The Geryk Analysis: Odium vs. Shadow Watch (cont'd)
When it comes to looking cool, both Odium and Shadow Watch have
some problems. Odiums 3D presentation looks much better on
the adventure map than it does in the tactical battles. Shadow Watch
has an interesting hand-drawn, comic-book style, but undermines
this with an inconsistent sense of aesthetics where people who get
shot flop over like Shemp Howard and your objective is neon green
floating luggage. Nevertheless, both games are visually appealing
enough to satisfy criterion number three. That brings us to the
real game design element: presenting gamers with non-trivial decisions.
Whether a game is about fantasy monsters or the other kind, you
only have to look as far as the classic X-COM for a fundamental
truth about this genre: its not all about the tactical
combat. Shooting guys with little itty-bitty guns is a blast,
yes, but unless there is a sense of discovery, youre simply
replaying the same set-piece battle over and over. That gets old
very fast. You can change the maps around and introduce new monsters
and weapons, but for this to make any sense it has to be within
the context of a story.
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Odium takes a pretty conventional path through the games
story, but one that does a good job of providing the tactical element
with hooks necessary to make the game involving not just as a combat
exercise, but also as a developing series of events. It doesnt
matter that the events add up to a dumb story. All computer game
stories are dumb. Its the law. The point is that the combination
of anticipation and tactical decisionmaking keeps you involved even
in the face of the hackneyed secret experiments gone wrong
premise. Thats the strength of Odium: the plot progression
helps make the other parts of the game engaging.
Shadow Watchs story is simply irrelevant. As an experiment,
whenever I was presented with a choice of missions, or the need
to question non-player characters, I took a friends advice
and closed my eyes while throwing my mouse in the vague direction
of a large photo on my wall of former White House chief of staff
Bob Haldeman. You know what? It didnt matter. No matter what
choices I randomly selected by smashing my mouse against my favorite
Watergate felons visage, I got to go on the missions, and
I never needed to find out why. Shadow Watch hadnt learned
the lesson that Baldurs Gate should have taught to all the
games it met socially: text boxes for dialogue only work in role-playing
games based on the magic of elvenlore. All that reading doesnt
do anyone any good, especially if youre just going to keep
meeting the same enemies every time. Which, in Shadow Watch, you
do.
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Shadow Watch severely underestimates the story value in a game.
This doesnt just refer to the why things are happening
part. It also includes the things that happen within the game. Empire-building
games with tech trees create a powerful desire for new technology
(If I can just get Chariots, I can smoke him!) that
is never quite satisfied (If I can only get Chariots and Catapults,
then I can smoke him!). When playing games with individual
characters instead of massive empires, this lament becomes, If
only I had a submachine gun. Or a +1 broadsword. Or a fucking
life. Whatever. The point is, you want more stuff because it allows
you to progress further in the game. Thus, when you get more stuff,
youre happy. This is really the whole point of life, which
is why Richard Mellon Scaife bought Pittsburgh.
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