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Greg Kasavin Executive Editor, PC Games |
Recent Favorites: Clive Barker's Undying, Operation Flashpoint, Serious Sam Most Wanted: Warcraft III, Soldier of Fortune II All-Time Favorites: Ultima V, Street Fighter II, Samurai Shodown, Fallout |
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Martian Dreams, Part 2 of 2
Last week, I presented you with a hypothetical situation wherein a Martian pulled a perfect three-point landing in your backyard (or, if you don't have a backyard, a lousy crash landing in your living room), politely greeted you, and asked you in perfect spoken English, "What exactly are these games you play, and why do you and other people bother to play them?" This Martian is evidently smart and evidently curious, but it has had no previous exposure to human culture and thus plainly doesn't understand why we do the things we do. And for some reason, it seems particularly confounded about why people like us tend to sit for many hours on end, with blank expressions on our faces, looking at screens while our hands manipulate things such as keyboards, mice, and gamepads.
![]() Very few games bother trying to justify why you can keep coming back to life. The Soul Reaver games are a rare exception. |
Last time I talked about how a lot of games--most games--focus on a life-or-death conflict. If you don't shoot back, you die. If you don't destroy the enemy's base first, he'll destroy yours. Death in these games has little consequence. In Half-Life, widely considered the best first-person shooter ever made, you die constantly. This isn't part of the plot or the story--after you die, you almost instantly restart moments earlier, depending on where you last quick-saved your game. You could make Half-Life more challenging for yourself if you didn't quick-save as often, since you'd then have to successfully navigate numerous dangerous situations successively, rather than piecemeal. But then you'd just end up having to play through more of its sequences repeatedly, since you'd invariably die anyway. In short, when you play Half-Life, you're permitted to save your progress as often as you like, and this imaginary, completely abstract concept--saving your progress--becomes just as essential to the experience as pulling the virtual trigger of whatever virtual weapon you happen to be wielding. Yet when describing Half-Life to someone who hasn't played it, you probably wouldn't get into as much detail about the save system as I just did. Maybe you should. Maybe the concept of that save system is more interesting to someone who hasn't played a game before than the idea of saving the world from alien invasion, a pop culture cliché.
Games are weird. Most games these days are considered 3D, when in fact they're still being played on flat 2D surfaces. Some games look completely different from others--in one, you're shooting aliens, and in another, you're creating railroads--yet most use the same exact types of controls, regardless of their subject matter.
![]() I don't know about you, but nothing holds my attention like a good game. |
People can't understand games unless they play them. Over the years, we've heard countless accusations of how games may be guilty of corrupting America's youth or how they may be directly responsible for heinous acts of real-world violence. Our instincts tell us that these accusations are unfounded or downright absurd--we know that games aren't real, and we like them because they're not real. Yet, getting back to our Martian friend, we'd probably try to describe to him that games can suspend our disbelief, making us feel as though we're really in hostile, or otherwise exciting, situations. Games let us take part in significant experiences that we otherwise couldn't take part in, either because they're simply not possible or because they'd get us killed.
The Martian shakes its head thoughtfully. Games transplant us, safely, to other places, letting us live multiple other lives. It's another question entirely as to why that's desirable. At any rate, we can offer the Martian this: Games provide a unique sensation that's enriching. For some of us, nothing can hold our attention quite as well as a game can. Look at all the accusations flying around about how the youth of today have short attention spans. Tell that to a member of a Counter-Strike clan.
![]() Even if you've never played a game before, there's a good chance you'd like Starcraft. |
I think games are amazing and also incredibly hard to describe, though I try my best to be able to describe them clearly to those who might not know them as well as I do. Games are on the verge of having mainstream appeal--they're always in the news, they're always on TV, and we hear about them all the time. That's great, and we should do what we can to keep them going in that direction by using clear terms when explaining them to people them and by expecting the games we play to be well made and self-contained. You shouldn't ever have to apologize for a game. When someone asks why you think games are so great, you shouldn't have to say anything--you should be able to choose your favorite game from your shelf, boot it up, sit that person down, and let him or her see what all the fuss is about.
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