From ColecoVision to iPhone Games - Some High Water Marks in Video Game Design History - Part 6

In this ongoing look at significant moments in thegame's freedom that will be focused on. It is
history of video game design, we have alreadydifficult to overestimate the shock that console
taken a look at Bungie's Halo, Bioware's MDK2, thegamers felt when they realized they could literally
original Half-Life on PC and several others. Thego anywhere, do anything, kill anyone (except
goal of this series is to go beyond gamingcharacters crucial to the storyline), steal anything,
magazines and iPhone app reviews, and take abreak into any building and simply play the game
closer look at what defines memorability andon their terms, rather than merely journeying
quality in game design. In this sixth part of thealong a pre-determined path. The game begins in
series we will examine some more of thosean underground sewer setting, but after a bit of
classic moments where video game designersexploration the gamer emerges into the daylight
undoubtedly got it right and delivered aand is greeted with a massive world with little
memorable, enduring and progressive gamingguidance as to what their next move should be.
experience.Some felt overwhelmed by this freedom, but
The Elder Scrolls III: Morrowind (Multi-Platform) -those who stuck with the adventure quickly saw
Released in 2002 and developed by Bethesdathat there was a method to this seeming
Software, the role-playing-game (RPG) Morrowindmadness. Unlike most games before it, exploration
was certainly not without its faults. The gamesin Morrowind was rewarded with exotic treasures
incredibly large world and open ended gameplayand hidden adventures, rather than invisible
sometimes demonstrated the concept of aboundaries or impassable obstacles. The games
game's reach exceeding its grasp. Quests could beincredibly large selection of characters all had a
broken, save files could be corrupted andstory to tell and gamers who took the time to
frustration was as much a part of the game asread these lengthy passages were rewarded with
exploration. Why then, is this game worthy ofone of the richest gameplay experiences video
inclusion in this series? Because of its incredible andgames have to offer. Every single facet of
unflinching ambition.Morrowind is absolutely epic in scope and truly
Although PC players had seen game worlds biggermust be played to be understood.
than Morrowind in the past - Bethesda's ownUltimately, it was Bethesda's refusal to dumb
previous entry in the Elder Scrolls series,down their game for the console market coupled
Daggerfall boasted a larger map - when itwith their unflinching courage in delivering a game
launched on the Xbox, console players werethat had a legitimate chance of intimidating the
astounded at the game's scope. One could literallygamers who had quite literally never seen a game
spend an entire day wandering the game'slike Morrowind, that cemented it as a game of
overworld, meeting characters, getting intothe year candidate and a mainstay example of
real-time battles, treasure hunting and adventuring,high-quality game design. While not a perfect
without ever completing a quest or making anygame by any means, Morrowind still wonderfully
actual progress in the game's storyline. This typedemonstrates impressively progressive design
of flexibility to quest and explore as one wishedelements and fearless ambition. It raised our
was particularly jolting to fans of Japanese RPGs,expectations of RPG gaming on consoles, showed
as they had become accustomed to RPGs beingthat incredibly large game worlds were not only
played more rigidly, with enemy encounters beingpossible, but feasible, and set the tone for what
random and turn based.would become a record of ongoing consistency
In singling out a particular component ofand quality from Bethesda Software.
Morrowind for its game design quality, it is the