The Rise of Computer Games, Part I: Adventure
Posted by cfmcdonald 1 day ago
Comments
Comment by shevy-java 1 day ago
Comment by ido 1 day ago
Comment by mancerayder 20 hours ago
Nothing feels really novel. Where the innovation is seems to focus on graphical realism, which of course I love.
I'm strongly attached to Kingdom Come Deliverance 2 and while I'm near the end of the game, I'm dragging my feet so I don't have to go back to the drawing board of sorting through endless terrible FPS and retro hack and slash games on Steam that don't interest me and are copies of 20 year old games.
Adventure games (the topic here) are my favorite though, and it's very rare that anything comes out. The Sierra and LucasArts days are over (RIP). That said a few gems come out here and there, like Lucy Dreaming.
Comment by tietjens 4 hours ago
Just started KCD2 last night by the way.
Comment by ido 15 hours ago
Don't you see a pattern around first person shooters, real life
'simulators' built on repetitive OCD grind, and a general sense
of sameness?
In short, no. There were >19,000 games released on steam this year alone in all possible genres (most of them not FPSs or simulators). Even if 90% are "bad" (because 90% of anything is bad) the top 10% (1,900) still span every possible genre including many that didn't exist in the 80s. I suggest that if you're truly interested in finding some modern gems that you try to search for communities that revolve around your interests (for example on reddit).Comment by mancerayder 14 hours ago
Many of the genres are baloney, at least the stuff that comes back in search results as recent - it's all Work Simulator, a slow grind, the ubiquitous first person shooter, horror or everyone's favorite hack and slash genre.
We're drowning in numbers, is all you're really telling me.
Comment by ido 5 hours ago
Comment by Tuna-Fish 1 day ago
The biggest, most advertised titles are often very good-looking and very "bubblegum", for the exact same reason that the most popular genres of pop are like they are. To appeal to the widest audience, you have to file off all the sharp corners, and if that's the market you see then modern games can seem soulless.
But that's not all of the market! No matter what genre you are interested in, there's probably more work ongoing in it and better games coming out right now that there ever has been in history. Most of them are less refined and sell a lot less than the mainstream games, but occasionally one succeeds well enough to expand past the small niche audience, which inevitably brings a lot more people into the niche, followed by imitators which grow the niche.
Comment by 1313ed01 1 day ago
Comment by sillyfluke 1 day ago
Comment by Marazan 1 day ago
It is a lovely, very enjoyable game but it is _incredibly_ derivative.
Comment by II2II 22 hours ago
As the saying goes, "good artists borrow, great artists steal."
Comment by Marazan 22 hours ago
EDIT: Stardew Valley has so many QoL improvements over harvest moon though. The early HM games are punishing.
Comment by Tuna-Fish 23 hours ago
Huh? That is also an artifact of what kind of games you follow. Just of the top of my head:
- colony sims
- strategy games (tactical/operational/grand-, with rt, rt+pause, turnbased options for each)
- racing games
- 4x games
- flight sims
- spaceflight sims
- rpgs
- survival games
- shmups/ bullet hell
- roguelike/roguelite
- exploration
- rhytm games
- horror
- factory builder / management sim
are all having a great time.Comment by fragmede 1 day ago
Comment by mancerayder 20 hours ago
The Monkey Island that came out a few years ago sadly felt like a puzzle-free story for children and their parents to sit together to play. Elaine lacked humor and cynicism, there was a child's voice in some of the narration, the graphics were strangely cubic and stylistic instead of warm, and the characters seemed caricatures of themselves (like season 5 of a comedy series where the writing devolves into self-referential insider jokes about the past seasons).
I feel terrible saying that.
Will Adventure games come back, or are we lost on the new ADHD world of interruptible short content?
Comment by alisonatwork 1 day ago
I'm not sure it's worth lamenting that the most popular games today tend to have addictive mechanics and otherwise little novelty. Clearly that's what people enjoy. If you are interested in experimental or avant garde games, then that stuff is still out there in the indie scene. Lots of them are bad games, but they still might be good ideas.
There's plenty of examples I am sure people can share on the thread, but here's one that comes to mind for me as interesting but not very fun: Bokida - Heartfelt Reunion. It's a gigantic monochromatic world with impenetrable puzzles and weird geometry that reminded me of those old freescape games like Driller. I don't think I enjoyed it very much but somehow I did play it all the way through and it still sticks in my mind today because no other game I played really did the same stuff. But, then, it's possible that that's just my subjective experience and for someone who plays Minecraft or something similar, Bokida was just derivative and forgettable? I dunno.
There's a lot out there, though. I think we're in a golden age of games! As a kid I could never have imagined having a literal "backlog" of dozens of games I've already bought but not even started yet because there's so much to play.
Comment by vunderba 1 day ago
Comment by maccard 22 hours ago
Comment by JKCalhoun 1 day ago
I think we've learned that creativity comes from constraints. Early computing platforms certainly were replete with that.
Comment by egypturnash 1 day ago
Comment by JKCalhoun 1 day ago
Comment by Apocryphon 1 day ago
And if you look at this best-selling video games list, there's only a single FPS in the top ten (PUBG, which is technically also third-person):
https://en.wikipedia.org/wiki/List_of_best-selling_video_gam...
Comment by 01HNNWZ0MV43FF 1 day ago
Comment by maccard 22 hours ago
[0] https://www.metacritic.com/browse/game/ps5/all/current-year/... [1] https://www.metacritic.com/browse/game/xbox-series-x/all/cur... [2] https://www.metacritic.com/browse/game/all/all/current-year/...
Comment by finaard 1 day ago
Even just looking at "game uses 3D engine" we don't really have many great things. There's portal, and while some of the other stuff have promising ideas (like infinifactory), for all of them the controls tend to get in the way of fun.
For ease of use and fun pretty much all simulations - even as far back as the 90s - just using isometric projection are still unbeaten by attempts to go full 3D.
Comment by Apocryphon 1 day ago
Comment by ido 1 day ago
Comment by rsanheim 15 hours ago
Comment by Apocryphon 17 hours ago
Comment by anthk 1 day ago
Comment by nottorp 1 day ago
Comment by anthk 1 day ago
Comment by jhbadger 23 hours ago
Comment by anthk 22 hours ago
Pretty much the definition of an old 'point and click' aventure with action points.
Comment by nottorp 18 hours ago
Comment by Apocryphon 17 hours ago
Comment by anthk 22 hours ago
Comment by k__ 1 day ago
Comment by Apocryphon 1 day ago
- Darren Franich, "Metal Gear Solid: The strangest great videogame franchise"
https://ew.com/article/2015/09/04/metal-gear-solid-strangest...
Comment by shmerl 1 day ago
Comment by turkishmonky 23 hours ago
Jokes on me though, since now he can type at over 100 wpm (and uses dvorak)
Comment by WillAdams 1 day ago
Comment by sizzzzlerz 20 hours ago
Comment by glimshe 1 day ago
Comment by alisonatwork 1 day ago
I think the challenge of trying to make an "endless" game using an LLM is the same challenge that all procgen games face - they are boring for people who are seeking a well-paced narrative. There are players who enjoy the mechanics of looting/crafting/trading/etc who will gladly play games where the story is incidental or emergent, but if you're specifically looking for something with a bit more narrative depth, I'm not sure procgen will ever work. Even if there is a system that tries to project coherent storylines onto the generated world, you still need the player to do things that fit into a storyline (and not break the world in such a way that it undermines the storyline!), otherwise the pacing will be off. But if the system forces the player into a storyline, then it breaks the illusion that the world was ever truly open. So you can't have it both ways - either there is a narrative arc that the player submits to, or the player is building their own narrative inside a sandbox.
AAA games try to have it both ways, of course, but it's always pretty clear when you are walking through procgen locations and leafing through stacks of irrelevant lore vs when you are playing a bespoke storyline mission that meaningfully progresses the state of the world.
Comment by JKCalhoun 1 day ago
In this way I imagined in time a world larger and richer than any that had come before it—where you could really just keep going, keep playing, never see all of it.
Comment by alisonatwork 1 day ago
So the tools already exist, but it seems to me that they primarily appeal to a very specific type of gamer, one that doesn't have much overlap with the type of gamer who would like an "endless" open world or the type of gamer who would like a tightly-plotted narrative experience. I think it's more something that appeals to fans of table-top RPGs, people who are looking for a collaborative storytelling environment.
I think many gamers have the imagination of an epic infinite metaverse style game, but then when they actually get the opportunity to participate in one, it turns out that that's not really what they wanted after all, because it requires a level of creative labor that they weren't expecting. This is why I think the market has naturally segmented into sandbox builders, survival/roguelikes, traditional narrative adventures etc.
Comment by egypturnash 1 day ago
Comment by breve 1 day ago
Those are MOOs. They're fully programmable in MOO code. Here's the original MOO: https://lambda.moo.mud.org/
There's no point to a MOO other than to be itself, although LambdaMOO does have an RPG system in it you can play: https://en.wikipedia.org/wiki/LambdaMOO
Server resources: https://www.wrog.net/moo/
Programmer's manual: https://www.wrog.net/moo/progman.html
yduJ's venerable duck tutorial: https://jkira.github.io/moo-cows/docs/tutorials/wind-up-duck...
Comment by glimshe 1 day ago
LLMs are limited today, but one day they may be able to provide the well-paced narrative you're talking about. The LLM would be a skilled fiction writer that would introduce interesting events as I explore the world.
If I decide to go to a bar and talk to random strangers, it could give me interesting life stories to listen without any action. But, suddenly, a mysterious man walks in, gives me a sealed envelope and departs without saying a word... What is in the envelope?
Comment by shevy-java 1 day ago
You can do this with regard to a MUD too, but typically out of character and not every MUD would allow OOC chatting within the game world, as that is disruptive to those players who seek immersion.
It seems to me as if you may not have found a good roleplaying MUD back when you played MUDs. You may be missing out on that experience. I retired from playing MUDs about 11 years ago permanently, but the in-world roleplay was the only thing that was interesting to me since it was the creation of a unique storyline potentially involving many other playercharacters.
Comment by alisonatwork 1 day ago
The thing I love about computer games is that I can go through them at my own pace, pause whenever I like, hang around looking at a cool visual, go back to an old save and try something different, whatever. Multiplayer takes all that freedom away because everything has to progress on somebody else's timetable, which isn't as fun for me. Nowadays being expected to perform on a time limit just reminds me of work, which is the last thing I want when I'm playing a game.
Comment by miki123211 1 day ago
That is more like "computer tabletop", however, and doesn't scale beyond a small number of players.
Comment by hackshack 1 day ago
It lost track of things almost immediately. But the foundation was there.
Maybe if we had a MUD-tuned model...
If it has an approximate way to track state, and a "pre-caching" method where it can internally generate an entire town all at once, room by room, so hallucinations are rarer... actually starts to sound like a traditional DM's method of world building for a campaign.
Maybe something like an LLM-assisted Inform (interactive fiction engine). https://ganelson.github.io/inform-website/
Side note: been playing Aesir, then the Aesir 2 MUD since 1994. It's still up!
Comment by c22 1 day ago
Comment by TylerLives 1 day ago
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Comment by glimshe 1 day ago
In my experiment with ChatGPT, I was walking around in a museum (that was the scenario) and decided to flirt with a woman who happened to be there. The flirting was something I decided to do on the spot with no prompting from the AI. The woman had just been part of the room description up to that point. But it reacted to this new situation in a semi-realistic way, essentially creating a new "adventure" on the spot. I met her on the next day, brought a gift (and so did she), but then it started hallucinating... :(
Comment by xtiansimon 16 hours ago
I recently investigated text based adventure games in Python as a possible tool to teach and evaluate outdoor wilderness safety knowledge and awareness (backpacking and overnight camping) for wilderness therapy.
While doing the research I recalled a friend showing me a text adventure game on his i386 PC. I could not understand the appeal. The possibilities the game suggested were vast, but the effective actions were unattainable--I was not able to see even the most basic level of progress before I became bored.
Now, outlining the wilderness safety "game", its obvious to me some understanding of software and programming would have made the game accessible. Then maybe a key in a room would be better understood as a metaphor of the code. In other words, a game at text level can be an attempt to model a complicated problem in an interactive program. If you can write a game where the final product is convincing (suspend disbelief), then maybe the game's model can be useful for other things. In my case instruction and evaluation of basic domain knowledge. And this level of programming awareness is useful in not getting bored (or experiencing cognitive gap between what a text implies and what the game can deliver).
Comment by griffzhowl 1 day ago
https://en.wikipedia.org/wiki/The_Hitchhiker%27s_Guide_to_th...
Comment by stevekemp 1 day ago
https://www.filfre.net/2013/11/douglas-adams/
For my money the "best" adventure game was and is The Hobbit, but that may well be because it's the first one I was haunted by.
Similar two-part writeup starts here :
Comment by glimshe 1 day ago
Comment by reactordev 1 day ago
This was peak 1986. A few years later and we’d be jumping a little pixel plumber on cathode ray tubes.
Can’t wait for the next part…
Comment by cmos 1 day ago
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Comment by nottorp 1 day ago
Sometimes it will even match what the prompt author intended.
Comment by jgalt212 1 day ago
In his book, Wonderland: How Play Made the Modern World, Steven Johnson applies this thesis to pretty much all the things. Enjoyable book, but the thesis probably does not hold up too much scrutiny.
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