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four players (one in each corner) defend brick castles against a =
projectile=20
bounced around the field by their shield-paddles.</P>
<P><IMG height=3D161=20
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src=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/breakoutlogo.gi=
f"=20
width=3D434></P>
<P><IMG height=3D384=20
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src=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/breakoutsceen.g=
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<P>In the above games, the player uses the ball as a weapon to batter; =
in=20
other paddle games the player must only catch the ball, or many balls, =
rather=20
than deflect it. AVALANCHE is one such game. In this game, the player =
is at=20
the bottom of the screen and large numbers of rocks are failing; each =
one must=20
be caught with the player=92s piece. The game becomes quite frantic as =
more and=20
more rocks fall at a faster and faster pace. Another game, CHICKEN, =
(trademark=20
of Synapse Software) expands on this theme by replacing the rocks with =
eggs=20
and making each one hatch on striking the ground, forcing the =
player-hen to=20
jump over it as she moves about.</P>
<P>The paddle game-system is a very simple one; although I doubt that =
it has=20
much development potential remaining, I am hesitant to pronounce such =
a=20
durable old system dead. <FONT size=3D-1><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html#=
top">Top</A>=20
</FONT></P>
<P><A name=3DRace></A><B>Race Games</B></P>
<P>Some computer games involve a straightforward race. Most of these =
games=20
allow the player to move at constant speed, but extract time penalties =
for=20
failure to skillfully negotiate an assortment of hazards. Thus, a =
player in=20
the APX skiing game DOWNHILL must avoid the trees and rocks; the =
player=92s score=20
is based on his time to complete the course. MATCH RACER by Gebelli =
Software=20
is a car-racing game with oil slicks and obstacles. NIGHT DRIVER is a=20
car-racing game featuring a first-person view of the road. One problem =
with=20
all of these games is that they are not true games but puzzles, for =
there is=20
no real interaction in a race between a player and his opponent. =
Indeed, it is=20
difficult to identify the opponent in these games.</P>
<P>A more involved variation on the race game is DOG DAZE by Grey =
Chang. This=20
is a true game, not a puzzle. It presents a two-player competitive =
race game=20
with variable goals and asymmetric obstacles. Each player has a dog; =
hydrants=20
pop onto the screen at random locations; the players must race to be =
the first=20
to touch the hydrant, thereby claiming it as their own. Players may =
not touch=20
hydrants owned by their opponents on pain of being temporarily =
paralyzed. The=20
game has many interesting twists and turns without being overly =
complex; it=20
demonstrates that the race game can be a flexible vehicle of game =
design.=20
<FONT size=3D-1><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html#=
top">Top</A>=20
</FONT></P>
<P><A name=3DMiscellaneous></A><B>Miscellaneous Games</B></P>
<P>My taxonomy is flawed; there exist a number of games that do not =
fit into=20
this taxonomy very well. The first I will mention is DONKEY KONG, =
(trademark=20
of Nintendo) a game that looks vaguely like a race game with =
intelligent=20
obstacles. FROGGER (trademark of ________) is another game that defies =
classification in this taxonomy. It could perhaps be called a maze =
game with=20
moving walls or obstacles, but the fit is poor. APPLE PANIC by =
Broderbund=20
Software also defies my taxonomy. In some ways it is like a maze game =
and in=20
some ways it is a combat game. The pace of the game is oddly slow. I =
don=92t know=20
what to call this game. The fact that these games do not fit my =
taxonomy does=20
not bother me overly much; I certainly don=92t want to create ad hoc =
categories=20
for individual games. I am content to wait and see other developments =
before I=20
create new categories or revise old ones. <FONT size=3D-1><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html#=
top">Top</A></FONT></P>
<P><A name=3DSTRATEGY></A><B>STRATEGY GAMES</B></P>
<P>Strategy games comprise the second broad class of computer games. =
These=20
games emphasize cogitation rather than manipulation. I do not mean to =
imply=20
that S&A games are devoid of strategic content; some S&A games =
do=20
indeed have a strategic element. The major distinguishing factor =
between=20
strategy games and S&A games is the emphasis on motor skills. All=20
skill-and-action games require some motor skills; strategy games do =
not.=20
Indeed, real-time play is rare in strategy games (this is changing;=20
LEGIONNAIRE from Avalon-HIII is a notable real-time strategy game). =
Strategy=20
games typically require more time to play than S&A games. Strategy =
games=20
are nonexistent in the arcades; they are rare on the ATARI 2600; they =
are=20
almost exclusively restricted to personal computers. I divide strategy =
games=20
into six categories: Adventures, D&D games, wargames, games of =
chance,=20
educational games, and interpersonal games. <FONT size=3D-1><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html#=
top">Top</A>=20
</FONT></P>
<P><A name=3DAdventures></A><B>Adventures</B></P>
<P>These games derive from one of the oldest computer games, called=20
"Adventure". In these games the adventurer must move through a complex =
world,=20
accumulating tools and booty adequate for overcoming each obstacle, =
until=20
finally the adventurer reaches the treasure or goal. Scott Adams =
created the=20
first set of Adventures widely available for personal computers; his =
software=20
house (Adventure International) is built on those games. The Scott =
Adams games=20
are pure text adventures that run in a small amount of memory, so they =
do not=20
need disk drives; they are also readily transportable to different =
machines. A=20
short time later Ken and Roberta Williams built On-Line Systems with =
THE=20
WIZARD AND THE PRINCESS (trademark of On-Line Systems), an adventure =
that=20
presented pictures of the scenes in which the adventurer found =
himself. The=20
game itself was not particularly new; the innovation was primarily the =
use of=20
graphics. Both firms have expanded their lines with more games using =
the=20
systems they pioneered. Most of these derivative games are =
structurally=20
similar to the originals, differing in detail, polish, and size.</P>
<P>The next variation on the adventure theme was the giant adventure, =
of which=20
there are several. TIME ZONE by On-Line Systems is one of these. These =
giant=20
adventures use multiple diskettes to link together a gigantic =
adventure. As=20
the player solves the puzzle in one environment he moves on to another =
environment on another disk. The games are structurally identical to =
earlier=20
games; the only difference is one of magnitude. They take many weeks =
of play=20
to solve.</P>
<P>A new variation on the adventure game genre is DEADLINE (trademark =
of=20
Infocom), a detective adventure with a number of interesting twists. =
Its=20
heritage as an adventure is evident in its lack of graphics and its =
use of an=20
excellent sentence parser. This adventure puts the player in the role =
of a=20
detective attempting to solve a murder. The game is played in a =
real-time mode=20
that adds to the interest and challenge of the game. The player =
searches not=20
for treasure but for information with which to solve the murder. This =
game=20
shows the potential of the adventure system in that the same system =
can be=20
used, with the storyline and goals altered, to appeal to a different=20
audience.</P>
<P>One of the most clever adventures ever done is Warren Robinett=92s =
ADVENTURE=20
on the ATARI 2600. This adventure follows the same basic format as all =
adventures, except that it uses absolutely no text. Instead, the user =
moves=20
through a series of rooms presented in rather simple graphics. =
Although the=20
graphics and input schemes are radically different, the basic feel of =
the=20
adventure system has been successfully retained. SUPERMAN, HAUNTED =
HOUSE, and=20
GALAHAD AND THE HOLY GRAIL by Doug Crockford are all derivatives of =
this=20
game.</P>
<P>Adventures are closer to puzzles than to games. As discussed in =
Chapter=20
One, puzzles are distinguished from games by the static nature of the=20
obstacles they present to the player. Adventures present intricate =
obstacles=20
that, once cracked, no longer provide challenge to the player. It is =
true that=20
some adventures push closer to being games by incorporating obstacles =
such as=20
hungry dragons that in some way react to the player. Nevertheless, =
they remain=20
primarily puzzles. <FONT size=3D-1><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html#=
top">Top</A>=20
</FONT></P>
<P><A name=3DD&D></A><B>D&D Games</B></P>
<P>A completely independent thread of development comes from the =
D&D style=20
games. Fantasy role-playing was created by Gary Gygax with Dungeons =
and=20
Dragons (trademark of TSR Hobbles), a complex noncomputer game of =
exploration,=20
cooperation, and conflict set in a fairytale world of castles, =
dragons,=20
sorcerers, and dwarves. in D&D, a group of players under the =
guidance of a=20
"dungeonmaster" sets out to gather treasure. The game is played with a =
minimum=20
of hardware; players gather around a table and use little more than a =
pad of=20
paper. The dungeonmaster applies the rules of the game structure and =
referees=20
the game. The dungeonmaster has authority to adjudicate all events; =
this=20
allows very complex systems to be created without the frustrations of =
complex=20
rules. The atmosphere is quite loose and informal. For these reasons, =
D&D=20
has become a popular game, with endless variations and =
derivatives.</P>
<P>D&D first appeared in the mid-70=92s; it didn=92t take long for =
people to=20
realize that it had two serious limitations. First, the game needed a =
group of=20
players and a dungeonmaster, so it was impossible to play the game =
solitaire.=20
Second, the game could sometimes become tedious when it required =
lengthy=20
computations and throwing of dice. Many people recognized that these =
problems=20
could be solved with a microcomputer. The first company to make a =
D&D=20
style computer game available was Automated Simulations. Their TEMPLE =
OF=20
APSHAI program has been very successful. They also market a number of =
other=20
D&D-style games.</P>
<P>So far, however, few games have been marketed that truly capture =
the spirit=20
of D&D. There are several reasons for this. First, most =
D&D-players=20
are young and don=92t have the money for such packages. Second, the =
adventure=20
games have slowly absorbed many of the ideas of the D&D games. =
There was a=20
time when we could easily distinguish an adventure from a D&D game =
with=20
several factors.Adventures were pure text games, while D&D games =
used some=20
graphics. Adventures were puzzles; D&D games were true games. =
Adventures=20
were by and large nonviolent, while D&D games tended to be quite =
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