How Video Games Changed the World Page #6
- Year:
- 2013
- 120 min
- 106 Views
pretty much had its ancestry
in the likes of Tetris.
Even as the Russians were chalking
up their first big hit with Tetris,
meanwhile on our side
of the Iron Curtain,
Hollywood was starting to get
seriously involved in the games industry.
Games were being created by the
people who brought you Star Wars.
You know, Star Wars.
What was interesting straightaway
about the LucasArts studio
was it was under the umbrella of
Lucasfilm, George Lucas's company,
so it was the first connection
between film and games.
LucasArts started and it had
a mandate
to stay small and not lose any money
and to be the best, I think,
were the three slogans they had.
And also, don't use Star Wars.
George wanted this new company
to stand on its own legs.
action games which,
while technically cutting-edge,
didn't have much impact.
was a coherent story,
something you'd think Hollywood
would excel at.
The first attempts at computerised
interactive fiction
such as Zork, here, consisted of
nothing but text on a screen -
a kind of playable novella
you navigated through
by typing in instructions like
"go north" and "get lamp".
This spectrum adaptation
graphics to the sea of text -
It wasn't until LucasArts turned
the genre into a point
and click cartoon that interactive
storytelling came of age.
When anyone asks me
what my favourite video game is,
it's not your Grand Theft Autos or
Call Of Dutys, it's Monkey Island.
was a brilliantly realised
comic adventure
overflowing with
character and charm.
What I loved about the Monkey Island
series was the fact that they
were a bit romantic at times,
the main character, the protagonist,
was a guy was a guy by the name of
Guybrush Threepwood,
a wannabe pirate who just really
didn't have it in him.
He didn't have the guts, he didn't
have the nous to become this
famous pirate
that he'd always wanted to be.
We had Elaine Marley,
the love interest.
She was funny,
the script was excellent.
The main antagonist, the main baddie,
was a ghost pirate by the name of
LeChuck.
I love that character so much,
I've actually got a tattoo
on my leg of the man himself.
Not only is it a beautifully
programmed game
and wonderful looking - really
lovely visuals, really distinctive,
but at the same time
it also had a very strong character
You know, a tone, basically, in the
way that a good movie has a tone.
So few games are genuinely funny
and this game was not only funny
in its writing,
It used its mechanics to set up
a lot of the comedy.
There's a sword fight in Monkey
Island that you have to win
but the way you win it is not by
being better with a sword
but by having
the funnier comebacks.
They are basically insult
sword fights.
The character you're fighting
against will insult you in some way
and then you've got
various choices of what's
the funniest retort,
what's the funniest comeback.
As you win the argument, as you win
the fight of witty rejoinders,
the fight would go in the same
direction.
I mean, we were certainly influenced
on Monkey Island by The Simpsons
but also, I think,
Monty Python in a way.
What the Holy Grail was doing to
the Arthurian legend
we were hoping to do to pirates.
Fittingly, for a game forged
from many different influences,
some believe Monkey Island turned
out to be quite influential itself,
pointing out
similarities between the game
and the vastly entertaining
Pirates Of The Caribbean movies.
Both the game and the film feature
a reluctant swashbuckler
wisecracking love interest
from a motley crew of zombie pirates
There are even individual moments
that seem vaguely familiar.
For instance, here, Guybrush
Threepwood solves a problem by using
a coffin as a boat, a bit like Jack
Sparrow did in Dead Man's Chest.
Sorry, mate.
Mind if we make a little side trip?
I didn't think so.
All of which, I'm sure,
is a total coincidence.
It's hard for me
and not see little glimpses of
Monkey Island in them,
but Monkey Island was based on the
Pirates Of The Caribbean ride.
That was my whole
influence for that game,
so it's kind of a full circle thing.
on our list for bringing
cinematic storytelling techniques
to interactive fiction
and its spirit lives on in advanced
contemporary games
like the grim murder mystery,
LA Noire,
and this year's flawed
but interesting Beyond Two Souls.
They're impressive,
but a bit po-faced.
Nothing since has had
All this stuff about spinning yarns
was all well and good
focus on the really important things
maim and kill?
The answer, fortunately, was soon.
Bang!
The early '90s were
brimming with firsts -
gleefully waging the first Gulf War.
The first McDonald's
opened in Russia!
And something called
the World Wide Web
became publicly accessible
for the first time.
Popular youth culture, meanwhile,
was entranced by slackerdom
and the grunge scene,
as detailed on gaudy
entertainment shows like The Word.
But there was also
a new wave of cultural icons,
hailing from Japan, whose
specialist subject on Mastermind
would've been kicking
the sh*t out of each other.
Street Fighter II looks incredible.
It's the game that made gaming cool.
Arcades had to draft in
more machines
just to accommodate
for the demand for it,
you know, it was just such a...
such a huge, huge phenomenon.
Street Fighter II is a prime example
of why games are good, cos
you've got a friend and you say,
"Let's just have a reasonable
game of Street Fighter."
"Yeah, sure, let's have a game
of Street Fighter." And you end up
screaming at them, "I'm going to
kill you! I'm going to kill you!"
But it was great,
cos it was competitive and it was
so unlike anything that I'd ever
played before, to be honest,
cos it's just two characters
punching each other in the face.
It was definitely competitive,
especially when you play
with bad winners.
I called them bad winners,
because, while they're
knocking you the hell out,
they're just like,
"Yeah! Bam! Take that!"
And you just... You're just
You lose!
There have always been
head-to-head games -
Pong was a head-to-head game -
but they tended to be
simple test of reflexes,
until Street Fighter II came along.
This too was a test of reflexes,
but also, crucially,
a test of memory,
agility and strategy.
Now, unless you know what's
going on, it looks fairly mindless,
but it's actually far more
complex than it appears.
I think the key thing
about Street Fighter II was that
it popularised the idea of
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