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The
Story So Far
Life, evolution and survival of the fittest - games that nature's been
playing for quite a long time now. And true to life, modern society
is into games too, namely survival, war, and empire building, although
the latter two tend to be restricted to players with deep pockets. For
those without such good fortune, there's chess, undoubtedly one if the
greatest games of the last millenium.
Only in
the last century have the larger scale games begun to creak the board
at its seams. The Great War was perhaps not so great after all, and
the one after that made us realize that we might be in danger of ruining
the board itself. What we've learned is that more sophisticated weapons
create the need for a greater understanding of war itself, if wars are
indeed to continue.
But battlefield
simulation require more than a chess board, more even than counters
and a scale model…. "Hey Babbage! You couldn't help figure
out how to calculate missile trajectories, could you?". "Great!"
And like that, the technology for military simulations began to evolve
faster than the weapons themselves.
Do I hear
complaints that games, like checkers or twister, are fun family pasttimes,
whereas war is horrible and real and certainly not a game? The distinction
is probably more a matter of ethics than simply whether counters are
used instead of people. But, up until now I have used the term 'game'
in its broadest sense, meaning any activity involving rules and objectives
(implicit or deliberate) - and war is one of mankind's key such activities,
whether or not you'd like to ban it.
So, from
now on I'll revert to the cuter variation and use "game" to
mean any simulation of a rule-based activity, whether from the real
world or an abstract one. Yup, from now on games are indeed just dice
and counters. What they represent we'll leave to the anthropologists,
though I expect it'll still be hard to avoid noticing the strange coincidence
that so many games have a warfare aspect to them.…
The last
century has seen board games reach the limitations of cardboard and
plastic: Scrabble, Risk, Monopoly, Mouse
Trap, Haunted House, Operation, etc. Even pinball
games have reached their ceiling in terms of sophistication with Williams'
Revenge From Mars and Star Wars: Episode I pinball machines.
But back
to the computer which, like the Pied Piper of Hamelin, is leading all
games onto the ultimate, flexible platform that is the PC (OK, console
too). We've seen them evolve over the last few decades from Hunt
the Wumpus to Quake, Night Driver to Wipeout,
Adventure to Asheron's Call, and Empire to Age
of Empires. And there are of course the myriad of entirely original
computer games which have no lineage, but are always difficult to cite
unless you believe their publicity blurb. I won't risk any citations
here… (oh, OK, Marble Madness? Tetris?).
Just where
gaming - or more specifically, interactive entertainment - is going
is one of the fundamental questions I shall be attempting to examine
in this article - though there'll be a lot of tangential discussion
too, no doubt.
The
Quest
I remember
how computer games used to work in the last century. Those were the
bad old days when they were single player by default. And even when
there were multi-player games, few people ever had the time, let alone
the technology, to link up to a multiplayer session. Sure, there were
places on the high street, cyber cafés, etc. where you could
play Quake and other LAN optimized multiplayer games. But multiplayer
games seemed to be the preserve of people with time and equipment on
their hands: kids, students, and staff in games companies (only the
play-testers though ;-) ).
It was
only in the very last years of the twentieth century that Internet based
multiplayer games showed the slightest hint of becoming the primary
form of entertainment for the 21st century.
But, you
can't beat a good movie, and no-one will have time for multiplayer games,
let alone a single player one… right? Bunch of hogwash!
Yeah,
it'll be just more of the same over the next century. Better movies,
high definition TVs for home viewing of HD-DVDs. Multiplayer games stabilize
at around the thirty-two player mark. Diablo, Ultima Online,
Asheron's Call, EverQuest, etc. gradually decline in popularity
once thirty-two player games become competitive team sports and end
up in the Olympics.
Aw, come
on, you don't really believe that do you?
Check
out "The Matrix." This movie's premise was a computer simulating
reality so well, that the millions of players held by it didn't realize
they were playing a game. Now if we ignore the fact that a few characters
were trying to undermine the game (go Keanu!), all those players that
were unaware they were held by 'the Matrix' didn't seem to find the
game that abhorrent. Because they didn't know any better! OK, OK. My
point is that here is an example of a game that billions of players
are spending their entire lives playing.
OK it's
only a movie - it means nothing. But how do we know we're not playing
it now? Real life could be a game, and I think you'd agree that even
if you were told it was a game, you'd probably opt to continue playing
it. The only people that get bored of this game are those who commit
suicide and quit the game of life early. So, as games go, it's pretty
popular, even if you do get dealt a lousy hand. Ooops! I said I'd stick
to games being dice and counters, didn't I?
So when
we talk about 'Multiplayer', are we talking thirty-two players, or are
we talking four billion? Perhaps it's somewhere in between, like sixty-four
thousand? Who knows? Who cares? The answer is: we don't know. But, if
I were you I wouldn't join the ranks of those who doubt we'll ever need
more than five computers world-wide, or that human beings can tolerate
speeds faster than 29 miles an hour, or that anyone needs more than
640K RAM. Dare I mention IPv6?
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