April Edition Live Magazine - April 2014 Issue. | Page 26

Real-time-strategy - ‘Dune II: The Building of a Dynasty’ (1992, Westwood Studios) feature Retro Games that Spawned Gaming Genres Racing Game - ‘Pole Position’ (1982, Namco) Of all the genres in gaming, racing games are one of the trickiest to analyze the history of. There were many games before Pole Position that claimed to be racing games (Rally-X, Speed Race, Monaco GP), but few of these actually felt like actual racing games and instead felt like arcade games that featured cars. Namco’s Pole Position however, was the first racing game to feature a race track that was actually modeled from a real race track, and combined it with the popular behind-the-car third-person view that is associated with the racing genre. Not only that, but it was one of the first arcade racers with a realistically-depicted car, and not some whacky cartoon-like car. Racing games arguably became the genre that pursues realism the most, and a game like Pole Position certainly set the standard at the time of its release. Upon its release, Pole Position was the highest grossing arcade game that year in North America, earning $61 million. It has been ported numerous times, and has even had a Saturday morning cartoon based on it. Although Herzog Zwei is widely considered the first real-time strategy game, it saw a relatively small audience, due to it being released on the Sega Mega Drive. At the time, Mega Drive titles were primarily arcade titles and action titles with simpler gameplay, and PC would have been better suited to Herzog Zwei’s strategic gameplay. Dune II: The Building of a Dynasty (renamed to Dune II: The Battle for Arrakis for some regions) took some of Herzog Zwei’s elements and refined them, as well as adding some of its own unique features which would later become the standard for many RTS games. It is based on the film Dune, which in turn is based on Frank Herberts science-fiction novel, Dune. The player takes the role of the commander of one of the three interplanetary houses, the Atreides, the Harkonnen or the Ordos, with the objective of wresting control of Arrakis from the other two houses. House Ordos is not featured in the Dune novels and is mentioned only in the non-canon Dune Encyclopedia. The basic strategy in the game is to harvest spice from the treacherous sand dunes using a harvester vehicle, convert the spice into credits via a refinery and to build military units with these acquired credits in order to fend off and destroy the enemy . Some key elements that first appeared in Dune II and later appear in many other RTS games include: • A world map from which the next mission is chosen • Resource-gathering to fund unit const ruction • Simple base and unit construction • Building construction dependencies (technology tree) • Mobile units that can be deployed as buildings • Different sides/factions (the Houses), each with unique unittypes and super weapons • A context-sensitive mouse cursor to issue commands (introduced in the Mega Drive/Genesis version) Another notable feature of Dune II was that it was one of the first games to support MIDI sound, and therefore, had vastly superior sound design compared to other games at the time. Dune II has often been described as one of the greatest video games of all time by a number of different game developers and publishers, as well as various websites and even Time magazine. The RTS Legacy: The Warcraft series (1994-current), the Command and Conquer series (1995-2012), the Age of Empires series (19972013), and many more. The Racing Game Legacy: Super Mario Kart (1992-current), the Gran Turismo series (1997-current), the Test Drive series (1987-2012), the Need for Speed series (1994-current), and many more. So there you have it - a wrap-up of some of the biggest genres in gaming. Have you played many of them? The standards set by many retro games are still found in games today. Experience levels, hit points, aiming crosshairs, over worlds - all of them came from somewhere. Many passionate developers aimed to tell a story, or simply aimed to create a game that was fun. As we look to the future of gaming one thing is for sure: its roots are firmly planted in a retro game. Written by Nick Getley www.stickytriggerentertainment.com