![]() ![]() Retaining the grid allowed you to do things that you simply couldn’t otherwise. (The term arises from the way that these games typically “blob” together a party of four or six characters, moving them in lockstep and giving the player a single first-person - first-people? - view of the world.) The Dungeon Master lineage, then, are “real-time blobbers.”īy whatever name, this intermediate step between Wizardry and the free-scrolling ideal came equipped with its own unique set of gameplay affordances. Gamers of today have come to refer to dungeon crawls on a grid as “blobbers,” which is as good a term as any. So, when a tiny developer known as FTL decided the time had come to advance the state of the art over Wizardry, they compromised by going to real time but holding onto a discrete grid of locations inside the dungeon of Dungeon Master. Yet that was a tall order indeed for the hardware of the time - even for the next generation of 16-bit hardware that began to arrive in the mid-1980s, as exemplified by the Atari ST and the Commodore Amiga. After the release of Sir-Tech’s turn-based dungeon crawl Wizardry in 1981, it wasn’t hard to imagine what the ideal next step would be: a smooth-scrolling first-person 3D environment running in real time. The heirs to this legacy still maintain a small but vibrant ludic subculture to this day.īut it’s another, almost equally interesting example of this process that’s the real subject of our interest today: the case of the real-time grid-based dungeon crawler. Others, however - most notably Infocom - embraced text, finding in it an expansive possibility space all its own, even running advertisements touting their lack of graphics as a virtue. Companies like Sierra saw the text-only format as exactly the technological compromise Crowther and Woods may also have seen, and ran away from it as quickly as possible. ![]() If we look at what happened over the ten to fifteen years following Adventure‘s arrival in 1977, we see a clear divide between practitioners of the form. So, they made do, describing the environment in text and accepting input in the form of commands entered at the keyboard. As it happened, though, all they had was a text-only screen and a keyboard connected to a time-shared DEC PDP-10. I suspect that, if they’d had the technology available to them to do it, they’d have happily made their game into a photorealistic 3D-rendered world to be explored using virtual-reality glasses. Neither of the creators of the original text adventure - they being Will Crowther and Don Woods - strikes me as a particularly literary sort. Yet if the game they make turns into a success, it may be taken as the beginning of just that, even as - and this to me is the really fascinating part - design choices which were actually technological compromises with the Platonic ideal in the designer’s mind are taken as essential, positive parts of the final product.Ī classic example of this process is a genre that’s near and dear to my heart: the text adventure. ![]() A minority are brave and free enough to try something formally different from the norm, but few to none even of them, it seems safe to say, deliberately set out to create a new genre. Most game designers know from the beginning that they will be working within the boundaries of an existing genre, whether due to their own predilections or to instructions handed down from above. I’ve long been interested in the process by which new games turn into new gaming genres or sub-genres.
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