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