Award for Outstanding Achievement
Jan. 5th, 2007 08:52 pm
But a realization came to me as I was killed by a werewolf for the eight hundredth time on Level 7 - as gamesplayers go, we're all too soft these days. Look at the evolution of the Final Fantasy series in particular - from it being challenging in the early days, to softening up considerably (although largely by accident) in FF8, to the level of restoring all your health points whenever you touch a save point in the latest two games. We've also been spoiled by the increasing ability to snapshot-save, encouraging repeating sections over and over again to get them perfect by luck or coincidence rather than spend the time to actually become good at the game. Of course, disallowing instant saving and loading means that you have to get the balance exactly right, and have the game absolutely free of places where the player can die through something that wasn't their own fault, or it's just frustrating. Look at Prince of Persia - in my view, a game should just frustrate you up to the level of writing out a hit list of the developers' names and addresses (but - and this is important - frustrate you in the right way), then reward you for the effort. That's what made them addictive in the age of the shareware war - the sense of achievement at beating them. I'll stop all this now because I'm starting to sound old.
Strangely, the next two games in the series are dramatically different compared to this one. (This is uncomfortably placed as the second of the series although it's the first of the "new" series of games - the very first one was a simple puzzle platformer written years before.) The third game is a lot more bright, cheerful and arcadey somehow, even though it's bloodier - it's just so over the top that it becomes silly again. It did improve a bit on the weapon system, though - rather than having a limited capacity of eight bullets at a time that you could reload by standing still, your capacity was reduced to six and you had a total ammo stock to keep track of as well. The fourth one is just dreadful, having entirely got rid of the weapon system that made the game tense in the first place, and it's also held back by frustrating scrolling problems.
What's even worse is that in the first two games, your weapon had an instant hitscan - when you fired, your bullet reached its target at the same moment. The third game kept this but removed the handy compensation that you were allowed for diagonal shots, allowing you to aim at more than just three angles. But in the fourth, the whole system is replaced with a projectile one - a badly-drawn bullet (that doesn't even rotate according to which direction you fire it!) zooms out from you when you fire, and collides shakily with the background or whatever you're pointing at. Frankly it looks like something a beginner made in a few minutes with an MMF tutorial.
I did wonder why this had all happened, and looked at the credits for Softdisk Publishing for the third and fourth games. Greg Malone, Nolan Martin, Carol Ludden... they're not exactly the most recognizable of names in the software world, but there aren't any Uwe Bolls of the game industry in there either. Then I found the credits for Haunted Mansion.
John Carmack | Programming |
John Romero | Programming |
Tom Hall | Creative Director |
Adrian Carmack | Art Director |
Suddenly, everything becomes clear.
