CompuServe Thread

#Games and Gender

9 messages in this thread
#32841From: Steve AhlstromMay 2, 1990 1:03 PM
Linda, One of the most successful computer games of all time is PacMan. The game was (mostly) non-violent. As such, it appealed to females as well as males, adults as well as children. I think it would be very difficult to have a RPG appeal to all. The programmer who does successfully come up with such a game will become very wealthy. -sja
#32896From: Black Belt SystemsMay 3, 1990 11:32 AM
Pacman… ritual cannabalism of your vanquished enemies, the presence and threat from ghosts, eat "power pills" and dominate your enemies until the drug wears off. Not exactly what I'd call non-violent. :^) Ben Amateur Radio Callsign is A A 7 A S
#32913From: Marcus MullinsMay 3, 1990 6:17 PM
Ben, I never really thought of PAC-MAN that way until you mentioned it… maybe I should have another look… now where's that PAC-MAN disk… <grin> Marcus :^{
#32916From: Black Belt SystemsMay 3, 1990 6:40 PM
Marcus, I worked in the Video Game industry for quite some time, and wrote a LOT of code, designed quite a few machines as well. We all gavce a lot of thought to those issues… I even wrote a game called "RockBall" which was sort of a bizzare Asteroids type of game where we kept all conflict with intelligent opponents out. The game had a black hole, which you could orbit (or fall in to, at which time it would dump you unceremoniously somewhere else on the screen with a random velocity); it had asteroids which broke up a'la asteroids original premise; and it had some awesome firepower allowing you to really clean up in a crowded field. It was color, the game board used raster/vector color hardware (8 colors) and so on. It was you against the rocks, with the added problems of maintaining a stable orbit. It even had a "true" inertial mode, where rotational velocity thrusters had to be damped by application of the opposite thruster to keep you pointed right… mostly they kept that switch off. :^) It really was a fun game – I still have one, in fact. With no aliens, bad guys, or anything else, it was reduced to you and "nature", which, while not non-violent in the technical sense, vents aggression on inanimate objects, a far better thing to do, IMHO. Think I'll go beat my heavy bag up, and then pummel the maki awa. :^) Ben Amateur Radio Callsign is A A 7 A S
#32948From: C. Davey UtterMay 4, 1990 12:56 AM
Ben, Was there ever a version of "Frogger" for the Ami. Now, there is a game I can get into. …Dave
#32972From: Black Belt SystemsMay 4, 1990 7:45 PM
Not that I know of… that was a Japanese import. Fun, too. Ben Amateur Radio Callsign is A A 7 A S
#32999From: Marcus MullinsMay 5, 1990 11:40 AM
Ben, Sounds neat. The game I'm writing is of a different sort, but you do have a good point. Perhaps a CRPG could have interaction between characters (generally), and aggression between a character and environment (fighting your way through a bat infested cave, for example). Thanks! Marcus
#33007From: Black Belt SystemsMay 5, 1990 1:03 PM
Um… ok. <grin> Tho, (personally, now) I'd rather see a game that was you "against nature" have you working against physical obsticles, rather than living ones. Bats are generally helpful, positive influences on the environment. I hate to see them slandered. I used to have a fuit bat as a pet. A mouse with wings, more or less. Fighting waterfalls, rought terrain in general, avalanches, earthquakes, rain, hurricanes/tornados, typhoons even :^). Landslides, quicksand, abrupt changes in the tides, fast currents, whirlpools, lightning, deserts (ie no water), personpower vs. load to carry, sandstorms, you know. I could go on indefinitely on that theme. If you take the scenario to other planets, you can use the same features and make them outlandishly threatening or common. You can make any part of the environment (temperature, winds, moisture, terrain) unrelentingly difficult to deal with, possibly requiring special preparations (heat/atmosphere suits, mechanical "walkers", you know) all of that. Why? Well, there's prospecting, homesteading, ranching, shipping to/from these environments, merchantile operations, government, (yech) and simply working at ones job. Did you see that Sean Connery movie where he was "sheriff" on a moon of jupiter (I think)? Leaving some of the other stuff out for the moment, he was looking out for the welfare of a mining colony… VERY rough environment, rough job, supply problems, you name it, they had the problem. Of course, the movie was on human problems, specifically powerful, psyche-destroying drug abuse, but the environment was a fabulous setting for "normal" problems of a serious nature. It's interesting to think about, and I'm reasonably sure that games of this nature would NOT contribute to the current mindset of violence over honest effort that seems to prevail. I'd _rather_ we all carried swords, personally, tho. I think that would solve things a LOT faster. Ben Amateur Radio Callsign is A A 7 A S
#33261From: New memberMay 12, 1990 6:08 PM
I like your thread on a non combative game. I have been suprised in the fact that my favorite (when it works) game is SimCity. The only trouble is that I can't put it down (often enough). A create something game is much more positive (i think). The only other one I can remember capturing my attention for more than a few mins was a program where you jumped around looking for keys and other things. Unfortunatly the fellow doing this wore a mask. Not so sure this is the right message for kids. Say have you seen a movie called "Black Rain"? I enjoyed it very much. Although I didnt care for the swords <grin>