Hi Teresa.

One thing to remember about a lot of the games from the 80's, is that though the concept might have been simple, the execution was far more complex due to the physix of the engine.

Take space invaders for example. The audio versions we've seen, the invaders mostly don't move from side to side much, and the gun moves fluidly and fires instantly, meaning it's entirely a challenge of reaction. In the original game the invaders were lined up vertically on the screen with the player's gun at the bottom. The player would therefore need to judge the relative speed of her/his shots vs the invaders position on screen, the position of the invaders bullets, and the over all movement of the invaders which speed up as time went on.

this practically meant each shot was a different set of judgements carried out by the player, judgements which would improve over time.

The creator of the devastatingly difficult but highly addictive mega man platform series, Keajee inafune (who's name I'm probably horribly mangling the spelling of), once said he designed the games so that each time the player would get a little further.

This is very much how the best games have been. Not merely a reaction test, but a set of complex judgements which vary over time which players must keep making, at which players can improve.

It's sort of the difference between playing table tennis, constantly having to keep your mind on the ball, judging it's speed and reacting accordingly, and playing whackamole, just hitting as soon as possible.

This is one reason I think Shades of doom became so popular, sinse in the first person environment, players can hear an enemy's position, make a quick judgement and learn to react appropriately.

I'm also beginning to think the same is true for rpgs, sinse certainly those games which just require the player to hit attack and hope for the random result, (even if they have done a lot of stat balancing first), ae not half as entertaining as those few where you fight a reactive enemy, and need to respond to what they do by using your own attacks and characters apropriately.

Then of course, there is atmosphere and exploration, which indeed for someone like me is a huge factor in many games. Indeed I suspect part of the reason I do not enjoy racing games is that you spend most of your time racing around a limited number of tracks and measuring yourself only against those tracks.

Beware the grue!

Dark.

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