Descent - a note about the missed genre
A note about the missed genre.
The textbook of a history.
The history should be known. Especially a history which, can learn something. The
genre 6dof fps has history. A history is complplicated, almost detective. And
incredibly useful if to manage to learn from it a lesson.
In protection of idea.
Such opinion, that so alternative genre as 6dof fps, cannot be popular was
generated. It only a myth. There are many examples when the genre, considered long
years exotic or " the left groove " suddenly became the industrial standard - Stealth
Action , MMORPG, GTA... all of them formerly were " the left groove ". Even Dune2 was
it before occurrence War Craft and a fashion for RTS. But with 6dof fps such has not
taken place. Why? For clearing a question, it is necessary to know a history of a
genre, and to understand the true reasons of its crash.
The chapter first. Historical.
One man is no man. Everyone wishes prosperity a favourite genre. Were not exception
and fans of a novelty gameprom 1995 - Descent. They were excited with the unique
question, what future expects Descent? Whether game as tens its contemporaries who
have sunk in "Air" not looking at huge potential (for example ingenious Magic Carpet
or Settlers2) will be forgotten. Rescue could come only with the advent of a steady
genre direction. Some critical weight of the similar games using steady demand.
Attempts to imitate Descent-y were, but too clumsy. Descent remained original, half
experimental project. Certainly, in long-term prospect, such position for idea was
dangerous.
"Iron" circuits.
Having had time to get fanatically devoted community, Descent nevertheless remained
it is not popular in people. It is too much degrees of freedom at extremely terrible
tools of input - the ordinary secretarial mouse, yes the keyboard, which as is
adapted to game in Descent, as for interplanetary flight - for all that 12 (twelve!)
managing keys for 3D action it is obvious excess. The mouse could speed up
controlling subsystem of a computer not blocking up its superfluous keys, but mice
then were disgusting quality. Even absolutely "flat" DOOM, not having three-
dimensional labyrinths and in general to the controller not especially exacting and
that, has collided unavailability modern to it mice to show the true game process -
to play it was necessary at all without a mousy that changed game process up to
unrecognizability. Controllering question then stood especially sharply, as, in
other, always. However in due course began to appear a mousy of fine quality. Began
active use of mice in games. Therefore the next genres - fps, tps and rts began to
develop by accelerated tempo. But in 6dof fps the calm was tightened.The event,
threatened to break a situation there should be an occurrence of continuation Descent
- long-awaited Descent2.
Stagnation.
But the miracle has not taken place. Occurrence of second "Landing" has not strongly
affected a state of affairs of a genre - as it was not popular in people, such it has
remained. Again developers of game did not manage to minimize the problems created
controllering "appetites" of game process - even a qualitative mousy with the
keyboard to it appeared not enough. Certainly, fans of the first Descent have
accepted game "on hurrah ", (where they will get to.., from submarine..,) but other
public has not reacted in any way to a cult product. The failure was the uttermost.
It became clear, that any continuation, in such situation, cannot be. And, that it is
much more terrible, similar projects from other publishers. In fact if there are no
alternative representatives of a genre and there is no transition from quantity in
quality anyone, even very ingenious idea waits not escape oblivion and moral
obsolescence. It happened with 6dof fps after failure Descent2. After D2 the genre
did not develop on an extent of dangerously long time interval - with 1996го on 1998
wasn''t any incarnation. Interplay did not wish even to hear about continuation of a
series (anyway then..) . The brand incredibly complicate and not a perspective genre
on will be fixed for 6dof fps for a long time. In the created situation threat of
full disappearance of a genre became a reality. In Descent community that period
reign frankly panic moods. The idea - a mentality disappeared not simply.
New hope.
However Moore''s law was in the period of the best blossoming. Capacities of systems
grew outstripping rates, and with them chances of progressive ideas. There has come
an era of accelerators the schedules, opened new page to histories of the game
industry. The situation with ideas in games reminded the beginning of its history
when genres were born. Accelerators schedules created preconditions to occurrence in
games of new and well forgotten old. However Descent from rapid development of a
three-dimensional acceleration while won nothing. The generation of accelerators was
replaced, era Voodoo2 began, however in world Descent was deafly, as in the tank. A
hint on revival. It seemed, that the idea is buried for a long time, thoroughly and
on always. In Descent community already have almost reconciled with tragical
participation in their favourite game process.
Apogee.
And here there was an event radically changing the attitude of all playing public to
idea 6dof fps. In situations when all have turned away from it, occurrence of
"Forsaken" - ultramodern 6dof fps, with tremendous drawing and a cheerful gameplay
from Acclaim, has made effect of the become torn bomb. Forsaken favourably differed
from related to it, "toothcrushing", Descent and Descent2 beside game playing know-
how and obvious commercial success that has reanimated idea. It became unexpected all
obvious, that 6dof fps it can be friendly in relation to not prepared player, "not
load" his infinite catacombs, and in general, to appear deliverance from all
"hereditary" illnesses. For many it was the present revelation.Including for fans
Descent.
Another Descent.
Forsaken has introduced in a genre a lot of revolutionary innovations: а) friendly
management - Achilles heel all without exception Descent, б) the decision of a
problem orientation - the main problem killing all advantage to a gameplay from an
abundance 3D in game, в) disclosing multiplayer potential of a genre - now only
multiplayer also lives 6dof fps. Support of accelerators schedules affected
positively both the schedule, and on game process by the most radical image (that is
seldom combined in the industry). That is, "approach" was conducted on all "fronts"
but the most important victory has been gained, certainly, on ideological "front".
Forsaken has assigned to the game process, former before "the Left groove ", without
a hint on a market solvency, the status of a high-grade game genre, with very
interesting prospects. As a matter of fact, the term " 6dof fps " was born after
Forsaken. Up to that, was only Descent with the " the secret doctrine ", accessible
to understanding not much. Occurrence of a genre "de jure" meant potential
investments into it, consequence of that would become long-awaited evolutionary
development of a genre which to admit, was late with the start a little. Descent
community exulted. The ambassador of so many years of a underground, and then times
of frightening uncertainty, and even confidence of death of idea, there has come a
recognition. And with it hope for revival.
Old familiar.
Here that in "Interplay" have understood, what owners of a brand claimed in the
market are - in fact a word "Descent" then it has not been completely erased yet from
national memory. The screenshots which have appeared on the Internet actively
developed Descent3 plunged public into a condition of a trance - in those days, the
schedule of such level could unless what to dream. Conversations about Descent4 and
Forsaken2 have begun. It was made an impression, that the genre expects the big
future. It reminded the locomotive which is speeding up, having jumped on which
footstep it is possible to break the bank. However doubts remained. For all that, one
"sudden" Forsaken as reason to develop the vigorous activity in this direction, was a
little. Was necessary break-through product of a genre which was finally clearing up
its marketing solvency. So was with each genre applying for a recognition - where
that it was Doom after Wolfenshtain, where that WarCraft after Dune2, and where that
GTA3 after GTA2и1. The guarantor of investments and in this young genre was
necessary. Forsaken for such role obviously did not pull. And the reputation of
series Descent used bad glory. Everyone rushed the look on Interplay, with its
potential superhit Descent3 which promised become the Messiah of shooters of the
following generation. And not without the bases - in mode Glide game showed fantastic
to the schedule and speed.
Antichrist?
Occurrence Descent3 was unconditional holiday Descent community. So advanced
schedules prophesied the owner legendary success Unreal which beat all conceivable
records. It seemed, in such game should play all. However on sales game has failed,
at what has turned out a complete fiasco. The inhabitant has not voted for game by
the rouble. It would be not so terribly for a young genre be the project less
budgeted. But Descent3 belonged to a category of blockbasters, with the corresponding
astronomical budget. After enchantling success Forsaken in it there is nothing
surprising. Judge, whether it was possible to doubt of success Doom2 after Doom? Or
in success WarCraft2 after WarCraft? To believe in potential has lead Descent3 it was
impossible, it is especial at such level schedules. But terrible nevertheless
happened. The third landing has repeated "success" of the second, actually, having
failed. After such serious financial expenses that have afforded in Interplay this
crash appeared really epic scales. The genre 6dof fps, trust to which, at the
potential publisher first of all has suffered, was undermined finally. The genre in a
literal sense, has been killed in a germ.., at what with a control shot, in a head.
All conversations about Descent4 and Forsaken2 have instantly stopped. 6dof fps now
it was possible and to not dream of any evolution. On it the history of existence of
a genre 6dof fps, so plainly and not having begun has come to the end. Not simple and
tragic, left after itself the sea of questions, the bright trace, yes rallied Descent
community fastened not bad network code Descent3. Magnificent network game Descent3
and Forsaken, living an active life till now - all this, that remained to the fan of
a genre 6dof fps in consolation. And it is a pity.
6dof with gravitation.
The story about a history of a genre 6dof fps (tps) would be full without a mention
of the most appreciable game of the genre, not played almost any role in its destiny,
but changing representation about a genre it is not less, than has made it
Forsaken.
Introduction of physics in this or that genre results, as a rule, to two possible
results - game or becomes cult, event in the industry - as an example it is possible
to result Half-Life 2, Elastomania, Gish, Screamer4x4, Insane, etc. gameplaying
"bombs", or hits in other extreme measure - becomes something at all playable. The
second happens with the simulators covering the game inconsistency by a beautiful
word - a hardcore, not having to to it the slightest attitude more often. But there
is a third case. Games for which understanding very qualitative game controller which
in the market it is submitted too little is necessary. Or the controller specialized.
As an example it is possible to result ingenious auto simulator LiveForSpeed which
without a good rudder to understand difficultly enough. Actually, what for far to go?
Even old man Doom, and later and Quake, faced a similar problem what to speak about
simulators and around simulator genres. Lander, from well-known studio Psygnosis
(Drakan, RollCage, Wipeout) was such game. Having appeared simultaneously with
Descent3 (and in many respects "related" to it), Lander did not resemble at all on
6dof fps, than has caused "split" in the ranks of fans of a genre. Not having an
opportunity as it is necessary to estimate a gameplay, the majority simply did not
accept game as 6dof a shooter. However at presence of the qualitative game controller
game completely changed. It tremendous dynamics and so valuable to game in sci-fi
setting distinguished realness that so did not suffice Descent3, for what fairly
criticized it. The idea to introduce in three-dimensional "flightier" physics
appeared rather not bad. And it has been realized on five with plus, though and not
entering in "weights".
What to do, a basic problem for this genre, something like " the Scourge Divine ".
Being cleanly an equipment room, all attempts of the decision by software transfers
hardly. Historically so there was, that a quality of game system, communicates, is
for some reason extreme with capacity of a video card and the central processor
though the controller in this line stands far from being on last place. Here, it is
necessary to change consciousness of weights. Or to cut " from a shoulder " -
violently to show the consumer, who in game system main. It is necessary to hope,
that with occurrence Wii ice will be touched. Allow the god.
Chapter 2. Analysis of flight.
Questions and answers.
After brief historical digression we shall try to answer questions. What was not so
with Descent3? Why at such unprecedented for time quality schedules, game appeared
extremely not popular? The first, what it is necessary to find out - whether game in
the target audience has got? An audience which potentially would come to delight from
acquaintance to game and its game process. Conditionally, target audience Descent3
can be divided on two not equal parts. The first, it is fans of universe Descent and
everything, that on it resembles (example Forsaken). Let''s be fair by ourselves -
they "will eat" all. That would not leave from building berths Interplay behind
abbreviation Descent3. If at the name is present Descent3, the genre has not replaced
the orientation on " The Sims ", and the schedule stops
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