This week, I take a look at the PLATO computer system, originally developed in the 60s and refined in the 70s and 80s. This system had a touch-screen plasma display and was at least a decade ahead of the competition. The games are very hard but definitely innovative and well worth a look!
Take a look and let me know what you think about PLATO. Is the system simply underrated and ignored, or are the games simply too difficult to interest more gamers? Sound off about PLATO!
Comments
Plato for tablet PCs/touch screens
I thought I'd post this here for now. My colleague and friend Andy Anda (a computer scientist here at SCSU) just asked me a great question--is there a version of a PLATO emulator (extant or in the works) that supports touch screen or tablet PCs? A lot of PLATO apps took advantage of the touchscreen capability.
Anyone have any idea?
Dumb and Dumber
First of all not all gamers are created equal ;-)
So you are more of a casual than a hardcore gamer: You don't want to read manuals, you want quick successes, you like action games more than adventures and RPGs - and you probably hate strategy games or simulations that involve a large investment of time.
Don't worry - you are a pretty normal fellow! ;-)
This is one method to make the interface easier to understand and it's exactly what I meant with making a game more accessible - which I said is the only "dumbing down" I tolerate.
What you don't exclude with your statement is that you don't reject a game that is complex but easy to control - which is more or less what I said.
Give me complex games like the Thief-series anyday, but don't expect me to calculate the arcs my arrows should fly by hand and enter the numbers manually - I also want an easy to use interface with a mouse and some buttons/keys.
Some people claim that (PC) games are often dumbed down for games consoles which is a statement I don't plainly support. There are many very complex RPGs on games consoles and when comparing them to a PC classic like Baldur's Gate they don't seem to be "dumber" at all.
People confuse the ability of console games to be controlled with a small gamepad with less game complexity (and maybe content).
There are people - and you made yourself quite clear that you aren't one of them - who love to indulge into such stuff. Hardcore-sim-freaks are just one example, strategy game fanatics are another bunch, learning all the data about the units etc.
These folks already enjoy such a game while reading the manual. You maybe would call it "work", they call it "pleasure".
It was always my opinion that you can perform the most complicated procedures (like flying a space shuttle) with a simple enough interface. As the interface is part of the game engine I agree with you.
take care,
Calibrator
Thanks, Rob and Bill, for
Thanks, Rob and Bill, for your comments and ideas. I am feeling stronger about Lode Runner, and knowing about the earlier game will add depth to the review for sure. I'll hunt it down and make sure it gets due attention.
The PLATO community is a fine bunch of folks, but like any sizable community there are some who lack tact. In any case, I did the best I could, and if that's not good enough for everyone, so be it. It's a free internet--no one is forcing you to watch videos you don't like, and you are always able to make and publish your own as time and interest permits. I have little tolerance for folks who seem to thrive on hurting others. Disagreement is fine and welcome, but not incivility or rudeness.
I'm late to the party here, forgive me, but many comments.
First of all.... Matt, another fine video, well produced and informative. You look very relaxed and jovial, which works very well as a counterpoint to a very old and obscure gaming platform. The use of cut-scenes was also very appropriate and interesting. Somehow, you made this relatively unknown platform and its apparently obscure and technical games fascinating. I had no idea that these sorts of games were available for the PLATO platform. Your parting comments at the end of the video puzzled me at first until I made the PLATO connection, then I had a hearty chuckle over it! :-)
My response to critics in the hardcore PLATO community: What'd you expect? If someone who is near-totally inexperienced in the PLATO platform tried these games, this is what they'd see. If anything, Matt (a well-known hardcore gamer) was more diligent than I would be, because I would be TOTALLY lost in these games, especially considering that I have no experience in the PLATO platform. If there are better, more inviting games (or other attractions) on the PLATO platform, then I'm all for seeing a sequel to this PLATO Matt Chat. Although I've never experienced the PLATO platform, I came away from this video with a sheer sense of respect for it, thanks to Matt's video. Perhaps the PLATO community should be more open and inviting. From what I've read here, it sounds like even the PLATO forums are closed off to outsiders.
For those of you in the PLATO community that viewed this Matt Chat favorably, I'm sure we "non-initiated" would love to hear your experiences, anecdotes, and advice on this fascinating platform!
Calibrator: "Dumbing down" games makes them more palatable to people like me. There's NO WAY that I want to have to study a PHD-level course manual to play a game. I don't want to worry about all the nitty-gritty details of most gaming subjects, nor do I have the time or patience; I just want to PLAY. If the game is inherently complex, I want an interactive, in-game tutorial that holds my hand while teaching me the deep workings of the game. I've tried to play several games in my time that seemed that you have to come to the game with a PHD in the subject ("Virtual Skipper 3," for example) with no in-game tutorial. At some point, micromanaging and studying REMOVES you from the game fantasy, rather than immerses you in it. A flexible game engine is preferable to a super-technical/realistic game engine, in my opinion.
LarryLaffer: Let's see, Matt Chat sucks, he should hang it up, Matt and Bill's books suck (which I doubt you've even read), etc. etc. Why are you here if you don't enjoy it? Perhaps you don't understand what we're all about here. Constructive criticism is warranted, but not just "hang it up." Would YOU want to be told that you should "hang it up" in your endeavors? Steel sharpens steel, but fire melts steel. Are you steel, or are you fire?
Bill: I agree wholeheartedly with your assessment of the "Lode Runner" series. I played "Space Panic" and "Apple Panic," and clearly they were progenitors to "Lode Runner." And the "updated" versions of Lode Runner were inferior, play-wise, to the original. Even with it's comparatively colorless, featureless graphics, I still get a kick out of the simple but mesmerizing animations of the original. The arcade version was too cutesy, and the larger blocks meant simpler levels. The original "Lode Runner" had something that I'm not sure can be improved on, and I'm saying this as a HEAVY Lode Runner player, and I designed many levels which my friends greatly enjoyed back in the day. Lode Runner WORKED, and I had a blast playing it. None of the later incarnations had the same impact for me, although the Japanese arcade gamers loved the arcade version of Lode Runner.
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Universal's arcade games and Lode Runner
If you do, don't forget the first platformer and one that is hard to argue didn't influence Lode Runner, Space Panic, which had home versions as Apple Panic, among others. I believe top of my head I got that one in the book in the Super Mario Bros. chapter.
The newest Lode Runner, the one on Xbox Live Arcade is pretty nifty, but I still have a strong preference for the original Apple II/Atari 8-bit/C-64 versions and the later Sierra reimagining (PC/Mac/PS1) that added cooperative play. I just loved the small sprites/single screen look versus the oversized Japanese/scrolling look.
Books!
Bill Loguidice, Managing Director | Armchair Arcade, Inc.
I'm thinking of Lode Runner
I'm thinking of Lode Runner for the next video. What do you guys think? I could tie it into a discussion of user-generated content and maybe look at some of the other early platformers.
I agree, Calibrator, one
I agree, Calibrator, one should never forget the audience (neither the author nor the critic!) These games weren't made for the average Joe. They were made for highly literate, college educated, computer wizards, many of whom had extensive training in advanced mathematics and engineering. I wouldn't be surprised at all if Airfight was designed by a real aviator. That said, to be fair, the games do have pretty extensive help files available if one cares to read them. Most of the information is there if you really want to take the time.
Ultimately, though, I think you have to always think about the common person. If you ever start thinking in terms of "this is only intended for specialists," your actual influence will be severely limited. In my opinion, there is nothing so complex that can't be broken down into enough steps for the common person to climb them. You just have to make sure you aren't taking things for granted, going over someone's head or moving too quickly. In my experience, someone who claims that X can't be explained because it's too complex doesn't have a firm grasp of it in the first place. Anyone who really knows a subject can easily teach it to anyone who sincerely wants to learn it, given the time and motivation to do it.
Coming back to the topic, though, you had mentioned Ultima clones. I think that's a great example. If you want to make a very successful Ultima clone, you should start by thinking about gamers who have never played Ultima or never even a CRPG, period. Think about what it is about the game (getting down to the very core) that makes it appealing. Then, once you've figured that out, you're basically just building a bridge between yourself and what you find enjoyable and the average gamer and what he or she already knows how to do. The game itself will be greatly improved if you have taken the time to fully understand it; not just the code, mind you, but what makes that gameplay worth coding in the first place.
Pioneers
If it weren't for you guys - and especially Matt's RPG book and this video - I probably would have never known *how* advanced some of the early Plato games were!
IMHO you demonstrate quite nicely that these games are difficult to play which is not exactly a sensation as their developers weren't experienced designers of commercial games which try to maximize their target audience. Instead these guys tried to program for the fun of it and/or to play that stuff themselves.
Compare these guys with a hobbyist sitting at his C64 (or whatever) and cloning an Ultima-RPG and you see what those Plato guys achieved: They simply had no popular RPG like Ultima or Wizardry to look up to! They had to be creative and invent stuff which is the hardest work of it all!
I think this is outstanding stuff and most games today are so severly dumbed down in user interaction (capabilities) and complexity that it is sickening! The only thing worthy to "dumb down" is the user interface to make a game more accessible, IMHO.
While I think that some clever, polished on-screen menüs or a tiny help-system may have helped these early gems - especially as these weren't commercial games with printed manuals & stuff like maps - one should keep in mind that the system was limited and there are already so many innovations that one cannot expect everything to be perfect.
take care,
Calibrator
Comments
One of them basically said the same thing our own "Laffer" had to say--I didn't know how to play the games. I think some of it misses the point--one of my themes was that these aren't games that you can pick up and play. They take lots of study and patience. I agree to a point, though. I was disappointed that I couldn't show off the gameplay more, but I don't have unlimited time, and don't feel too good about just using someone else's footage. I like to have hands-on experience with a game before I talk or write about it.
They're not all negative, mind you. Check your email, Bill. :)
p.s. I overreacted; it's really only one guy who really didn't like the video. The rest are just glad to see someone like me trying his best to show off their favorite platform. I am thankful for that.
Comments
I'm confused, what was shut down? What didn't they like about the videos. I used to have an account, but let it lapse. No reason for me to re-join at this point.
Books!
Bill Loguidice, Managing Director | Armchair Arcade, Inc.
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