Call of Duty: Modern Moneymaking

The first person shooter (FPS, or shoot-em-up) genre is the biggest and most profitable in the gaming industry, which is itself now (globally) the biggest entertainment industry on earth. Every year Activision pay off their expenditure for the next decade by releasing another Call of Duty game, and every so often Battlefield, Medal of Honour and Halo like to join the party to similar financial response. Given that many critics have built their name on slagging off such games, and that even the most ardent fans will admit that perhaps only four of the nine CoD games have actually improved on the previous one, this fact seems a trifle odd to my eye (which may have something to do with me being awful at them), and since I cannot apply science to this problem I thought I might retreat to my other old friend; history.

The FPS genre took a while to get going; partly due to the graphical fidelity and processing power required to replicate a decent first-person perspective, it wasn’t until 1992 that Wolfenstein 3D, the game often credited with ‘inventing’ the genre, was released, long after the first four home console generations had passed. However, the genre had existed after a fashion before then; a simple game called Maze War, akin to Pac Man from a rudimentary 3D perspective and with guns, is considered an early example and was released as far back as 1974. Other, similar games, including the space simulator Spasim (the same thing but in space) and tank simulator Battlezone (very slightly different and with tanks) were released over the next decade. All, as well as most subsequent efforts pre-Wolfenstein, used a tile-based movement system, whereby one’s movement was restricted to moving from one square to the next, since this was pretty much all that was possible with contemporary technology.

Further advances dabbled in elements of multiplayer, and introduced such features as texture mapping to enhance graphical fidelity, but Wolfenstein’s great success lay in its gameplay format. Gone was any tile-based or otherwise restrictive movement, and in its place were maps that one was free to move around in all directions and orientations in two dimensions. It also incorporated a health meter (and healing pickups), depleting ammo and interchangeable weapons, all of which would become mainstays of the genre over the next few years. Despite its controversial use of Nazi iconography (because the bad guys were Nazis, rather than the developers fascists), the game was wildly successful; at least for the short time before the same company, id software, released Doom. Doom used a similar interface as Wolfenstein, had better graphics and a more detailed 3D environment, but its real success lay in its release format; the first third of the game was distributed for free, encouraging gamers to experience all that the game had to offer before gladly paying for the remainder. With it’s consolidation and enhancement of Wolfenstein’s format and its adoption of a now-ubiquitous multiplayer mode, Doom is often considered the most influential FPS of all time, and one of the most important games full stop; its fame is such that versions of the game have been available on almost every major console for the last 20 years.

Over the next few years, many other features that would later become staples of the FPS genre were developed. The Apple Mac, not usually a traditional stronghold for gaming, was the platform for Marathon, which introduced a number of new game modes (including cooperative multiplayer), more complex weapons and placed a heavy emphasis on story as well as gameplay. Star Wars: Dark Forces introduced the ability to crouch for the first time, thus setting the template for today’s FPS pattern of repeatedly hiding behind chest-high walls, and 1995’s Descent changed the graphical playing field by changing from using sprites to represent objects and NPC’s in the gameworld to a 3D system based around polygonal graphics. This technology was one of the many technologies used in Doom’s 1996 sequel, Quake, which also increased the series’ emphasis on online multiplayer. Unfortunately, this market would soon be totally conquered by 1997’s GoldenEye, a tie-in to the James Bond film of the same name; the game itself experimented with new, claustrophobic game environments and required you to manually reload your weapon, but it was the multiplayer that proved its success. It has now been revealed that the multiplayer was actually nothing more than a hasty add-on knocked up in matter of weeks, but the circituous maps and multiple weapons & characters on offer made it endlessly compelling, and right up until 2004 GoldenEye was the best selling game for the Nintendo 64.

But the defining FPS of this era was undoubtedly Half Life; released in 1998, the game combined Quake’s graphical technology with a bulletproof gameplay format and one of the strongest narratives and plots of any game ever made. The single player experience alone was enough to raise Valve, the game’s makers, to iconic status almost overnight (a label they retain to this day due to their penchant for innovation and not being dicks about their business tactics), and when a multiplayer mod for it was developed (Counterstrike), it and its successor (Counterstrike: Source) became the most popular multiplayer FPS experience ever.

After Half Life, some felt that the FPS genre had been taken about as far as it could in its current iteration, and that the genre’s immediate future was to be based around increasing graphical quality, fiddling with storylines and making money. However, in 2000 Microsoft acquired Bungie studios (who had made Marathon back in 1994) and released their real-time-strategy-turned-third-person-shooter-turned-first-person-shooter as a startup title for their newly released Xbox console. The game incorporated a heavy focus on characterisation (helped by it occasionally leaving first person perspective for cutscenes, which Half Life never did) with a new style of enemies (well-rendered and varied alien opponents), a wide variety of weapons and the perhaps unusual feature of having an auto-healing system rather than health pickups. The game was called Halo, and it revolutionised the FPS genre.

Since then, advancements have been less revolutionary and more gradual, as the FPS genre has diversified. Halo has now gone through several incarnations whilst keeping the basic format the same, but the gameplay principle has been applied in almost every conceivable way. Battlefield and Call of Duty applied the concept to military-style gameplay with a strong multiplayer emphasis, whilst the likes of Resident Evil and Left 4 Dead added a horror theme (or at least used zombies as bad guys). The games based on the Crytek engine (Crysis and Far Cry) turned the focus away from linear mission design and on to beautifully rendered open-world levels (some would argue in direct contrast to CoD’s increasingly linear single player mode), and recently Spec Ops: The Line has followed in Half Life’s plot-centric footsteps with a nonlinear storyline based around the mental impact of post-traumatic stress disorder.

Some argue that the current FPS genre is stagnating; indeed super-critical game reviewer Yahtzee Croshaw has recently created a new genre called ‘spunkgargleweewee’ to cover generic linear modern military shooters (ie Call of Duty and her extended family) and indicate his contempt at their current form of existence. But to many they are the pinnacle of current-generation gaming, or at least the most fun way yet devised to spend an afternoon. By way of an example as to how much people… enjoy these things, the most recent Call of Duty game was released with a feature for the PS3 to allow the map packs used for multiplayer to be downloaded to the console’s hard disk. This was a feature requested of Activision by their hardcore fan base, who were somewhat perplexed at the request; the feature was, they pointed out, not going to make the game run any faster. But the fan base said they realised this, and it wasn’t a performance issue; it was just that they were playing the game so much that the process of continually reading the map data from the game disc was beginning to wear out the laser used to read the disc information. Thank you, Call of Duty fans, for making me feel especially productive after spending an afternoon writing an article for nobody on the internet to read.

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What good are Olympians?

In my last post I talked about the Euro 2012 football tournament, an event that no European could hope to ignore unless they lived in a particularly well-soundproofed cave. The event I’m going to talk about today however, has a strange power akin to osmosis meaning that it is physically impossible to avoid hearing about it from any distance less than 50 miles from any living being or, if you live in Britain, the centre of the earth. It is, of course, the London 2012 Olympics.

Olympians are, of course, the pinnacle of human physical perfection- or so we keep on being told, despite Usain Bolt’s famous obsession with chicken nuggets. In fact, it can be hard, on occasion, to believe just how amazing Olympians are meant to be. This is especially true given the amount of media attention they have attracted in recent times presenting them as ‘just normal people’, involving talks with their families and discussions of their home lives and ‘normalness’.

To an extent, some of their achievements don’t seem to be super-amazing either, when you think about it. Usain Bolt is a prime example- the man is the fastest on earth and is able to cover 100 metres in a little under 10 seconds.  This, we are told, is amazingly exceptional- despite the fact that anyone watching athletics willquickly notice a far larger number of people all able to run the same distance in less than a second more time. Then there are the dozens of other amateur or schoolboy sprinters, and fast sportsmen such as rugby wingers, who are able to do their 100 in around 11 seconds- in fact one England Sevens player (Dan Norton) has been clocked as quicker than Bolt over 20 minutes, and as a sportsman rather than athlete probably has a broader range of physical skills than him. Admittedly, most of us are probably not going to come close to any of that- but the fastest guy any given person knows is likely to be able to cover 100m in around 12 seconds, despite probably having no formal sprint training and not dedicating their lives to running very quickly in a straight line for an incredibly short period of time, which is perhaps not the most versatile of life skills.

A similar idea can be applied to quite a range of Olympic fields. Most people who keep themselves fit and lead an at least reasonably active lifestyle could cover 400m in around a minute with a little practice, so perhaps covering it in 45 seconds is not something super-amazing. I am not an especially serious rower, but I use a machine occasionally and can clock a time over 2000m of around 7:30- just a minute slower than the men’s world record on-water time for single sculls, and only 2 minutes slower than the record for a machine. A lot of blokes in the pub would consider themselves enough of a dab hand in a fight to be an at least reasonable boxer with a bit of training, and amateur boxers can’t be all that amazing can they? And have you seen the bows they use for archery? They make a laser sniper rifle look like a nerf gun- anyone could hit a target with one of those, surely?

And that’s before you even consider the practical implications of what it means to be an Olympian- I’ll use handball as an example. Up until winning the bid for the 2012 games, Britain had never had a handball team, and after the people who run these things had insisted that Team GB would enter a competitor in every event they had to produce an acceptable outfit within 4 years. This meant recruiting from people who’d already played high level sport (which mainly ended up being rugby players and basketballers) and retraining them as handballers. This required them all to spend countless weeks at special training camps. Most of them had to give up their jobs and entire lives for a worse-paid job with poorer facilities, all in pursuit of their one shot at the Olympics. As far as I know, they have yet to win a game. Surely a balanced life, sampling all there is of the human experience, makes one a better person than this relentlessly single-minded devotion?

Well… maybe, but to sell the achievements of an Olympian short is to seriously devalue them. True, in some events the differences between amateur and world-leading may not be huge, but in others the difference can be truly staggering. Consider distance running- I consider myself to be a reasonably fit guy, and go running of occasion around a 4-mile (6.4 km) course near where I live. There’s the odd small hill, but the majority of it is flat. I can cover that course in about half an hour, by the end of which I am usually sweating like a paedo in a nursery (my apologies for the rather crude expression). However, the other day a news item I saw featured a 10km event in which a few soon to be Olympians were taking part. Bear in mind that this course was over half as long again as mine… and yet they covered it in three minutes less time than I could my course. And they barely looked tired. Worse still, at my rate of running it would take me around three and a quarter hours (assuming I could somehow replicate my pace for six and a half times the distance) to complete a marathon, whereas even a mediocre Olympic marathon runner would expect to hit just two. Usain Bolt can typically keep a top speed of around 12 metres per second up for around 4 or 5 seconds, whilst a marathon runner can keep up six for hours on end. Consider events such as the javelin- they might look all light and easy to throw, but from experience trust me, they’re not. I can get one perhaps 15 metres- an Olympian six times that distance. In a long jump, most of us would struggle to exceed a metre or two, whereas the poorest Olympian jumper can hit six or seven with ease.

In these events the gulf in ability between an Olympian and a mere mortal is obvious- but do not be mistaken. That difference in terms of sheer class is present in every single Olympic discipline, and every athlete attending the games in London this year represents a world leader in their field. The Olympics is a showcase of the top 0.01% of the human race, and just how amazing we can be- and they deserve every ounce of admiration and respect that they get.