Transcendent Moments
Every now and then I'm hit by a powerful memory from some game I've
played.
It's not always from a game I loved or even liked. Sometimes it's
related
to some specific moment that stood out in an otherwise lackluster game.
A
memory that exists simply because the initial experience was so moving
that
it was burned into my brain forever. In my opinion, this is a testament
both to a talented game designer's ability to reach the gamer at a
fundamental level and of the completely obsessed player's ability to
suspend disbelief--to enter the game fully. It is for these rare
game-play
experiences--above all other reasons--that I continue to play games.
So the list below is not a list of my favorite games; rather it is a
list
of the games that have provided me with the singular moments that have
had
the greatest impact on me as a gamer over the years. If you love games,
you'll know exactly what I'm talking about.
The Origin of the Species: Dungeon Master
Let me say that in 1987 Dungeon Master changed my life. I spent several
months playing the game over and over, learning every hallway as if it
were
my home. Many nights I sat in the dark for 12 hours straight,
occasionally
crying out in surprise, my left hand icy from gripping the mouse for so
long. Twice I dreamed about the game, getting the false sense of forward
motion that you get after snow skiing all day. Dungeon Master had
real-time
enemies that moved independent of your actions, and who chased you if
you
tried to flee or fled if you had the upper hand. The game had an arcane
spell system that you had to learn by experimentally assembling a series
of
glyphs. You could pick up objects from the floor and throw them down the
hall. You could lure monsters under a door and smash them by lowering
it.
When certain monsters died their bodies could be eaten. You had to light
torches or cast spells to combat the ever-pressing darkness. Dungeon
Master
was a masterpiece-completely focused on the innovative elements that
made
it cool and way ahead of its time.
As I played through Dungeon Master, I always had the feeling that I was
being watched and taunted by "the Dungeon Master." There were notes
along
the way that are directed to the player specifically. "You will not make
it
beyond the next room;" that sort of thing. At a certain point, I came
upon
a mummy, standing trapped in a small niche across a pit. An inscription
on
the wall read: "This is my prisoner. Let him suffer." Feeling a strange
sense of pity for the undead creature, I zipped a throwing star at it,
killing it and putting it out of its misery. The inscription changed.
Now
it said: "You will regret that." Suddenly from down the distance
corridor I
heard a sound. I raced in the opposite direction, trying to make it to
the
door I knew would deliver me out of the area. I was too late, of course.
Behind me and ahead of me, the passages were suddenly filled with the
game's oddly disturbing spiders. The stood as tall as the player and
were
ferociously tough. By that point in the game I had only faced a couple
and
each time had barely come away with the lives of my characters. Now I
counted at least 14. The battle began as I tried to carve my way out. I
could almost hear the Dungeon Master laughing.
Enemy Mine: Carrier Command
Carrier Command was this beautiful game. Simple, yet deep. You
controlled a
powerful aircraft carrier from the first person POV, trying to build
bases
on islands in a chain. Your supply network had to remain unbroken along
the
chain or your resources started to suffer. (Resources included fuel and
spare parts.) You could build one of three types of bases: refinery,
defense or factory. Meanwhile, a prototype AI-driven carrier-superior to
your own-was on the other end of the chain, creating its own bases. Both
carriers could launch small fighters and amphibious vehicles. The
fighters
could be used to scout out new areas or attack enemy bases. The
amphibious
vehicles were similarly useful, but could also deliver the
self-constructing packages that would become one of the three types of
bases. The player completely controlled the fueling and load-out of all
craft and could switch to their remote views at any time and guide them
manually. The game allowed for great 'way-point' navigation too; many
things could be automated. The unseen presence of the enemy helped the
game
a lot; you knew he was out there. Though mostly you saw the effects of
the
enemy-via radar map, which showed who owned each island by color. Actual
encounters were rare; you generally won or lost the game by building a
good
supply network, then cutting off your enemy's network and starving him
to
death. But once in a while, in the distance, you would make out the dark
outline of the enemy carrier, cruising in your direction. The AI was
intimidating-by the time you saw it, the enemy had usually launched his
fighters. The computer had no problems managing three or four of the
smaller craft at once, while firing laser blasts from the primary ship.
Carrier Command was a great blend of resource management, sim, base
construction and POV tactical combat all at real-time (way prior to
games
like C&C and its clones, Uprising or the most recent incarnation of
Battlezone).
The greatest moment I had playing Carrier Command was one of those rare
instances when I actually met the enemy carrier in combat. As I
identified
the approaching ship, I fought against a mild wave of panic. I deployed
some buoys (to pick up incoming torpedoes) and launched a couple of
fighters (to allow me to missile the hell out of the other carrier and
to
distract the enemy fighters). In the fight, I crippled the enemy's
fighter
launch mechanism (yes, the damage and maintenance of the carriers got
that
detailed), then picked off his airborne fighters one by one. All the
while,
my own ship was suffering damage that needed my attention. In the end I
barely survived the fight and sent one last missile into the enemy
carrier
to destroy it.
Bridge Over the River Styx: Underworld
Forget about the fact that most of the world only thinks about the
obvious
game titles when someone mentions first-person POV games. Before
Wolfenstein (by several months), Looking Glass and Origin released
Underworld. It was, in a word, revolutionary. Its 3d world seemed alive,
with plants growing on muddy riverbanks, rats creeping through the mossy
halls and the gloom makings itself a constantly-felt presence. Not only
was
it a cool RPG/immersive sim, but Underworld also let you interact with
the
game environment in ways that took years to catch on elsewhere-looking
up/down, swimming, jumping and even flying were all critical parts of
the
game. All of this blended together to serve in the name of immersion.
Underworld made you react to its environment as if you were actually
there.
My favorite moment in Underworld (of many) occurred fairly close to the
beginning of the game. I was still in shock (so to speak) because I
could
not yet accept the full range of what the game allowed me to do. I was
creeping around within the dungeon called the Abyss when suddenly I
heard
running water ahead of me and far below. Advancing a bit, the walls at
my
side widened and I saw a high bridge stretching out over a river.
Suddenly,
in the gloom of the far end of the bridge, I detected motion. A form
slowly
emerged and moved toward me... a goblin. To my surprise, he began swinging
a
sling around over his head. I backed up a bit, unsure of what would
happen.
Suddenly the goblin released the stone from his sling and it came
sailing
toward me. I dodged and the stone missed. It bounced away and fell down
into the river as the goblin continued to attack. I tried to dash past,
but
I lost control and fell off the bridge, down into the river below.
My Night With An Invisible Mutant: System Shock
Back when I was a game tester, I had the chance to work on System Shock.
Essentially, my job involved playing the game and reporting to the
development team for 10 months straight. I never got tired of Shock;
there
was always something new to see or do. It added to Underworld's suite of
interaction tools with environmental features like wacky gravity zones,
hover-skate physics motion, leaning around corners, crouching, moving in
drunken slow-motion. As the player, you were all alone in Citadel
Station,
a very spooky place. SHODAN, your AI nemesis, was like a spiritual
presence
within the station, taunting you, sending out its agents to ambush you
and
seemingly watching you from every corner through its many eyes (the
game's
ubiquitous security cameras). The game was an immersive shooter with
RPG/adventure game elements. You had to sneak in order to survive, which
made for an extremely suspenseful experience.
One night Warren Spector and I were working later than usual. He came by
to
chat about some things. As he sat on my desk, I moved down a hallway on
level 3, up through a grav-lift shaft and into a small cubbyhole. (I
usually prefer to "park" myself in some seemingly safe place instead of
pausing a game.) As Warren and I chatted in the dark of the QA pit, we
were
suddenly interrupted by a hissing noise. Looking up at the monitor, I
saw
that I was under attack by one of System Shock's manta-like invisible
mutants. It had apparently followed me down the hallway in silence,
finally
catching up to where I was hiding. As it drew nearer, the grav-lift
elevated it up into my cubbyhole. Warren and I looked on in
reverence-startled by the sudden appearance of the creature and in awe
of
the game's systems (and how they worked in such harmony to produce
surprising, unplanned occurrences). Instead of shooting the mutant, I
simply hit the switch for the grav-lift, turning it off. The invisible
mutant sank slowly to the floor a level below. Playing a game by Looking
Glass is like looking into the future of virtual reality.
Doom (Cooperative)
To play Doom in co-op mode, with 3 good friends, all within screaming
distance, is a multiplayer gaming experience that has, in my mind, never
been rivaled. Back at Origin, the cubicle/office set-up was perfect for
this activity. Late at night we'd gather in a cubicle "pit," each player
with his back to the others, his monitor positioned in one of the
corners
of the pit. We're fire it up and start at the beginning, monsters
cranked
up to Nightmare mode. We're scream and laugh and fight our way past the
demons. Usually, everyone played nice; occasionally you caught a
"friend's"
rocket in the back.
One night in particular, three of us decided to play all the way
through-me, Deus Ex designer Steve Powers and a long-time friend of ours
named Manny Galvan (a Compaq technician, but otherwise a nice guy). We
sat
down and started playing, moving through the demon-infested gloom,
yelling
in surprise whenever we met the enemy, covering each other, then later
two
of us laughing as the third fell down into the acid. After a time we
broke
for food. During the course of that meal, Manny got fairly toasted. When
we
returned to play, he was still drunk. There is something special about
watching one of your friends move in the virtual world-some elements of
his
personality come through even in the simplest character. Watching him
bump
into a wall, back up, then do it again, all while cursing drunkenly, is
an
odd pleasure. Watching him fight demons is a riot.
Shadows and bad noises. Bad things growling like lions. Manny not drunk
then drunk, in the bad places. Wandering, lost, trying to catch up with
the
others. The guns cracking then not cracking, away from where I am. Away
from where he was. Screaming, growling like lions. Rockets chasing me
like
hornets that cannot turn and weave like hornets. Someone walks away and
the
walls melt down.
Neighborhood Watch: X-Com
X-Com holds a special place in my heart. Sure, it was an awesome
tactical
game. The line-of-sight visual system made squad play important and
added
to the suspense, since an enemy could be standing nearby, just outside
your
vision. X-Com made the point that deeper game-play could be achieved by
slowing the pace of the game (down to turn-based in this case). But it
did
much more. It caused the player to develop an RPG-like connection with
the
characters in his squad. It allowed the player to track the statistics
of
his squad members and even rename them. X-Com also created amazingly
detailed and interactive maps. You could destroy any part of a map
solid-walls, doors, trashcans, windows, etc. For a 2d game, it also
featured an amazingly three-dimensional world. Its atmospheric appeal
was
one of its strongest features-darkness lent the game edge and the
real-world setting-suburban neighborhoods-was compelling.
Early in the game, while staking out a surreally normal neighborhood at
night, I suddenly realized that one of my squad members, Sourdust, had
gotten too far out ahead of the others. Using the last of his movement
points, I had him kneel next to a filling station gas pump and rotate in
place in order to spot any hidden aliens. My worst fears were confirmed;
three aliens suddenly popped into view, all standing within a few feet
of
Sourdust. Realizing that he was toast anyway, I had Sourdust nobly
sacrifice himself for his squad-he fired off a quick shot at the gas
pump.
(I was not sure yet if the game would support this level of
interaction.)
The resultant explosion, much to my delight, took out all three aliens
(even as it incinerated Sourdust). As the fiery "death's head" explosion
blossomed over the scene, I knew I was in gamer heaven.
Take Me Back to the Icon of Sin: Doom 2
The day that I stepped out onto that massive shelf, facing the Icon of
Sin,
is a day I will never forget. Immediately it began its deep, slow
chant-the
very voice of evil. When the first cube came spinning forth from the
Icon,
I was fascinated. I watched as it spun through space, finally coming to
rest on the shelf nearby. Then of course it spawned a demon. Even as I
began to fight the demon, I could see that the cubes were still coming
steadily, one after another. Soon a range of demonic entities populated
the
area. Some battled it out with one another while I ran around trying to
stay alive. After playing through this level a few times I was still
fascinated; it was conceived for maximum impact and it was something I
had
never experienced before. The Icon of Sin was art.
So that's my list. I'm sure all hardcore gamers would have a different
set
of favorites. I left off some of the really early games because-though
they
were fun and cool at the time-I really think that the impact of the
technologies of the last decade has (when coupled with good designed)
accounted for experiences that are more inherently powerful. Here's to
hoping that we can all add some new "transcendent gaming moments" in the
coming years.
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