Earlier quoted context omitted.
I've never been into Doom clones (to use the term from back in the day) and yet I have enjoyed playing countless video games from about 1984 through to the present. Very few of them are first-person games, whether they're head-clickers or other forms of first-person gaming.
To be sure, all games are not FPS. But you know, what are the so-called "AAA" game companies constantly grinding out…
The Rise of Computer Games, Part I: Adventure
31–40 of 78 posts
Re: The Rise of Computer Games, Part I: Adventure
#32Earlier quoted context omitted.
I've never been into Doom clones (to use the term from back in the day) and yet I have enjoyed playing countless video games from about 1984 through to the present. Very few of them are first-person games, whether they're head-clickers or other forms of first-person gaming.
To be sure, all games are not FPS. But you know, what are the so-called "AAA" game companies constantly grinding out…
Re: The Rise of Computer Games, Part I: Adventure
#33I guess nowadays nobody would want to play e. g. King's Quest and what not, but in the 1980s or so that was novel and creative. Today the games tend to have powerful 3D engines, but the creativity was lost for the most part. Sometimes there is still innovation (Little Nightmares brought something new to the table, for instance) and of course the graphics and sounds are great, but something is gone now. In part this m…
When the first-person shooter arrived, somehow we collectively decided that's what all games should now be. I think we've learned that creativity comes from constraints. Early computing platforms certainly were replete with that.
Re: The Rise of Computer Games, Part I: Adventure
#34Earlier quoted context omitted.
I've never been into Doom clones (to use the term from back in the day) and yet I have enjoyed playing countless video games from about 1984 through to the present. Very few of them are first-person games, whether they're head-clickers or other forms of first-person gaming.
To be sure, all games are not FPS. But you know, what are the so-called "AAA" game companies constantly grinding out…
And if you look at this best-selling video games list, there's only a single FPS in the top ten (PUBG, which is technically also third-person):
https://en.wikipedia.org/wiki/List_of_best-selling_video_gam...
Re: The Rise of Computer Games, Part I: Adventure
#35One of my dream games is a truly open world text adventure. I got a glimpse of it by having ChatGPT run this game, but it started hallucinating and misremembering after a few rounds. It has to be perfect to avoid breaking the immersion, but I'd pay $100 for such a game even without graphics.
Re: The Rise of Computer Games, Part I: Adventure
#36Earlier quoted context omitted.
When the first-person shooter arrived, somehow we collectively decided that's what all games should now be. I think we've learned that creativity comes from constraints. Early computing platforms certainly were replete with that.
Adventure games became FPS as early as 1992 (only one year before DOOM, so maybe I'm not making much of a point here) with the coming of Ultima Underworld.
Re: The Rise of Computer Games, Part I: Adventure
#37I guess nowadays nobody would want to play e. g. King's Quest and what not, but in the 1980s or so that was novel and creative. Today the games tend to have powerful 3D engines, but the creativity was lost for the most part. Sometimes there is still innovation (Little Nightmares brought something new to the table, for instance) and of course the graphics and sounds are great, but something is gone now. In part this m…
When the first-person shooter arrived, somehow we collectively decided that's what all games should now be. I think we've learned that creativity comes from constraints. Early computing platforms certainly were replete with that.
Even just looking at "game uses 3D engine" we don't really have many great things. There's portal, and while some of the other stuff have promising ideas (like infinifactory), for all of them the controls tend to get in the way of fun.
For ease of use and fun pretty much all simulations - even as far back as the 90s - just using isometric projection are still unbeaten by attempts to go full 3D.
Re: The Rise of Computer Games, Part I: Adventure
#38I guess nowadays nobody would want to play e. g. King's Quest and what not, but in the 1980s or so that was novel and creative. Today the games tend to have powerful 3D engines, but the creativity was lost for the most part. Sometimes there is still innovation (Little Nightmares brought something new to the table, for instance) and of course the graphics and sounds are great, but something is gone now. In part this m…
I think it's mostly that you're no longer interested in computer games and as such aren't aware of what's currently available. IMO there has never been a bigger and more varied supply of good games as there are today, in pretty much every genre (my personal taste is mostly for small indie games, not AAA). I started playing computer games in the late 1980s myself and have never stopped.
The biggest, most advertised titles are often very good-looking and very "bubblegum", for the exact same reason that the most popular genres of pop are like they are. To appeal to the widest audience, you have to file off all the sharp corners, and if that's the market you see then modern games can seem soulless.
But that's not all of the market! No matter what genre you are interested in, there's probably more work ongoing in it and better games coming out right now that there ever has been in history. Most of them are less refined and sell a lot less than the mainstream games, but occasionally one succeeds well enough to expand past the small niche audience, which inevitably brings a lot more people into the niche, followed by imitators which grow the niche.
Re: The Rise of Computer Games, Part I: Adventure
#39Re: The Rise of Computer Games, Part I: Adventure
#40Earlier quoted context omitted.
When the first-person shooter arrived, somehow we collectively decided that's what all games should now be. I think we've learned that creativity comes from constraints. Early computing platforms certainly were replete with that.
Adventure games became FPS as early as 1992 (only one year before DOOM, so maybe I'm not making much of a point here) with the coming of Ultima Underworld.