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What made pre-32 bit games so much more original than games nowadays?
Simple: The power of processors was so feeble and pitiful that no game designer would ever dream to make a “realistic” game. Instead designers had to create completely new worlds in which to set their games- 2 dimension universes for their characters to play in. Mario’s massive Peach Kingdom and Sonic’s rolling Green Hill Zone being but two examples.
So, here we are- an age where processors are so powerful that designers need not think beyond the real world for inspiration. No more need for those fantasy unrealistic universes of old. Sonic’s green hills have been replaced by an urban metropolis and Mario’s kingdom with a castle.
The next evolution of games looks even worse- worlds so perfectly real that they be like a playable film. Even minute details like the pattern of knots in wood will be unique to every piece of wood in the game thanks to dynamic fractal algorithms. Great.
But is this really where gaming should be using the new-found power of processors?
I certainly think not. Rather games should be becoming more diverse than ever. While games like realistic survival-horror games and racers exploit the technologies available to produce ever more lifelike worlds, other games (the proverbial Marios and Sonics) should instead use technology to venture further and further into the fantasy zone.
Why don’t game designers produce whole self-contained worlds that have their own feel and rhythm. They could, like the 2D games of old, even have their own physics- your character can perform cartoonistic leaps into the air or walk on water.
Such simple game ideas were rife in the pre-32 bit era because they had to be- there was no other way for games to be. But now we’re near to losing such a great part of games all in the name of “advancement”.
Is it really advancement, or just a play-it-safe regime to guarantee sales?
The second is concerned about the history of code making and braking- right from Caesar's Cypher to modern day RSA internet security!
I've also just started Emergence by Steven Johnson, another book that looks really good. The subtitle is 'the connected lives of ants, brains, cities and software', which just says it all really. Long live crazy science!
Oh, and Mobius strips are pretty cool... try colouring just one side of them, or cutting them down the middle;)
Anyway, topolgy is a very interesting subject and one I'm sorry I don't know more about. I did find this very cool site at www.kleinbottle.com which sells Klein Bottles - three-dimensionally immersed 4D shapes that have (apparently) zero volume and can't exist in three-dimensions. Hmmm.
However, this is exactly the same as a torus! Imagine the top and bottom being joined. Now, there is a common wall (the top and bottom wall is in fact the same!), with a break halfway- the "tunnel".
Now do the same for the left and right edges of the board, and you have a torus.
Basically, the board now only has 2 lines bordering it- not 4. It's just that these 2 occur twice each!
Oh, and as for the Zelda thing, the problem is how you imagine the links between worlds, and how they move relatively to each other in time... nightmare!
> Unknown Kernal said:
>Right, I need a lie down.
I'll second
> that...
Sonicrav started it! ;~)
>Right, I need a lie down.
I'll second that...
> Unknown Kernel...
Isn't the topology of Pacman just the same as asteroids- a
> torus (donut)??? After all, the top of the screen links to the bottom and left
> to right.
Nope, Pacman is different: you can only move from top to bottom, and from left to right through the 'tunnels' in the centre of the square's sides. If my little piccy turns out right, then: top and bottom are connected only at (1), and left and right only at (2). On a torus the whole of the top line is topologically the same as the whole of the bottom line; and the same for left and right.
____1____
| |
| |
2 2
| |
|___1____|
The easiest to see the 3D shape of this universe is to get a square piece of paper and pull the diagonally opposed corners together. I can't really explain what it looks like (except as a BIT like the string you'd use to tie up a parcel, but without a shared point in the middle!) you really need to try it and see ;~)
I'm not sure Hyrule is that simple, either, because aren't there portals dotted about that take you from area to area quicker than walking the straight line route? This is what I had in mind anyway: any game set in an 'unconventional' 3D world. If there are portals or wormholes that link two areas of distant space then the topology gets more complicated, a la Pacman.
Right, I need a lie down.
Confused yet?