Case Study: 1993
Ground-breaking games Doom and Myst.
Use this space to discuss general issues that arise from your observation of Doom and Myst.
The graphics of Doom are, of course, very simple... but what would you say to someone who judged South Park or The Simpsons solely by the simple animation style?
The Myst video capture doesn't record the mouse pointer, so if you haven't played this kind of game, it may not be obvious that the way you play is hunting for buttons, levers, doors, and hidden objects on a rich but static screen -- more Where's Waldo than World of Warcraft. Since Doom shows you the level of real-time graphics that computers were capable of at the time, these richly-rendered, realistic images were all pre-rendered media clips, assembled in clever ways.
(I think Susan mentioned Choose Your Own Adventure books the other day -- stories that let you choose a path, assembling a narrative from chunks of pre-written stories. Not the same thing as making up as story as you go, but more interactive than a static novel.)
One more thing to note... if we were studying novels, or sculpture, the method for viewing older works would be pretty much identical to the method for viewing contemporary works. But as you can see, unless we have a room full of old computers for you to use, our options for viewing older games are limited.
So... what did you think of our trip back to 1993?