[HN Gopher] The Shareware Scene, Part 5: Narratives of Doom ___________________________________________________________________ The Shareware Scene, Part 5: Narratives of Doom Author : doppp Score : 63 points Date : 2020-06-19 16:29 UTC (6 hours ago) (HTM) web link (www.filfre.net) (TXT) w3m dump (www.filfre.net) | ekianjo wrote: | > But be that as it may, the 3D revolution ushered in by DOOM was | here to stay. People would just have to get used to the visual | crudity for the time being, and trust that eventually things | would start to look better again. | | What? Doom looked already fantastic when it came out, much better | than hordes of 3D games that games before it. (Check out | Midwinter just a few years before: | https://www.youtube.com/watch?v=KxHd2dnpIqU) | | And we did not have to wait for long for 3D games to get even | better - Comanche in 1992 | (https://www.youtube.com/watch?v=snWmPWfeS6Y) and Quake 1 in | 1996. A drastic evolution in a very, very short time, even before | GPU videocards became mainstream. | setpatchaddress wrote: | You don't have to agree, but you're quoting out of context. | Here's the lead-in: | | > Gamers would have to accept jagged edges, tearing textures, | and a generalized visual crudity in 3D games for quite some | time to come. A freeze-frame visual comparison with the games | the industry had been making immediately before the 3D | revolution did the new ones no favors: the games coming out of | studios like Sierra and LucasArts had become genuinely | beautiful by the early 1990s, thanks to those companies' rooms | full of dedicated pixel artists. It would take a considerable | amount of time before 3D games would look anywhere near this | nice | CoolGuySteve wrote: | Doom, Mario, and Megaman all work extremely well within their | limitations. The art is able to unambiguously present a world | with atmosphere and it's clear what needs to be done. There's | very little confusing iconography or hard to interpret | sprites, everything is clear. | | They're probably the best examples in the history of the | medium of great design. Capcom and Nintendo are still making | 2D Megaman/Mario games with the old graphic design and there | are new retro FPS games coming out every year. SuperHot | actually looks worse than Doom in most aspects other than the | resolution and particles. | | Sierra/LucasArts games, while beautifully drawn, suffered | from unclear walking paths, confusing verbs, frustratingly | slow interactivity, and nonsense puzzles. From an industrial | design perspective, they were a mess. | | Out of this World and Prince of Persia are probably the most | prominent example of games that excelled in the two | dimensions of graphics and usability, while Myst is probably | the most extreme example of form over function in games that | were successful. | the_af wrote: | I strongly agree with most of your post (I think Out of | this World and Prince of Persia both look and play well | even today) but I think you're overstating the visuals of | DOOM vs SuperHot. If you look for clips of DOOM (so as to | bypass the rose tinted glasses of the mind's eye) and | compare it to SuperHot, DOOM looks worse in every aspect | except maybe that it's more colorful. DOOM is pixelated, | has worse looking environments, and overall looks way worse | -- though of course it looked great to me when it was | released! SuperHot looks great in an abstracted, | decolorized sort of way. | majormajor wrote: | I think this is pure nostalgia. | | The only people I've heard describe more than a handful of | old games as "beautiful" have been those old enough to have | experienced them before newer games came along. The original | article doesn't seem to have examples of what the author | considers beautiful, but let's talk about Indiana Jones and | the Fate of Atlantis, a Lucasarts game from 1992 (since this | is one I played in the early 90s). The art is ... fine. It | has a lot of constraints (low resolution, not a ton of colors | available in its palette) and it's well executed within those | constraints, but it's not beautiful. I also played Myst | around the same time. I didn't then, and still don't, see any | way in which the 2d pixel art was "more beautiful." | | The cross-genre comparisons to shooters are also unfair. | Compare something like Madden 95 on SNES to Madden 64 on N64. | They both have jagged edges and visual crudity; the "pixel | art" nature of the former does it no favors. | swivelmaster wrote: | The author of this article seems to believe that 2D graphics | cannot be re-used in a game and/or is unaware of the use of | tiles, palette-swapping, and other techniques used to make | production of 2D games more efficient. Very strange. | yumaikas wrote: | Yes, 2D assets can be reused, once you have a 3D asset, it can | be used with a lot more spectacle. Of nothing else, when you're | animating a change of visual angle, it's a whole lot more | convincing and easier (animate some positions) vs the 2D | alternative of having to animate or rotoscoped each of the | pixels and frames for that gun motion. | | And spectacle was one of the biggest sellers of games. | ben_w wrote: | Indeed curious. Bungie's _Marathon_ series of FPSs of the same | era also did palette swapping for the sprite-based NPCs. | pjc50 wrote: | The author is an extremely comprehensive game historian who is | probably into the hundreds of thousands of words at this point, | so they almost certainly are aware of it and you'll find it | mentioned in another article. | TonyTapper wrote: | Slightly offtopic: Can we please get rid of blog themes that omit | the year from the post date? "19 Jun"... of which year? | Especially with older blog posts or unmaintained blogs it's | frustrating that you essentially have to look into the HTML code | (or URL if you're lucky). | iso1631 wrote: | The URL puts it as 2020, and the bottom of the post says | "Posted by Jimmy Maher on June 19, 2020" | TonyTapper wrote: | Sure, but why have a pretty date at the top and then make it | incomplete? I don't want to scroll down to figure out if a | blog post is recent, or look at the URL. This theme (or a | variation) is used on many blogs, and not all of them use | pretty URLs with a year in them. | saberdancer wrote: | My bank does this! The assumption is that when there is no | year, it is the current year. They are trying to be smart | with dates and I don't like it. | | Funny thing is that when they developed this feature, they | made a bug so if you scroll down to the year before, the | years appear, but now dates from the current year are wrong | as they appended the year before. That's what you get for | trying to be a smartass. | unilynx wrote: | Is this safe (no spoilers) to read if I'm still in the first | chapters of "Masters of Doom' ? | Majromax wrote: | > The minor tragedy in all this was not so much the end of | interactive movies, given what intensely problematic endeavors | they so clearly were, but rather that the latest games' vision | proved to be so circumscribed in terms of fiction, theme, and | mechanics alike. [...] A shocking percentage of the new games | being released fell into one of just two narrow gameplay genres: | the first-person shooter and the real-time-strategy game. | | Citation needed? This feels like fuzzy language used to protect | an unverifiable claim. What is a "shocking percentage?" | | Looking at (say) Wikipedia's list of notable games from 1998 | (https://en.wikipedia.org/wiki/1998_in_video_games) I see a | reasonable mix of genres. In fact, "shooter" games (searching the | page for the number of uses of 'shoot') seem to share the top | spot (21 results) with "role-playing" and "sports" games, the | latter genre being neglected entirely in the article. (Noting | that some games are listed as multiple genres) | | From the article's earlier longing for the simpler time of | gorgeous, hand-crafted 2D art, I wonder if the author simply | misses classic-style adventure games. In response to that idea, | however, I point out the Old Man Murray article | (https://www.oldmanmurray.com/features/77.html) on the death of | adventure games: in brief Murray argues that the genre became so | wrapped up in its own puzzle conventions that it became | impenetrable to new players. | zerocrates wrote: | This blog focuses more on computer gaming than console gaming, | which tilts the balance more toward those genres. There _is_ a | bit of a tendency to overlook sports games in most "gaming" | discussion, I'd say, despite their significant popularity, but | they've also never been as much of a force on the PC as on | consoles or arcade. | | If you read the blog, you'll also note that that the author | makes no secret of his fondness for graphical and text | adventures, and the blog has covered both extensively, | including their declines. | | Interestingly, particularly since you brought up 1998, the Old | Man Murray article you linked to was written by Erik Wolpaw, a | well-known game writer who later worked with Double Fine | (founded by Tim Schafer of LucasArts fame, the designer of | 1998's Grim Fandango, basically the swan song of the LucasArts | adventures) and Valve, purveyor of 1998's acclaimed FPS Half- | Life. | chongli wrote: | _There is a bit of a tendency to overlook sports games in | most "gaming" discussion_ | | They kind of should be overlooked, if you're talking about a | particular year in gaming. They don't follow the same release | cycles as other games. Most of the time, the only prominent | change from year-to-year is the update to team rosters and | player statistics. In that sense, sports games are more like | an annual subscription to a single game (with the occasional | engine update or refresh) than a series of games. | | Of course, there are some (non-sports) game sequels that are | little more than a content refresh but they are the exception | and often receive negative criticism unless the content | itself is really good. | Majromax wrote: | > This blog focuses more on computer gaming than console | gaming, | | That's true, but on the other hand the article quotes a | Sierra executive as saying: | | > "What we think of today as a computer or a videogame | system," wrote Ken Williams of Sierra that year, "will | someday assume a much broader role in our homes. I foresee a | day when there is one home-entertainment device which | combines the functions of a CD-audio player, VCR, videogame | system, and computer." | | ... which exactly describes a console. Not quite the consoles | of the late 90s, but 2000's Playstation 2 was price- | competitive with stand-alone DVD players. It feels selective | to lament the path of the game-industry as a whole while | defining that industry to exclude the systems that look like | the supposedly-unfulfilled prediction above. | | Perhaps this is just a problem of context, since I'm coming | to this series of articles in medias res through with this | 'part 5' link. | | > There is a bit of a tendency to overlook sports games in | most "gaming" discussion, I'd say, despite their significant | popularity, but they've also never been as much of a force on | the PC as on consoles or arcade. | | Honestly, I think if we're going to name overlooked genres, | the elephant in the room is the hidden-object genre. These | games aren't often included on _lists of games_, but as I | understand it they're quite popular and profitable, | especially on mobile platforms. ___________________________________________________________________ (page generated 2020-06-19 23:00 UTC)