How Video Games Changed the World Page #7
- Year:
- 2013
- 120 min
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complexity in control systems.
It was one of the first games to
introduce the idea of special moves,
so each of the colourful characters
have their own way of fighting.
To perform, say,
your fingers have to perform quite
a complex dance on the controllers.
You have to memorise then perform
this move at lightning speed,
which makes it a bit like
mastering a musical instrument.
Someone playing Street Fighter II
is making hundreds of strategic
decisions at lightning speed.
It's basically scissors,
paper, stone,
but on a bewilderingly
complex scale.
People playing Street Fighter II now,
they're still really competitive,
and they're doing
frame-by-frame analysis
of where the vulnerable windows are,
and when you can use which attack,
and what blocks what
and what doesn't block what
and it's, um, it's just crazy.
That's why it's so satisfying
when you win.
You aren't simply thumping
someone in the face.
You're outwitting
and outperforming them,
while thumping them in the face.
a whole raft of other "beat 'em ups"
of growing complexity, such
as the phenomenal Tekken series,
which, as you can see,
became increasingly more violent.
Still, at least no-one's ever
inspired to actually do that
kind of thing in real life, as
a consequence of playing the game.
I remember, when I was a kid,
my brothers, um,
made me fight with another kid
and it was just like a little
kind of spar with another
young kid that was my age.
Everybody thought
I was going to lose and, um...
I actually
It was so dumb,
but I actually won!
With my dodgy little
Eddy Gordo moves.
My missus still laughs at me about
that, like, I remember my brother
saying it around the table and I was
like, "Oh, sh*t, I actually did it!"
That's how much I was into Tekken!
It's so wrong!
Oh, well, at least they're just
kicking and punching each other.
It's not like games are full of
people running around shooting guns!
By 1993, there have been a few games
in which you shoot people with guns
from a first-person perspective,
like the fun Nazi-culling excursion
Wolfenstein 3D,
but it was the release
of our next game
that truly cemented
their place in history.
Doom was a flabbergasting,
ultraviolent descent
into bloody hell!
The first time I saw Doom,
my jaw was on the floor,
it was absolutely stunning!
Doom was one of the big "holy sh*t"
moments in games history.
I remember, I had been working
when that had come out
and, you know,
we were experienced
video game people.
You know, we all did that
for a living.
And Doom was
the first time we saw it,
we were like, "What is this?"
The modern-day shooter is
Doom, essentially.
Id Design effectively created
the first-person shooter,
with Wolfenstein, before Doom.
Doom popularised it, because it was
the perfect implementation, I think,
at that time of the idea of seeing,
of you inhabiting the character,
and the camera view
being your view of the world.
In fact, this ground-breaking
first-person viewpoint
was actually a happy accident.
The reason why we made the games
first-person when we started was
because it took less processor time
to actually not draw
so the game can go faster
because of it.
There was something very, um...
How can I describe it? ..lonely..
..about Doom.
I know, it's not a shock for some
people to imagine computer players,
computer game players
as being lonely,
but Doom was one of those games
I used to dream about, you know.
There was a feeling of real isolation
to it, you know, and, er,
I found that quite powerful at times.
Isolation is scary. Doom was scary.
Very scary! Honestly!
Young people hearing
older people talk about...
how Doom was scary must be like, you
know when you read those stories how
when people saw the first cinema
and they would run out of
the cinema, you know what I mean,
laugh and think, "These idiots!
"They thought
it was a real train coming!"
But you know, things can have
an incredible effect on you,
when you're first experiencing them.
The reason why Doom was
terrifying for me was
because there were doors in it
that could open and shut.
That, you know, seems like caveman
staff, like being scared of that,
like, "Eugh!" being scared
of a shadow or something,
but the fact that there were doors,
and you could hear things
behind the doors,
that was an incredible
kind of leap forward,
that was an incredible,
um, an incredible thing!
One of the things
that makes Doom scary is just,
obviously, the darkness in the game
and it's also scary in that,
um, enemies,
you can hear them wandering around,
so you know they're there somewhere
and just hearing that,
not seeing it, is a scary thing.
And also, you know that
you could go through a hallway
and accidentally step on the
wrong thing and, all of a sudden,
a wall opens up next to you
and stuff is coming out at you.
Doom was packed with
so many innovations,
it was almost embarrassing,
but its biggest innovation of all
was the immersive
and compelling multiplayer mode.
I can remember, I was actually
working at a game development studio,
and one day we all went in
one Saturday, we all went in
and set up the computers, um,
set up the local area networks,
that we could all play Doom together,
and it was my first experience
a whole bunch of friends playing
together, beating enemies, er...
and being aware of each other,
that whole idea of telepresence,
a game world, it was fascinating
and so, so compelling and we just
played for 12 hours straight.
is that it, um,
it adds... it adds a dimension to
friendship that nothing else does.
Going to see a film with your friends
is nothing compared
or a game with your friends
and Doom was the first game that
really allowed us to experience that.
Yeah, although it's hard not to
notice that experience is
kind of violent and, in this regard,
Doom was a child of its time.
By 1993, technology had improved to
the point where in-game characters
could be represented,
albeit crudely, by real people,
as in the notorious
Mortal Kombat here,
And the sight of
these "real" people
maiming and mutilating each other
was a step too far, for some.
When a player wins, the so-called
"death sequence" begins.
The game narrator instructs
the player "to finish...",
and I quote, "finish his opponent."
The player may then choose
a method of murder, ranging from
ripping a heart out, to pulling
off the head of the opponent
with spinal-cord attached.
Every generation seems to have
some sort of cultural moral panic,
whether it's, you know,
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