Posted December 29, 2012
My gaming experience started on PC but I was too young for your Zorks and Ultimas and such. The first game I remember playing extensively was the copy of Mechwarrior 2 that came with our old IBM computer.
I've always been interested in retro gaming and now that I'm delving into classic PC games I've come up with a few observations.
One is that a lot of the much older games almost require you to read the manuals. A lot of back-story tends to be contained in there which makes a lot of things in the story in-game make a whole lot more sense. It also helps you understand how the game interface works when those interfaces haven't aged particularly well.
Another thing I've noticed was that playing Zork the first time (on Black Ops) was interesting but I did feel a bit lost at times. After reading the manual which recommended drawing a map I found that I enjoyed the game a whole lot more. Right here in front of me is a tangible piece of the world I'm exploring right now; this map was drawn by me while exploring The Great Underground Empire.
It got me thinking, I've grown up in a time where the game can quite easily provide all these things in-game: all the exposition necessary, an explanation on the controls and interface, and an in-game map and so much more.
But honestly having to read the manual and drawing my own map made the whole experience so much more engaging than what I typically get from games today. Reading the manual felt like reading an old legend, drawing the map made me feel like I was really exploring that land of myth. Actually, even the text-based nature of it all made the land itself all the more distant and other-worldly, like I was directing some kind of robot that describes his environment to me while I sit safe at home.
So I was just wondering if anyone else had any thoughts on this, personally I felt like I was pulling a piece of the game world into our own and making it real, has anyone else had a similar experience? Also, what can games do to give players that kind of tangibility? Obviously forcing the player to draw their own map would probably annoy more players than immerse and be called-on for bad game design to boot but are there other ways games can achieve this?
Hm, this turned out a bit longer than I intended...
I've always been interested in retro gaming and now that I'm delving into classic PC games I've come up with a few observations.
One is that a lot of the much older games almost require you to read the manuals. A lot of back-story tends to be contained in there which makes a lot of things in the story in-game make a whole lot more sense. It also helps you understand how the game interface works when those interfaces haven't aged particularly well.
Another thing I've noticed was that playing Zork the first time (on Black Ops) was interesting but I did feel a bit lost at times. After reading the manual which recommended drawing a map I found that I enjoyed the game a whole lot more. Right here in front of me is a tangible piece of the world I'm exploring right now; this map was drawn by me while exploring The Great Underground Empire.
It got me thinking, I've grown up in a time where the game can quite easily provide all these things in-game: all the exposition necessary, an explanation on the controls and interface, and an in-game map and so much more.
But honestly having to read the manual and drawing my own map made the whole experience so much more engaging than what I typically get from games today. Reading the manual felt like reading an old legend, drawing the map made me feel like I was really exploring that land of myth. Actually, even the text-based nature of it all made the land itself all the more distant and other-worldly, like I was directing some kind of robot that describes his environment to me while I sit safe at home.
So I was just wondering if anyone else had any thoughts on this, personally I felt like I was pulling a piece of the game world into our own and making it real, has anyone else had a similar experience? Also, what can games do to give players that kind of tangibility? Obviously forcing the player to draw their own map would probably annoy more players than immerse and be called-on for bad game design to boot but are there other ways games can achieve this?
Hm, this turned out a bit longer than I intended...