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
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