by: Zippynom
The early
days of popular gaming were in the arcade. Here, difficulty was money. The more
difficult a video game was, the more coins players would spend to try again.
The majority of video game developers would make design decision that made
video games more difficult to play and easy to try again. Usually a player
would start with a few lives and play to the end of a number of levels. They
could get a high score from points won by defeating enemies or collecting
bonuses. After a player lost all their lives they would often be asked whether
they would like to insert more coins to start again, sometimes retaining their
current progress. Players were encouraged to get better at the game itself so
they didn't have to spend so many quarters to beat a game or get a higher
score.
Space
Invaders was developed by Midway Games and in arcades by 1978. It was one of
the earliest games to be released on a large scale and quickly became very
popular. The gameplay of Space Invaders was relatively simple. The player would
control a ship that could move side-to-side near the bottom of the screen. The
player had to shoot upwards at the invading aliens whom would slowly shimmy
down to the bottom of the screen. If they reached the bottom, the game was
over. The challenge was in the player lining up the shot so it would hit an
alien. Only one bullet could be on the screen at a time, so the player could
shoot aliens closer to the ground more quickly, however a miss would cost time
that could otherwise be spent shooting more aliens. As more invaders were shot
down the others became faster. There were 55 aliens per level, and each level
was the same except for the aliens being a little faster. Aliens gave between
30-50 points per kill. Occasionally a difficult to hit bonus ship would fly
across the very top of the screen. If the player could hit it it would give
50-300 points. 1,500 points gave an extra life. Four bunkers stood between the
player and the aliens that would block both the player and alien's bullets.
These bunkers gave the player some cover and would take damage over the course
of a game until they were destroyed. A common strategy was to shoot a small
hole through a bunker and hit the aliens through it. Space Invaders was a
relatively easy game as long as the player could kill the final few aliens of a
wave quickly, before they become too fast. Space Invaders was the simple
foundation that the following successors would be built on.
Galaxian was
released by Namco to Japanese arcades in 1979. It improved on its predecessor
Space Invaders in many ways. It had color and the enemies moved in more
advanced patterns. As in Space Invaders the player would shoot up from the
bottom of the screen at enemies that fell from the top of the screen. What was
most obviously changed were the losing conditions. Instead of moving slowly
down the screen, the enemies would drop bombs and make suicide runs against the
player, whom would lose lives when destroyed. This was definitely an
improvement of gameplay, as the player now had more direct control over a loss.
Though the difficulty in Space Invaders had been limited to the speed of
enemies and the rate at which they fired, now Galaxian's enhanced software and
hardware allowed for enemies to literally behave more aggressively at higher
levels throwing more bombs and moving faster. One hit would kill an enemy, and
one enemy bomb or collision would kill the player. Enemies were worth 30-100
points, depending on their height in formation, while command ships were worth
a most 800 points. This time it took 7,000 points to get an extra life. Once
again only one of the player's bullets could be on the screen at a time, and a
miss still cost valuable time. Galaxian, without the defensive bunkers or
predictable enemies of Space Invaders, is arguably more difficult than its
predecessor. It requires more precise timing and aiming of a shot than Space
Invaders due to its speed and the diagonal paths of the enemies.
Galaga was
the successor to Galaxian and it again enhanced the Space Invaders formula in
almost every way. Enemies were once again faster and smarter, and there were
more of them. At the beginning of each level the enemies would file in from the
top of the screen rather than just appearing from nowhere. This gave the player
time to pick off a few enemies, but sometimes a few enemies would unexpectedly
fly right at the player. Levels were much more dynamic. Enemies would travel in
different paths depending on the position of the player, spinning and whirling
in space. They would often dive at just the right time to catch the player off
guard or attack from the side where the player could not shoot them. After a
certain number of levels there would be a bonus level where the game changed
the rules a little. Instead of a horde of enemies assembling in formation and
making strikes at the player, a bonus level would have the player shooting at
enemies while they buzzed around the screen in various patterns. If the player
could shoot all of them before they left the screen they were rewarded extra
points. The most interesting difficulty mechanic in Galaga, however, involved
the sacrifice of one of the player's lives. An enemy command ship had the
unique ability to capture the player's ship. The captured ship then became an
enemy for the player's next life. If the player could destroy that enemy
command ship they could get their old ship back in the form of an attachment to
their current one that would fire two bullets at once!
Galaga can
be considered more difficult and complex than both of its previous iterations,
and it handled that difficulty very well. The concept of risk is reflected
throughout the game. The player, after losing their ship to the commander, was
now pressured to be skillful enough to retrieve the lost ship. Enemies are
worth more points if you shoot them while they are traveling down to attack you
and the player had a chance to shoot some enemies while they got into formation
at the beginning of a level if they could dodge the kamikaze ones. Finally, the
bonus levels gave the player a chance for more points if they were skillful
enough. Galaga is a great example of difficulty handled well.
No comments:
Post a Comment