a better platform for that kind of game. PC gaming has a long history, I can play games from the DOS era on my newest gaming PC (thanks GOG).

      PC games are more profitable per unit, so much so they sell for A$10 less then their console cousins here in Australia. So even with decreased development costs the licensing costs on consoles are so high (because console hardware is sold at a loss and made up for by licensing fees) and the profit margin is down. 2K made more with Civ IV on PC then MS did with Halo 3 on Xbox despite Halo 3 having almost twice the sales. What the development costs never take into account is the licensing costs, the SDK's for DirectX are free, the dev tools are considerably less and you do not have to pay a fee per unit produced. This is another case of games are easier to code for Xbox but easier to produce for PC.

      Also there are several genre's that will never be playable on a console such as RTS, FPS (Admit it), TBS and dedicated simulators (Flight, Rail, anything that requires more then 4 buttons). These are quite profitable markets for small developers like Stardock, JoWood and so on. The independent games industry just doesnt exist on consoles and this is mainly due to the high cost of entry.

      There is also the direction in which consoles are going to consider, the clear winner of the 7th generation of consoles was the least powerful and cheapest console crappiest graphics. Not that I'm complaining but as a dedicated PC gamer even I have a Wii, they are just too much fun with friends around. Whilst the top selling Xbox 360 game sold 8 million the top 5 selling Wii games sold more. See for your self. The PS3 has barely managed a paltry 3.8 million copies for its best game, we can safely say that the PS3 is the loser out of this round and re-releasing the hardware wont help.

      MS has taken note of the Wii's unbridled success and the next Xbox will be a cheaper, less powerful Wii clone (the Xii? if MS is a master of anything it's copying) built for the casual market. This is what is with things like Natal. Sony I think will stick it out with their "hardcore" fans for the PS4 and there probably wont be much of a PS5 to speak of. Real dedicated gaming will go back to the PC's as consoles rediscover what they were always about, simple fun casual games.

      So rumours of the Gaming PC's death are greatly exaggerated.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    36. Re:Shame it's dying by ShooterNeo · · Score: 1

      Well, in theory cloud gaming will combine the advantages of consoles with the advantages of a PC. Win Win.

    37. Re:Shame it's dying by Burnhard · · Score: 1

      Indeed, I get most of my games from Steam! I haven't seen a retail game box for years.

    38. Re:Shame it's dying by Anonymous Coward · · Score: 0

      The ps3 was £300 here when i built my pc, it's not my fault if parts are more expensive in the country you live in.

      After looking on tiger direct i see the prices for the same or equivelent parts are more expensive in the US,

      Athlon x2 2.8g = 60$ or 40£ (10£ cheaper)

      Cheap am2 mobo 50$ or 33£ (2£ cheaper)

      4770 119$ or 80£ (i was suprised to see its more expensive altho its not the sapphire one but the diamond one)

      4 gig ocz pc6400 80$ (wtf?? 20£ more than in the uk)

      Thats 270$ already, i thought the parts would be cheaper in the states (although tiger maybe your equivilent to pc world, i have no idea)

    39. Re:Shame it's dying by Anonymous Coward · · Score: 0

      You missed the point, the advantage PC's have is that you can get your own dedicated server for your clan or whatever and that it is always on even if your not or if your playing another game. Another bonus is that if you pick a decent host the majority of players will have a nice low ping but if you host from your own (and if it's like my ISP, crap) connection players from other countries will find the game unplayable.

    40. Re:Shame it's dying by sowth · · Score: 1

      Like it or not, a good part of gaming is still eye-candy.

      When Hollywood took over the gaming industry, they made it about eye-candy. Most gamers cared about game play, but there are not many good game play based offerings anymore, so they don't pay much attention to mainstream games.

      Really the current generation of games only concentrate on the visual aspect of the game. Apparently, the game developers don't focus much attention to game mechanics at all, or even debugging the mechanics they do have. For an example, read this comment.

      If you have a chopper extraction, and lose a team member, cross a check point (oh did i mention no freaken quick saves?), then die... if you continue playing from the last check point you will never finish the mission, as the chopper won't take off as it waits to check for all the team mates.

      So really, the reason you see so many gamers who want high resolution hardcore rendered movies is because they are the ones who are left after all this. The gamers who want real game play have to sift through indie offerings, if they have time. Though sometimes a game developer comes out with something which has decent game play.

      This is part of the reason the only gaming device I own is a Nintendo DS. It has low graphics ablities, so for a game to succeed, it has to focus on gameplay. I didn't consciously do this. Even then many of the games suck since many of them are still in the "form is more important than substance" mindset.

      ...except for puzzle games, but I never really liked games which were exclusively puzzles. Also, I had two strokes (possibly other brain damage), and things which require certain kinds of thought like many puzzle games (and card games) eat up my available CPU time. I don't like turning around to do something and not remembering why I turned around!

    41. Re:Shame it's dying by Uberbah · · Score: 1

      The OTHER reason is much bigger : consoles are vastly cheaper to purchase than a gaming PC. Just $300, and any game works immediately without hassle.

      Funny how console fanboys always leave out the cost of the HDTV, the stereo system, and the price of a new console every 4-5 years (sooner if it breaks down). Whereas the PC I built in 2004 is still good enough to play Crisis.

    42. Re:Shame it's dying by ShooterNeo · · Score: 1

      I'm not a console fanboy. Most people have HDTVs anyway.

      I don't know where you're getting your parts from, but I built my PC using top of the line parts in 2007. I have to run Crysis Warhead with medium settings. I frankly don't see how a PC made in 2004 would have sufficient power to run Crysis with decent settings.

    43. Re:Shame it's dying by mjwx · · Score: 1

      Well, in theory cloud gaming will combine the advantages of consoles with the advantages of a PC. Win Win.

      In theory, it works in practice, in practice, it doesn't.

      That kind of system is a long way off with most of the world operating at less then 1.5 mbits.

      Nintendo have proven that the console belongs to the casual market, not that I'm complaining about that. Even the best gamer needs somewhere to play casual games.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    44. Re:Shame it's dying by ShooterNeo · · Score: 1

      I think the Wii is a fad, and not the long term direction of gaming. Have you ever looked at the machine's specs? It's embarassingly under powered....

      But again, once the 6+ megabit download connections become common, at least in the U.S. and Europe, cloud gaming will combine the best of all worlds. You'll pay less money for a cloud gaming 'console' (or nothing) WITH the fancy motion capture controllers. You'll be able to play all the casual games you want, as well as hard core high end games that would bring current PCs and consoles to their knees. As long as there are multiple cloud gaming services, and multiple AAA game developers, competition combined with a lack of piracy and lack of losses due to retail markups should make cloud gaming the cheapest form of gaming. If you're wondering about the economic theories that would create this last point, respond to this message.

    45. Re:Shame it's dying by mjwx · · Score: 1

      I think the Wii is a fad, and not the long term direction of gaming. Have you ever looked at the machine's specs? It's embarassingly under powered....

      Have you looked at the sales, the sheer number of Wii's and Wii games being sold?

      Also look at the DS and the history of Consoles. Since gaming began Consoles have served the casual market, when Doom and Wolfenstein were coming out on the PC the likes of Super Mario Brothers was coming out on the NES. Sony and Microsoft forgot this but Nintendo didn't and now Nintendo is making money hand over fist.

      Spec's don't matter, the PS2 was underspeced compared to the Xbox but the PS2 outsold the Xbox and continued to sell for how many years.

      Consoles don't need to be powerful to sell, they need to be fun and this is where Nintendo went right and Sony and Microsoft went wrong. "Hardcore" gaming will come back to the PC (exclusively, it never really left PC's) and consoles will fight over the lucrative casual market, as it should be.

      You may think the Wii is a fad but Sony clamored to copy Nintendo's motion control and now Microsoft is doing the same with Natal. Motion control is here to stay with consoles, it's simply in its infancy, look at the NES controller compared to the Xbox controller or the PS2 controller, a great deal of improvement was made between the two, no? The same will happen with motion control. The Xbox/360 and PS2/3 were oddities in console history, the Wii is simply returning consoles to their roots, good, simple, fun gaming.

      combined with a lack of piracy and lack of losses due to retail markups should make cloud gaming the cheapest form of gaming.

      Sorry but the games industry has become like the movie and music industry, it doesn't matter that movies usually make their entire budget back in the first two weeks the price of a DVD is still A$30. Same with games, Piracy and retail costs are excuses and even if these excuses disappear then the extra money will be taken as profits, prices will not go down. Besides this the movie and music industry has been attempting to move to a "rental only" system for decades (ever since the VCR was released) and have failed each time, the public does not want to rent games, movies and music, they want to buy (and own) it. Ultimately that is why a rental only system will fail.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    46. Re:Shame it's dying by ShooterNeo · · Score: 1

      I am not going to argue casual versus hardcore.

      As for the economics of it : actually, in the movie industry, most movies are flops (using LEGIT accounting)

      The same is true of the game industry. Out of the price of that $50 game you buy, a good 60% of the money goes to the retail store and distribution channels. While the market for games has grown over the years, the price to make an AAA game has increased dramatically. Most games are flops.

      Cloud gaming eliminates a lot of these problems. There's no retail store in the way any more. Zero piracy. In short, sellers will be rewarded more for the same product, which will increase supply. By basic economics : if you increase supply, the intersection of the supply : demand curve is going to be at a lower price.

    47. Re:Shame it's dying by Uberbah · · Score: 1

      I'm not a console fanboy.

      Then why ignore the high cost items involved with console gaming?

      I have to run Crysis Warhead with medium settings. I frankly don't see how a PC made in 2004 would have sufficient power to run Crysis with decent settings.

      Minimum requirements are a Geforce 6800 - the exact card I got in July of 2004.

    48. Re:Shame it's dying by ShooterNeo · · Score: 1

      Dude. That hardly counts. My PC made in January 2007 had a 7900GS. A year later, I upgraded to an 8800GT. Point is, with an 8800GT and a 3.2 GHZ overclocked CPU, I had to turn Crysis Warhead down to medium to keep the framerates steady. (original crysis ran on High) I wouldn't even call playing Crysis on a low end card like a 6800 as playing the same game. The whole point of the game is to have some of the best graphics ever seen.

    49. Re:Shame it's dying by Uberbah · · Score: 1

      The whole point of the game is to have some of the best graphics ever seen.

      Or because you...like the game. I turned down the settings for Far Cry on the same system so I could have high frame rates through the map. Which is another drawback of console games: they frequently sacrifice performance for eye candy.

    50. Re:Shame it's dying by ShooterNeo · · Score: 1

      No, you turned the graphics down because either you couldn't afford or were too cheap to buy a new video card. Not "to maintain high frame rates". Your hardware was inadequate to the challenge.

  14. ya.. they've come a looong ways.. by Anonymous Coward · · Score: 1

    ... all the way up to $60+ for a farkin' game.. and that doesn't include pay-to-play games or the expansion-pack model (e.g. the sims) that can cost upwards of $200 or more by the time you've satisfied your kid (until the next version comes out).

    1. Re:ya.. they've come a looong ways.. by VGPowerlord · · Score: 1

      ... all the way up to $60+ for a farkin' game..

      I suggest you cancel your preorder, as Activision has stated they won't be adding support for dedicated servers.

      Wait, you meant a game other than Call of Duty: Modern Warfare 2? In that case: [citation needed], as I'm unaware of any other game that costs $60 USD or more for the PC version.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    2. Re:ya.. they've come a looong ways.. by FloodSpectre · · Score: 1

      I paid $70 for Chrono Trigger on the SNES in 1995. Secret of Mana and FF6 cost at least 60 as well. This is nothing new by any means.

  15. play operation flashpoint 2 by spyder-implee · · Score: 1

    and you will realise it's actually gone backwards.

    --
    Take what ye can. Give nothing back!
    1. Re:play operation flashpoint 2 by Mindcontrolled · · Score: 1

      Operation Flashpoint 2 is OpF in name only. Codemasters has the right to the title, but none of the original developers from Bohemia were involved with Flashpoint 2. The real successor to OpF is Armed Assault and the recent Armed Assault II - which has definitely gone forwards in my opinion.

      --
      Ubi solitudinem faciunt, pacem appellant.
    2. Re:play operation flashpoint 2 by Reapy · · Score: 1

      Yeah what a slap in the face that was. The PC version feels hardly playtested at all, glaring errors like no mouse look in a vehicle, probably because they bound it to an analog stick and game stopping bugs. If you have a chopper extraction, and lose a team member, cross a check point (oh did i mention no freaken quick saves?), then die... if you continue playing from the last check point you will never finish the mission, as the chopper won't take off as it waits to check for all the team mates.

      That is a pretty reasonable way of playing the game too, losing AI who can't take cover, then dieing later yourself. Worse is the game has been out for a month and still no hot fix for bugs like this. Oh wait, friday we get a list of bugfixes in the next patch... wow, good work guys. :(

    3. Re:play operation flashpoint 2 by __aapspi39 · · Score: 1

      Armed Assault was a huge disappointment to me - flawed in numerious ways and completely lacking the genius of the original - OFP.

      Armed Assault II has been received coolly - and apparently it crashes a great deal -

      as for the drm ( http://en.wikipedia.org/wiki/ARMA_2#Copy_Protection ) i'm happy with the one rootkit i have installed thanks.
      i just can't be bothered with pc games anymore - and it seems that most of the games companies feel the same way.

      OFP is a another good example of a ground breaking pc game that was never built upon - apart from the player community that created brilliant maps and vehicles aplenty. Totally open and open-ended game.

  16. Only starts at Doom? by fialar · · Score: 2, Informative

    What about California Games? Leisure Suit Larry? Wasteland?
    Yes, there were graphical games in the 80s. They were CGA, EGA,
    and even VGA, but they existed.

    1. Re:Only starts at Doom? by Stupid+McStupidson · · Score: 1

      Yes, I remember my brother and I badgering our dad to get a soundcard put into the PC so we could hear Wing Commander. Oh, glorious day.

    2. Re:Only starts at Doom? by __aapspi39 · · Score: 1

      bah you were lucky, me and my brother had to talk pops into connecting up a monitor!
      no mouse or keyboard mind - hard times but we were grateful.

    3. Re:Only starts at Doom? by skiman1979 · · Score: 1

      King's Quest, Space Quest, Police Quest to name a few more.

      --
      Having a smoking section in a public restaurant is like having a peeing section in a public swimming pool.
    4. Re:Only starts at Doom? by Stupid+McStupidson · · Score: 1

      Oh yeah? Get off my lawn!

  17. Compared to what? by TimeElf1 · · Score: 1

    On the other hand, from a story perspective, Doom was absolutely rubbish. You start in a room, no idea what's going on and you are surrounded by demons.

    You are in a maze of twisty little passages, all alike

    There were years and years where the lessons of early story-driven games were forgotten and all anyone really cared about was having as many sprites or polygons as possible.

    Huh, right story driven.

    --
    Cannot find REALITY.SYS. Universe halted.
  18. Who needs a story line? by tgv · · Score: 5, Insightful

    PONG didn't have a story line either, and what's good enough for PONG is good enough for me!

    1. Re:Who needs a story line? by Anonymous Coward · · Score: 0

      Of course it did. It was a sweeping drama characterizing the emotional and material gap between divided city states and star-cross'd lovers within a post-Orwellian metro-dichotomized neo-socialist society, and the manner of communication they were forced to resort to keep their relationship alive. All depends on how you look at it really.

    2. Re:Who needs a story line? by Novae+D'Arx · · Score: 1

      PONG didn't have a story line either, and what's good enough for PONG is good enough for me!

      Wait... You never got past the first level?!? Jeez, what a noob.

  19. Daikatana? by Anonymous Coward · · Score: 0

    Duke = Citizen Kane
    What's Daikatana then, Gigli?

  20. An earlier article... by Anonymous Coward · · Score: 0, Funny

    Chess's legacy is still being felt today in fact and it's a fair bet that you can take any board game off a shelf, from Cluedo to Monopoly, examine it, and list a dozen things that those games owe to Chess. Things like the wobble of the pieces on the flimsy base board and the cheap plastic moulding in the box that doesn't quite hold the pieces right -- these were things that Chess invented. On the other hand, from a story perspective, Chess was absolutely rubbish. You start at your end of the board, no idea what's going on and you are surrounded by pawns. You have to read the manual and maybe the Wikipedia page to get a grip on it all -- something modern board games would get heavily slated for doing. Yet the idea that plot was optional caught on and the same flaw was replicated in other games of the era, such as Chequers and (to a lesser extent) Backgammon. There were years and years where the lessons of early story-driven games were forgotten and all anyone really cared about was having as many kinds of pieces capable of making as many totally arbitrary different kinds of moves as possible.

  21. Growing up on Wizardry, Empire, Starflight by Shivetya · · Score: 2, Insightful

    and even later the Wing Commander series I am actually disappointed with many of today's games. Haven't found a space game that makes me feel like the explorer that Starflight did and Wing Commander was simply amazing in both story and game play.

    What do we have now? Dozens of games with either space marines or commandos? Yawn.

    --
    * Winners compare their achievements to their goals, losers compare theirs to that of others.
    1. Re:Growing up on Wizardry, Empire, Starflight by Anonymous Coward · · Score: 0

      Starflight was awesome.

      My young son was asking about gravity the other day, and it occurred to me that I probably learned that bigger planets have more of a gravitational pull from landing my spaceship in Starflight on the Sega Genesis.

    2. Re:Growing up on Wizardry, Empire, Starflight by Shanrak · · Score: 1

      try the X series (X3:TC in particular), I'm a big space fan myself and X3 has more than satisfied that need. Still playing it after hundreds of hours in. And if you don't look at the online guides/maps etc, there are tons to explore.

      --
      This post may or may not contain cancer causing materials.
    3. Re:Growing up on Wizardry, Empire, Starflight by Fallingcow · · Score: 1

      AFAIK, the last good space fighter game was Tachyon: The Fringe, and it's 9 years old. It and X-Wing: Alliance, released a few months earlier, were kind of the last gasp of the genre.

      Those sorts of games have too steep a learning curve for the modern gaming crowd, and use too many buttons. Kind of like the Mechwarrior series.

      Modern gamers. Ugh. Don't get me started.

    4. Re:Growing up on Wizardry, Empire, Starflight by bravecanadian · · Score: 1

      Wing Commander and Privateer were two of my favourites. Great mesh of story and action.

    5. Re:Growing up on Wizardry, Empire, Starflight by rdwulfe · · Score: 1

      I heartily agree with you, Shivetya.

      Starflight was an incredible game, one of the first games I truly remember, and I still revisit it now and again when I get the urge for that old, full flavored gaming feel... I play Eve Online now, and it scratches the itch, but not quite in the same way. X2 and X3 are close, too, but... they almost try too hard, in some ways.

      The Wing Commander franchise was incredible as well. Wonderful arcade feel to it, though I always wish they left it more open. Privateer had it right there.

    6. Re:Growing up on Wizardry, Empire, Starflight by Anonymous Coward · · Score: 0

      did you check out Vega Strike? It's on http://vegastrike.sourceforge.net/ and it runs many OS including Linux. There was even a Privateer mod, so you can do the same missions etc.

      AC

    7. Re:Growing up on Wizardry, Empire, Starflight by Blakey+Rat · · Score: 2, Funny

      Slashdot: the only gaming forum on the Internet populated primarily by people who don't play games.

    8. Re:Growing up on Wizardry, Empire, Starflight by Anonymous Coward · · Score: 0

      Take a look at egosoft's X series: http://www.egosoft.com/games/x3tc/info_en.php
      While it is quite complicated at first, it definitely pays homage to older exploratory space games like Elite.

    9. Re:Growing up on Wizardry, Empire, Starflight by Fallingcow · · Score: 1

      I'm not sure I follow.

      If you're talking about me, I just finished my second playthrough of Mech Commander 2 in as many weeks (I somehow missed it back when it came out--solid game), I'm watching my wife play through Persona 4 on the PS2, time-wasting with Worms 4 occasionally (admittedly, it's such a crappy game that I almost feel bad playing it--it's just the only jump-in-and-play game I have installed right now), and preparing to start up Mass Effect while I wait for Dragon Age: Origins to come out early next month. When I'm in the mood for it I fire up Sanitarium and do a couple more chapters in it.

      When I get a lull I'll be playing some of the classic adventure games that I haven't already (including Sam & Max, shockingly) and re-trying Planescape: Torment (hopefully the fucking thing won't bug and crash at the same spot every time no matter which save I load about 2/3 of the way through the game, like it did last time)

      At any time, I might get an itch to replay one of my favorites, like Deus Ex, Red Alert 2, the Half Life games, the Thief series, Arcanum/Fallout/Fallout 2, Morrowind/Oblivion (heavily modded to avoid game-ruining suckitude), etc.

      I play games. My piles (ok, shelves, and yes, it's most definitely plural) of to-read books and the few hundred movies my movie-geek friend and I are working through frown disapprovingly when I do, but I play plenty of games.

    10. Re:Growing up on Wizardry, Empire, Starflight by Nithendil · · Score: 1

      Have you tried space rangers 2? It's not like wing commander but you essentially explore space, do quests, space combat, text adventures, and RTS into one package. Yah it doesn't do any one those perfectly but it is fun.

    11. Re:Growing up on Wizardry, Empire, Starflight by Anonymous Coward · · Score: 0

      What you are talking about is called 'being old' (or 'growing up' if you want to sugar-coat it).

      When you're a kid, it's much easier to get excited about a game because you have a more active imagination that fills in the gaps and glosses over the stupidities. Also, plots are much more original when you don't know that they have already been told seventeen trillion times before.

    12. Re:Growing up on Wizardry, Empire, Starflight by borizz · · Score: 1

      Tachyon was great. Also great were Freelancer (if you could get around to the somewhat odd flying controls) and my personal favorite game ever is Freelancer2, which you can now get for free because it has been open sourced. Freelancer2 also has a lot of buttons, but the learning curve is pretty smooth.

    13. Re:Growing up on Wizardry, Empire, Starflight by namco · · Score: 1

      Try either X2: The Threat or X3: Reunion.

  22. Sadly by argStyopa · · Score: 1

    Sadly, iD hasn't seemed to have progressed one iota.

    They conceptualized an entire genre of gaming, yet they can't seem to get out of the basic 'you walk down the hallway and *poof* the lights go out and a monster jumps at you' box.

    Sure, every game is technologically magnificent but you'd think for their millions and millions of dollars, they could afford someone who could breathe a little life into the games.

    Where's Rage, by the way? It could just be selective memory, but it seems like it's been a loooong time since D3, and I don't even see Rage on the hypemeter.

    --
    -Styopa
    1. Re:Sadly by lordandmaker · · Score: 2, Interesting

      Having grown up with id, I remember being quite startled to find out that in Half Life Valve had managed to make an atmospheric, and at times downright scary, game without just making all the corners dark. Even Q3 Arena was mostly dark, and that wasn't supposed to incite fear. Maybe they've all got really bright monitors at id...

    2. Re:Sadly by Anonymous Coward · · Score: 0

      Quake 3 really wasn't that dark. They went out of their way to make it fairly bright all throughout. Or at least it was a consistent level of brightness, and from there you could adjust gamma, brightness, and other graphical light settings to your own taste. The default settings made very few areas dark... I'd lean toward your own display/settings being darker.

      Now, if you said the same thing about Doom3, I'd agree :).

    3. Re:Sadly by lordandmaker · · Score: 1

      Oh yeah, Doom3 was painful. I played that for all of a couple of hours before figuring that I'd probably seen all there was to see.
      I know Q3 isn't that dark, but OpenArena is *so* much brighter, I don't see why Q3 wasn't. Though this was played on two PCs, it's likely there's a difference in display settings.

  23. Hold on there, Tex by DNS-and-BIND · · Score: 5, Interesting
    On the other hand, from a story perspective, Doom was absolutely rubbish. You start in a room, no idea whats going on and you are surrounded by demons. You have to read the manual and supporting media to get a grip on it all something modern games would get heavily slated for doing.

    OK, he lost me there. The entire idea of DOOM was that it was an incredibly technically advanced shoot-em-up. Being able to run around in the levels and shoot realistic-acting guns was great. All that you really had to know was to shoot the demons - the player has no other way to interact with the world other than shooting. Who needs a plot? That always baffled me about the old Japanese Nintendo games...they always had these incredibly convoluted unncessary plots that I read the first few lines of and then forgot it and went on to saving the kingdom or whatever. And I was a manual-reading completist.

    When, exactly, did computer game snobs decide it was cool to call DOOM 'rubbish'? What happened to computer game snobs being polygon and FPS guys? What makes this guy look down his nose at something that he doesn't understand and apparently has no desire to understand?

    --
    Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    1. Re:Hold on there, Tex by bigstrat2003 · · Score: 1

      He didn't say Doom was rubbish. He said the story was rubbish, and used that as an example of how games today have improved upon classics like Doom. At no point does he refer to Doom as anything less than the cornerstone of modern gaming that it is.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    2. Re:Hold on there, Tex by mewsenews · · Score: 1

      All that you really had to know was to shoot the demons - the player has no other way to interact with the world other than shooting.

      Not quite true -- Doom had a "use" key, spacebar by default, that would open doors, flip switches, and summon elevators. This was "streamlined" in Quake so that you would simply press your face against doors and switches for them to activate.

      When, exactly, did computer game snobs decide it was cool to call DOOM 'rubbish'?

      Well, TFA said "from a story perspective" and I'm sure you agree that Doom's plot wasn't even rubbish, it was simply non-existent. You and I both disagree with TFA's assumption that a plot is necessary.

      Sorry if this is overly nit-picky, I agree with your main points.

  24. Not far by Anonymous Coward · · Score: 0

    We still have linear storylines damnit (and NO, those stupid choices you get in games are gimmicks and add nothing to the story). We need real AI now that can interact with the player.

  25. Yep! by Anonymous Coward · · Score: 0

    "You have to read the manual and supporting media to get a grip on it all — something modern games would get heavily slated for doing."

    There in lies the problem! Like almost anything in this instant world, if you can't understand it in less than 0.3 secs, most people will simply turn off and find something they can get a handle on quicker. Very sad statement on our times.

    I have got into retro gaming lately, if you're gonna a play a rehashed idea, might as well play the original arcade and 8-bit versions!

  26. Good Old Marathon by Anonymous Coward · · Score: 1, Interesting

    The first FPS that had a good story, and consequently great co-op play, was the Marathon Trilogy--the first of which was released about the same time as Doom II. It also had an amazing level and physics editor, as well as water, flight, tracking missiles, beautiful graphics (so long as you didn't get too close to anything), power-ups, interesting baddies with great sounds and even some good AI, and a real 3d environment--elevators and all--radar, great gore, etc. There really was no other game comparable to it, especially for creative, intelligent types who enjoyed FPS--unlike any other FPS at the time, you could play it tactically. Strangely, the one thing it did lack was the ability to jump. By the time it was ported Windows, there wasn't much interest. And then Microsoft bought Bungie...

  27. This article sucks by Anonymous Coward · · Score: 0

    I agree this article ignores the vast history of video games, but comparing Leisure Suit Larry and Halo 3 would have been retarded. (Maybe some day they will make a FPS where the purpose is to go around fucking people. A full immersion pornography game with puzzles and chuckles.)

    I would have liked to see the author take Doom and Killzone 2 or Halo 3 and trace the relevant developments between them. These are considered to be the premiere FPS titles of their time, and have practically zero plot. With that scope, the author may have been able to put together something worthwhile.

  28. Comment removed by account_deleted · · Score: 4, Informative

    Comment removed based on user account deletion

  29. I disagree by amn108 · · Score: 1

    What an idiotic quote from the article. First of all it is not "inventing" the gun wobbling, sooner or later any sensible developer and/or artist who wants a reality like feel to him game would have done that. Granted, id software were much more visionary than what was normal back in Dooms days.

    Also, it is equally stupid to slash id for not providing a story. To me that was what was great about Doom, it just threw you into that world, without explaining it all that much. That is another side of the "reality simulation" bandwagon which id created - they wanted to get away from all the explaining and mimicking and come closer to the real thing. Of course, in retrospekt, we can see that Doom is not much of a "real thing", but when I was 14 and saw it running on a 15" screen of a 486DX machine, it looked as real as Crysis trailer did two years ago. The article author has probably gone soft from all the manuals and storybooks he has read, now he cannot even understand the point of not supplying one.

    1. Re:I disagree by aicrules · · Score: 1

      Doom had a story. It may not have been all that deep a story, but it was a story. Your part in that story was pretty one dimensional, but if you watched how the content progressed, you knew that you were going ever deeper into the armies of hell which had clearly invaded some human made station.

  30. Do that include Digital downloads?... this one NO by Tei · · Score: 2, Informative

    The PC market is moving to digital downloads, so most sales stats are wrong.

    "The stats are based on retail sales. Online game subscriptions and digital distribution are not included. And that online gaming market is increasing rapidly, especially with PC gamers. UPDATE: Starting with 2005, NPD tracks online PC sales."

    Like this one.

    Good post, mate, but wrong. Please mod parent down :-)

    --

    -Woof woof woof!

  31. Doom had a great story. by Anonymous Coward · · Score: 1, Funny

    Didn't you ever see the movie?

  32. Doom invented reality? by shish · · Score: 1

    Things like the wobble of the guns and the on-screen feedback that tells you which direction you are being shot from these were things that id Software invented

    Surely having a wobbling gun is an element of realism, not an id created idea? Knowing the general direction you've been shot from is also pretty realistic, and on-screen feedback is just the logical replacement when actual pain inflicting devices are unavailable...

    --
    I mod down anyone who says "I will be modded down for this", regardless of the rest of their comment
  33. USB gamepads, HDTV, and mods by tepples · · Score: 2, Informative

    Modern consoles put an end to that. They're just the thing for when you have some friends over; you don't want to play games sitting in the den crowded around a keyboard

    That hasn't been the case since about 2000. By that time, every new PC came with a port for a multitap that takes four controllers.

    and a tiny crt

    Tiny CRT? It used to be the case that TVs couldn't use a PC's video output because CRT SDTVs ran at 15.7 kHz (480i) and PC monitors ran at twice that (480p or higher). But that changed in 2008 when LCD HDTVs with a VGA input displaced CRT SDTVs in electronics stores. At the start of the 2008 holiday shopping season, HDTV had already entered one-third of U.S. households. Two aspects of the "far to go" that I mentioned involve 1. the major labels of PC gaming noticing the increasing HDTV market share and 2. PC game developers educating the market about HTPC possibilities.

    The big drawback to consoles is that console makers like Nintendo and Sony have historically been dead-set against people who develop video games as a hobby or as a part-time business. Either it's your day job from day one, or you're not allowed in. They don't even allow mods developed by members of the gaming community. Microsoft and Apple, on the other hand, provide downloadable SDKs to all owners of an authentic copy of their respective PC operating system (Visual Studio Express for Windows or Xcode for Mac OS X).

    1. Re:USB gamepads, HDTV, and mods by drsquare · · Score: 1

      But that changed in 2008 when LCD HDTVs with a VGA input displaced CRT SDTVs in electronics stores. At the start of the 2008 holiday shopping season, HDTV had already entered one-third of U.S. households

      Most HDTVs have HDMI and Scart inputs, no VGA. And even if they did, the cable would never reach unless your computer is right next to the TV. For most people, the PC is in another room altogether, or at least at the opposite side.

      Then you have controllers to worry about. There's no standard, wireless PC controller, so you need to fuck about getting all the buttons to actually line up with functions in the game. It's a niche that no sane developer is going to touch with a bargepole.

    2. Re:USB gamepads, HDTV, and mods by tepples · · Score: 1

      Most HDTVs have HDMI and Scart inputs, no VGA.

      No HDTVs made for the USA have SCART; perhaps that's where some manufacturers find room to stash the VGA in. Besides, more and more PCs have a DVI-D or HDMI output, which works with the HDMI input on a TV. Even for SDTVs in NTSC and PAL regions, Sewell sells a $40 downscaler from VGA to composite and S-Video.

      For most people, the PC is in another room altogether

      Then why isn't the console also "in another room altogether"? If people buy a PC and a console, or a PC and a Roku player, why not a PC and a PC? Dell.com quoted $450 for a slimline PC with a gaming video card and Windows Home; not long ago, the PS3 cost significantly more than that. And on the other side of the fence, a Mac mini even looks like a Wii.

      There's no standard, wireless PC controller

      Microsoft makes a standard wired controller for PCs running Windows: the Xbox 360 controller. If a game has "Xbox 360", "PS3", and "custom" settings, that should be an improvement over just having "custom".

    3. Re:USB gamepads, HDTV, and mods by TheUser0x58 · · Score: 1

      Modern consoles put an end to that. They're just the thing for when you have some friends over; you don't want to play games sitting in the den crowded around a keyboard

      That hasn't been the case since about 2000. By that time, every new PC came with a port for a multitap that takes four controllers.

      The hardware exists, but what about software? Do any PC FPS's even support non-network multiplyer? In my experience, the only real use-cases for local multiplayer with USB game pads are MAME and... console emulators.

      --
      -- listen to interesting music, support independent radio... WPRB
    4. Re:USB gamepads, HDTV, and mods by tepples · · Score: 1

      Do any PC FPS's even support non-network multiplyer?

      I wasn't thinking of M-rated first-person shooters when I wrote the grandparent point.

      In my experience, the only real use-cases for local multiplayer with USB game pads are MAME and... console emulators.

      Which means my question becomes the following: Why aren't the genres of games that are popular to run in emulators also developed for PCs?

  34. Its all about imagination by Anonymous Coward · · Score: 0

    I always thought that I could make up the story in Doom while blasting enemies away. I could imagine myself on earth or in deep-space and think up my own plot or motivations. I feel sometimes that all that the new shooters do is rehash predictable ideas. Its really the same thing as comparing books to movies - at least with a book you could picture events and stories while being guided by the author.

  35. The TRUE winners of the Doom/Wolf 3D era by yeehaomgyay · · Score: 1

    Were PATHWAYS INTO DARKNESS (Wolf 3D era)(Bungie) http://en.wikipedia.org/wiki/Pathways_into_Darkness and MARATHON (Doom era)(Bungie) http://en.wikipedia.org/wiki/Marathon_(video_game) Both had outstanding plots, better mechanics than Wolf 3d or Doom, and generally explain why Bungie is now a world-class game company whereas Id is merely a world-class game-programming company that makes crappy games. Suck iTTT, Carmack!

    1. Re:The TRUE winners of the Doom/Wolf 3D era by Creepy · · Score: 1

      I wouldn't say Pathways had an outstanding plot - it had more of a plot than many shooters of the era, but RPGs like Ultima Underworld preceded it and also featured a plot (admittedly, I don't know a whole lot about the plot because I didn't have a PC capable of playing it [had a mac and a 386], but I did play it a few times at a friend's house). Also note that Id decided plot didn't matter even before Wolf 3D - Catacomb 3D had no plot, either and it predates Wolf. It even had sequels, but I never played them or even heard about them until I looked it up. Whether plot matters or not is debatable - I love The Longest Journey, but I also love Diablo 2. Diablo 2 isn't exactly on top of my list plot-wise.

      Most PC gamers didn't play Pathways or Marathon even though Marathon 2 also came out on PC. Marathon 2 and Rise of the Triad came out around the same time, and both had in-game chat - remember that? Which came first is debatable - RotT technically was first, but only the Shareware part - the commercial release was after M2.

      As far as shooters go, Pathways was bad - very easy for FPS junkies. I admit, I had a hard time with it the first time I played it because it was the second shooter I'd ever played and I hadn't played much of the first one (Catacomb 3D, incidentally), but when I went back a few years later it was a snap. The only real problem I had was it made me nauseous after a couple of hours play like most early shooters (Duke 3D was the worst, followed by Half Life - wasn't able to complete either of those, but even some modern shooters like Half Life 2 make me sick... but Catacomb and Wolf 3D didn't, none of the Unreal Tournaments do, and Rise of the Triad wasn't bad, so it's hit and miss...).

      Anyhow, those guys couldn't spell Cthulhu (two h's, not one), so my respect is gone ;)

    2. Re:The TRUE winners of the Doom/Wolf 3D era by VGPowerlord · · Score: 1

      Marathon 2 and Rise of the Triad came out around the same time, and both had in-game chat - remember that? Which came first is debatable - RotT technically was first, but only the Shareware part - the commercial release was after M2.

      Wait, are we referring to voice chat? Because text chat existed back in Doom (I think it was even bound to T, just like in modern games).

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    3. Re:The TRUE winners of the Doom/Wolf 3D era by mdarksbane · · Score: 1

      What really amazes me is how ahead of its time Marathon still seems today.

      Play Marathon and Doom, then play a modern shooter. Tell me which one seems closer to the modern gameplay. You even had mouselook in Marathon.

    4. Re:The TRUE winners of the Doom/Wolf 3D era by Blakey+Rat · · Score: 1

      Marathon had voice chat in multiplayer. Once of the many, many, many ways that game was a full decade ahead of its time.

      (So does Marathon 2, of course, but your post makes it sound as if Marathon 2 invented the concept-- no, it carried over from Marathon.)

    5. Re:The TRUE winners of the Doom/Wolf 3D era by Blakey+Rat · · Score: 1

      I played Marathon before Doom, so I'm coming from the opposite angle of most people. After playing Marathon, the two things I noticed about Doom:

      1) It's impossible to aim up or down, even though enemies can appear above or below you. Instead, your bullets "magically" can travel upward or downwards as needed. This struck me as particularly retarded.

      2) Your character in Doom is somehow carrying a rocket launcher either between his legs, or embedded in his chest. The on-screen decal in Marathon correctly showed the rocket launcher as being held on the shoulder.

      It's not like these games were years and years apart, either. Marathon followed-up Doom by only months, and it was so far ahead of it's time, it's frightening. (I mentioned in another post that Marathon had in-game voice chat in multiplayer-- the next PC game I know of with this was Unreal 2004!)

    6. Re:The TRUE winners of the Doom/Wolf 3D era by Blakey+Rat · · Score: 1

      Also, as an interesting sidenote, the Macintosh port of Warcraft II didn't have voice chat, but you could set it to use the MacInTalk speech library to speak the chat messages your teammates sent. It also had TCP/IP networking before Battle.NET existed, meaning us Mac gamers could play Warcraft II over AOL (and other ISPs) while PC gamers were still dinking around with LAN settings.

  36. Spring is buggy as hell by iYk6 · · Score: 4, Informative

    Spring is buggy as hell. I reported several bugs on the forums, and I got
    * denial
    * accusations
    * "if you aren't using Ubuntu, you have no right to complain that it doesn't work in your distro"
    * "if you don't like the manual, change it yourself, it's a wiki." Except that it is buggy and that the devs are pretenious pricks, I don't know anything that I could add to the wiki.

    Spring is not worth anyone's time.

  37. X-Com by Anonymous Coward · · Score: 0

    No mention of X-Com in the history of PC gaming? Now that's just silly.

    1. Re:X-Com by Creepy · · Score: 1

      They would need about 40 pages to even scratch the surface, not 5. Heck, I'd add Civilization, TIE Fighter, Wing Commander, Alone in the Dark, Spaceward Ho! (originally mac, but exists on PC now), Elite, Escape Velocity, the Total War games, and Diablo and that doesn't even scratch the surface of my list.

      They're more discussing graphics and gameplay trends. Incidentally, I've never played X-Com but I heard it was great. I bought it and installed it, but it crashed on start so I returned it. X-Com and Daggerfall didn't like my computer for some reason.

  38. Who needs a story? by Anonymous Coward · · Score: 1, Funny

    Sometimes all the story you need is "The President has been kidnapped by ninjas. Are you a bad enough dude to rescue the president?"

    Then you just walk to the right and kick some ass.

  39. Controllers by slim · · Score: 1

    Maybe I'm just controller ethnocentristic. And maybe my opponents are too. But I'll take a mouse and keyboard any day over the Xbox controller

    It entirely depends what game you're playing.

    Quake needs a mouse and keyboard
    Geometry Wars needs twin analogue sticks.
    Street Fighter needs an 8 way digital joystick
    Samba de Amigo needs a pair of triangulated maracas
    Guitar Hero needs a plastic guitar ... and so on.

    All of these styles of games can be played with suboptimal controllers (such as Quake on a console controller) - but they each have their ideal controller.

    If you can find a copy of the excellent Grid Wars for PC, the recommended control scheme is to plug in an Xbox 360 controller.

  40. Bobbing camera navigation by Fantastic+Lad · · Score: 1

    Wow. Look at all the responses to your post!

    As per usual, people are connecting their sense of self worth to their preferences in arbitrary things. Movies are another big ego-hook.

    "What? Something I have chosen to like isn't universally popular? DENY! ATTACK! REJECT!"

    The Ego is such a silly burden.

    That being said, where I actively have to resist the addictive call of (some) PC games, which I do very well, thank-you, console games seem astonishingly dull; they all appear to be variations on an identical theme; "Move a point of perspective around in a 3D environment with an awkward little control unit and manipulate objects." Every game is essentially the same basic set of challenges dressed up with different wall papers. If you've played one, you've played them all. They were exciting when the concept was new, but honestly, the last time I enjoyed one of those 3D games was when the wall paper was Star Wars and I got to use a light saber. Then the novelty wore off. Story is the only thing which interests me now with such productions. --Half Life, for instance, had a really neat story, but I only know that because I got fed up part way through the game and read a synopsis so that I could quit navigating a bobbing camera around for fifty hours while getting shot at. That's what movies are for; the actors do all that annoying puzzle-solving crap for you. I just wanted to know who that dude with the briefcase was!

    The PC games I find attractive are those which have unique and far more dynamic problem solving tactical elements, preferably with lots of short cut keys. Dodging bullets is fun only until you realize that the solution is obvious; shoot at the other guy until he stops shooting back. Problem solved. Works every time. Now just apply that exact same solution thousands and thousands of times. Isn't that fun?

    But don't take any of that personally. I enjoyed those games too when they were new.

    -FL

  41. Early Puzzle games and graphics by realsilly · · Score: 1

    Many of the early puzzle games had decent graphics, they were pretty darn nice for their day. Take a look at "Think Cross", simple but elegant. Dave 2 was rudimentary graphics with a simple plot to get through the haunted house, but so what, it was fun.

    --
    Life takes interesting turns, but the most interest is when you're off the beaten path.
  42. Who needs graphics? by nycguy · · Score: 1

    The first game I played on a PC was Star Trek. Those old text-based BASIC games were the best!

  43. Comment removed by account_deleted · · Score: 4, Interesting

    Comment removed based on user account deletion

  44. Defender of the Crown by BoogieChile · · Score: 1

    On the Amiga. From that day, I had to have one...

  45. Ken's Labyrinth? by FrozenFrog · · Score: 1

    Ken's Labyrinth was released almost a year before DOOM. So isn't it really the first?

    Ken's Labyrinth released Jan 1 1993
    http://en.wikipedia.org/wiki/Ken%27s_Labyrinth

    Doom released Dec 10 1993
    http://en.wikipedia.org/wiki/Doom_%28video_game%29

    Frog

  46. What I've learned. by Nekomusume · · Score: 1

    Apparently FPS games are the only real computer games. Because there's no way anyone grew up on RPGs, strategy games, adventure games, sports games, driving games or what have you. Nope. Doom is the mother of all games, and it's derrivatives are representative of the entire gaming industry.

    1. Re:What I've learned. by pandrijeczko · · Score: 1

      I often think that those people who try put some kind of rationale behind everything are the same people who miss the point entirely.

      Why do they feel the ***NEED*** to give some kind of justification for stuff that's just there to entertain?

      Last night I played Fallout 3 for a couple of hours, the night before I fired up the MAME emulator and played Mr. Do, Pacman and Space Invaders for an hour or so. In both cases, when I ended my playing, did I ask myself is one was a more "immersive experience" than the other? Nope, because I couldn't actually give a toss... in both cases, I thought "That was a lot of fun" and then went and found something else fun to go and do.

      So there's no point in analysing why they just talked about FPSs and not strategy or adventure games because ***IT DOESN'T MATTER***. All that matters is when you pick up a book, sit down and watch a movie, listen to a piece of music, play a computer game, etc. etc. is that you ***ENJOY*** it while you do it.

      --
      Gentoo Linux - another day, another USE flag.
  47. Fighting Games Need No Story by SoVi3t · · Score: 1

    Have u seen some of the 'stories' in fighting games? Dead or Alive 3 has two girls fight over a head of lettuce. Street Fighter Alpha takes place before Street Fighter II, and Street Fighter III takes place after Street Fighter IV. Many of the fans have even stated how they don't care that much about the storylines, as remaining canon just messes up a good thing. Most street fighting games get their storylines in anime, comics, and books, AFTER the release of the game. Imagination > Storylines

    --
    Defender of Microsoft and Communism!!!
  48. Aren't there other genres besides FPS? by Peganthyrus · · Score: 1

    Does this guy use his machine to play anything else besides FPSs? Most of the people I see arguing for PC over console is that net distribution makes it easier for weird new experiments to find an audience, but he's just going on about Doom, Doom, Doom, and how about five FPSs after it have ever even tried to get narrative into the picture. It's not until like six pages in that I skimmed down and saw a screenshot of EVE with a caption along the lines of "We used a snazzy render of EVE because the real game is so boring."

    FPSs bore the hell out of me. Gridrunner Revolution was the best $20 I have ever spent on a game in a long time, and it's only available on Windows.

    --
    egypt urnash minimal art.
  49. ahaha by Anonymous Coward · · Score: 0

    "Flaw" lol.

    Lack of any story in DooM(apart from a screen of text telling you how cool you are here and there) is one of it`s strong points. Cuz there is no melodramatic b-movie-like shite like in modern games, there is only monsters and you. Get out alive is the best story ever made in shooter games.

  50. Gun wobble patent? by Rob+Y. · · Score: 1

    >Things like the wobble of the guns and the on-screen feedback that tells you which direction you are being shot from — these were things that id Software invented

    Not that I'd advocate it, but stuff like gun wobble and on-screen feedback is exactly the kind of bullshit that's being granted patents these days. Doesn't Apple have a patent on the 'bounce' you see when you scroll past the end of a list on the iPhone? Utterly nuts, but let's imagine for a minute that id had gotten patents on this stuff. What would that have done to the course of game development?

    --
    Posted from my Android phone. Oh, I can change this? There, that's better...
  51. Bad Splash Panel Art by handy_vandal · · Score: 1

    Bad Splash Panel Art was a commonplace in the DOS era.

    As games grew in power, scope, ambition, and budget, I was surprised at how badly the art continued to suck -- especially the figure drawing. (Epic, I'm thinking of you -- Unreal Tournament at least as late UT2004 still looked like it was drawn by earnest geeks rather than trained or gifted artists.)

    --
    -kgj
  52. interrupt the game in order to tell by jwhitener · · Score: 1

    Exactly. "interrupt the game in order to tell"

    I just bought warhammer 40,000: dawn of war. It is so frustrating. Multiple times in a short 20-30 minute mission you are locked out of moving your character in the middle of shooting to be told a snippet related to the story.

    The right way to do that would have been a small tv/com window that told you while you continued to play. Instead it is like playing a video game and pausing it every 5 minutes, changing your focus to a TV, and watching 45 seconds of a movie related to the game, but in no way required to actually play it.

  53. We've Come a Long Way, Baby! by Flere+Imsaho · · Score: 1

    I fired up an Amiga 500 emulator the other day and played Populous. I can't believe I spent a few months immersed in that game!

    --
    It gripped her hand gently. 'Regret is for humans,' it said.
  54. Consoles by ucblockhead · · Score: 1

    I can't help but notice that three of the five games they mention by name on the last page describing where things are now are also on consoles. (Oblivion, Left 4 Dead and GTA IV)

    --
    The cake is a pie
  55. I beg to differ ... by tomhudson · · Score: 1

    On the other hand, from a story perspective, Doom was absolutely rubbish. You start in a room, no idea what's going on and you are surrounded by demons. You have to read the manual and supporting media to get a grip on it all

    I'm sure most of the people who played Doom are going "There was a manual?!?

    Everyone I know just started playing, died a few times, and figured it out.

    1. Re:I beg to differ ... by Anonymous Coward · · Score: 0

      Everyone I know just started playing, died a few times, and figured it out.

      Amazing! Just like real life... At least with Doom, you can quit playing

    2. Re:I beg to differ ... by Anonymous Coward · · Score: 0

      Everyone I know just started playing, died a few times, and figured it out.

      Amazing! Just like real life... At least with Doom, you can quit playing

      You can QUIT?!

  56. story? by pbjones · · Score: 1

    it's a game, part of the game was finding out what was going on and getting to an end. It (they) didn't need some intro/story to get you in the mood. BAH!! I think of DOOM as something that HAD been ported to almost every hardware platform.

    --
    There was an unknown error in the submission.
  57. Game designers don't read enough books by flip-flop · · Score: 1

    My favourite passage from that article:

    While there have been some massive steps forward in terms of what games can and are willing to do story-wise though, plot is actually the aspect of game design which has come on the least in the last twenty years.

    Graham Linehan recently said on Charlie Brooker’s GamesWipe that he thinks a lot of that is because game designers don’t read enough books and that modern games are made by people who watch more films than they read stories. He’s probably onto something there, we reckon – especially when you consider the rambling nonsense which is the Metal Gear Solid series.

  58. Very little new about a Doom by ScaledLizard · · Score: 1

    Doom (1993) was just a stripped-down version of hack-and-slay dungeon games. Examples of such games are Eye of the Beholder (1990), which had limited 3D rendering, but tile-based movement. Ultima Underworld (1992) had 3D graphics and you were able run around freely. Doom just replaced the swords with guns and left out the story, which didn't appeal to me, and wasn't new to me.

  59. So young but that doesn't mean Doom started this by Anonymous Coward · · Score: 0

    I cant believe this guy only went back to Doom. There were plenty of fun games for computers(apple II, commodore, atari st)

    Here's a partial list:

    - Gold Box D&D (Pool of Radiance, Curse of the Azure Bonds, etc)
    - Choplifter
    - Wasteland
    - Elevator Action
    - Burgertime
    - Ultima I
    - Zork
    - Bard's Tale
    - Police Quest
    - Wings of Fury

  60. Keeping C#, ObjC, and AS versions in sync? by tepples · · Score: 1

    hAxe is a fairly robust Actionscript compiler which can produce fully funtioning SWF movies.

    The last time I looked into haXe, it mentioned loading assets from a .swf file created with swfmill or Sam Haxe. But unless I have Flash, I can't make vector animations; I can only import PNG and JPEG. If I'm limited to raster assets, I might as well code for JavaScript Canvas to run in Chrome Frame; at least that'll run on an iPhone.

    Apparently C# XNA code isn't too bad to port across to Objective C and the iPhone SDK.

    There is more than one model of developing an application for multiple platforms. First, there's the waterfall model, where a program is completed on one platform and then translated line by line into the language of the other platform. Translation errors between languages can and do happen, and changes to the old version don't propagate automatically to the new version.

    But then there's the front-and-back-end model related to MVC, where the "back end" (gross physics, AI, and arguably map loading) is implemented once and linked into each version, while the "front end" (graphics, audio, input) is implemented for each platform, and the two call into each other. An advantage of the front-and-back-end model is that if a bug is fixed in the back end on one platform The big disadvantage of the front-and-back-end model is that all platforms have to support the language in which the back-end is written, and that's more difficult if you have to deploy the same app on XNA, SWF, Java, and iPhone, all of which use different languages.

    To which model were you referring?

    As far as physics goes, apparently Bullet has both iPhone and XNA flavors and uses the zlib license

    By "physics", I mean it in a generalized sense, including all rules of a game such as how much damage an attack does.

    again, C# translates fairly readily to Objective-C.

    Can it be done automatically, so that any changes I make in the C# are reflected in the Objective-C? Or does it leave open an opportunity for errors in manual translation if I try to keep codebases in sync?

    1. Re:Keeping C#, ObjC, and AS versions in sync? by Bat+Country · · Score: 1

      The last time I looked into haXe, it mentioned loading assets from a .swf file created with swfmill or Sam Haxe. But unless I have Flash, I can't make vector animations; I can only import PNG and JPEG. If I'm limited to raster assets, I might as well code for JavaScript Canvas to run in Chrome Frame; at least that'll run on an iPhone.

      Don't forget about sound.

      To which model were you referring?

      There are a few other means of doing it as well, such as writing as few portions of the code as possible in native code and doing the rest as scripted code. Generalize the platform-specific calls as much as possible so that you have a very small library of graphics, sound and input functions which require platform-specific code. You're going to have to fix bugs no matter how good your cross-platform libraries are - nobody said game programming was easy, after all.

      again, C# translates fairly readily to Objective-C.

      Can it be done automatically, so that any changes I make in the C# are reflected in the Objective-C?

      Would you trust a tool which claimed to do it automatically without bugs? Again, game development isn't easy. Everybody ends up putting up with the same crap in their development process; the decision as to whether the effort is worth the potential gains is yours.

      --
      The land shall stone them with the bread of his son.
  61. Compare GCC, which translates C++ to x86, PPC, ARM by tepples · · Score: 1

    There are a few other means of doing it as well, such as writing as few portions of the code as possible in native code and doing the rest as scripted code.

    Running the majority of the back-end in an interpreted language has downsides:

    • Apple has been rejecting apps because they're scriptable.
    • Interpretation has roughly a tenfold speed hit, which becomes important especially on a handheld version as the complexity of game rules code rises.
    • A lot of the popular game scripting languages don't allow the use of efficient data structures. For instance, Lua doesn't have ordinary arrays with integer indices; instead it has associative arrays with floating-point indices. This causes an additional RAM and speed hit, especially on platforms without an efficient FPU. So I'd have to write my own scripting language.

    But back to the topic: The big reason we need to think about all this complexity is because PC gaming hasn't come far enough.

    Would you trust a tool which claimed to [translate code into several target platforms' preferred languages] automatically without bugs?

    Of course, as long as the translated code passes a test suite. I already trust GCC to translate my C++ code to x86 assembly language, PowerPC assembly language, and ARM assembly language without bugs.

  62. Re:Doom - So Appropriate by EdgeCreeper · · Score: 1
    From Star Control 2 Ending credits...

    We are the Ur-Quan Kohr-Ah The followers of the Path of Now and Forever! You are filth. We shall cleanse. You WILL be annigilated... I mean annihigated.. damn! CUT! CUT! Let's start over! Hey, mister director... can you PLEASE think of SOME other word besides agnigilate... I mean, oh what's the use. I give up.

    The game is awesomeness

  63. Re:Compare GCC, which translates C++ to x86, PPC, by Bat+Country · · Score: 1

    There are a few other means of doing it as well, such as writing as few portions of the code as possible in native code and doing the rest as scripted code.

    Apple has been rejecting apps because they're scriptable.

    Apple has been doing a number of things which seem pretty shortsighted with the iPhone app store. A lot of what they were doing would make sense if there was any reason to believe that they were trying to mimic Nintendo's success from the 1980s which was largely because of their draconian quality controls on software. Apparently the ever-sticky rule 3.3.2 expressly prohibits software which first downloads then interprets code, so as long as all of the scripts are included with the application, that shouldn't be a problem unless you plan on including a built-in updater.

    As far as the speed issue for games in general goes, LUA is a pretty good example of a scripting language which actually is used in significant amount of games despite its limitations because of its speed and low memory usage. It's extremely frustrating to try to do any traditional OO design in LUA due to those limitations, however it's extremely fast and lightweight - the speed hit is virtually negligible and the memory overhead is small. Most open-source projects I've seen which use LUA extensively mingle it with non-hardware-specific native code to do its heavy lifting or things that LUA doesn't do very well at the binding level.

    Don't forget that many scripting languages include platform-targetting compilers which can produce binary code. Frets on Fire is entirely written in Python

    But back to the topic: The big reason we need to think about all this complexity is because PC gaming hasn't come far enough.

    It's certainly finally maturing. I've been a PC gamer for 20 years and have watched countless renaissances come and go, though, so there's obviously some problems that have to be resolved. Obviously the extreme differences between producing Mac native software and Windows native software doesn't help unify PC gaming much. The fact that the Windows platform is factionalizing into dozens of content distribution systems doesn't help much either. Games for Windows Live, Steam, Battle.net, Impulse, Greenhouse, etc etc. It's going to be impossible to sell the PC as a gaming platform unless you can actually sell it as a platform. What this will unfortunately mean is giving somebody the keys and hoping they don't go for a joyride with your future. If you could buy a game and describe it as a "2006+" game, meaning that any computer bought from a platform-compliant vendor in that year or newer is capable of running the game, then you'd have a much more consumer-friendly market.

    One of the reasons for the slow acceptance of PC gaming is the prerequisite consumer awareness to actually getting a good experience. I have relatives in Montana who can only barely use a computer, don't really understand anything beyond the idea that newer is usually better unless it's cheap and crappy and that older games might run on their older computer. No way for them to tell without buying it and bringing it home. However, they've got a couple of PS2s and a Gamecube, and they know they can buy anything for those and bring them home and they'll work.

    Hell, even for the computer literate PC gamer, if you don't keep up with video technology, you quickly lose track of whether your hardware compares favorably with the recommended "Geforce GTS 250" or whether the whole situation will be a shitstorm on your computer. This is why I was saying that we need an actual platform with simple numbers. We also need a generally stated industry goal to stop trying to hit a moving target and instead try to do what the console manufacturers do - limit the rate of change in the prerequisite hardware. Bad for the PC hardware market, good for the consumer and

    --
    The land shall stone them with the bread of his son.
  64. Lua RAM overhead; Vista performance index by tepples · · Score: 1

    It's extremely frustrating to try to do any traditional OO design in LUA due to those limitations, however it's extremely fast and lightweight - the speed hit is virtually negligible and the memory overhead is small.

    I already mentioned Lua in my last point; I'll give a more concrete example of this abstraction inversion. Say I have a big array of tiny integers (e.g. -100 to 100) representing what kind of object sits in each cell of the game map. In any other language, such as C++, Java, or Python, this would be stored as an array, at 1 byte per element, and elements aligned west-east are kept beside each other in the cache. But Lua has only one numeric type (double precision floating point, at 8 bytes per) and only one data structure type (associative array with a numeric or string key), so each element balloons to 16 bytes (double index, double value), and accesses to an associative array aren't nearly as friendly to the data cache as accesses to a plain array.

    If you could buy a game and describe it as a "2006+" game, meaning that any computer bought from a platform-compliant vendor in that year or newer is capable of running the game, then you'd have a much more consumer-friendly market.

    The "Certified for Windows Vista" label and Windows Vista's performance index were supposed to solve this, but Microsoft made the mistake of ranking Intel's Voodoo3-class "GMA" video chipsets, which offload all vertex shading to one of the CPU's cores, too highly. But apart from the Intel GMA problem, any game tested on an entry-level 2006 PC with an entry-level NV or ATI GPU of the time should run on the vast majority of PCs still in use, right? And it should be easier for Mac computers, where "any Intel Mac" guarantees at least a minimum level of performance. Finally, a free 1-level demo should help iron out "will it work?" issues while clarifying the customer's demand for the product.

    Of course, then you're still leaving out target-specific optimizations.

    I was talking about applying to the "model" or "back-end", which contains mostly gross physics, AI, and other game rules. These need generic optimizations. As I see it, target-specific optimizations relate more to eye candy than to the common core of game rules.

    1. Re:Lua RAM overhead; Vista performance index by Bat+Country · · Score: 1

      If you could buy a game and describe it as a "2006+" game...

      The "Certified for Windows Vista" label and Windows Vista's performance index were supposed to solve this... any game tested on an entry-level 2006 PC with an entry-level NV or ATI GPU of the time should run on the vast majority of PCs still in use, right? And it should be easier for Mac computers, where "any Intel Mac" guarantees at least a minimum level of performance.

      Yeah, and that's essentially what I assumed Microsoft was trying to do when they introduced that - turn PC gaming into a sorta-standardized platform. It's a good idea, it's just when people start charging to "certify" hardware that it turns bad. Would be nicer to see some third party which was less directly profit-motivated do it.

      Finally, a free 1-level demo should help iron out "will it work?" issues while clarifying the customer's demand for the product.

      Absolutely. I miss the good old days of shareware where you got an "episode" free which contained a mostly-complete story arc and then bought the rest of the episodes if you approved. The narrative structure of larger story-driven games makes that a bit difficult to pull off these days, but I'd like to see more developers take the attitude that a demo is supposed to sell people on the whole idea of your game rather than trick you into buying it on the basis of a tiny taste. The PC would be the platform for a renaissance or return of that philosophy of software development - a platform where the risk and cost is reduced even if the potential profits are less than for a console title.

      --
      The land shall stone them with the bread of his son.