First, a confession, that title is only half right - I could explore it far more than I do. As such this is more a discussion on the defining features for some of the more mentally intense games available to us.
Today we have a myriad of games in all sorts of qualities, ranging from the pixelated awesomeness of Doom and Duke Nukem to the high resolution eye candy surrounding Halo Wars or Crysis. It seems like every time I turn around someone is touting the latest amount of channels in their graphics card, or the coolest new game available or coming out soon. Demo's and pre-releases abound of awesome looking games. And reviews are just as numerous, filled with complaints of little to no content, or a basic story line, while the reviewer is busy cutting apart as many enemies as possible with the chunkiest weapon available. Left and right we have complaints of games becoming easier. So what happened to the games that drew in your mind and made you think?
Well I'm here to tell you that they are still around. As recently as 2008 we saw a handheld release of Myst for the DS. Myst, the game so many of us spent hours slaving after trying to crack that rolling ball puzzle or get to the right spot, was re-released 16 years after the initial creation. Not even the infamous doom can claim that (though I assume a re-re-release will happen some time in the future). What, then, draws a player into a game like Myst? Certainly the graphics are a factor - and Myst was gorgeous for its time - but there is more to it than being able to see a blood spatter at 500 yards, Myst was - and is - loved for the immersion, the story, and the puzzles - puzzles so difficult you're left ranting at yourself for not getting them when you finally realise how to solve them and kick yourself for not seeing it earlier.
Perhaps my favourite game, and the one that has caused me the most grief and joy in my life, I've mentioned on numerous occasions here, usually to little or no acclaim, and some of you I am sure are getting tired of hearing about it! But there is another game of massive complexity, a game that is constantly changing, allowing you to act how you want. You want to kill that kitten? Go nuts. That shop keeper is annoying you? Blast him with a death ray. Feel like being a ninja for a day, take the armour off your samurai and run around yelling at things for a bit. Or be a tourist, put on your Hawaiian shirt and suffer the "patronage" of the local shops . The infamous nethack, the ultimate game of immersion, the ultimate game for the mind. Written 22 years ago and still under active development, nethack is a game of many qualities. The two I most enjoy are that - in an environment of patches and server updates - it has been "built like they used to". The game is solid, stable, and relatively bug free, and more importantly it will run almost anywhere, on any type of hardware. I myself run it on an old FreeBSD system that sits on the floor of my server closet - a machine that has 64MB of RAM and a 133mHz processor.
The second quality is one that many role players and book lovers will be able to, at the least, sympathise with - relative lack of graphics (I've only just upgraded to the colour tiles!) means that when you play the game it is entirely up to you. My partner is constantly laughing at me for having a moment where my entire body tenses up and I yell bloody murder at Rodney or a mass of Archon's because I can't kill them in time, or when I act out what I see in the game (I am forever convinced the game is mocking me when I identify a trap and it says "That is a hole" because I picture nethack saying that in a dead-pan deep baritone). This game, originally written by people the very year I was born, manages to capture my mind and most of my attention while others fall by the wayside. It's not just whilst playing the game though either - I cant watch the Lord of the Rings or read a fictional story without picturing how my latest Monk, Valkyrie, or Gnomish axe man is going to do in that situation. It's not just a case of "oh good sniping position" or "If I blew up those crates that guy would come running and I could rob that shop", it's far more than that. I see a stray cat on the street and think "damn, no tripe ration - no chance to use it to steal rings from shops so I can fly over that water I'm going to come up against later" - a game like nethack requires an extensive use of both your imagination, and your planning skills, granting you the chance to fully exercise your mind and your creativity.
To me, and to a lot of "ex-gamers" I speak with, the gaming industry is starting to whip the proverbial lifeless horse, endlessly repeating the same games with different settings and layouts. I don't profess to be able to come up with a better idea (mine are all rather dystopic) but I will proclaim loudly that something is very wrong. I started writing this without a very clear goal in mind - I felt that there was something wrong with the new release games I was seeing and wanted to say something about it. After the first few thoughts and sentences I realised I knew what was wrong; people don't know how to think any more. A game like Portal helps that, providing as it does an complex puzzle environment with a lot of immersion, but one game in a hundred releases is not enough to turn the tide - especially when the market is full of relatively linear games that are so obsessed with showing me as much detailed blood as possible that they let go of the story in an effort to push the games "pretty" factor to the fore. Even great games like Portal have little re-playability - you can refine your solving speed and go for the achievements, but ultimately you are progressing through the same linear levels in the same fashion.
So, that was a lot to say to ask some simple questions: What new games do we have that will cover what I've asked for above? Do you agree with my sentiment - that we are starting to go around in circles, to have our creativity stifled by games that are continuously the same thing with a slightly different story? Are there other fans of the single player think-slash-fest out there to lend a hand? And more importantly, why am I having to ask this question - what happened to the good puzzle stealth games where I still had moments of heart pounding action where enemies were coming at me?
Gitsnik, the Level 25 Warrior, died in the dungeons of doom on level 2, killed by a newt, while helpless. (Death #122,934,958)
Today we have a myriad of games in all sorts of qualities, ranging from the pixelated awesomeness of Doom and Duke Nukem to the high resolution eye candy surrounding Halo Wars or Crysis. It seems like every time I turn around someone is touting the latest amount of channels in their graphics card, or the coolest new game available or coming out soon. Demo's and pre-releases abound of awesome looking games. And reviews are just as numerous, filled with complaints of little to no content, or a basic story line, while the reviewer is busy cutting apart as many enemies as possible with the chunkiest weapon available. Left and right we have complaints of games becoming easier. So what happened to the games that drew in your mind and made you think?
Well I'm here to tell you that they are still around. As recently as 2008 we saw a handheld release of Myst for the DS. Myst, the game so many of us spent hours slaving after trying to crack that rolling ball puzzle or get to the right spot, was re-released 16 years after the initial creation. Not even the infamous doom can claim that (though I assume a re-re-release will happen some time in the future). What, then, draws a player into a game like Myst? Certainly the graphics are a factor - and Myst was gorgeous for its time - but there is more to it than being able to see a blood spatter at 500 yards, Myst was - and is - loved for the immersion, the story, and the puzzles - puzzles so difficult you're left ranting at yourself for not getting them when you finally realise how to solve them and kick yourself for not seeing it earlier.
Perhaps my favourite game, and the one that has caused me the most grief and joy in my life, I've mentioned on numerous occasions here, usually to little or no acclaim, and some of you I am sure are getting tired of hearing about it! But there is another game of massive complexity, a game that is constantly changing, allowing you to act how you want. You want to kill that kitten? Go nuts. That shop keeper is annoying you? Blast him with a death ray. Feel like being a ninja for a day, take the armour off your samurai and run around yelling at things for a bit. Or be a tourist, put on your Hawaiian shirt and suffer the "patronage" of the local shops . The infamous nethack, the ultimate game of immersion, the ultimate game for the mind. Written 22 years ago and still under active development, nethack is a game of many qualities. The two I most enjoy are that - in an environment of patches and server updates - it has been "built like they used to". The game is solid, stable, and relatively bug free, and more importantly it will run almost anywhere, on any type of hardware. I myself run it on an old FreeBSD system that sits on the floor of my server closet - a machine that has 64MB of RAM and a 133mHz processor.
The second quality is one that many role players and book lovers will be able to, at the least, sympathise with - relative lack of graphics (I've only just upgraded to the colour tiles!) means that when you play the game it is entirely up to you. My partner is constantly laughing at me for having a moment where my entire body tenses up and I yell bloody murder at Rodney or a mass of Archon's because I can't kill them in time, or when I act out what I see in the game (I am forever convinced the game is mocking me when I identify a trap and it says "That is a hole" because I picture nethack saying that in a dead-pan deep baritone). This game, originally written by people the very year I was born, manages to capture my mind and most of my attention while others fall by the wayside. It's not just whilst playing the game though either - I cant watch the Lord of the Rings or read a fictional story without picturing how my latest Monk, Valkyrie, or Gnomish axe man is going to do in that situation. It's not just a case of "oh good sniping position" or "If I blew up those crates that guy would come running and I could rob that shop", it's far more than that. I see a stray cat on the street and think "damn, no tripe ration - no chance to use it to steal rings from shops so I can fly over that water I'm going to come up against later" - a game like nethack requires an extensive use of both your imagination, and your planning skills, granting you the chance to fully exercise your mind and your creativity.
To me, and to a lot of "ex-gamers" I speak with, the gaming industry is starting to whip the proverbial lifeless horse, endlessly repeating the same games with different settings and layouts. I don't profess to be able to come up with a better idea (mine are all rather dystopic) but I will proclaim loudly that something is very wrong. I started writing this without a very clear goal in mind - I felt that there was something wrong with the new release games I was seeing and wanted to say something about it. After the first few thoughts and sentences I realised I knew what was wrong; people don't know how to think any more. A game like Portal helps that, providing as it does an complex puzzle environment with a lot of immersion, but one game in a hundred releases is not enough to turn the tide - especially when the market is full of relatively linear games that are so obsessed with showing me as much detailed blood as possible that they let go of the story in an effort to push the games "pretty" factor to the fore. Even great games like Portal have little re-playability - you can refine your solving speed and go for the achievements, but ultimately you are progressing through the same linear levels in the same fashion.
So, that was a lot to say to ask some simple questions: What new games do we have that will cover what I've asked for above? Do you agree with my sentiment - that we are starting to go around in circles, to have our creativity stifled by games that are continuously the same thing with a slightly different story? Are there other fans of the single player think-slash-fest out there to lend a hand? And more importantly, why am I having to ask this question - what happened to the good puzzle stealth games where I still had moments of heart pounding action where enemies were coming at me?
Gitsnik, the Level 25 Warrior, died in the dungeons of doom on level 2, killed by a newt, while helpless. (Death #122,934,958)