[HN Gopher] The Shareware Scene, Part 5: Narratives of Doom
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       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.
        
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       (page generated 2020-06-19 23:00 UTC)