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Could Infocom make it today?
Posted February 6th, 2006 at 09:58 PM by S.R. Krol
And when I say could they make it, I’m talking about the early ‘80s version of the company. All text interactive adventures. No graphics. Let’s say a better parser though, and what the hay, they would throw in a bunch of goodies like the microscopic space fleet from Hitchhiker’s Guide to the Galaxy.
So, would they make it?
Oh, and one more thing. We’re talking mainstream gaming. We’re talking units on the shelf at your local Best Buy or Fry’s, right next to the racks full of 360 titles.
Would they? Could they?
They’d have about the same chance of surviving the marketplace as a Danish cartoonist doing street doodles outside a mosque in Lebanon, right? And that’s of course assuming they could even get their games onto a shelf.
So, why would that be? Well, let’s pretend that Infocom just came out with Zork in 2006. Here’s a snippet of a review from your typical popular PC gaming magazine:
Anyone who has ever played an Infocom game knows though that yes, they did not have graphics in the early (and definitely golden) days, but they didn’t need them. They were fun. And isn’t that what’s a game supposed to come down to? Do you enjoy playing it?
Why are we so hung up on how pretty a game looks? Let’s talk about a boardgame for a moment to illustrate something…
Think of chess. Here’s a game that has been around hundreds of years and hasn’t changed. We’re still playing on a black and white 8 by 8 grid, with a bunch of stylized figures. In terms of computer gaming we’re still playing Spacewar forty years later, but you know what, that’s okay!
So why do we look back at games from just ten years ago with scorn and derision just because they don’t have the SuperFantasticMegaGraphixx™ of today? Especially when a decade ago we did think they had the SuperFantasticMegaGraphixx™!
Of course you know how it is to be an indie game in the world of retail gaming. Indie games are the nerd chicks with the hearts of gold at the prom while retail games are the drunk ****s with store-bought hooters and no future. (Remember kids, molesting computer games just gets you weird looks at EB Games, so don’t take any of this literally.)
When did gameplay become secondary in a game?? Is it the mass market? Is it that all those millions of people who are now into our hobby really don’t have any tastes in games and as long as it’s good looking, you could slap whatever you want in a box? Is it because there are so many games on the market now that they’re all pretty much disposable? Are gamers like babies (or crows) with shiny baubles? Entranced for now, but as soon as something shinier comes along the first is forgotten?
And what of the developers? Does anyone in the mainstream world of gaming try to get a game produced based on its gameplay merits, or based on how many polygons it will push?
Just so you know where this rant is coming from let me share with you my source of frustration…there was a comment made by someone I’m acquainted with who was complaining about a game…and they said, and I quote, “And even when I boosted the resolution up the game still sucked.”
That’s right. Apparently a game’s resolution is directly proportional to how good of a game it is.
I fear for the future of gaming. In ten years all mainstream games will be nothing more than tech demos selling for $79.95.
-Scott
Rip it up, kick it out.
Blood begins to flow.
Taking chances,
The only way I know.
Sacrificed everything.
I'm the grinding stone.
Ripping flesh, drawing blood.
I'd love to eat your bones.
My world will not cave in.
I will dare so I will win.
Hear the timebombs begin to tick.
I'll hit you like a ton of bricks.
--Ton of Bricks, Metal Church
So, would they make it?
Oh, and one more thing. We’re talking mainstream gaming. We’re talking units on the shelf at your local Best Buy or Fry’s, right next to the racks full of 360 titles.
Would they? Could they?
They’d have about the same chance of surviving the marketplace as a Danish cartoonist doing street doodles outside a mosque in Lebanon, right? And that’s of course assuming they could even get their games onto a shelf.
So, why would that be? Well, let’s pretend that Infocom just came out with Zork in 2006. Here’s a snippet of a review from your typical popular PC gaming magazine:
“[Insert 750 words that have nothing to do with the game and simply discuss how cool the writer’s Mini-Cooper/plasma television/new kidney is]…and so when I finally stopped chugging Jaegermeister with the midget strippers and fired this game up I about vomited my last week’s worth of stale Taco Hell and Buger King all over my shiny new Alienware rig! Jeebus, this game doesn’t even have graphics! It’s 2006 guys, get with the times! My score: 2 flaming skulls out of one hundred (Editor’s note – Hey, they didn’t spend money advertising with us, knock that down another three skulls!)”
Anyone who has ever played an Infocom game knows though that yes, they did not have graphics in the early (and definitely golden) days, but they didn’t need them. They were fun. And isn’t that what’s a game supposed to come down to? Do you enjoy playing it?
Why are we so hung up on how pretty a game looks? Let’s talk about a boardgame for a moment to illustrate something…
Think of chess. Here’s a game that has been around hundreds of years and hasn’t changed. We’re still playing on a black and white 8 by 8 grid, with a bunch of stylized figures. In terms of computer gaming we’re still playing Spacewar forty years later, but you know what, that’s okay!
So why do we look back at games from just ten years ago with scorn and derision just because they don’t have the SuperFantasticMegaGraphixx™ of today? Especially when a decade ago we did think they had the SuperFantasticMegaGraphixx™!
Of course you know how it is to be an indie game in the world of retail gaming. Indie games are the nerd chicks with the hearts of gold at the prom while retail games are the drunk ****s with store-bought hooters and no future. (Remember kids, molesting computer games just gets you weird looks at EB Games, so don’t take any of this literally.)
When did gameplay become secondary in a game?? Is it the mass market? Is it that all those millions of people who are now into our hobby really don’t have any tastes in games and as long as it’s good looking, you could slap whatever you want in a box? Is it because there are so many games on the market now that they’re all pretty much disposable? Are gamers like babies (or crows) with shiny baubles? Entranced for now, but as soon as something shinier comes along the first is forgotten?
And what of the developers? Does anyone in the mainstream world of gaming try to get a game produced based on its gameplay merits, or based on how many polygons it will push?
Just so you know where this rant is coming from let me share with you my source of frustration…there was a comment made by someone I’m acquainted with who was complaining about a game…and they said, and I quote, “And even when I boosted the resolution up the game still sucked.”
That’s right. Apparently a game’s resolution is directly proportional to how good of a game it is.
I fear for the future of gaming. In ten years all mainstream games will be nothing more than tech demos selling for $79.95.
-Scott
Rip it up, kick it out.
Blood begins to flow.
Taking chances,
The only way I know.
Sacrificed everything.
I'm the grinding stone.
Ripping flesh, drawing blood.
I'd love to eat your bones.
My world will not cave in.
I will dare so I will win.
Hear the timebombs begin to tick.
I'll hit you like a ton of bricks.
--Ton of Bricks, Metal Church
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