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Gaming Made Me

Games

Rock Paper Shotgun have been running a feature since last week called Gaming Made Me, with the following premise:

The games that made us the kind of people that we are today. Which was the game that made us stand on a table and say “O Captain, My Captain”? Which game bullied us after school and made us frightened of walking alone at night? Which game would a psychiatrist want to talk to after our first session on the couch? We’ve picked out a bunch of titles that stood out as defining in our lifetimes of button-mashing, whether good or ill. What will they be?

I’ve had a lot of fun reading first about the picks of four RPS authors, later the auto-analysis of various game developers and other journalists, but I didn’t see a reason to write one of my own since I doubt interest in my gaming past is really that great. However, today I came up with a good enough reason: it’d be kinda fun to write.

It’s pretty hard to pick just four games that were especially important in forming my gaming habits of course, not least because it’s difficult to think that far back and try to analyse the impressions that different games left on me. But I’ve picked the four games that seemed most obviously influential to me:

Red Alert

Command & Conquer: Red Alert

Oh how I wanted to pick Planescape: Torment. Torment showed me the sheer brilliance possible to achieve in interactive narratives, and it taught me that game stories can be so great that their gameplay almost doesn’t matter. But somehow, almost perversely, Red Alert seems more important. I think it was the first game that really captured me with its story. Those FMV cinematics were campy and clichéd in exactly the right way to suck in my naïve 10-year-old self, with the perfect mixture of espionage, war, and completely ridiculous fantasy technology.

It made me shoot Soviet conscripts, blow up Mammoth tanks, and dodge Tesla coils outside with my friends after school. It made me write fan fiction. It made me open up the level editor and attempt to construct worlds.

Might & Magic 6

Might and Magic VI: The Mandate of Heaven

This was an important one – it was the first game where I basically came to live inside its world. I played it for a good half year with my best friend, twice a week, as we took turns to control the game, and its pausable real-time combat had enough tactics that the input of the one not at the controls actually mattered. The story was surprisingly original, a defiantly strange mixture of fantasy and science fiction, and somehow they managed to show most of it instead of telling it, even with those simple 1998 graphics. The multiple revelations of the world’s history were imparted subtly and gradually, but felt no less shocking and momentous.

M&M6 had a huge, expansive open world that ran like clockwork – it was completely obvious in retrospect that it had been designed in a spreadsheet, as everything fit so perfectly together (12 regions = 12 shrines = 12 months in the year), but I’ll never forget the joy of figuring out a system as enormous and complex as that game, picking it apart and mastering it completely. Years later I got the same thrill from analysing Oblivion for a university paper, cataloguing its cities, its storylines, its missions, its races, and picking apart its gameplay down to the constituent mechanics. For M&M6, we had a three-ring binder full of notes on travel routes, shrines, obelisks, skill trainers, traders, colour codes, alchemical recipes, artifacts, and secrets. We once spent a whole day experimenting with herbs to make a complete list of all possible potion recipes in the game. A week later, we found that very same list somewhere on the Internet, but it didn’t matter because our list was our list.

It was also the first game that showed me how stories can be created dynamically if the game system is sufficiently large and complex. We were so proud of our wizard when he became our first character to reach his third and final rank as grand master when we killed a powerful lich far earlier than our character levels should have allowed, and finding Excalibur in a rock long before we had the ability to pull it out made us completely obsessed about getting that damn sword. With such a love of M&M6′s expansive world and open gameplay, I still don’t understand why I never got on with Morrowind, but maybe I should’ve played it together with somebody else.

Half-Life

Half-Life

With the possible surprises out of the way, here are the nobrainers. Half-Life not only defined my current understanding of immersion in video games, it was my first leap into real 3D level design as well as my proper introduction to multiplayer gaming. I never became very good at it, mind, but I actually spent some time on it, unlike my quick brush with multiplayer in eg. Quake.

Half-Life seemed like a completely new way to tell a story in a game – so much more involved than the weak narrative tagged onto the beginning of a level yet far more natural and elegant than the expansive reams of text RPGs would happily throw at you, it was of course a storytelling technique already employed in games like System Shock or Ultima Underworld before Half-Life, but I’d completely missed those games, and combined with modern animation technology and modern FPS gameplay, Half-Life just took it to a whole new level. An entire year of my life was pretty much dedicated to Half-Life, and then I got Deus Ex.

Deus Ex

Deus Ex

I’m not sure I need to say much about how much this game changed my life. The major achievement of the game was the fact that it caused me to involve myself so completely in my fandom for it. It was exactly the mixture of FPS, RPG, and adventure that I craved, and thankfully its unique, complicated gameplay clicked very quickly with me. It still took me about 5 years to completely figure out its design, but in that process, I also learned about other approaches to game design and even game development in general.

Seven years of my life were spent working with Deus Ex, and for that reason, it’ll always have a special place in my heart. Though in that period, I’ve discovered and suffered under pretty much every weakness in the game’s design and construction, I still see it as the most ground breaking and visionary piece of game design in my life.

Deus Ex is the reason I admire non-linearity, it’s the primary cause of my love of exploration, it’s why I crave non-lethal action gameplay, and it’s why I don’t fear complicated hybrid gameplay. Deus Ex has been my mentor.

Posted in Games, Personal.

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9 Responses

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  1. EER says

    What’s interesting to note in your list is the genre distribution of the four games. You seem to have been mostly ‘made’ by FPS and RPG (and a little RTS), That directly leads to TNM ofcourse.

    Also interesting is that you are made exclusively by PC games. Did you have any gaming device before the PC?

  2. Jonas says

    No, the first game-capable device in my household was a 486 PC, and Doom was one of the first games we installed on it (damn near took up the entire harddisk). I did in fact have a SNES when I was younger, and though I certainly won’t deny that the two games I had for it (Super Mario World and Goof Troop) had some part in shaping my gaming consciousness, I can’t identify any major impact that they had on my taste in games.

    But yes, at heart, I’m a PC gamer and an FPS and RPG fan – good thing those are two of the three most popular genres these days (the third being strategy). And good thing I was raised as a PC gamer, otherwise I might never have got into the modding which led me to game development : )

    If you had to pick 4 games like these, what would they be? I’d be interested to hear that.

  3. Lawrence says

    Red Alert?! What about Command and Conquer? Or did you just not catch that one in time? I think CnC was the first game on CD that I ever played, and I absolutely loved it. Especially fun was the dial up mp matches…until someone picked up the phone :p

  4. Jonas says

    Yeah sadly I completely missed C&C.

    I missed so many games back then, I really find it quite depressing to think about. If I could retcon one thing about my own early gaming habits though, I would make myself play Thief when it was originally released. Man.

  5. EER says

    Hotwheels
    The first game I can remember playing, the most interesting about it was that you could build your own car! Given my age at the time, this was something that was the pinnacle of gaming satisfaction: driving a car you have built yourself. After this game, I have only ever done this with Nascar 2000 (custom paint jobs using mspaint). This game has more or less started off my gaming career by being simply enjoyable.

    Sim City
    Another very early entry in this list is Sim City. At 8 I wasn’t a very good mayor. Luckily you could set taxes to 20% in December (just before collecting them), then lower them to 1% during the rest of the year (attracting more people to your city). This allowed me to build very cool cities, and then FLOOD THEM. This combination of building and destroying is also seen in my Lego building behaviour: Build a house, make up a story that involves knocking down the house, repeat. I am tempted to add Settlers, Civilization, Transport Tycoon and The Sims here, but I think Sim City covers this area nicely already ;)

    Morrowind
    Morrowind was the very first 3D open world game I bought. I remember reading raving reviews and thinking “I WANTS IT”. It’s also one of the first games I have played with serious lore behind it. I got totally involved in everything Morrowind, looking for the lost dwarves (which I know now are not in the game), reading all kinds of books (in-game) on the subject. The game totally sucked me up, and I loved it. Deus Ex and Diablo 2 also fall into this category, but I must say that Morrowind made more of an impression due to the sheer SIZE and 3dness of the game.

    Shadow Warrior
    Quake
    The FPS entry I write with mixed feelings, on the one hand, Quake was the first 3D shooter I have played. I actually created a level for multiplayer in which I accidentally only placed a single spawn point. Telefrags a go, obviously! On the other hand, Shadow Warrior was the first game I ever bought using my very own cash. 100 hard-earned guilders I paid for it, and I have never regretted it. My dad however, was less optimistic about my choice of game, since I was 12, and the game was rated 18+. But the game simply was FUN. They should remake it.

  6. Jonas says

    Oh yeah SimCity was fun but I could never get a hang of the economics either, and I didn’t know that tax trick.

    I’ve read the last of the dwarves is actually in Morrowind as part of one of the plot missions (something with a disease you can get, and you have to find a cure).

    I think you would inevitably be disappointed if they remade Shadow Warrior. I do remember that it was very cool at the time though. It even had vehicles, didn’t it? Very cool.

  7. EER says

    Indeed, it is also in the plot somewhere. But I just ran into the last dwarf on one of my travels/break-ins, and the dwemer culture seemed very advanced at the time, so it is surprising how everyone disappeared at once. Maybe I should play Daggerfall and maybe I’ll find out.

    I would probably be disappointed by a SW remake, and yes, there were vehicles. But they were very basic. However, I would just like to have people remember it. Right now not many people outside of the ‘scene’ know it. Even the new generation of gamers (post 1990) have never even heard of it, which is a shame.

  8. Jonas says

    I really wouldn’t mind working on an open, very systemic RPG – I believe it would satisfy my semi-OCD. I love the idea of having this large game world to fill with content; I had so much fun working like that on TNM.

  9. Joseph Wright says

    i played the original SimCity in the 90′s and until now i still play the latest version of SimCity`-,



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