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& LIGHT-YEARS! - TRS-80 Color Computer Archive

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Games Aren't Books<br />

But are these games good science fic<br />

tion? Yes and no.<br />

I remember 1977, when a friend<br />

at work told me about an incredible<br />

new movie called Star Wars. We all<br />

took a long lunch hour (nice boss!)<br />

and went to see it. It was wonderful.<br />

All the ray guns and blasters and<br />

aliens and space battles we had read<br />

about in science fiction were up there<br />

on the screen. I could finally see it<br />

with my own eyes.<br />

None of the hokey cardboard sets<br />

and sound-stage planets of "Star<br />

Trek," none of the witless writing and talentless actors that<br />

had been part of science fiction film and television almost<br />

from the start. With Star Wars, somebody had finally made<br />

a space movie that felt real as you were watching it.<br />

We loved it. We raved about it for days afterward.<br />

My friends knew I had sold a few science fiction sto<br />

ries, though none had yet been published. It was almost in<br />

evitable that one would say, "Hey, Card, don't you wish<br />

you could have written something like Star Wars?"<br />

It felt like he'd spit in my face. Write something like<br />

Star Wars? What a humiliating idea. Star Wars was a<br />

wonderful movie, but it was straight out of 1930s pulp sci<br />

ence fiction. Written science fiction had outgrown that<br />

space-opera stuff decades ago.<br />

That's the way it often is with science fiction games.<br />

We love them because they finally give us a chance to act<br />

out some of those old science fiction stories. Asteroids ac<br />

tually lets us feel how tricky it would be to pilot a ship that<br />

moves by rocketry—it can't slow down without turning<br />

around. Star Flight captures the feeling of exploring where<br />

no one has ever gone before.<br />

But compared to good science fiction, they aren't even<br />

in the same league. If I can't invent a better alien than<br />

those in Star Flight, I'm out of business as a storyteller.<br />

The point is, you don't measure games the same way<br />

you measure books. They do different things.<br />

A game isn't going to be very good at characterization.<br />

Point of View vs. Mapping<br />

Game designers use two strategies to take you through their<br />

game worlds. One is mapping: You are looking down on the ac<br />

tion, watching your player-figure (vehicle or character) move<br />

through a flat map of the world. You can see all around your<br />

player-figure, to the edges of the screen.<br />

The other strategy is point of view: You are seeing the<br />

world from ground level in a 3-D display. Far-off things are<br />

small; you can't see what's behind a wall until you go around<br />

the corner or through a door; and to see what's behind you. you<br />

have to turn around.<br />

One strength of mapping is clarity; you know where you<br />

are. Also, mapping is very frugal with memory. Maps can be<br />

graphically gorgeous (like the planet surfaces in Sentinel Worlds<br />

or the terrain in Firezone), but they do it by repeating certain im<br />

ages over and over again. One symbol always means moun<br />

tains, while another always means trees.<br />

Point of view, however, attempts to give you movielike im<br />

mediacy. You're actually seeing things, moving through the<br />

world yourself instead of maneuvering a player-figure around on<br />

a map. The trouble is that 3-D graphics are slow and they eat<br />

up memory in unbelievably large gulps. Each new angle of view<br />

30 COMPUTE!<br />

But then, it doesn't have to be, since<br />

the hero of the game is the player. The<br />

player supplies the character's motiva<br />

tion—game heroes do what they do<br />

for the players' reasons.<br />

Nor can you have an intricate,<br />

logical plot—not in a good game.<br />

That's because a game has to give the<br />

player options, give the player the<br />

power to make choices and carry them<br />

out. Games that force you to follow a<br />

plot step by step aren't all that much<br />

fun the first time, and once you've<br />

acted out the story the game designer<br />

has forced on you, there's no reason to<br />

go back and play again. So a good game has a whole bunch<br />

of incidents and adventures, but players discover them in<br />

fairly random order. Again, the player supplies the plot.<br />

World Creation<br />

There is an area, though, in which a game can be good sci<br />

ence fiction—sometimes better than anything in books or<br />

movies. Science fiction writers call it world creation.<br />

This doesn't mean simply inventing planets with neat<br />

aliens. Look at the movie Blade Runner. It takes place in<br />

Los Angeles. No aliens at all. But it isn't the L.A. we know.<br />

It's set in the near future, and things have changed. Lots of<br />

things, moving through the background of the film, give us<br />

a powerful sense of being in a strange new place, a place<br />

we've never seen before. And yet it feels absolutely real. We<br />

believe that the future might be this way, and so we believe<br />

in and care about the characters, even though their prob<br />

lems could not even exist in our own time.<br />

Science fiction is the literature of the strange. If the<br />

story doesn't differ from the known world in some im<br />

portant way, it isn't science fiction.<br />

The same thing applies to science fiction computer<br />

games. They are the opposite of sports games and flight<br />

simulators. Instead of letting us act out a real-world activity<br />

like playing basketball with Michael Jordan or landing a jet<br />

fighter, science fiction games let us do things that can only<br />

happen on the computer screen.<br />

requires a new picture, so you not only have to have a picture<br />

of each place, but you also have to have a new picture for every<br />

conceivable angle!<br />

The solution is usually to use vector graphics to draw the 3-<br />

D display. At a primitive level, this means straight lines to repre<br />

sent the bare walls of rooms, with one view for each of the four<br />

cardinal directions. When you turn, you lurch a full 90 degrees at<br />

a time.<br />

Space Station Oblivion and The Colony both attempt far<br />

more ambitious 3-D displays. Instead of having four views of a<br />

room, you scroll smoothly through dozens of different angles.<br />

The result is very satisfyingly realistic movement. Unfortunately,<br />

the cost of this is that you can never get the lush pictorials of<br />

mapping, and even on my speed-demon 386 machine, it can be<br />

a bit slow.<br />

As long as computers place limits on speed and memory,<br />

these tradeoffs are going to be unavoidable. But both strategies<br />

have been proven to work well, and some games now move<br />

easily back and forth between them—most notably Sentinel<br />

Worlds, which at one level uses mapping and point of view on<br />

top of each other.

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