Page 17 - OSG Presents Classic Gamer Magazine #3
P. 17
By
Terrell Gibbs
(ed note...this article reprinted from rec.games.
video.sega by permission of author) traditional pattern, perhaps increasing play was to see what was next, and
in speed or with slight modifications in ultimately, to exhaust the game; to get
he release of Crazy Taxi has layout, but always presenting the to the "end."
highlighted a split among player with essentially the same tasks Of course, skill-driven videogames
game players. While most and problems. had an "end" of sorts; a really skilled
T people love the game, there But then Nintendo, with Donkey player could overflow the score counter
are clearly a few who just "don't get it." Kong, introduced a dramatic new twist: and "wrap" the game. This was gener-
Typical of the complaints is the remark after completing the first "board," the ally an unintentional consequence of
that "Anybody who thinks [Crazy Taxi] player was presented with a completely the developer failing to realize just how
has replay value must also feel that different set of platforms to negotiate, good players could get at the game,
Asteroids was one and failing to provide
of the all time re- enough bits in the
play value games." score counter.
While this is an un- Originally, a game
intentionally hilari- with great replay value
ous statement was one that rewarded
(given that that the persistent play with a
perennial popularity steady increase in the
of Asteroids makes player’s skill. The most
it one of the most popular games were
re-playable games "deep," with many pos-
of all time), it is sible strategies. Most
most likely literally importantly, the very
true. That is, the act of playing the
people who find game had to be enjoy-
great replay value able. Progression of
in Asteroids are difficulty had to be
probably the most carefully tuned; play-
enthusiastic fans of ers lost interest if they
Crazy Taxi. quickly "hit a
To understand wall" (reached a level
this, it is useful to of skill that they were
recognize that there unable to progress
has been a para- beyond) or, con-
digm shift in the versely, if they became
way people play so skilled that the
games, and video games in particular. with a new set of tasks to accomplish. game no longer presented a challenge.
Traditionally, the games people play Soon, other games picked up on the To develop a game with multiple levels
have been "skill driven." That is, the same theme. The original Pac-Man of strategy to reward the beginning,
primary goal of the player is to maxi- game had only one maze, but its se- intermediate, and advanced player
mize his score, either in absolute terms quel, Ms. Pac-Man, had a series of alike was very hard. We remember the
or relative to a competitor. This is true mazes, with only the highly skilled play- great classic games, but for each that
of just about all sports, card games, ers getting to see the last. Nintendo's succeeded, there were many that
and board games, all of which have Mario Land console games introduced failed. On the other hand, a successful
simple, repetitive play mechanics. exploration and discovery into game skill-driven game can provide replay
Early video games followed the same play. More and more, the goal of the value that few modern games can
Classic Gamer Magazine Spring 2000 17