Monday, May 08, 2006

Lest We Forget...

Since we're talking about crpg's...

One might be tempted to say that Bethesda Software's latest crpg, Oblivion, is the most comprehensive crpg ever made. It certainly is gorgeous, and abounds with features, but is this really fair to say? If we look back ten years, perhaps. Only Bethesda's previous games, like The Elder Scrolls: Arena, came close.

But, if we look back just a bit further, we find Looking Glass Studios' Ultima Underworld: The Stygian Abyss (1992) and Ultima Underworld II: Labyrinth of Worlds (1992) (and one might add their game System Shock as well, but I'm going to stick to fantasy here), games that were incredibly innovative, and still seem so, and robust with features.

Let's have a look at their feature list. This one is incomplete, from memory, by the way, and remember, this was 1992.

  • excellent writing, great dialog, far above the norm
  • quests are integrated with the design, not just slapped on
  • 3D engine
  • massive persistent levels
  • nonlinear stories
  • nonlinear level design
  • a near perfectly executed automap (best I've ever seen) on which you can write things
  • rudimentary physics
  • all objects can be thrown and will do some damage to any creatures struck
  • objects thrown may break on impact
  • weapon quality and degradation
  • 3D models of furniture and various dungeon features
  • items can be arranged on tables, shelves, beds, etc.
  • set up base camps and arrange living areas
  • musical instruments that can actually be played that sound like what they are (additionally, a lute is "polyphonic," a flute is not, as they should be)
  • textured walls, ceilings and floors
  • sloped floors
  • raising and lowering platforms
  • bridges
  • pits and shafts that connect levels
  • doors that swing open and shut
  • doors are lockable and unlockable (by spells, keys and lockpicking)
  • locked doors can be bashed (but will damage or even destroy weapons used to do so in the process)
  • see-through barred cell doors
  • look through keyholes to examine rooms
  • spell experimentation (undocumented spells)
  • enchanting weapons
  • "seeker missile" spell
  • door wards
  • conjuring food
  • making popcorn
  • edible "dungeon plants"
  • hallucinogenic mushrooms (among other varieties)
  • fishing (eat the fish!)
  • smithing
  • jumping
  • jump pads
  • low gravity zones
  • portable (and throwable) teleportation devices
  • levitation
  • flying
  • falling damage
  • swimming
  • underground lakes and rivers with waves and currents
  • slippery ice
  • ice that breaks through to water
  • lava
  • intelligent monster races each with a unique status and dungeon culture
  • parley and trade with all intelligent humans and monsters in the game
  • learn and actually use new languages
  • scrying (like closed circuit TV)
  • containers within containers (within containers)
  • realistic (for its day) lighting
  • bouncing balls
  • graves
  • aliens (!)
  • a floating castle that falls to its destruction (while you are inside)

Some of these features, like sloped floors, are commonplace now but they were revolutionary when these games were released. At the time, competing 3D games like Castle Wolfenstein, and in the case of Underworld 2, Doom, were not capable of rendering this particular feature.

Other features you might think would be commonplace in 2006, like flying and doors that swing open and shut, are still uncommon in crpg's today.

The point here is that technology and graphic improvements "help" but have little to do with gameplay innovation -or even just cool features. What I mean is that neat ideas come from you, not from the technology. Good ideas trump technology.

It doesn't matter that Underworld didn't have more sophisticated graphics and sound by today's standards. It was blow-away then, and it delivered the goods; the designers delivered the goods and kept on delivering them above and beyond the call of duty as you can see.

I note around 15-20 items there that do not exist, or are extremely rare to find, in crpg's now. So, while we've gained the power to create huge worlds, I think we have lost sight of some of the details and things that can make traditional crpg's fun.

I'm not slighting Oblivion. It speaks for itself as being a lavish and satisfying presentation, and a great value. But let's not forget that Oblivion is not the end all and be all in terms of the history of digital roleplaying. Let's not forget the Underworld games.