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violent.=20
Lately, we have seen adventures taking on many of the traits of =
D&D games,=20
so that it is now harder to tell the difference between them.</P>
<P>An ideal example of this phenomenon is ALI BABA AND THE FORTY =
THIEVES=20
(trademark of Quality Software), a game with the basic elements of =
both=20
adventures and D&D games. The player must search through a large =
maze to=20
find and rescue a princess, but on the way he must fight monsters and =
thieves.=20
The player, as Ali Baba, possesses personal characteristics =
(dexterity, speed,=20
etc.) that are reminiscent of a D&D game, but he must explore the =
maze as=20
in an adventure. For these reasons, I feel that this game cannot be =
classified=20
as either an adventure or a D&D game, but rather is a solid =
example of the=20
merging of these two genres into a new class of games, the fantasy=20
role-playing ("FRP") games. This suggests that we will see more such =
games=20
combining the "search and discover" aspects of adventure games with =
the=20
"defeat opponents" aspects of D&D 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=3DWargames></A><B>Wargames</B></P>
<P>A third class of strategy games is provided by the wargames. =
Noncomputer=20
wargames as a gaming form have a long heritage. Commercial wargaming =
goes all=20
the way back to the 1880=92s with an American wargame design using =
wooden blocks.=20
The British have long had a dedicated group of wargamers using =
miniature=20
models of soldiers and very complex rules. Their games, called =
miniatures=20
games, have grown in popularity and are now played in the USA. But the =
largest=20
segment of wargamers in recent years has been the boardgamers. This =
hobby was=20
founded in the late 1950=92s by Charles Roberts, who founded the =
Avalon-Hill Game=20
Company and created such classic games of the 60=92s as BLITZKRIEG, =
WATERLOO, and=20
AFRIKA KORPS (all trademarks of the Avalon-Hill Game Company). During =
the=20
1970=92s a new company, Simulations Publications, Inc., turned board =
wargaming=20
into the largest segment of wargaming.</P>
<P>Wargames are easily the most complex and demanding of all games =
available=20
to the public. Their rules books read like contracts for corporate =
mergers and=20
their playing times often exceed three hours. Wargames have therefore =
proven=20
to be very difficult to implement on the computer; we have, =
nevertheless, seen=20
entries.</P>
<P>The computer wargames available now fall into two distinct groups. =
The=20
first group is composed of direct conversions of conventional =
boardgames.=20
COMPUTER BISMARK, COMPUTER AMBUSH, and COMPUTER NAPOLEONICS =
(trademarks of=20
Strategic Simulations, Inc.) are examples of this group of games. =
These games=20
illustrate the folly of direct conversion of games of one form to =
another.=20
They parrot successful and respected boardgames, but are themselves =
not as=20
successful. Because they attempt to replicate boardgames, they are, =
like=20
boardgames, slow and clumsy to play.</P>
<P>The second group of computer wargames are less slavish in their =
copying of=20
board wargames. My own EASTERN FRONT 1941 is generally considered to =
be the=20
best of this lot, primarily because of its graphics and human =
engineering=20
features. Many of the games in this category are experimental; hence =
the=20
successes are outnumbered by the failures. Avalon-Hill=92s first =
entries into the=20
computer wargaming arena were such experiments. My own TANKTICS game =
is an=20
early experiment that once was the most advanced commercially =
available=20
wargame (it was the ONLY commercially available wargame when I first =
released=20
it in 1978). It is now generally regarded as a mediocre game. It can =
safely be=20
said that computer wargaming is not a well-developed area of computer =
gaming.=20
For the moment, computer wargaming is too closely associated with =
board=20
wargaming in the minds of the public and most designers; until it can =
shake=20
free from the constraints of boardgames and, establish its own =
identity,=20
computer wargaming will evolve slowly. <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><IMG height=3D120=20
=
src=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/battlezonelogo.=
gif"=20
width=3D434></P>
<P><IMG height=3D308=20
=
src=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/battlezonesceen=
.gif"=20
width=3D434></P>
<P><B>Games of <A name=3DChance></A>Chance</B></P>
<P>Games of chance have been played for thousands of years; their=20
implementation onto computers is therefore quite expectable. They are =
quite=20
easy to program, so we have seen many versions of craps, blackjack, =
and other=20
such games. Despite their wide availability, these games have not =
proven very=20
popular, most likely because they do not take advantage of the =
computer=92s=20
strong points. Furthermore, they lose the advantages of their original =
technologies. These games demonstrate the folly of mindlessly =
transporting=20
games from one medium to another.<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=3DEducational></A><B>Educational and Children=92s =
Games</B></P>
<P>The fifth category of strategy games is that of the educational =
games.=20
Although all games are in some way educational, the games in this set =
are=20
designed with explicit educational goals in mind. This group is not =
heavily=20
populated as yet, perhaps because the people interested in educational =
uses of=20
computers have not yet concentrated much attention on game design. The =
Thorne-EMI puzzles are good entries in this field, and APX sells a =
collection=20
of very simple children=92s games that have some educational value. =
Several of=20
the classic computer games are educational: HANGMAN, HAMMURABI, and =
LUNAR=20
LANDER are the three most noteworthy of these early educational games. =
SCRAM=20
(a nuclear power plant simulation) and ENERGY CZAR (an energy =
economics=20
simulation) are two of the more complex programs in the educational =
games=20
field. My favorite entry to date is ROCKY=92S BOOTS (trademark of The =
Learning=20
Company), a children=92s game about Boolean logic and digital =
circuits. The child=20
assembles logic gates to create simulated logical machines. This game=20
demonstrates the vast educational potential of computer games. =
Educators are=20
becoming more aware of the motivational power of computer games; with =
time we=20
can expect to see more entries of the caliber of ROCKY=92S BOOTS.<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=3DInterpersonal></A><B>Interpersonal Games</B></P>
<P>I have been exploring a class of games that focus on the =
relationships=20
between individuals or groups. One such game explores gossip groups. =
The=20
player exchanges gossip with up to seven other computer-controlled =
players.=20
The topic of conversation is always feelings, positive or negative, =
expressed=20
by one person for another. Adroit posturing increases popularity. =
Similar=20
games could address corporate politics, soap-opera situations, gothic=20
romances, international diplomacy, and espionage. Although the =
category is=20
undeveloped, I believe it is important because it addresses fantasies =
that are=20
very important to people. Many other art forms devote a great deal of=20
attention to interpersonal relationships. It is only a matter of time =
before=20
computer games follow a similar course. <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=3DCONCLUSIONS></A><B>CONCLUSIONS</B></P>
<P>This concludes the description of my proposed taxonomy. Obviously, =
this=20
taxonomy has many flaws. This is primarily because the basis of =
division is=20
not any grand principle but is instead historical happenstance. There =
is no=20
fundamental reason why wargames should be treated any differently than =
D&D=20
games. Yet, both game systems evolved separately and are historically =
quite=20
distinct. Similarly, the creation of an educational games category is =
my=20
response to the efforts of educators to create educational games. With =
the=20
passage of time, market forces will assert themselves, and a more =
organized=20
and consistent taxonomy will become possible. People have tried to =
create=20
educational games, so we now have them. My taxonomy is a patchwork =
because the=20
set of available computer games is a patchwork.</P>
<P><IMG height=3D170=20
=
src=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/mspacbig.gif"=20
width=3D144 align=3Dleft>This taxonomy suggests a number of =
observations about the=20
state of game design with computers. For example, it should be obvious =
that=20
there are very few basic scenarios for skill-and-action games, each =
scenario=20
taking one category. The archetypical game in each category spawned a =
whole=20
family of imitators, variations, and improvements. Moreover, the =
archetypical=20
game in each category was seldom the big moneymaker; instead, the =
archetypical=20
game was followed by several successor games that improved on it until =
one=20
game hit the nail on the head. Thus we have COMBAT leading to SPACE =
INVADERS=20
in the combat category, DODGE 'EM leading to PAC-MAN in the maze =
category, and=20
PONG leading to SUPERBREAKOUT in the paddle category.</P>
<P>Another lesson that arises from this taxonomy is that the Analogy =
games are=20
still in a very poorly-developed state in comparison to the S&A =
games.=20
While S&A games have fairly clear-cut categories that make sense, =
the=20
categories in strategy games are less satisfying and the distinctions =
between=20
categories are muddier. This ambiguity suggests that much creative =
opportunity=20
remains in the strategy games field.</P>
<P>A taxonomy reflects the body of material it attempts to organize. =
The state=20
of computer game design is changing quickly. We would therefore expect =
the=20
taxonomy presented here to become obsolete or inadequate in a short =
time. New=20
taxonomies must be created to reflect the changes in the marketplace =
in the=20
next few years. For the present, however, the proposed taxonomy can =
provide us=20
with an organized way to view the menagerie of games while suggesting =
new=20
areas to explore.</P></UL>
<UL>
<CENTER>
<P><FONT size=3D-1><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter3.html#=
top">Top</A>=20
| <A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html=
">Return=20
to Table of Contents</A> | Chapters: </FONT><A=20
=
href=3D"http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter1.html"=
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