Game design philosopher Chris Bateman
explains why, if you're an NT in the Meyers-Briggs taxonomy, you probably think that games have gone all downhill since the 90s:
Because the Rational temperament is
associated with programmers and game designers, early videogames were extremely
influenced by Strategic play. Early mainframe games in the 1970s , such as Star
Trek (Mike Mayfield, 1971), Adventure/Colossal Cave (Will Crowther,
1975) and Dungeon (Don Daglow, 1975) and its spiritual descendent Rogue
(Toy, Wichman and Arnold, 1980). Many early games were influenced by the
tabletop wargames (and role-playing games) of the 1970s, which were also great
examples of Strategic play – providing complex play resulting from many
different rules and options.
In the 1990s, turn-based strategy games
raised Strategic play to a new level with games such as Civilization
(Microprose, 1991), Master of Orion (Simtex, 1993) and the X-COM series
(Mythos Games et al, 1994 onwards). Additionally, strategic role-playing games
such as the Heroes of Might and Magic series (New World Computing et al,
1990 onwards), and point and click adventures such as The Secret of Monkey
Island (LucasArts, 1990) made this decade the golden age of Strategic
play for many people preferring this play style.
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This screen represents hundreds of hours of my life. |
Sadly for players preferring Strategic
play, the arrival of the PlayStation in the mid-90s marked a change in the
focus of the videogame market. Until this point, players favouring Strategic
play were (arguably) in the majority, and the bulk of the games being made appealed
to these players in some way. But a new era was arriving in which effortless 3D
graphics opened the door to a wider market. The Strategic player was about to
go from being the key audience for videogames, to being a strong but diminished
niche market.
This change was to mark the end of the
commercial importance of adventure games, and a gradual narrowing of the
importance of turn-based strategy games which today support very few viable
franchises, and maximum audiences of no more than 2 million units (while
other types of games were able to pull in maximum audiences of 8 million units
during this time). Today, Strategic play in isolation is a commercial
backwater, although many successful games support Strategic play along with
other play styles.
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