I've got an exciting announcement!
My friend Zach Weddington, who did the documentary Viva Amiga that I reviewed for Ars, just launched a Kickstarter for his next project. And I'm on the team! I've been hired as a writer for the project.
It's called Arcade Dreams, and it's a documentary series covering the history of arcade games, from the penny arcades of the 20s to the heydays of the 80s and 90s, right to the virtual reality rooms of today.
I'm really excited about this project, so please check out the link below. And if you Want to Know More(tm), read on...
I remember the first time I walked into an arcade. It was like entering a dark cavern full of flickering neon lights and electronic sounds. It was intoxicating. The games drew me in, with their promise of an escape from a humdrum small town life into a universe full of possibilities. For a few, fleeting moments, and for just twenty-five cents, you could be anything.
Like me, director Zach Weddington had fond memories of arcades from his childhood. He went digging to find out more about their stories, and fell into a rabbit hole. It turned out that arcades were more than just a fad that came and went in the 1980s. They had actually been around for more than a century. Weddington, who was coming off the success of the documentary Viva Amiga, realized that if he wanted to see a comprehensive history of arcades, he would have to make it himself. “Growing up in the ’80s, like so many other kids, I was obsessed with arcades,” he said. “Now I get to turn this lifelong passion into my dream documentary series.”
Months later, after hundreds of hours of work, and assembling a team of industry heavyweights to help him, Weddington was finally ready to share his dream with the world. The Kickstarter for Arcade Dreams is now live, and it looks fantastic.
Arcade Dreams is a multi-part documentary about the 100-year history of arcades through the eyes of the game designers, the players, and the games themselves. Starting with the “penny arcade” mechanical amusements in the early 20th century, these games slowly gained in sophistication. Electrical augmentations added sounds, skill challenges, and scoring. Then, in the 1970s, a new invention called the microprocessor revolutionized the industry. Arcade games became video games, but many of the early titles were an evolution from their electro-mechanical ancestors. One example:Sega’s Gun Fight, a confrontation between two small cowboy figurines in a Wild West diorama, inspired Taito’s Gun Fight, an early video game.
Arcades peaked in popularity in the 1980s, then started to decline. In the 1990s, as home gaming consoles started to replace arcades in children’s imaginations, arcades evolved again, providing new experiences like Dance Dance Revolution that you couldn’t get at home.
And even after pundits pronounced arcades dead, they carried on in places like Japan, just as popular as they had always been. In the 21st century, new amusement centers around the world experimented with the arcade formula. At the same time, retro arcades with 80s and 90s titles started to cash in on nostalgia, like the Guinness record-holding Galloping Ghost, which boasts more than 300 games. Collectors and fans bought and restored cabinets and created their own arcades in their garages and basements. People yearned for the social and community aspect of playing games in the same physical space. Even in 2020, with the pandemic keeping many of us at home, arcade owners are hanging on and planning for the future. Their stories, and others, are all part of Arcade Dreams.
Weddington has assembled some incredible talent to help him bring his vision to life. He joined up with Bill Winters, an Emmy award-winning Director of Photography (Jeffrey Epstein: Filthy Rich, Comedians in Cars Getting Coffee), and legendary producer John Fahy, who has worked with Martin Scorsese, Quentin Tarantino, and Peter Jackson. Executive producer Berge Garabedian, who runs the popular movie review website JoBlo.com, came on board after a chance encounter in an online pinball forum. “What drew me in was the film’s teaser trailer, I was like ‘Oh…my…God! This is my life!’ and I immediately wanted to be a part of the production team. It also feels like now is the perfect time for this project, as retro gaming and nostalgia from the 80s are uber-hot,” said Garabedian.
And Weddington also asked a certain long-time Ars Technica scribe to join the Arcade Dreams team as a writer. Yes, I’m proud to say that I’m part of this project, and I’m both honored and humbled to be in such distinguished company. The footage that I’ve already viewed is incredible, and I can’t wait to see it all come together.
What really makes this series stand out is not just the fancy 3D rendered titles, or even the gorgeous shots of the video games and pinball tables. It’s the people that Weddington found to tell their stories. I’ve been going through some of the interviewees and writing up their biographies, and there are some amazing characters. For example, Eugene Jarvis, who designed arcade classics such as Defender, Robotron: 2084, Cruis’n USA, Pinbot, NARC, and Smash TV. There’s George McAuliffe, who was a sales manager for Time-Out Amusement Centers right when the arcades started to collapse, and worked with Dave Corriveau to help found Dave & Buster’s. And Roger Sharpe, who literally saved pinball in the 1970s, playing for the game’s life in a dramatic courtroom battle to prove that winning was due to skill, not chance.
Joining these industry legends are a host of designers, fans, collectors, restorers, and arcade operators, too many to list here. Together, they combine to tell a story that is more than just about games. It’s about art, technology, and passion all combining to create windows into other worlds, and to bring imagination and fun to life. It’s about bringing people together to test their mettle against the machines and against each other. Ultimately, it’s about us, and how our dreams became reflected against the plexiglass in a darkened room.
The Arcade Dreams Kickstarter is now live. It will run out of quarters in 45 days, so don’t forget to insert your coin.
Software developers are notorious for underestimating how much time their projects will take to complete. It’s not borne of ignorance or maliciousness, but rather optimism: one always thinks that everything will go as well as it possibly could. Reality has different ideas.
My initial estimate for completing my first visual novel was an optimistic six months. I’m now thoroughly stuck into development, and my revised estimate is about double that figure, although if I’m in line with estimates made anywhere else by anyone else ever, that figure will probably end up tripling.
Nevertheless, I’m really enjoying the development process. I started (as writers might) with the character outlines and then the script, but I found that keeping track of all the branching paths for the dialog in Scrivener was awkward and looked sort of like pseudocode. So I saved a step and moved into writing the game code itself, in a text editor, using the Ren’Py engine.
As I was essentially writing the game itself at that point, I needed art assets, and I was writing faster than I could create them. So I whipped up some really rough backgrounds and character sketches in Photoshop and used them as placeholders. They look terrible, but they get the job done. At the same time, I started in on some of the 3D assets using Blender, as you can see from this first look at the Furious space carrier, the seat of all the action in the game.
There are eight main characters (not including yourself and the Furious’ Captain) in the game, and six primary locations on the Furious. I’ve outlined the main arc of the plot, and it features eight flight missions with an “intermission” between each one where the player does most of the interaction with the characters. In theory, this should lead to a fairly simple game, but the number of interactions and branching paths can quickly get out of control.
To avoid getting into infinite branches, the primary plot elements are fixed. The main thing the player has control over are dialog options with the various pilots in between missions. Depending on what options the player chooses, pilots will gain or lose points in various internal characteristics, like affection (towards the player), confidence, or skill. These variables will affect the outcomes of future missions.
I’m trying not to make the dialog choices black and white, “you are great/you suck” options. My primary inspiration are the Telltale game series, like Game of Thrones, where you are often presented with two options that both seem bad in different ways. The hard part is making sure that these decisions affect the outcome of the game in a meaningful way. A recent game that does this really well is Dontnod’s Life is Strange, where the player can make significant changes to the plot by paying attention to small details in the environment and dialogue.
For me, writing this game is a huge learning experience, and I’m bound to make some mistakes along the way. Fortunately, my fears about doing a bad job are outweighed by the sheer fun of actually doing it. It’s just about the optimal balance for me of writing, storytelling, programming and artistic design. So stay tuned!
After playing Christine Love’s amazing games Digital: A Love Story and Analogue: A Hate Story (which I reviewed here) I became obsessed with the possibilities of visual novels. They reminded me a bit of the Choose Your Own Adventure books that I adored as a child, but with many new possibilities and experiences that those books couldn’t offer.
I also loved them because they combined my two great loves: writing and gaming. Unlike with most games, where the story served as mere window dressing, visual novels put the writing front and center. So as I was casting about wondering what to write next after completing my science fiction novel trilogy, it struck me: why not make a visual novel myself?
The idea seized hold of me and wouldn’t let go. Unlike the effort required to make a full game (or even an extensive game mod), creating a short visual novel seemed like it was within my grasp. Usually these games are made with a writer and an artist collaborating together, but I love dabbling in basic 3D rendering and 2D drawn art, so why not do both? In fact, the first idea I had for a visual novel was a story I called "I only want to do everything", based on an AI that slowly learns how to live in a virtual world of its own creation. That idea turned out to be too open-ended and complex for my first visual novel, but I might return to it at a later date.
The story I ended up deciding on is a prequel to my trilogy of sci-fi novels. It is set on the Jaguar-class light carrier Furious during the first Earth-Zruthy war. This war is mentioned in Edge of Infinity by the protagonist Jack Davidson, whose parents were killed during that conflict. I never got a chance to delve more deeply into the war before now. Why were the Earth forces and the Zruthy fighting? What was the war like? How did it end? This visual novel gives me a chance to answer these questions.
The player portrays the fighter commander of the Furious, who was injured in combat and slowly recovering his or her memories. The player must talk to six different pilots on the ship, all of whom have very different personalities, likes and dislikes, and interests (I asked my wife, who is very interested in Myers-Brigg personality types, to help me with the character creation). By talking with the pilots before and after they fly out on missions, the player can subtly influence how they will perform under pressure. This will become more and more important as the missions get increasingly dangerous.
I’m having a blast creating the game in the Ren’Py visual novel engine, which is written in Python. Creating a visual novel is just the right combination of art, programming, and writing. I have no idea how long it will take to complete, but I’m estimating about six months right now. I can’t wait to finish it and show it to the world!
I remember the exact moment when I realized I was over World of Warcraft. I had been trying to get the "What a Long, Strange Trip It’s Been" achievement on my Mage character, which involved completing multiple "holiday" achievements that had to be completed within a certain time frame. I had only one thing left to go, which was to capture the flag in a Battleground during Children’s Week while I had my orphan tagging along.
World of Warcraft contains a lot of stuff that is basically nonsense, like this quest. I guess you could call it a "take your kid to work day" for heroic fantasy adventures. But I couldn’t do it. I kept dying over and over again, and I missed the window. I realized that to get the main achievement I would now have to wait an entire year until the next Children’s Week came along.
There were a lot of things leading up to my leaving the game, but that was the last straw. I cancelled my subscription.
I had been playing World of Warcraft for about five years at that point, and I felt I’d done everying I could do in the game. I’d quested, levelled up professions, explored the world as a Death Knight riding a goblin motorcycle, did player-versus-player combat in both the open world and in ranked battlegrounds, ran dungeons and a few raids, and lastly tried to get all the seasonal achievements. I had over a dozen characters strewn across multiple servers. It felt like it was enough. At some point, all games have to end, even MMOs.
But Blizzard managed to suck me back in with their latest expansion, Warlords of Draenor. It’s chock full of Warcraft nostalgia-- the main plotline involves going through a new Dark Portal to a Draenor that hasn’t been destroyed, thanks to some time-travelling intervention by the outlaw orc leader Garrosh Hellscream. The weird thing is that if you still have some lower-level characters (like I do), the old destroyed Draenor from Burning Crusade is still there, accessible through the old Dark Portal, as if time had never been altered. Maybe it’s a quantum thing. Trying to figure out all the lore of the game over its ten-year span is enough to make your head hurt.
The biggest and best new feature in the game is the garrison. This is a base that you get to construct on the new Draenor that is evocative of the old Warcraft Real-time Strategy games: you start with a Town Hall and build a Barracks, and even though the building time is stretched out over many days, it still feels a little bit like Warcraft III.
Blizzard has this amazing ability to keep refining tiny little details that improve the player’s quality of life. For example, you always used to have to hover over junk that you retrieved from dead monsters to see if it was, in fact, junk. Now, anything that can be sold to a vendor and has no other use is marked with a tiny little gold coin on the icon. In the past, you had to group up with other players even if you just wanted to kill a single elite monster in the open world. Now, if you happen to be fighting the monster and someone else joins in, you both get the credit and get the loot automatically.
It’s like coming back to a country that you last visited three years ago, and finding that everything is just a little bit nicer and a little bit easier to get around in.
I’ve missed being here. It feels nice to be back.
Last week I read an abolutely amazing article on retro computing. The author took a trip through the world of emulation, making stops at significant signposts in computing history such as the Amiga, LISP machines, and the NeXT computer. In doing so, he also found a way back to his childhood. I was deeply moved by this article and it inspired me to do a little emulating of my own.
But first, a little backstory. My father introduced me to computers for the first time, teaching me the basics of BASIC when I was just six years old, sitting on his knee in front of a terminal connected to the VGH mainframe. But it was my uncle, Allan Symonds, who provided a portal to personal computers. He had a mysterious all-in-one machine called a Heathkit H-89, and I fell in love with the big grey beast. I remember, with perfect clarity, one morning in December of 1979. We had celebrated Christmas at Uncle Allan’s house, and I had spent most of my time on the computer. My father tried to tell me we had to go. I pleaded for more time-- when else would I ever get to use this computer again?
"You can use it again when you get home," I my father said. "That’s not Uncle Allan’s computer. That’s your computer."
My jaw dropped. My seven year-old brain couldn’t even comprehend it.
But it was true.
I had that Heathkit between the ages of seven and seventeen, and I absolutely loved it. It was an oddball sort of computer, running an operating system called CP/M by this tiny company known as Digital Research. There weren’t that many games for it: my uncle gave me copies of Space Invaders, Missile Command, Space Pirates, and a Pac-Man-like game called Munchkin. Those were almost all the games that existed for that machine. I wanted more, but I figured I would have to write them myself. This was hard. I tried to learn assembly language, the only language fast enough to write games for such a slow machine, but I didn’t have the patience. I tried to learn C and Pascal, but compiling a simple "Hello, World" took about twenty disk swaps in the single floppy drive. There was only one language that I felt I could work with, and it was one that I already knew. It was from a tiny company as well, an outfit known back then as Micro-Soft.
Micro-Soft’s BASIC, or MBASIC for short, was an interpreted language that only took up about 25 kilobytes out of a 95 kb floppy. That left plenty of room for a game, but there were drawbacks. Being interpreted meant it was slow. Extremely slow. Fortunately, the manual had all sorts of helpful hints for increasing speed, such as typing DEFINT A-Z to force all variables to be integers. Who had time for floating point?
I figured out other optimization strategies over time. The Heathkit was a monochrome machine, and it had no bitmapped graphics. Instead, you could use a special escape code, CHR$(27);"F", to go into "graphics mode". In this mode, lower-case letters were displayed as a series of shapes: "y" was a diagonal line, "p" was a small rectangle, and so forth. You could use "reverse video" to flip the shapes’ pixels between light and dark. Other escape codes let you position the cursor anywhere on the 80 column by 25 line display. It wasn’t much, but it was enough to make crude games, and that’s all I ever wanted.
I asked Uncle Allan for help with writing my games in BASIC, and he taught me all about the Main Loop, the basic structure of all game programming that is still around today. Thanks to him, I was able to move on from just drawing pictures and start writing actual games.
I started many games in those years, but I finished relatively few. One of the ones I did finish was a Star Trek game where you commanded the USS Enterprise through a galaxy full of angry Klingons. It was insanely difficult. You had to time your commands perfectly to raise and lower shields, maneuver at impulse and jump to warp speed. Klingons would swarm you and could hit you from any direction, whereas you could only shoot forward. Even with your shields up, if you got hit you would lose energy, and if you ran out of energy you would die. If you tried to quickly warp out without knowing what was ahead of you, you would probably run into a star.
I remember beating it with great difficulty back then and feeling quite proud of myself. I can’t beat it today without modifying the code to make it a little less insane.
One of the last games I ever wrote on the Heathkit was based on the TV show Max Headroom, a series that I was completely in love with back then and still am today. I only ever completed the first stage: a daring helicopter run to Network 23. I wanted this game to have the best graphics I’d ever seen on a Heathkit. I wanted three-way parallax scrolling, so the buildings in the foreground would scroll more quickly. I wanted the helicopter to be superimposed on these scrolling buildings, and gunfire on top of that.
This was completely impossible and insane to even think about doing in interpreted BASIC on a 2 MHz 8-bit computer that was driving a 9600 baud terminal as its display. To the best of my knowledge, nobody ever did graphics like this on a Heathkit, not even using assembly language.
But I found a way. I used the terminal’s "delete" functions to scroll as fast as the display was able. I stored the buildings and the helicopter in string arrays, and defined them at the beginning of the program so they would be faster for the interpreter to recall. I only repainted bits of the helicopter that were broken by the scrolling boundaries. I cheated a bit and paused the action when the gun fired, then repainted the building bits.
It was a bit slow, but it was a fully functional game. You would want to stay at a high altitude to avoid the guns, but nearly-invisible barriers forced you to fly lower. Your best bet was to wait for the gun to fire, then fly up and right as quickly as possible. The gun would move in an arc, so you could anticipate where it would fire next.
Not long after I wrote this game, my Heathkit died. The company itself went out of business, so repairs were impossible. I moved on to PCs, running an operating system called DOS that to me looked strangely familiar. All my old games were stored on decaying floppy disks, and I thought I would never get to see them run again. Decades passed, but I hung on to those floppies out of nostalgia if nothing else.
A couple of years ago, I found a H-89 emulator written by Mark Garlanger. I emailed him and he told me he had some success recovering images from floppy disks, so if I would like to mail him mine he would try to save what he could. I didn’t hold out much hope. I remembered my Heathkit would have problems reading disks after a few years, and it had been decades. But I mailed them out anyway.
Mark was able to recover almost 95 percent of my data.
My grandfather died in 2001, and I saw my uncle at the funeral. My father died a year later, and I didn’t see Uncle Allan there, or any time since. I have been unable to get in touch with him. The Internet and even close family members have come up with nothing. He might still be alive, but with each passing year I start to doubt it more and more. All these important people in my life are disappearing one by one, and there is nothing I can do about it.
But thanks to Mark, those years of my life, the results of all the things my father and my uncle taught me, are preserved forever with perfect fidelity. It is as if no time has passed at all. My awkward teenaged self is calling out to me, wanting to show me this cool game he just made. I wish I could call him back and tell him that everything is going to be all right, that he’ll find his way eventually, that he’ll find the love of his life and he’ll get to write novels and work for game companies and have a good life.
But maybe, somehow, he knows.
I was watching some of the PAX Australia panel footage on Twitch this weekend and caught a great stream with the BioWare team. These guys have made some of my favorite games, such as Neverwinter Nights and the Mass Effect trilogy. But as I was watching the panel I noticed something: these guys were definitely guys. Every single panel member was a white male in his mid-to-late thirties. I thought back to a panel at VCON that I had attended about Diversity in Sci Fi and Fantasy. The discussion was about how much richer life could be if we heard from a variety of different voices. Was there any diversity to be found in video games?
As if the BioWare team had heard my thoughts, one member replied to a question about his favourite gaming storytelling with a list of indie games, including "Analogue: A Hate Story". The title immediately intrigued me, and when I found out it was about a deep-space exploration mission to uncover log files from a dead, centuries-old generation sleeper ship, I was already hooked. I couldn’t get on Steam fast enough to plunk down my $10.
The gameplay in Analogue: A Hate Story switches between a Unix-like command-line interface, a log-file retrieval system that pulls out old email messages, and click-based interaction with a sentient artificial intelligence, represented by a young woman drawn in an anime style. The AI appears to be helpful, but she won’t show you all the emails at once. Instead, you have to sort through the ones that do appear and "present" them to the AI. She will then fill you in on the background details of the people inovlved and in most cases will open up additional emails by the same author.
I won’t give away the ending, but I will say that it presented a society gone horribly wrong in a completely different way than I’ve ever seen in a video game. The standard plot for these "dead ship survival horror" games is that either an AI or a mad scientist (or both) decided to play God and unleashed a technological or genetic horror that destroyed the society. Nothing like that happened here, but what did happen was more personal and far more shocking.
Having completed the game in a marathon setting on Sunday, I found myself craving more. I found the author’s website and it took me to one of her earlier games: Digital: A Love Story. This had a hook that got me instantly. The game is played in a simulation of a 1988-era computer (a mash-up of a Commodore 64 and an Amiga called the "Amie") and the player interacts through dialling up a modem (complete with historically accurate connection sounds!) and connecting to various BBS (Bulletin Board Systems) to uncover a story involving a woman named Emilia. The use of historical events, like the Arpanet worm, grounds the story in reality at the same time as it ventures off into the fantastical. The use of message board posts and private messages adds an immediacy to the game-- sometimes a character will reply to you as soon as you navigate to another part of the BBS! I can’t say much about the ending other than the fact that I actually cried, and it has been a long time since a video game has moved me that much.
The author of these games, Christine Love, is a young woman who is a gamer and who identifies as queer. Her writing is informed by her background, but her voice is so powerful that she is able to create brilliant works of art that have profound emotional impact for anyone who plays them. She is a shining example of how diversity in creative voices enriches us all.
Analogue: A Hate Story is available for $10 on Steam for Windows, OSX and Linux.
Digital: A Love Story is a free download and is available for Windows, OSX, and Linux.
Gone Home got a lot of positive press when it was released last August, but many people bristled at the idea of paying $20 for what was ultimately a very short, if innovative, gaming experience. Yesterday I picked it up on a Steam Sale for $2.99 and enjoyed every minute of it. While I finished the game in a single evening, I found myself still thinking about it the next day, and I suspect I will continue to mull it over for some time to come. There is depth in this game, and artistry. The developers clearly had something to say, and they communicated their message in a new and unique way.
The game begins in June 1995. You are a female protagonist, Kaitlin Greenbriar, returning home after a year-long trip to Europe. When you get home, there is a note on the door from your younger sister, Sam, saying that she was sorry she couldn’t meet you. Your parents are nowhere to be seen. The combination of an empty house, flickering lights, and a howling storm outside creates a spooky atmosphere. As you move through the house you are tempted to turn on every possible light and leave them on. There are no other people to interact with in Gone Home, but a story is told through voice-overs from your sister Sam that trigger when you examine certain objects. Whether these are simply letters that Sam wrote or tapes she recorded isn’t entirely clear, but they serve as the backbone of the story. In addition to these voice-overs, there are tons of little clues strewn throughout the house: letters, invoices, detention slips, and so forth. Many objects can be picked up, examined, and even moved around the house, but only a few have significant meaning. I found myself picking up pens from drawers and leaving them on top of tables, just for fun.
As you proceed through the house you end up unlocking new sections and learning more about your sister and your parents. Your father once wrote a couple of science-fiction books involving time travel and the assassination of JFK, but fell out of favor with his publisher and ended up doing contract work writing reviews for a consumer electronics magazine. As an aspiring novelist who pays the bills as a technical writer, this resonated with me. Sam is also an aspiring writer, as you discover when you find ever-evolving stories from various point in her childhood. You also learn about Sam’s growing and complex relationship with her friend Lonnie, which becomes the driving point of the narrative.
The puzzles in Gone Home are fairly easy to solve. This isn’t like the adventure games of old where you had to find the blob of guacamole and attach it to the rubber chicken with the pulley in it, just so you could get past the annoying clown. Instead, the game rewards slow, thoughtful exploration. There are tons of objects to find in each room that give more background information about your parents and even the original owner of the spooky home. It turns out that the family had just moved into the house (packing boxes are visible everywhere) while your character was on vacation, so it makes perfect narrative sense that your character would be exploring the house for the first time. This brilliant move puts you and your character on the same footing, making the experience even more immersive.
The choice of 1995 as the time frame for the game was a deliberate one by the designers, as that was the last year before information technology became ubiquitous in family life. This also makes the game a great nostalgia trip for finding all the trappings of mid-90’s life that have since vanished: tape cassettes and recorders, VHS tapes and VCRs, Super Nintendo, and answering machines.
I loved every moment of Gone Home. Although the flash sale is over, it’s still only $4.99 from the Steam Store, and it runs on Windows, Mac OSX, and Linux, so there’s no excuse for you not to play it!
In my review of Get Lamp, the documentary about text adventures, I mentioned that the original Infocom employees believed the market for these games could exist for hundreds of years. After all, the novel is still around today and, despite stiff competition from movies and video games, writing fiction is still a profitable endeavor. Why not interactive fiction?
The reality, however, is that since the demise of Infocom in 1989, many people have tried to make interactive fiction into a commercial endeavor. None have been able to figure out how to make the financial side work—until recently. Everything changed with the rise of smartphones and tablets.
I had a lot of fun interviewing people like Michael Berlyn for this article, and I think it came out really well. Now I kind of want to write my own text adventure... hmm...
This discussion comes up all the time on forums, between fans of the original Starcraft and fans of Starcraft II, in particular, the professional scenes that evolved around those games.
I watched a ton of both, so I figure I have some idea about which game was "better".
But the answer, like many things in life, is much more complicated than just "this game is better than that game."
Pro Starcraft Brood War at its height, from 2006-2008, was a very unique thing, unlikely to ever be repeated. The scene essentially was 100% Korean, and 100% KeSPA. There were foreigner tournaments, but the level of play was ridiculously low. The players were essentially amateurs. Day was a high school kid and Artosis would quit his job every year a few months before WCG regionals to practice. These were the top-level non-Korean players at the time. Whenever they played Koreans, (which was only once a year) they would get utterly and completely destroyed, like playing against the computer on "Easy" level destroyed.
Meanwhile, in Korea, KeSPA ruled with an iron fist. To stay on a team you HAD to practice well, like 10 hours a day MINIMUM, and you had to work with the coach and do whatever he said and take no breaks ever and you had no negotiating power for your salary AT ALL, and if you didn’t like it? Too bad, there are 50 Koreans begging to replace you. Deal with it.
This pressure cooker environment weeded out the weak and left only the super-strong. Players like Flash and Jaedong would practice until their eyes bled (in Jaedong’s case, this was literally true). The level of competition was so close at the top that any player could take down any player, so everyone had to be on top of their game. This made for exciting matches, with daring cheese and "economic" cheese plays thrown in with series where the multitasking and macro levels went through the roof. It was exciting.
With Starcraft II, everything changed. KeSPA players weren’t playing originally, so the Korean scene was made up of B-teamers, formerly retired players, and a smattering of foreigners, a few of whom managed to do quite well and even won tournaments. The Koreans were overall better, but it wasn’t a complete roflstomp like it was in the Brood War days. This was exciting, but for a different reason. The games weren’t as high-level. They just weren’t. But the situation was different. It wasn’t just KeSPA. There was a thriving international scene. Players could win tournaments without being slaves working in the salt mines 12 hours a day. They could actually compete for teams to get the best salary possible (this was never possible in KeSPA-- the "free agency" they offered was in fact the exact opposite)
The game itself also had some problems. One of the biggest was Broodlord-Infestor. This was actually something that happened almost every game in PvZ, and Protoss had only the "casual fun unit" of the Mothership to try and get a lucky Vortex, and if it missed, or the Zerg split the Brood Lords, or Neural Parasited the Mothership, too bad, it was over. This wasn’t so much fun to watch.
Now, with Heart of the Swarm released and the KeSPA players switching over, things are different yet again. HoTS fixed a lot of problems with the original Starcraft II. Protoss got a counter to Brood Lords (the Tempest) so PvZ wasn’t quite as dumb as it used to be. Terrans got Widow Mines which made things more random and yet skilled players could also bait the shots out with single units. Zerg got Swarm Hosts, which aren’t as good as Lurkers but at least they made for some different strategies and let them "siege up" and do different things, and Vipers allow high-APM players to do amazing abducts. Even Oracles reward the super-skilled, high-multitasking player. It’s better than Wings of Liberty. MUCH better.
Is it as good as Brood War? That really depends on how you look at it. The KeSPA players are certainly taking it to the next level-- look at recent GSLs or Proleague-- these guys are just hammering through different ideas and builds and they are starting to dominate again. But KeSPA doesn’t allow them to travel to international events (with the one exception of MLG) and so they are still isolated from the international scene in some ways.
But is the GAME ITSELF as good as Brood War? That’s really hard to say. I think a lot of what made Brood War great was the players. They suffered for our entertainment, but they raised the game to an art form doing so.
There was something that happened at the end of Brood War when players had to do a "hybrid Proleague", where they alternated Brood War and Starcraft II (at the time, Wings of Liberty). I don’t know if you watched any of the games, but I did. They were terrible. The KeSPA players didn’t care about the game any more because they were all practicing Starcraft II. So when they played Brood War, they just did whatever, and hoped their mechanics would save them. It worked, but dear God the games were boring. THEY WERE BORING.
I thought about this, and I figured that a lot of what made Brood War special, the amazing "metagame", wasn’t so much a factor of the game itself, but it was something the players brought to the game.
The other thing is that back in the day, the KeSPA players were it. There were only so many teams, and each team had only so many players on their playing roster. Sometimes a B-teamer would make it up to the big leagues, and sometimes players retired, but at any given time you had maybe 10 teams and maybe 8 players on the bench. 80 players. There are easily three to four times the number of pro players in Starcraft II.
Having fewer players makes it easier to build storylines, to build rivalries, and to build hype. There were also fewer tournaments, so each one was more special. In Starcraft II, there is a tournament every week and every weekend, and sometimes two at a time.
So, a lot of it is nostalgia, but justified nostalgia in some ways.
A tiny amount of it might be the game itself. It might be. I’m not willing to rule that out.
But things change. Sometimes you fall in love with a game and sometimes you fall out of love with it.
There are pro Brood War tournaments starting to happen in Korea these days. People love the game that much that they will play it even without KeSPA support and salaries. I’ve watched a few of these games. They’re pretty terrible. These are former pros, but they aren’t doing the amazing things that I remember from Brood War. They’re doing dumb things and winning for dumb reasons. I can’t watch them, even though they are playing the ostensibly "better" game. Not even for the nostalgia value. I tried. The excitement just isn’t there.
And it is there for Starcraft II. So I’ll continue to watch.
Those of you who know me know that I’m a huge fan of Wing Commander. The game had a profound influence on my life and on my writing.
My latest project is taking some of the 3D models that I built for the cover of my science fiction novels (in this case, the Pegasus, the main setting for the trilogy) and converting them into formats that can be imported into the open-sourced Freespace 2 game engine. Freespace 2 was a spiritual successor to Wing Commander and the game engine has been updated with modern graphics features over the years by an amazing modding community.
The model needs work, certainly (at this size, one needs more details and more polygons, and the texture is just a placeholder) but, still... I actually am flying around the Pegasus for the first time. It’s pretty cool.
I'm a writer and occasional programmer. I write science fiction stories and novels.
I also write technology articles for Ars Technica.
I'm the creator of newLISP on Rockets, a web development framework and blog application.