So, awhile back I discovered Good
Old Games, which is a site dedicated to re-publishing older games
legally. Most of them require some help to run under more recent
versions of Windows, and in those cases they're packaged with a
DOSBox wrapper which allows for
playing with appropriate settings already in place. It's a wonderful
way to go back and play games that went out of production years or
even decades ago.
It's also a great way to watch the
development of the sophistication available in computer gaming. It's
been a gradual set of changes over the last 30+ years, and most
people have focused more on the technical aspects than the gameplay
improvements.
Don't get me wrong, in many cases, the
technical advancements in graphics, file-size, processing power and
the OS-side tools have made gameplay improvements possible. But like
any other tool, it required the industry to pick up those tools and
make use of them for something beyond bigger bangs and wow.
We can point clearly to the technical
advancements. CGA became EGA and then VGA and SVGA. Basic sprites
and vector graphics became 3-D environments with polygons, textures,
complex animations, even facial expressions (time to mention Mass
Effect again!). Add to this the increase in the number of things
and processes the computer can keep track of, the amount of
information that can be held in RAM, and the sophistication of AI
algorithms all made greater and greater complexity of world and
gameplay possible.
But, again, it requires people to pick
up those tools. Charles Dickens more or less invented the novel, but
it took the early 20th century and mass publication for
enough experimentation to take place for authors to really learn how
to put a book together. Without pulps and dime novels, we never
would have gotten to people like Kurt
Vonnegut or Chuck
Pahlahniuk. Without Zork
and Ultima I, we
wouldn't have Starcraft,
The Sims or (yes,
I'll say it again) Mass
Effect.
And the technical improvements are
mirroring those in cinema, now. At first, movies were made by
individuals, perhaps with a couple of helpers and actors. They grew
to incorporate larger crews, and a manufacturing process in the 30's,
40's and 50's. Then they grew beyond that, and Directors became the
driving force instead of studios, with giants like Hitchcock,
Welles,
Kubrick
and Coppola.
Now we're seeing something of a return
to the individual filmmaker and studio-independent crews. The
technology has become cheap enough and easy enough to use that good
stories can once again be told without having millions of dollars
behind them.
Flash, and ultimately HTML 5, have put many of the necessary tools back into the hands of the
small, even single-person development arenas. Even if these games
never become the kinds of blockbusters that everyone wants to make,
they are tools that allow the amateur to develop their chops, to walk
the path through the design and implementation of a game and see the
experience through, beginning to end. (A great site for checking out
these games is Kongregate).
We have hit the age of the pulp game,
when they are produced both on the highest of scales in development
houses like Bioware and
Blizzard, and on the most
personal of scales. What comes out in the next fifteen to twenty
years is going to give rise to the Vonneguts and Tarantinos of the
late 21st century.
It's going to be an interesting ride.
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