One of my favorite blogs to visit is The Ancient Gaming Noob (TAGN) and he recently posted an Influential 15 list – started by another blogger and other sites are also playing along. The parts I read indicated not too many rules, but just do not overthink it – only take 15 minutes, and list them out.
This sounds like fun. I am going in chronological order!
Mario Bros (arcade) (1985)
I spent most of my allowance money playing this game with two of my best friends at the local bowling alley. It was close enough to our school that we could run there at lunch breaks, and always went right after school as well – but just for 20 minutes before racing home. This introduced me to the side scrolling platform [honorable mentions: Ghost and Goblins, Castlevania, Bionic Commando]
Hardball (c64) (1987)
Two teams – the red, power hitting team and the blue, speedy team. That was it in this baseball game. My brother and I played for hours at home – nice to not have to be at the arcade. (I always got stuck with the blue team). [Honorable mention: Madden (I still buy it every few years]
Police Quest (PC) (1987)
My first foray into the Sierra games series (King’s quest, Space Quest, etc.) and it was always a weekend event at one of my friend’s houses who had it. I think it took us 6 months to complete, since we only had limited weekend time (we mostly played outside – kids those days!)[honorable mention – Maniac Mansion]
Street Fighter (Arcade, SNES) (1987)
Another arcade favorite the one on one bragging rights was a blast. Learning the combos, fighting friends (and arcade enemies) for the right to stay on the machine for the next challenger… flipping a coin for the left or right hand side. All sorts of home field advantages. [Honorable mention: Mortal Combat]
Star control 2 (PC) (1992)
Exploration, adventure, discovery. Space. Has anyone come close since? I am avoiding throwing my money at Star Citizen yet watching it closely. That is a completely separate blog post. [Honorable Mention: Wing Commander. If only for the space.]
Doom (PC) (1993)
We had huge contests at university with Doom – inter dorm rivalries. My philosophy class suffered fiercely. I made a philosophical argument about augmented reality to the prof and he BFG’d me. University was so cool. [Honorable mention: Half Life]
NHL 94 (SEGA) (1993)
Oh Sega hockey, with the one move that would score 100% of the time.. that was up to you do defend properly. Both ends of the rink, there was that ONE move. Yet it was still awesome. Plus bleeding heads.
X com (PC) (1994)
Turn based mastery. This is on many ‘best of ever” lists, so not going to explain its full awesome-ness. Many have explained it better than I ever could. Xcom is the perfect example of a game you loved but refuse to play it again. I have it through steam. It sucked to relive it – but awesome the first time around. We are not conditioned to accept failing the first X missions before we have a chance. (see what I did there?) [Honorable mention – Civ 1 – bit of a stretch, but very turn based]
Baldur’s Gate (PC) (1998)
I had played a lot of Pen and Paper games and this one reminded me the most of them. I hadn’t played a lot of D&D at the time and this was my first real foray and experience into that. I don’t even remember if I won or what happened in the game – I just remember the hours spent hunched in the darkness… in amazement. Just one more encounter. One more.
Rainbow Six (PC) (1998)
The AI could be buggy as hell when you were planning your rescues, but this was an AMAZING shooter – one shot and you are dead, get caught/spotted and the hostages are dead. Great premise and superbly executed at the time. You could do many missions in many different ways and had the choice of your own path. The planning and thinking part was as exciting for me as the executions. And oh yes, permadeath! [Honorable mention: Counter Strike]
Everquest (PC) (1999)
The MMO game changer that has spawned 100 clones, for better or for worse (often better, jaded vets may argue worse. It doesn’t even matter anymore. It was awesome and really kickstarted the genre.) It has ruined MMOs for me since, but that is also because of the testserver play environment (hint: community). The rose colored glasses often adorned!
Sims (PC) (2000)
Sims the original was the first game that I could get my girlfriends to play. And my non-gaming roommates. It was the first time I realized games could be for everyone. Then I invented the Wii. (or should have, at least). All that being said, I am pretty sure the things my girlfriend at the time did to the Sims (or tried to do) made me realize that maybe she wasn’t the one. Sicko. May have saved my life.
Dark Age of Camelot (PC) (2001)
My second MMO I played the heck out of and my first real PVP experience was also amazing. I also played on the testserver (Pendragon) and the strength of the community there really improved the overall experience. Sadly, game developers have learned that test servers make bad for the quick hitting types of testing they want with enough sample size, and they don’t really exist anymore. The lesson they should have learned is that smaller, more dedicated communities make for stronger ties. Another post. DAOC taught me to embrace PVP and how humans always beat AI on experience – always.
World of Warcraft (PC) (2004)
What to say? The most successful MMO ever made took an inaccessible genre and made it easy for everyone to participate. While I have spent my fair share of time arguing WoW has hurt the MMO space in many ways, you cannot argue against its influence. I still go back every expansion, do the theme park rides, /hug and /hi to my friends still playing, and then out again. I think the next MMO Blizzard makes is going to say a lot about what they have learned from WoW. I’m intrigued.
Battlefield 2142 (PC) (2006)
The multiplayer FPS I judge all other FPSs against. It was great. It was better than great – it was awesome. The kits, the vehicles, everything. COD always felt too twitchy and gamey in comparison (even the DICE successors did) and I started playing more strategic, slower paced shooters afterwards. BF2142 was just the perfect balance for *me*. [Honorable Mention: Project Reality]
There is my list! Crazy, and a *bit* sad that the most recent game launch on my list is 8 years old already, but influence is influence. As I re-read this there were a few I wanted to add (RTS such as Warcraft -or- Command & Conquer) but I decided to keep it pure – the ones that spoke to me first. I’m sure as I read through other’s lists I’ll have many an “aha!” moment. I hope mine brought along some positive smiles and memories!
Could EQN:L lead to a full blown platform to make our own games? While I don’t think so, I like to be positive and for a change think “why not”.
Very blue ocean thinking but take Landmark, add in Story Bricks, and an item editor\creator and quest builder and voilà – you have many tools to make custom MMOs. From my understanding not much programming is needed. The world building tools alone in EQN:L have proven that even I could build simple town assets or landscapes that players could traverse. Programmers are making the tools better all the time, lets make them great, add some scripting and unleash the collective MMOspace’s imagination.
The best FPS I have played was community created with Project Reality (by Black Sand Studios) who have literally spent YEARS working for free, in a community across the globe in partnership. Graphics, scripting, game modes – everything!They have produced the best paced, most realistic shooter on a 10 year old engine. Rumor has it this effort will lead to a standalone title – I wish them the best and hope it happens. It has won many modding awards. Imagine if they had even better tools than were available for that old game (Battlefield 2)
Take MMO/World Building tools, and unleash them to the world. You know collectively gamers would come up with something incredible. The landscapes some alpha players have created in EQN:L rival those in published games I have played. Human beings have a desire for art, sharing, and collaboration – all things needed to create a true next gen MMO. Many would share their talents just to get creative license and experience on a project – which could lead to bigger and better things.
We crowdsource funding, why not crowdsource talent? Zooppa does this for companies. Instead of getting one solid idea from an advertising company that has been institutionalized, throw it out to the passionate creators on the planet. Put in an incentive, and watch the magic unleash. The proliferation of cheap HD cameras, computers, and editing software has pushed this renaissance – the tools. Are we really that far off?
Heck, we can build immersive, amazing games on 24 hour contests imagine what we could do with months or years. I believe all of us have a game – or part of a game – to share. Together we could make that a reality – if we only had the tools.
How could a publisher benefit? Many ways. Way back in 2008 I was arguing for different revenue models that could be beneficial for both player and developer. Licensing, % of sales, buying and selling of the creative content itself – EQN:L is building a model to support this already. Picture it on a bigger, grander scale.
Having a glass is half full kind of thought train here. I’ll return to regularly scheduled pessimism shortly.
Going to a new blogging style. The exciting ‘when I can/feel like it’. When I blogged regularly I blogged pretty hard, 3+ posts a week, keeping on top of current events and all the “excitement”. I took an extended break once, and in the same breadth kept lurking and reading my favorites without posting. I haven’t posted since December and plan on making it more regular (without any firm commitments!)
Now I’ll just have the odd meal, enjoy the writing part, and keep blogging for no ulterior purpose but to enjoy myself on much needed breaks.
So, what have I been up to gaming wise?
b) Long after Cataclysm was released, I did my WoW dance once again, enjoyed it for what it is, then left when all I could do was done. Un-subbed prior to 4.1 with little interest returning. Maybe next expansion for a 3 month ride to remind myself why I unsubbed in the first place =)
c) Played more of Minecraft – although given up on creating something completely awesome, I am strip mining to hollow out under the world but making all resources renewable – anything I take from the ground I have to reuse above ground. Will someday end up with a rediculous cavern underground and floating islands in the sky. It’s definitely Zen grinding down blocks then finding uses for them elsewhere
d) Played Rift until level 15, quit, much for the same uninspiring reasons the current-gen MMO mechanics I often lament
e) Trialed AION for the free 20 levels, enjoyed myself a bit, not buying.
f) Less excited than ever about SWTOR and their marketing giganticnous of the title, and looking forward to not buying it on release while waiting for the reviews to pour in from trusted like minded bloggers. I still expect to play it someday as I am a fan of the DA/ME conversation wheel choices, but everything I have read about it from the CE backward has me in pure holdout mode.
Work wise we are expanding into Asian and South American countries, so that has been interesting and exciting. My family and I (odd to make the distinction, heh) are moving this week to a new home 7 hours away for work.
How have you been? =)
One of the best blog articles I have read recently was at Elder Gamer regarding genre conventions in our beloved MMO’s. It hits on a lot of interesting and valid points, and is a great read. I find it interesting that a lot of the ‘outside of the box’ MMO design discussions (from the armchair folk) tend to look for solutions to twist those around, and try new things. It’s true that we are trained as gamers to expect certain things, and when they deliver on those expectations the moans from the crowd are ‘oh, just like that game’. But we play on. When we throw out interesting and possible ideas that go against those expectations – but make sense to us – it’s likely a non-fundable industry idea. We went from WoW, to games that want to be like WoW (but different!), to games that want to be like games that aren’t quite as successful as WoW because copying WoW has failed. In most industries change is enacted by a need in the market. You get the outliers who work to make that change on their own to position their product or service in a better market position, but those are few and far between. If oil prices and the education about the environment weren’t so front and center in our everyday lives, then we would all still be driving gas guzzling cars – and why not? If it’s the most inexpensive way to create the product, and socially acceptable, that is what we are going to get. Now car companies are struggling to catch up on making fuel efficiency and alternate fueling methods the forefront of their companies – because people actually want them now (and governments are forcing them to). It’s all demand – on different fronts.
The fun part with Elder Gamer’s example, that in AC2 they didn’t want an ammo slot for arrows and how it didn’t work for them then – is that WoW is moving that way now. Goes to show how long, and what it actually takes to, make such a seemingly minor design decision. Imagine the timeline on the bigger ideas.
Where am I going with this? Cutting my lawn! (after the break)
I forgot how much I love the sandbox. It even took me a while to adjust my playstyle expectations – big, random generated world that I can do whatever I want with.
Sadly, I have lost the ability to post pics to my own blog (help, Joe!) – so I can’t share the sheer awesomeness of the completely crappy graphics. Although I prefer to call it ‘stylized realism’. The graphics are part of the charm, anyway.
I learned about Minecraft through Random Mileages blog who heard about it through Rock Paper Shotgun. I felt compelled to check it out. The game is in Alpha (and runs incredibly stable at this stage) and the game is, as advertised. Big sandbox. Do, or don’t do, whatever you want. There are some incredible gameplay moments to be had, and a little discussion about the incredible success of this little title, after the break.