| Jeremy Reaban |
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We know how to make better video games now in the same way Hollywood knows how to make better movies than it did...
(which I guess is the point of the article, except I never realized people seriously thought games were better now, not worse, in anything except graphics/sound) |
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| David Holmin |
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I remember playing this game as a kid at a friend's place. Even though I didn't play it much and never really got anywhere, my memory of it is strong and fond.
I agree with the implied point of the article, too. The modern idea of herding players through the game is missing the point of what makes a great game. |
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| Theo van den Bogaart |
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Jeremy has a point when he says that games are better in the sense that Hollywood movies are better than non-Hollywood moves. The definition of better here, is commercial succes.
When judging a game especially on its design, as Leigh seems to do here, I think it should be judged on properties that make the game design better. This is not better in a commercial standpoint per se. Take niche genres for instance. |
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| Jason Withrow |
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Now here's a game I'd like to see pop up on GOG.
Although I admit, I would have wanted some virtual books, though I'm not sure I would have read them at that age... |
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| Michael Jungbluth |
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The medical theme certainly helps to embrace the difficulty in this game. Failure in the realm of surgery has about as harsh an outcome as you can have in life, and to not mirror those to some degree when the rest of the game is mirroring so many other details, it wouldn't be nearly as successful. Were the same sort of penalties placed on a plumbing simulator, even with many of the same mechanics, I doubt it would be as rewarding, based largely on the perception of a plumber's work vs a doctor's work.
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| Jorge Gonzalez Sanchez |
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As I kid, I loved taking patients who clearly had aneurisms and sending them home with aspirin. The head doctor would then chew me because he/she had died.
Another awesome thing was that if you didn't let go of your mouse button once you started cutting, the game wouldn't object to what you were doing. So I would get any random patient, send him to the operation room, and slash at his/her face for 5 minutes until all you had left was a gory red mess. Without anesthetics of course. I remember that if you did this, the head doctor would say something about you being Freddy Krueger. Great games. |
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| Kenan Alpay |
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I've never heard of this game, but I always thought that "medical simulations" started with Trauma Center and such games on the Nintendo DS. Amazing that they were archetypes on PC way before the DS ever was released!
Still, I think Trauma Center has a lot more aliens and super-viruses than Life & Death. :) |
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| Johan Wendin |
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The difference between now and then is that back then, gamers were curious. Thought-provoking stuff (which today is considered hard and frustrating) was captivating. Why? Because those who had computers were families in which at least someone was technically aligned.
Today, gamers are media consumers. Spoon-fed cheap thrills is where it's at (commercially). Less thinking, more railroad experiences. "Everyone" have some sort of media machine/computer today - even the non-techie families. I for one, think that we really, really need to find a golden middle-road here where the zombie-like state of media consumption is gradually taught that effort and pondering in the end leads to a more fulfilling experience. This can happen both game-wise, mostly in the indie scene since it will meet limited commercial success early on - or tech-wise with stuff like the Raspberry-pi getting children of today more cerebral than their older siblings. |
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| Jake Smith |
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It's not so much a shift in game development/design as it is a result of the natural desire to expand the marketplace.
As Jonah states, the audience then was smaller and technologically-curious; a select few. Building the guts (pardon the pun) of L&D was mostly a one-man show (code, graphics, sound and testing). While some of the high-concept ideas (hospital environment, the beeper copy protection and packaging) came from skilled outside support; the core development and production-values were not overwhelming. Modern Game development today is comparatively monstrous endeavor. It is so not because the developers or designers have changed (many of my old crew are still deep in game development) but because the publishers demand that games appeal to broader audiences, beyond the technologically-engaged. But, as Jonah thoughtfully pointed out, there are indie-game options just like there are indie-film (music, art, etc.) options. Just don't expect those to appeal to the average 14 year old boy looking for shambling zombies to slaughter. Sometimes we forget that our audience back then (that's you Leigh, David, Jorge, et. al.) were themselves a special breed. |
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