Categories
Game Development Games Marketing/Business Personal Development

Independence, Money, and Great Games

Joe Indie referred to Dan McDonald’s Sustaining Independence at Game Tunnel. Previously, McDonald had written on the topic of independence, stating that financial pursuits necessarily makes a developer less independent. His latest article continues this line of thinking:

An independent developer that wishes to sustain their independence must pursue their own interests in game design and development and give them preeminence over their interests in business and profit.

At first I was inclined to disagree. How can you expect all people to starve for their art? Can’t people be considered indie while simultaneously earning an income from their work?

Of course, how you define an indie is important. Many would argue that indie simply means you are not financially dependent on a publisher or other entity. If you extrapolate this definition, technically most people who call themselves “indie” are in fact financially dependent on their customers.

What is your goal? Are you simply trying to make money? If so, game development is just one of many activities to achieve those goals. “The pursuit of money is inherently an ambition devoid of any value or meaning. If the only value one derives from an activity is monetary, then the activity itself is of very little consequence.” You could replace game development with database programming or bartending or painting or blogging, and in the end you’ll still have your money. What’s game development to you other than a job? Whether it is for someone else or for yourself, its a job, and creative control is in some way not completely yours. Change something about your game for the sake of pleasing the customer, and you’ve given up some control over the direction of your game development.

McDonald’s indie, on the other hand, would have a goal of perfecting his/her craft. Game development for the sake of game development. Making games to learn how to make better games.

A lot of business gurus will tell you that to be successful, you have to realize that making money is not only good, but it is the main goal. It makes sense. How can you hope to make a living from your business if you don’t accept the idea that you should be making a living from it? You can’t make a million dollars until you accept that it is a possibility. Most people don’t think they can. Some people do. Who is more likely to actually make the money? The purpose of a business is to make money.

The purpose of an indie, on the other hand, is to be independent. An indie experiments with making great games. An indie can make money, of course, but making money was never the main goal. His/Her overriding goal was never about making more money so much as making better games.

Are the business and the indie in perpetual conflict? How can an indie survive? If trying to make money taints the notion of independence, are all indies doomed to working odd jobs or doing other things to make a living? Are most indie’s forced to relegate game development to a hobby? I’d like to say no. Making better games, you will undoubtedly hit upon something that other people also like. Making better games, you will create a world that other people believe in enough to pay money for the right to participate in it.

Is it wrong to try to make money from your game? No. I also don’t think that the general definition of “indie” will change to exclude those developers who make games on their own for the purposes of making a living. Is it possible that a game created for the purpose of making money can also be a great game? Perhaps, but if your main goal is to make great games, wouldn’t you be more likely to actually make one? And if the game is truly great, won’t a lot of other people want to play it?

Categories
Games

Addiction a Bad Word

I meant to write about this article when I first read it, but Are Games Addictive? The State of the Science at Gamasutra asks if games are addictive. The answer: We don’t actually know.

The article presents an overview of psychology to help a game developer understand the nature of addiction and how it relates to games. Interestingly enough, even though there have been documented cases of people dying while playing online games, there hasn’t been enough definitive research to say whether or not games are addictive. People can become addicted to games, but no one has proven or disproven that games are themselves addictive. It’s a distinction that politicians and journalists have ignored.

Categories
Game Development Games Geek / Technical

IGF 2006 Awards

I can’t find too much information on it yet, but Gamasutra reported the winners of the Independent Games Festival for 2006.

Darwinia received awards for Technical Excellence and Innovation In Visual Arts as well as the Seumas McNally Grand Prize. Congratulations to the people at Introversion Software as well as all of the winners for each category!

Joe Indie has some pics of the event. I want a small, green Darwinian. Anyone at GDC from the Chicagoland area manage to get one of those?

Categories
Games

What Are Games Good For?

Some high-profile people have claimed that video games can never be anything more than entertainment. Hideo Kojima said that games are not art. Roger Ebert thinks that games are inherently inferior to film, arguing that the interactive nature of games prevents “authorial control”. I may not be a famous game developer, nor am I a connoisseur of fine art, but I’m inclined to believe that games are not inherently worse than other media. I also believe that games can be artistic.

I don’t think that games will be better storytellers than books or film, however. I have played some games with great stories, but the game part of the game was quite separate from the story. Other games are different, though. The SNES game The Illusion of Gaia is an example I always give when talking about art in games. This game made me think differently by the time I was through with it. I learned a few things, but it wasn’t like playing Civilization in which I learn small facts about the creation of the pyramids or of the importance of steam power. I learned about how I thought about the world. Heck, the game had a vegetarian message! I remember thinking about the reasons for eating animals when I didn’t have to do so.

Still, we haven’t seen the video game equivalent of “The Great Gatsby” or “Citizen Kane”. I think that it would be quite a stretch to claim that Asteroids is a game about mankind’s struggle against the universe or that Bejeweled is a commentary on greed. Those games aren’t meant to tell a story, however, and I’m fine with that. Likewise, you can’t tell me that all movies are artistic. There is nothing inherently artistic about film. Some are just guilty pleasures, such as those campy teen comedies.

So what are games good for?
Painting, photography, film, novels, and television…they all have their own strengths. A painting isn’t the same as film, but I think we can agree that “Mona Lisa: The Movie” wouldn’t be that great. When the motion picture camera was invented, the original use was to record live action plays. Naturally the translation didn’t work out too well. Watching a theatrical performance live does not compare to watching it through the single, stationary eye of the camera. Eventually film found its own strengths versus theater. Adam Baratz in the book Game Design Perspectives wrote that while games may blend with other media, we need to draw the line somewhere if we want games to “advance to a level of higher cultural distinction”. Painting survived by differentiating itself from photography, which was creating realistic images to record history much more easily and cheaply. Painters couldn’t hope to survive if they insisted on competing with photographers. So they did things that painters could do that photographers couldn’t, or at least not easily.

So what about games? What strengths do games have? What can games do better than films or novels? If we can’t answer this question, games will always be considered poor versions of movies.

I think that games have a number of strengths versus other media. While Roger Ebert believes that interactivity is part of the inherent weakness of games, I think it is a strength. Games can be nonlinear, allowing the player to explore a world rather than experience it in one exact way each time. A person can exercise his/her creativity through a game.

Games are Interactive
So games are interactive; however, interactivity isn’t enough. Duncan Munro in The Lie of Interactivity points out that interactivity does not make a game. Simply adding interactivity doesn’t automatically make something fun. Being able to press a button that lights up a display doesn’t make it very fun for anyone but possibly a toddler. Clearly games should be more than operant conditioning exercises. Clicking the “You Win” button won’t keep people satisfied for long, nor can we seriously argue that it would be a good game design.

So how is interactivity a strength? Imagine that you’re watching a movie like “Spiderman”. Each time you watch it, you are seeing the same exact scenes played out. The story is great, don’t get me wrong. You really get a feel for Peter Parker’s frustrations in trying to lead two lives. But what if you played Spiderman? Yes, they made quite a few games based on the license, but I am talking about playing the role of Peter Parker. You’re trying to balance your two lives rather than watch someone else do it on the screen. You would be experiencing what Peter Parker feels, rather than just understanding that it is happening. Unfortunately, I don’t know of any of the Spiderman games that actually let you play such a simulation. The role of Spiderman, with web-slinging and wall-climbing and crime-fighting abilities, is obviously the exciting part that would sell. I imagine that focusing on the experience of being Spiderman is just easier to implement than what I described.

In any case, you should be able to see that the interactive nature of games puts the player in a unique position to personally experience the game world. What if you were fighting on the beaches of Normandy? What if you were Neo? What if you were in charge of forming the empire? What if you were in charge of destroying one? What if you were a gardener? Wouldn’t doing something be more vivid and real than reading about the experience or watching it happen to someone else? If you want to teach people about the value of planning, you could show them movies or give them books about “The Ant and the Grasshopper”. Alternatively, you can throw them into a game of Starcraft or some other game heavily focused on resource management. Want your child to know the value of a dollar? Have him/her play The Sims and try to raise enough money to buy a pool for the backyard.

Virtual interactive experiences can provoke very real thoughts and emotions for a person. You can have first-hand experience with supply-and-demand economics. You can learn to think about contingency plans in case some event derails your current course of action. You can learn about cultural diversity. You can learn about fear. You can learn about service. All from a game.

Non-linearity
Some games are straight-through, one-way-only experiences. Quite a number of them are a lot of fun. Linear games aren’t inherently worse than non-linear games. There is nothing wrong with linearity except that movies and books already do it well. Choose-your-own-adventure books are the closest that novels have come to non-linear stories. Games can do a better job of providing a non-linear world for the player to explore.

In the original Super Mario Bros, how much fun was it to discover a floating block was invisible or that a certain pipe could take you to a room full of coins or that jumping to the top of the wall and running past the exit pipe would bring you to a warp zone? It is a delight to learn new things or discover new areas. Games can provide entire worlds to explore. There is no need to walk a person from a beginning to the end in a single path. Books already do it. Frodo always leaves his home and goes to Mordor. But what about the different areas he visits along the way? Wouldn’t you like to spend more time exploring the homelands of the various characters? No, Tolkien didn’t write such exploration into the story, and so you can’t do anything but read the story he provided. It’s a great story, but what happens when you want more?

In The Legend of Zelda: The Ocarina of Time, I can go from quest to quest, or I can take the time to explore the castle or the countryside or the graveyards. I can talk to various people. I’m in control, and I can enjoy riding Epona from one part of Hyrule to another, even if doing so wasn’t necessary to advance the game or story. It’s possible to complete the game without finding all items or talking to all people, but there is no authorial control that prevents me from doing so.

In Flatspace, I get a ship and can do whatever I want. I can earn an honest living by trading, or I can steal cargo, or I can become a bounty hunter. I can fight or become a criminal. At the end of a session, I’ve explored certain sections of the universe, have been attacked by certain enemies, and lived to tell the tail. I might have learned where certain expensive items are being sold and will make plans to earn the money to purchase them. One sector might have been the home to a hidden Scarrid base. It’s my own personalized experience, separate from what another person might experience when playing.

SimCity doesn’t impose any specific goal on you. You can try to get a Megalopolis, or you can just create a beautiful park. You can experiment with a city that has eliminated residential areas or placed a police station on every block. Do you use rails or allow normal roads? The game doesn’t ask you to do specific things, and so you’re free to explore the limits of the game.

SimCity: The Movie couldn’t possibly be as interesting. It would require that someone has made a set of choices and eliminated all others. Those exact choices would be made each time you watch it. Forever. On the other hand, the game allows you to experience it differently each time.

Creative Self-expression
In Paintbox games: Games that serve as augmented creativity tools, Danc notes that games can be great for feeding the hunger of creativity. Even people who think that they have no creative skills whatsoever will find it fun to change the landscape of Populous or create a rap with Yoshis in Mario Paint. A game can act as an easy-to-use tool to facilitate creation. Rather than spend years in art school, you can click a few buttons or drag a few icons, and you’ve created something. He talks about Bill Budge’s Pinball Construction Set, and memories rushed back in which I created some elaborate pinball tables, challenging my sister and my cousins to play them. I had a lot of fun creating the background images with the drawing tool it provided, and linking scores with the various bumpers and spinners was equally enjoyable. Today, people have The Sims and soon Spore. Games can be tools to allow the player to be expressive and to satisfy the urge to create.

I already noted that SimCity allows you to create lush parks or urban wastelands. The Sims can sometimes be described as “playing house”. Players love decorating and furnishing their Sim-homes. Players have created everything from small tools to entire games in Second Life. From laying out entire cities and empires to decorating the outfit of the player’s avatar, players have demonstrated that games can act as a great catalyst for creativity.

Conclusion
Games have a lot of untapped potential. While we could just try to mimic movies by making games more realistic and cinematic, we’ll probably end up with mediocre film-wannabes. If you want to make a movie, make a movie. Don’t try to make a game into a movie. If, on the other hand, you want to empower your players, if you want to give the director’s credit to your players, if you want to provide your players with first-hand experiences, make games rather than movies. When it comes to such experiences, movies are inherently inferior to games.

Categories
Game Design Game Development Games

Not at the GDC Again

While a number of people will be writing their coming blog posts from the Game Developers Conference, I will be reporting the action from Chicago. Again.

I would love to see Will Wright talk about what’s next in game design, but I’ll have to be content with seeing it on GDCTV when they release it later in the year. It would also be great to be there when they announce the winners of the Independent Games Festival, but I’ll just have to read about it at Game Tunnel.

Since I’m not going, I can treat this week as any other. I’ll work on game development and might get more accomplished since I won’t have as many blogs to distract me. B-) Since the GDC is generally about sharing what we know, this week I’ll try to post about what I have been doing with game development and design.

To everyone at the GDC, have fun, and good luck to the IGF finalists! My favorites for the Seumas McNally Grand Prize are Professor Fizzwizzle, Darwinia, and Weird Worlds, but I haven’t played Dofus or Wildlife Tycoon: Venture Africa yet.

Categories
Games Geek / Technical

The Indie Showdown of Indie Destiny

The following is what happens when I get sick and can’t do much else with my time. Some parts could have been better, but try to enjoy it. It was just something fun, but singing it might get tricky at parts. If someone thinks they can also make a Flash animation to go with it, go for it. B-)

The Indie Showdown of Indie Destiny
A parody based on the better written The Ultimate Showdown of Ultimate Destiny which you might want to see first before reading the rest.

The old creature named Wik was hopping around
the magical forest like a big playground
when a Darwinian squad burst out of the shade
and hit poor Wik with the squad’s grenade.
Well Wik got pissed and began his attacks
but was blocked by the research physicist Max
who was about to serve a multidimensional dish
before he got distracted by the oil blob Gish

And Gish starting cracking Max’s hips
When they both got punched by Grace and Trip
But before they could return to their old apartment
a Zombie Smasher Punker jumps out from their basement
and using a zombie Nazi’s arms like a bat
he proceeded to beat them, just like that,
but his bat broke and he ran away
and an alien hominid tried to save the day.

This is the Indie Showdown of Indie Destiny.
Good guys, bad guys, and explosions as far as the eye can see,
and only one will survive. I wonder who it will be?
This is the Indie Showdown of Indie Destiny.

So Wik jumps down and eats the alien’s gun
and Laser Dolphin ain’t having much fun
and then Max came back hobbling on his cane
but the ninja N jumped out and stole it away
and the squad turned around, trying to aim steady
when Punker came back, this time ready
but suddenly something caught his leg and he tripped
He didn’t see the resourceful tongue of ol’ Wik

but the squad did see him, and they checked their sights
but Beethro and Halph pulled down all their tights
and in the confusion they threw their grenades and they missed
but N just blocked them with both of his fists
then he jumped in the air and fell and cried
when Punker headbutt him in the side.
They both fell down, and when they got entangled
Dark Elf Feyna arrived, and they were strangled.

This is the Indie Showdown of Indie Destiny.
Good guys, bad guys, and explosions as far as the eye can see,
and only one will survive. I wonder who it will be?
This is the Indie Showdown of Indie Destiny.

There was a great white light, and everyone wondered why
as Super Dudester descended from the sky.
He swung his arm wildly and gave a kick
and hit the face of poor ol’ Wik
who fell to the ground, writhing in pain
as Punker summoned an Uzi and Max recovered his cane
but Super Dudester saw them and did not fret
for he simply sang out and both of them wept.

Then in came Thomas and his magical words,
and Petey and Patty joined the hordes
and armed with tanks by the Federated States
came Wednesday the Witch, Glow Worm, and their mates
Professor Fizzwizzle, the Vikings, the Natives,
the Rumble Box fighters and the barbarian invaders.
And the Red Texas Four arrived from space
with the battle-ready Damocles for a taste
of a fight with the Dudester who for the first time
was the one with tears falling from his eyes.
It was the bloodiest battle the indie world ever saw
and indiegamer forum posters looked on in awe

and the fight raged on for a century
many lives were claimed, but eventually
the champion stood on the body piles
There was a yellow Chuzzle, blinking his eyes.

This is the Indie Showdown of Indie Destiny.
Good guys, bad guys, and explosions as far as the eye can see,
and only one will survive. I wonder who it will be?
This is the Indie Showdown…
This is the Indie Showdown…
This is the Indie Showdown of Indie Destiny.

Categories
Game Development Games Geek / Technical Marketing/Business Politics/Government

Draconian Copy Protection Not Necessary for Games

Stardock, creator of Galactic Civilizations 2, released a news item recently about the reasoning behind the lack of copy protection on its latest game. In it, Avatar Frogboy writes about better ways to combat piracy, namely by making it more attractive to be a paying customer than to download a copy illegally. It’s a refreshing viewpoint since most developers these days seem to believe that copy protection is a “vital” part of game development.

We realize that some people or companies might feel threatened at any evidence that implies that draconian DRM schemes or CD copy protection may not make that big of a difference in sales.

For example, we were quite disturbed to discover that the company that makes Starforce provided a working URL to a list of pirated GalCiv II torrents. I’m not sure whether what they did was illegal or not, but it’s troubling nevertheless and was totally unnecessary

Way to go, Starforce. Not only do you have a bad reputation for leaving behind junk on PCs when a person installs a game, but you go ahead and make yourself into quite a nuisance for companies that don’t fall for your marketing. Good job! You will continue to earn the scorn of gamers. Stardock should be commended for doing right by its customers and for keeping the moral high ground on this issue.

And look at the responses on that news item!

I bought the game for the sole reason you dont treat me like a criminal.

If anything knowing you can easily create a working backup of your games is what made me become a devout follower of Stardock in the first place.

Well Stardock I can tell you that ‘not’ putting DRM on your product is the reason I bought this game. I didnt buy ‘just’ because there is no copy protection, I also enjoy 4x games and GC2 is a good game. There are alot of games to choose from and I can only buy a few, so when it came time to decide what my next game was going to be I saw no copy protection for GC2 and my decisoin was made.

looks like I have to take might and magic 5 off my list too, I didn’t buy silent hunter 3 and X3 either just because
of that dreaded starforce

In some cases, the lack of draconian copy protection on a game made the purchasing decision easier for people. If you have a choice between buying two great games, one with DRM and one without, which would you choose? And isn’t it eye-opening that people are refusing to completely buy some games because of the type of DRM being used? If you want to increase sales, you make your product more valuable than a competitor’s offering. I haven never bought much music, but I have bought music at Audio Lunch Box because they promise me .ogg or .mp3 files without DRM. I don’t have to worry about copying my music to a second machine and having my music player accuse me of piracy. Why would I use anything with the misnamed FairPlay on it?

One poster referenced Rip Rowan of ProRec.com who wrote about the frustrations of so-called Digital Rights Management in Waves Native Gold Bundle 3.2 Featuring PACE Interlok. It’s sad how common a practice it is to purchase licenses and then use cracked versions for convenience.

In the best case, copy protection can be a mild annoyance for the customer. He also documents some worst case issues with PACE Interlok, including instances where uninstalling one “protected” package on a machine can invalidate the authorization to use another unrelated package, or installation reboots the system spontaneously, or the inability to use software due to downtime with the company you need to “phone home” to.

But the very worst part:

Within weeks of the commercial release of Native Gold Bundle 3.0, pirated versions of the software were available everywhere!

So all of my pain and suffering was for NOTHING! NOTHING! That’s what makes me so unbelievably ANGRY! It was all for NOTHING!

Now, why would you want your paying customers to feel this way? Why force them to jump through hoops, making cracked copies of your game all the more attractive? When you release your second game, or your fifth, what could you possibly offer to your customer to make him/her deal with your DRM crap rather than download a copy that can be played without effort? Why should I buy a music CD and risk having it ruin my computer when I can download the MP3s and know that they will just play?

I don’t like this sentiment, however:

Finally, I implore everyone who reads this article: do not steal software. That is why we are in this mess in the first place.

I’ve already written about how copyright infringement isn’t stealing, but that last sentence is what bothers me the most. Are you really supposed to believe that it isn’t the company putting you through painful copy protection? You’re supposed to just assume that it is the person who infringes the copyright that is at fault? Let’s take some responsibility here. Stardock isn’t forcing draconian copy protection on its customers. It’s game is not always legally acquired. If those darn pirates are the reason we’re “in this mess”, how does Stardock manage to take the high road?

Let’s put the blame for overbearing copy protection where it belongs. Yes, someone “stole” your game. That person shouldn’t do it, but he/she did it. At the same time, we already know that two wrongs don’t make a right, so don’t tell me that copy protection that punishes the paying customer is out of your hands. You have a choice, so when your customers complain, you can’t just say, “Well, if it weren’t for those pirates, we would make it easier for you, but we can’t.” Aren’t you supposed to please your customer? You know, the person who actually buys your projects? Increases your sales numbers? Improves your cash flow situation? If not, then who are you trying to please?

Categories
Games Geek / Technical

Great Gaming Moments: Homeworld: Cataclysm

Homeworld:Cataclysm wasn’t a sequel, but it was a great extension to the story of the original Homeworld. Basically, you’re in charge of the Somtaaw’s ship, the Kuun Lan. The Somtaaw keep to themselves, researching and mining, but they are bound to aid and protect Hiigara when requested. Cataclysm made references to “The Beast” periodically in the documentation, and so I had a vague idea that there was some Borg-like enemy to fight.

The game starts with such a call to protect the homeworld from the attacks of the Taiidan. Providing support wasn’t too difficult in the first mission. The second mission involved saving and protecting a Manaan destroyer, the Bushan-Re. To research repair technology, you jettison the mining container and create the Engineering Module. I managed to protect the Bushan-Re from the Turanic Raiders, even though they sent some Mimics in pretending to be friendly support.

At this point, a distress call comes from a nearby object. I sent a worker out to return it to the ship.

Later, I reach the Somtaaw’s research frigate, the Clee-San, in another sector. They may have the ability to shed some light on the alien artifact. They docked with the Kuun Lan. We had to escape to deep space to avoid an attack, but once we were in isolated safety, they procede to experiment.

But something goes wrong. Power fluctuations, biohazard warnings, and screaming further the confusion. The research module turns an ugly shade of red, apparently from a biomechanical infection of some kind, and to save the rest of the ship, the hangar module is jettisoned. What just happened? The Clee-San will investigate, but wouldn’t move until I provided an escort of “10 fighters”.

Now, if the infected research module was going to attack me, I didn’t think I would send just 10 Acolytes. So I sent 30, just for good measure. After all, I was in the Cub Scouts. I was being prepared. If I was going to be attacked, I was going to have overwhelming force involved.

So I sent my fighters in as an escort for the Clee-San. Slowly the ship approached the module, as the Kuun Lan hung back. The Clee-San docked with the module while I watched in anticipation. It started to download the data recorders. That data should help in determining what happened.

Suddenly a particle beam shoots out from the module! The Clee-San‘s last transmission was for the Kuun Lan to stay clear. Screams from the fighters becoming infected horrified me. I moved as quickly as I could, but the infection spread too quickly. Any ships I ordered to retreat moved only moments before becoming infected. My efforts were futile. It was terrible. I just sent 30 fighters to their deaths! I didn’t know! I didn’t know!

I then realized that those infected fighters were going to be coming after the Kuun Lan. I didn’t have any ships left for defense. I spent a lot of my resources on those 30 ships!

Luckily for me, a group of raiders appeared, demanding the Clee-San. Unluckily for them, they ignored my pleas to avoid it and were infected. I used that distraction to hyperjump out of the sector. I was safe for now, but forever impacted by that moment.

Throughout the war with The Beast, I never forgot those 30 ships. Technically, they weren’t more than digital bits running through memory on my computer, but the screams were terrible. The drama was real. The details of the names or types of ships involved in the above story might be remembered incorrectly, but the feeling of dread when I realized that I had just caused the deaths of 30 good people will stay with me. It wasn’t a cut-scene or a FMV movie to watch passively. I participated in it. Logically, it wasn’t my fault. I couldn’t have known what was going to happen without cheating. Technically I could have restarted the mission and tried again. I normally prefer the challenge in similar situations, but the reason for not restarting this time was different. I didn’t want to dishonor the memory of the loss. Oddly, those 30 fighters were identical clones of each other. It wasn’t like you normally would have a tie to any one of them.

Still, I had made a bad decision, and the consequences were very real to me. My fight wasn’t just to play a game anymore. It was for honor. It was for redemption. Neither of these ideals were communicated directly by the game. There was no “Honor Meter”, for instance. I simply had a strong desire to make things right again.

Categories
Games Geek / Technical

Great Gaming Moments: Lock ‘n’ Chase

My first exposure to video games was through the Atari 2600. I was probably around five or six years old when I started playing Berzerk and Asteroids. It was before I learned that these games were ports from the original arcade versions which talked to you or used vector graphics. I still have the Atari and most of the games. Lock ‘n’ Chase stands out in my mind.

If you haven’t heard of this game, think of Pac-man, only instead of ghosts there are police officers, and instead of a yellow circle, you play as a thief. The dots are gold bricks. You can close and lock up to two of the many doors in the maze to hinder the officers chasing you. The doors reopen after a short time. Collect all of the treasure, and you unlock the door to the next level. Rinse, and repeat.

It was not unusual to narrowly avoid capture by a police officer. I’ve been chased without a pixel of difference between me and my pursuer and waiting for a door to open back up so I can lock another one. I’ve laughed when the thief’s hat looked like it was being worn by an officer who was a little too close for comfort. In either case, locking a door was a great way to get the officer off of my tail. Since the officers were always moving, locking yourself between two doors was a good way to delay until the officers chasing you moved safely away again.

One day I discovered a new trick. It was probably one of the first times I had learned a new way to play a game. I was being chased, and I closed a door to avoid the first officer. A second officer turned a corner and I disappeared down a teleporter. Well, the officer turned toward the door I just closed, so I went back through the teleporter. It thought that it was a risky maneuver for me to try, but I chased the officer and placed a wall on the other side of him.

And I did it! I trapped an officer between two walls! I either yelled “Whoa!”, “Cooool!”, or “Awesome!”, but I don’t remember. I received bonus money for doing it, and the game sang out in that always-different-yet-always-satisfying Bonus Noise.

I didn’t even know it was possible to do it, and I played this game a lot. All of a sudden, there was a entirely new way to play the game. Instead of just collecting money and avoiding the Law, I could try to trap the officers. Can I trap two? How about all four? Is there anything else I can discover?

Maybe it was in the manual for the game. Maybe it was on the side of an arcade cabinet somewhere. But I was a child, and all I had at the time was the game. I felt amazing for discovering something cool on my own. It was a great gaming moment for me.

Categories
Games Geek / Technical Linux Game Development

Total Annihilation Hawesomeness!

I believe I reported on TA Spring last year. TA Spring is a project to make a new RTS, but its current goal is to get a game running with the Total Annihilation data. The most exciting news for me is that the developers ported the project to Gnu/Linux. Now I can play Total Annihilation on my Gnu/Linux system AND play it in 3D!