Does Two Half-Life’s Equal One Full-Life?

Half-Life is one of the most succesful games of recent history. It is always a pleasure to say why somethings good and at the same time, aim to claim that for the exact reason it is also a baaad example of its category. Even more when it’s something as influential as Half-Life.

HL is part of a well-established genre of computer games called first-person shooter. HL didn’t actually bring anything new to the genre, it just did a few things well, very, very well. The game has a standard plot revolving around a secret research center and something going wrong with some of that secret research. It also has a silent main character, the player’s alter ego, Gordon Freeman.

The execution of the plot is beautifully balanced as far as gameplay goes. Some half way through the game the player gets hold of some experimental and alien weapons. Shortly after this the player is casted on an alien world. Gordon Freeman is also an existing entity, he has co-workers who get shot infront of his eyes by a soldiers coming to their “rescue”. Now that’s how you engage a player! These soldier eventually learn who’s the lone scientist causing all kinds of mayhem around the center and begin to leave messages on the walls “Die Freeman!” and a host of booby-traps.

HL engages the player using it’s character setup (unarmed, peaceful, scientists, players colleagues, are killed), keeps it interesting when the action is getting boring (new weapons, completely different surroundings). It also executes the essentials of first-person shooters well enough (different weapons, three parties to a conflict [the player, the soldiers and the aliens], interesting level-design).

It is exactly the reasons that makes HL stand out, makes it a bad example of a computer game. The scripted and dramatic actions don’t last a second a playing. While at first making the player feel like he’s part of the gameworld, the second time around they expose their scripted nature. The story runs on rails, with the players actions allowing only one way of advancement. Computer games are not essentially a narrative medium.

Never Underestimate the Longevity of Italian Plumbers!

Super Mario Worlds 1 and 2 were published by Nintendo for the Super Nintendo Entertainment System (SNES). SMW1 came with the SNES unit itself (published in 1992 in Europe). SWM2: Yoshi’s Island was published in 1995.

I won’t delve too deeply into the why it is so pleasurable to play Super Mario Worlds. I wish to make a few points that are missing in most of todays games. First of all, the worlds are modeled with certain consistency. Objects (like Koopa shells) interact with other objects (like other shells, blocks, Yoshi’s tongue) and not just some objects that are chosen carefully beforehand. This allows much more freedom for the player to advance and also makes for much more interesting level design. Consistency damnit!

SWM2 also has done with the running clock. I don’t know why this relevant-to-arcades -quality has persisted for so long where it’s absolutely not required. Why should the player be forced to run against a clock, among other things? While this makes sense in the arcades where it’s games intention that playtime per player is limited. Especially in SWM1 I often would like to browse around the level, looking for all the secrets, in peace. It’s quite interesting how a somewhat small change makes a difference in gameplay.

That’s it. If you want more for your click, leave a comment, interactivate!

Are Your People Populous Enough?

Populous was produced by Bullfrog and published by Electronic Arts in 1989. Personally it was the time influential years for myself, but I think Populous can teach us something beyond nostalgia.

I believe it was Populous that brought the term god-sim into game-lingo. If I recall correctly it was originally intended that the two sides in the game would be God and Devil but this was changed into simply ‘good’ and ‘bad’. Players intention is to keep a good care of his people, which simply consists of leveling out the land and keeping it level and free of boulders. I think this idea is lovely on its own, but there’s one idea in the game that I think deserves more consideration.

It is the way you control your people. Your people have one designated leader that you can order to go from one place to another, but otherwise you control your people as a whole! This is the idea that e.g. Populous: The Beginning (P3 so-to -speak) lost and succumbed to the boring, unwieldy style of painting a group of people and telling them to go somewhere.

In the original Populous it didn’t matter how many people you had, the control method stayed the same and as effective. The player influenced his people with three buttons that either set them to settle new places, stay home and grow stronger or attack the enemy. Compare this with many so-called realtime-strategy games way of laborously giving orders to your troops one, or a group at a time.

I find this kind of indirect control very interesting and one which would work in any type of game.

How to Hack a Net

NetHack is a game that would have enough to write about for a few good books, but since we are blogging here I’ll try and make it short and simple.

NetHack is a Rogue-like (who even knows this day what Rogue was like?) computer roleplaying game. That’s the classic definition. More to the point it’s one presented in colored ASCII-characters, turn-based and immensely detailed. NetHack is a good example of a complex game that doesn’t swamp the player with it. In any given game the player won’t come in contact with most of the games intrigues. This means theres plenty of stuff to wonder over for years. There’s a joke about the DevTeam thinking about everything.

But that’s not where I’d like to draw the attention in NetHack. The main lessons NetHack can give any particular game enthusiast would be:

  1. Computer Games can be revised, honed, perfected indefinetely. NetHack has been in development some 20 years.
  2. NetHack isn’t imprisoned by it’s rugged apperiance but draws power from it and makes it work for it.  There are features in the game that would be practically impossible to realize without it’s ASCII-base.

Ok, is that concise enough for you? Need something elaborated? There is a thing called comment-section in this blog these days…

Who Would Ever Dream of Pinballs?

As a follow-up to my previous post, I here take a good look at one of my favourite games of all times and why it matters.

Pinball Dreams was released back in 1992 and was one of the last big hits for the Amiga. It came quite out of the blue, made by first-comers Digital Illusions (DI), also known in the demo scene as The Silents. Pinball Dreams is a pinball game with 4 different tables with different themes.

Continue reading

Top 5 Computer Games

Ooh, I love catchy titles. My goal is a bit loftier than just pimping my own interests though!

There have been number of computer games in my life that have offered me certain insights into what this medium can do. These are quite often also my favourite games. My intention here is to mention a few of those games (a top five if you like) and then proceed in the coming entries to tell what they can teach to us about computer gametry. If you’re a game designer , you should pay attention! The games I have chosen are (in no particular order) [Name, Publisher, Platform]:

  • Pinball Dreams (21.st Century Entertainment, Amiga)
  • NetHack (The Devteam, all major computer platforms)
  • Populous (Electronic Arts, Amiga, with others)
  • Super Mario World 1/2 (Nintendo, SNES)
  • Half-Life (Sierra Studios, Electronic Arts, Valve, PC, with others)

All Important Weather Update

It appears it’s cold around here. It was around -30 centigrade this morning, although it has rapidly got warmer. This level of coldness can give you sensations that you really can’t attain any other way. Try going outside for a few minutes in less-than-adequate clothing and come back inside. The rush of blood will make you feel almost hot. The air has distinct feel at these temperatures. It’s dry and it will nip your nose when you take that first breath of air outside. And although it’s even more subjective, I feel that glogg tastes is so much more in place when you come home from the cold.

If you exist around or in Tampere, Finland, Tampere’s Yachtclub provides more detailed, more up-to-date information on local weather than that lowly Finnish Meteorological Institute.

Sufficient Requirement for a Strongest Possible AI

To continue with my previous post, I have thought of the practical upper limit for the strength of an AI. Mind you, this is not a practical definition in all its meanings and its definetely not without its sortiment of other problems, but I like it and at least its recursive.

The strongest possible AI is a one that can build another AI stronger than itself. How do we figure when this is the case? We ask them! Its non of our concern to wonder about the inner lives of immensely complex systems. Of course its probable that the AI that built the stronger AI uses this very definition to determine whether its AI is stronger…

This definition is practical in the meaning that a stronger AI that can build an even stronger AI is really not that important for us. The realization of an AI is fundamentally a programming problem, once this is worked out, AI’s take care of the Singularity. Easy! Simple!

Kimmo Strong Artificial Intelligence Revisited

I proposed the concept of Kimmo Strong Artifical Intelligence (KSAI) awhile back. In AI research some make a distinction between strong and weak AI. Strong AI can be seen having the same qualities as human intelligence. Weak AI in contrast isn’t capable of true reasoning and problem resolving. To a keen observer it is clear that within this vague framework there are levels of distinction with KSAI offering an example of.

KSAI is in short:

“When presented with (whatever means possible) Carl Barks’ whole production of Donald Duck comics, the AI can produce an (practically) infinite number of comics which, in no discernible way, differ in style or quality from any selected one of those by Carl Barks.”

Of course, even this definition carries different levels of strength.

Probably the weakest KSAI would be one that wouldn’t produce any original graphics of it’s own but would simply recycle those by CB. CB’s style varied and evolved during his career. A slightly stonger KSAI would be able to produce it’s own graphics, the style of which would probably be a mix of CB’s overall style (being able to emulate the “overall style” is of course what makes this AI a “strong” one) or produce the style CB had at the end of his career.

A stronger KSAI would be able to emulate CB’s style from any level of his career. Slightly stronger KSAI would be able to insert a character into a style that existed before it’s first apperiance.

Even further still one can imagine a stronger KSAI that would be able to produce comics with original (main or supporting) characters.

Yet stronger KSAI would be able to produce comics that wouldn’t in any way be Donald Duck comics but would be clearly in CB’s style.

Even within this quite limited application of Ai we can see clear distinctions. All of these levels assume the input of the KSAI would be identical and wouldn’t be limited just to the exact of content of CB’s comics.