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Thursday, September 10, 2009
 
The Wow Factor
Eventually, Castle Wolfenstein made its way to the Commodore 64. I'm talking the original 2D game. The one that had standing around and waiting as a gameplay element. I'm serious! You'd point your gun at a lock and hit the spacebar (I think) and literally wait a certain number of seconds until the lock was picked (giving the guards more time to find you). It was a terrible idea, but somebody had to try it...

Several friends in school told me about it (mostly for their Apple IIs), and I awaited the day it would be ported to the C-64. I didn't have to wait too long. I borrowed a copy from a friend (I had no money to buy games back then), and that first night I got to see what people had been talking about for two years.

As a game, it wasn't bad. But the kicker was the voices. The game had really rough voice playback of German words and phrases. I'm talking super-rough here, as the entire game had to fit inside of memory constraints that wouldn't hold a 5-second MP3 today. While I was expecting it, the sound of actual voices coming out of my computer was an immediate thrill. I had to tell my parents about it.

They weren't too impressed. My mother said, "You'd better be at least that excited when your first child starts speaking!"

Okay, I was. But at the time, hearing speech come out of my own computer was kinda mind-boggling. It had a high "wow" factor. It wasn't so much the fact that speech was there - we'd heard it before in some arcade games ("Bite the dust space cadet," "Run, Coward!," "Intruder alert, intruder alert!," and "Red five standing by!" all come to mind). But it was coming out of my little home computer. Wow! Cool!

The early days of computer and video games were full of "wow" moments as the new medium grew from infancy and regularly surprised people with new and exciting possibilities.

Not quite a decade after my first "Wolfenstein" experience, I found myself playing Wolfenstein 3D - id Software's take on the license. Anybody who was playing computer games back then remembers the "Guten Tag!" moment - yet another victory for speech in games. But it wasn't just the speech, it was the whole 3D environment that blew people away, too. And the solid gameplay (at the time). History was repeated with Doom a couple of years later. Ultima Underworld also blew me away around the same time as Wolf3D. Unreal gave me (and most other players) a few "wow" moments with its graphic excesses.

In the past, the "Wow!" factor of a game was almost entirely dependent upon technology - principally graphics and, to a lesser degree, sound. Game makers and publishers have been going down that road for a long time, now, and are slowly realizing it only gets longer and harder as you go. The wow factor comes from being novel and surprising, and that's hard to do with technology with today's hardcore gamer. It still happens - Oblivion and Far Cry are somewhat more recent examples, but those are still just incremental micro-wows, lacking the surprise awesomeness of their forebears.

But there are other ways of pulling it off that are not tied quite so tightly to technology.

Falcon 3.0 and Falcon 4.0 did it for me with their devotion to realism and incredible dynamic campaigns. Falcon 4.0 continues to reign supreme in its more recent incarnation (Allied Force). Baldur's Gate II impressed me with its massive scope. Vampire the Masquerade: Bloodlines had a twist ending (with the Anarch ending) that really surprised and amused me - a great "wow" factor coming from story rather than technology.

Indies can do it too. For example, Depths of Peril really impressed me with the dynamic, evolving quest system. And extremely recently, AaaaaAAaaaAAAaaAAAAaAAAAA!!! - A Reckless Disregard for Gravity! thrilled me with its sheer audacity and innovation coupled with solid, fun gameplay. In fact, I think I said the word, "Wow!" quite audibly a couple of times while playing the first few levels.

I don't think a game necessarily needs to have an amazing "wow!" factor to be great, but it sure helps it stand out and rise to the heap more quickly. But the important point here is that it doesn't need to be based on novel use of graphics or sound. There are so many different ways it can be achieved - if only more developers and publishers would wake up and try 'em out, instead of constantly trying to up the polygon detail and light bloom.

UPDATE: Oh, hey, a forum thread about this! We still have these!

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Comments:
Great post! I remember some games that made me wow ... the music of Skate or Die on the C64 for example or when I played Project Firestart (because of the dense atmosphere and story), when I first played Metal Gear Solid on the Playstation which was very well done, in a cinematographic way.
Today it's really hard to get wowed. When I first played Mass Effect I felt a slight, silent wow in the back of my mind when I saw the characters quality and near-to-perfect animation. But we are spoiled today with great 3D graphics and realistic shaders so it get's harder and harder to wow players. But I must admit that the graphics quality of Tomb Raider Underworld did definitely wow me. Sometimes it's the music that does the job, Vampire Bloodlines had some really excellent music, for example when you enter that Malkavian Mansion.
Other than that what does still impress me is if a game has a really well written story/plot that takes unexpected twists and turns, the Dark Brotherhood quest in Oblivion felt kind of like that.
 
Valkyrie needs food badly!

I really enjoyed your post. It made me think of all the 'Wow' moments in my past.

It also just made me think of some of my favorite Commodore 64 games. Zak McKracken and the Alien Mindbenders comes to mind :)
 
You forgot another kind of "Wow!" moment.

When I first played Half-Life, and being used to monsters that just mindlessly charged at you without thought, I walked into a room with lots of crates and three guards at the end of the room. While two guards distracted me by pinning me behind crates with gun fire, one was apparently using a side-corridor to creep up behind me and gun me down. I was surprised. WHo the heck is shooting at me!

I was killed by a simple but unexpected use of strategy by the computer. Wow!

So, there you have it, an AI "Wow!" moment.
 
Heh - I had an understated "wow" moment when I learned in Falcon 4.0 that a bunch of things which I thought were bugs were actually honest-to-goodness F-16 behavior or standard tactical doctrine utilized by those employing Russian weaponry. Literally not a bug, but a feature, in a big way.
 
Speech? We had that on our TI-99/4a. The two most well known were Parsec and Alpiner. Even though the female voice generally made sarcastic remarks after you screwed up, it was still pretty cool to hear.

The primary voice TI used in their games was a young woman named Aubree Anderson, who was a college student back in the early 80's. She had a very deep voice which registered well when digitized. Even then she still had to repeat phrases more than once in different inflections for the engineers to get a good sampling.

You could do your own speech work by stringing together raw data strings, but I've no idea how to do it... there's very few guidelines on how the speech synthesizer worked on the TI, and even less on the raw data format used, since it was proprietary.
 
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