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From Coleco Vision To Iphone Games: Some High Water Marks In Video Game Design History ? Part 2

Posted by: Robert Allen , January 9, 2011

In the first entry of this ongoing series we took a look at some memorable design moments in video game history courtesy of  Nintendo’s own Metroid on the original NES and Bioware’s MDK2 from the Sega Dreamcast. In this second part of this ongoing series we will examine some more of those moments where video game designers undoubtedly got it right and delivered a memorable, enduring and progressive gaming experience.

Halo – A launch title for the original Xbox from Microsoft, Halo: Combat Evolved forever changed the way people think of first person shooters (FPS) on video game consoles. The game had a very long development cycle, starting out as an RTS title, evolving into a third person shooter for the Mac and finally resulting in an FPS for Microsoft’s console debut.  Regardless of this much longer than average development cycle, the game released to incredible sales, glowing reviews and almost universal praise for its execution and technical innovations.

The first high water mark in game design comes at the very beginning of Halo, as the main character – the Master Chief – is thawed from his cryo-sleep. It is at this point that the player first takes control of the main character – the Master Chief. Under the guise of configuring the Chief’s on-board systems, the player is put through a short tutorial that familiarizes them with the game’s control scheme. This seamless integration of gameplay mechanic introduction into the narrative is not only incredibly slick, but almost shockingly effective. What follows is a short run from the cryo-chamber to the deck of the ship. This run involved the player moving, jumping, ducking and generally being forced to familiarize themselves with all aspects of movement. It is not until the player finally reaches their destination on the bridge, that they are finally rewarded with their first weapon and the game truly begins.

Another standout moment in this game arrives at the beginning of the game’s second level, simply titled ‘Halo.’ When the Master Chief exits his escape pod and we see the incredible size and scope of the world he has landed on and will soon explore, the player discovers that along with some progressive controls and design integration, the game will also be upping the ante on level design. Few FPS to this point featured worlds so large and lush, and none starred enemies as dynamic and engaging as the Elites, Jackals and Grunts that make-up the bulk of the enemy army. Unbeknownst to the player, they would soon be fighting alongside civilians and soldiers, driving (and being driven in) Warthog jeeps, using sniper rifles and choosing their own pathways through the level. If the opening level of Halo wowed the player with its clever integration of tutorial elements into the gameplay, the follow-up level only served to cement the promises the development team made with those innovations, and foretold of a game to come that would push the limits of what gamers would come to expect from a FPS from that point on.

Tim Kennedy writes on behalf of AppsPatrol. He recommends you visit AppsPatrol for youriPhone App Reviews and iPhone Game Reviews.


Article from articlesbase.com

Tags: Coleco, Design, from, game, games, high, History, iphone, Marks, Part, Some, video, Vision, Water

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