To be perfectly honest, I don’t want to serve the Sith Empire. To me, it seems like the entire point of the Sith Empire is to destroy the Republic and once that’s done, it’ll probably fall apart as infighting and so forth tears it up from the inside. Let’s take a closer, but abbreviated, look at the history of the Sith Empire, shall we?
The Sith civilization was once a race of red-skinned people living on the planet of Korriban. The most famous of these original Sith was Adas, who ruled his empire for approximately 300 years. At his hand, his people were freed from the Rakatan Infinite Empire that we see the last vestiges of in the game Star Wars: Knights of the Old Republic. After King Adas’ death fighting off the Rakata, the civilization fell into civil war and regressed into a much more primitive standing. This civil war reduced Korriban to ruins (which it seems to stay in for the rest of time). For the record, King Adas passed away approximately 27,700 years BBY (Before the Battle of Yavin, the fight that occurs at the end of Star Wars: A New Hope).
Approximately 6,900 years BBY, exiled fallen Jedi fleeing a battle with their light side counterparts, land on Korriban and immediately subjugate the people there. Thanks to their considerable training in using the Force, the Sith are awed by these newcomers and elevate their new rulers to god-like status. Over the next 2,000 years, interbreeding between these fallen Jedi and the Sith through Sith alchemy allowed for the term “Sith” to be used to define the rulers and the species. Ziost became the capital of this newer Sith Empire and Korriban became a sacred world (mostly thanks to its tombs).
About 5,000 years BBY, the Sith Empire spanned over 100 worlds and still the Republic had no idea where it was (pretty easy to not notice, actually, given the span of the universe). At this time, two Republic explorers stumble upon Korriban on accident. This particular incident and the fallout are covered in the Tales of the Jedi comic series. Essentially what happens is that the Sith backtrace the hyperroute the explorers used to attack the Republic. The Republic manages to counterattack and drive them all the way back to their Empire where they proceed to bomb them into oblivion. Remnants of this Empire hid out on Yavin 4, Dromund Kaas, and other worlds while they waited for the Republic to forget about them. Meanwhile, the Jedi worked to systematically destroy whatever remained of the Sith artifacts, temples, and holocrons in an effort to prevent their use by Dark Jedi or students who could possibly be influenced.
Fast forward to about 4,000 BBY and Exar Kun decided he would be ruler of a New Sith Empire. That delusion lasted about 4 years. He was killed on Yavin 4 in 3,996. His empire was constructed by the Jedi that he managed to convince to join his Brotherhood of Darkness and a Sith cult known as the Krath. Not much of an empire.
A few years down the road in 3,976 BBY, the Mandalorian Wars were all over the place. The Jedi Council refused to participate in the war and so a small group of Jedi, led by Revan and Malak, defied orders and fought on the side of the Republic. After the Mandalorians were defeated in 3,960 BBY, Revan was turned to the dark side and with the aid of his apprentice Malak, proceeded to create his own Sith Empire by use of the Star Forge (an ancient creation of the Rakatan Infinite Empire). These details are covered by the game Star Wars: Knights of the Old Republic, but long story short, this Sith Empire failed too when Revan was turned back to the light (this is canon) and defeated his former apprentice.
Over the next few years (covered by Star Wars: Knights of the Old Republic II – The Sith Lords) the Jedi Order is practically destroyed by Sith Assassins and the like. This activity is eventually stopped by the enigmatic Exile.
In 3,681, the ACTUAL remnants of the Old Sith Empire finally come back to the fore and attack the Republic. In this Great Galactic War, the capital of Coruscant was sacked and the Jedi were forced to seek refuge on the core planet of Tython (where the Jedi got their start). This war ends in 3,653 BBY with the Treaty of Coruscant (which forces the Republic to give up certain worlds to the Sith).
Where the game Star Wars: The Old Republic picks up, there is a cold war between the Sith Empire and the Republic. Conflicts are sparking all over the universe. Things are degrading and this uneasy “peace” will probably not hold much longer.
Until next time!
P.S. I used Wookieepedia to help me get my facts straight (dates, event order, etc) and I highly recommend that you check it out for yourself to get all the information you can. I put links to everything in my article.
P.P.S. “Three centuries after the death of Darth Malak and the end of the Jedi Civil War, the True Sith Empire returned from deep space – attacking the Republic. They began a war unlike any other in the galaxy’s history. The Great Galactic War dragged on for decades. Thousands of Jedi and Sith were slain. Countless star systems were ravaged.” – Jedi Master Gnost-Dural
Well, this week I’m on vacation in the lovely Virginia Beach. While I’m down here, I’m playing Star Wars: Knights of the Old Republic again and I’m enjoying the Borg Red Alerts in Star Trek Online. For those of you who read this though, I thought I’d let you start in on my videos of gameplay of Star Wars: Knights of the Old Republic. Before I left town, I recorded, compressed, and uploaded several videos in series and I’m slowly making them public. It’s all part of a little project I’m doing and is frequently referred to as a Let’s Play (but you won’t find a reference to that anywhere on my videos really).
Below is the first in the series of videos where I provide a handful of caveats and explain what I’m doing. The videos get better by the third one (the first two were made before I had an idea of how loud the game’s music was) and as of today, the sixth video has been made available for your viewing pleasure.
Until next time!
We all want to feel like we make a difference in the world. Some of us more than others. A great game allows the player to feel like they’ve had an impact or effect on the game world. Decisions that change the world around you slightly and almost imperceptibly happen every day without realization. In games, these decisions are a bit more pronounced, but no less important to the game world.
Older games were static. You shot Badguy A in Room 1 and Badguy B in Room 2 had no idea. As games became more complex, the Badguys would assist each other if they were in close proximity. Just like in the Splinter Cell series or some of the more modern First Person Shooters.
Games like The Sims, Sim City, Civilization, and Black & White are all god games where you’re this overseer in the heavens and the world you play in lives or dies at your whim (in the case of The Sims series, they do rely on you very heavily for survival). That’s not what we’re talking about here. What we’re talking about is games like Wing Commander where if you win or lose a mission, it changes the story and the experience. I remember dreading getting chewed out by Captain Eisen for accidentally letting a couple of Kilrathi escape in Wing Commander III when my fighter got beat up. We’re also talking about games like Fallout where your decision to hire a water convoy from the Hub can cause the Mutants to discover where your Vault is earlier but can extend the amount of time before the water in the Vault runs out.
These decisions are small versions of the effect I’m getting at. I wish I could cite Dragon’s Age for effects on the game world, but I’ve never played it (my laptop would probably slap me silly if I tried). Games allow us to act out events that have a lasting effect on the world we’re in. If it’s just moving the story along or if it’s actually making a decision that has complex ramifications for the other people near by, it’s meaningful to the players and allows us to become attached to the world we play in. I know that in Chrono Trigger, I became attached to the world and the characters in my party because of the trials we all went through, the decisions we made, and the events we experienced. In so doing, we changed the world forever… at least until the New Game +.
It’s almost similar in a good book or movie. You sit there and become involved in the world put before you and you almost feel like you’re there participating. In the case of games, you’re the catalyst for change. Is it change for good or for evil? That’s up to you. Personally, I’d like to hope it’s for the better.
We all want to cause meaningful change to the world around us. In games, we can do that easily, quickly, and with drastic and dramatic results (which are frequently entertaining). As a small aside, I know that when I play games with a choice network (Knights of the Old Republic, Mass Effect, etc) I take note of the good decisions and wonder what makes them so good. Further, I attempt to comprehend the motives behind what I’m doing. Maybe I’m reading too much into the game, but it helps me identify with the main character more and so I become more immersed in the game and more interested in creating good effects. When passing someone getting a shake down from some thugs in the streets of upper Taris, I’m more likely to intervene and save a life than I am to just walk by. I try to take that lesson from the game into the real world and become a better person for it. Hey, no one said you can’t pick up a thing or two from the games you play, right?
Until next time, choose wisely.
P.S. “You must be the change you want to see in the world.” – Mahatma Gandhi
P.P.S. “I have gained this by philosophy: that I do without being commanded what others do only from fear of the law.” – Aristotle
Home is where the heart is. Home is where you hang your hat.
Cliche, but true. Home is that place we feel safe and secure, where we can rest, recuperate, relax. It’s where we reflect on what we’ve done, what we have yet to do, and for some it’s the only place we call our own. I’m going to touch upon a few of these “homes” I’ve picked up over the years in games (not specifically computer or console games though, as you’ll see shortly). Oh, yes, spoilers ahead. If you haven’t played these games yet, sorry. Deal with it.
One of the more recent (comparatively) homes I’ve picked up is the SR-1 Normandy. The nexus of all the events in the first Mass Effect game for the XBox 360 and PC, the Normandy was where I spent a great deal of time talking to my companions. In the ending of the game, she really shines. For the record, Joker is awesome. Spoiler warning for those who haven’t played the games yet (but if you haven’t, you should get around to it): the SR-1 Normandy meets her demise at the beginning of Mass Effect 2. It doesn’t matter how many times I see it, I will forever feel horror watching her break apart, watching my home get destroyed by some unknown aliens. Pour one out for the SR-1 Normandy, boys.
The SR-2 Normandy managed to be a more than adequate replacement for the original. Just watch the spoiler heavy introduction of the ship here on YouTube. That ship and my crew have been through a lot together. At the end of Mass Effect 2, the ship is really beat up (more or less depending on how much you upgraded her). It doesn’t matter how many times I go through the end-game, I always sit on the edge of my seat as the Normandy takes a beating… but dishes out a more serious one. I feel that the SR-2 was much more of a home than the original mostly because of the random conversations you could hear just walking past people. Further, the interactions between the two engineers are absolutely hilarious as well as the interaction between Joker and EDI. I reiterate that Joker is awesome. Just putting that out there. Both Normandy’s gave me a sense of security, a place to catch my breath, regroup, and get to know my fellow crew members. It’s where romances flourished and moral issues discussed. Where loyalties were secured. The Normandy had better be in Mass Effect 3 or Bioware is in for a world of hurt. I look forward to my next unique trip to this particular home… but in the meantime, a third play through of Mass Effect 2 is in order.
Ahh, the Ebon Hawk. The fastest ship in the galaxy that I happened to “acquire” on Taris about 3996 years before the Battle of Yavin. In Knights of the Old Republic, I battled the Sith while discovering the location of the Star Forge. I built up a group of incredible warriors and lasting friends. In fact, I even benefited from her in Knights of the Old Republic II: The Sith Lords when I “inherited” it from the Peragus Mining Outpost shortly before said outposts’ mysterious destruction. Except for a couple of times (invading Sith troopers, little gizka running all over the ship, the occasional Nar Shadda gang member) the Ebon Hawk was my place of refuge. It was where I could get grenades from Zaalbar, computer spikes from T3-M4, security spikes from Mission, or later, it was where I talked galactic economics with G0-T0 and helped Mandalore rebuild the Mandalorian people. The Star Wars universe was and still is a dangerous place and the Ebon Hawk was my one safe place in it. Got to love the Dynamic freighter.
Changing course just a little bit, the capital city of Naboo, Theed, became something of a home to me while playing Star Wars: Galaxies. It was where I got my start in the game and the universe and where I always aspired to hang out when I had a 56k modem. The hospital was always full of players needing wound points removed, the cantina was always full of entertainers and players looking for groups, the palace had quests, the hangar housed my starfighters, and everyone always knew where things were. Today, the legacy quest takes you straight through the city and the experience, while changed, is very similar. No longer is the hospital full of players, but the cantina is a recognizable waypoint on the path to getting the buffs necessary to survive many a quest, and you can still find people clustered out in front of the hangar, preparing to tackle their next space mission. There was a point not too far from the city (in fact, not far from the perspective of the above screen) where I sat and looked upon Theed in wonder. In 2003, the graphics cranked up, I saw a handful of waterfalls and, through the mist, the massive palace and just sat there for a minute going, “Holy crap, I’m there.” Why do I keep going back to play Galaxies every now and again? Because I can go THERE and see things that were once only in the movies or in the books and my imagination. However dangerous the wildlife outside the city of Theed, I always find a moment to look back in wonder whenever I’m there.
Shifting back to space craft for a bit longer, the Mon Calamari MC80 Star Cruiser Liberty was my home for the latter (and larger) portion of X-Wing Alliance. It’s where I spent many hours in the simulator tackling TIE Fighters to see how many I could swat from the sky in 20 minutes (got up to 186 after a lot of practice, with the first three minutes being 10 kills per minute). It was where I could stop, dry my hands, grab a drink, and prepare to dive into the next mission, the next skirmish. It was where I learned to make the X-Wing truly dance and where I learned to appreciate the raw speed of the A-Wing. The last of the Star Wars locations, I promise.
Speaking of flying, I spent a fair amount of time serving in the Confederation. Specifically, the Terran Confederation of Wing Commander. I count as my home every carrier I ever flew off of, especially the TCS Victory and the TCS Intrepid. I will, however, speak a little on each.
The TCS Tiger’s Claw, home for the first installment in the Wing Commander series. I didn’t fly from her until college, but the missions were as important as ever, required as much skill if not more than the later games. Safe speeds in an asteroid field were something I paid a great deal of attention to. I was thrilled to get the upgrade from the Hornet to the Scimitar, and even more so to experience the Rapier.
The TCS Concordia was where I encountered the extremely ornery Tolwyn (which gave context to my experiences in WC 3 and 4). Wing Commander 2 was a thrill to play, especially with all the controversy surrounding the Kilrathi pilot on board by the callsign of Hobbes. Later, when sabotage showed up and when I could finally prove to Tolwyn the existence of the Stealth fighters that trashed the beloved Tiger’s Claw, I experienced an amazingly deep and complex world where my home was constantly threatened by those pesky Cats.
I spent an inordinate amount of time on the TCS Victory. Better known as “Tin Can Sally”, I came to appreciate the varied pilots under my command and the amazing forward firepower of the Thunderbolt VII (with its “Sunday punch” torpedo). When Hobbes betrayed everyone, I was legitimately upset. I came to trust completely in Captain Eisen and reveled in an opportunity to show Flash exactly how we roll on the front lines of the conflict with the Kilrathi. I came to look forward to one day visiting Vaquero’s cantina and I valued the friendship of the cardshark Vagabond. Oh, and Maniac quickly became a favorite annoyance (“I bet you stay up late nights just polishing it huh?” “No, in fact, I get Majors to do that for me.”).
Wing Commander IV was an amazing ride that gave me two carriers to call home. The TCS Lexington wasn’t much of a home, so I’m not going to talk about it… mostly because it was my torpedo that took her out. I felt kind of bad about putting the girl down, but hey, Captain Paulson was a bit of a jerk about replacing Captain Eisen. Now, the BWS Intrepid, that was home for the game. When I wanted a lively discussion, I’d sit in on Panther and Hawk or watch Maniac and Dekker have it out. I loved flying the Banshee (Four lasers… where have I benefited from that array of weapons before?) and the Dragon was like a cheat code unto itself. The final cutscene where I flew into Washington, D.C. itself was incredible and I really felt sad that Tolwyn had fallen so far.
In Wing Commander Prophecy, I found myself calling the new supercarrier, TCS Midway, home. The fact that Maniac was still around was a bit of a plus, and humbling him was a bit of a pleasure. I still feel bad about not being able to save Dallas. This felt less like a home compared to the Victory and the Intrepid because there were only a couple of places to go on the Midway for a mere pilot. Specifically, in Wing Commander, there was the bar, the bunkroom, and the briefing room. Likewise (I think) for Wing Commander 2. Wing Commander 3 had 7 locations on the Victory I could visit (including the briefing room) and Wing Commander 4 had on the Lexington and Intrepid 5 locations each. Hm, I guess now that I think about it, Wing Commanders 3 and 4 were the anomalies. Oh well. By the time I was done with the Nephilim, the Midway and all her crew was home and family.
To round out the space faring ships for this truncated list, I introduce the USS Sovereign from Star Trek: Bridge Commander. The picture is of the Enterprise, but they’re the same class of ship. In Bridge Commander, I was originally in charge of the USS Dauntless, a Galaxy-class vessel similar to the Enterprise-D. After a short while, you’re transferred to the Sovereign and there you stay for the remainder of the game. You really don’t go anywhere in the ship aside from the bridge (a pity) but you come to rely on your crew after a fashion and find that your first officer isn’t so much of a cranky princess after a while. Fighting off the rogue Cardassian threat was an incredible introduction into the post-Next Generation/DS9/Voyager world of Star Trek. At least we didn’t have holodeck problems while we tried to figure out why stars were going nova a bit early.
Continuing on, I’ve included a location that I’ve never spent much time in, but I fought to preserve anyway. I’m referring to Vault 13 from Fallout. You spend the entire damn game trying to ensure the security and health of the members of the vault and in the end? You’re kicked out by the Overseer because you’re “tainted” by the outside world. *rolls eyes* That guy’s a real punk. Oddly enough, Fallout works perfectly on a Vista machine. Works without the CD too if you did a full install. Oh, and by the way, the Mutant threat? Closer to Vault 13 than anything else on the damn world map. *laughs* I remember reading somewhere that it was supposed to be the vault with the extra water chips instead of an extra Garden of Eden Kit. Whoops. By the way, the Vaults? Nothing but a terrible social experiment by the guys who built them. Yikes. Still, it was home back in the late 1990’s.
Another location that was introduced to me around the late 1990’s was Candlekeep. Located on the Sword Coast about halfway between Baldur’s Gate and the northern border of the nation of Amn, Candlekeep is one of the only locations in the Forgotten Realms where entrance can be secured by offering up a rare book. This was where I learned to play the game and I was grateful for the opportunity. This was also where I learned what THAC0 meant, as well as several of the ins and outs of the Advanced Dungeons & Dragons system. It’s also where my character lost their adoptive father and started on their quest for vengeance and understanding. If you will, this was my actual first introduction to Dungeons & Dragons and today, well, I try to find excuses to visit Candlekeep.
Next on this list is another Forgotten Realms location, Silverymoon. Silverymoon is often dubbed “the Gem of the North”. It is one of the few civilized places in the middle of the rough and untamed wilderness that is the North of Faerun. It has a rich cultural life and is renowned as a meeting place for all races that are morally inclined towards good. Why is this a home for me? My favorite and legendary Dungeons & Dragons character, the Psychic Warrior Juan Moore, lives there. He and his party of adventuring friends settled in Silverymoon and are well renowned for their capabilities. I won’t go on for long on this place, but whereas we don’t spend a lot of time AT home, I don’t think we could’ve picked a better location. All the amenities we need are right there in Silverymoon or just a “short” trip away to Waterdeep in the west.
Lastly, another D&D locale, the city of Stormreach in the setting of Ebberon. In Dungeons & Dragons Online, this is the epicenter for all of your quests and it’s where everyone winds up anyway. Can’t play the game without running through the streets of Stormreach. I’ve been around the Harbor and Marketplace so much, I can probably navigate them in my sleep. Some of the lower level dungeons are ridiculously well known too. *laughs*
These are some of the places I’ve gathered throughout my years of playing games. I’ve spent a great deal of time in each of these locations and I’m attached to some more than others. If I had to pick my favorite Wing Commander carrier though, it’s got to be the TCS Victory. Out of all the others, the Victory is more of a home to me, I know the people, I know the place, I’ll scramble in an Arrow any time to shoot down attacking Kilrathi Paktahn bombers and I’ll be more than happy to take out the offending Skipper missiles. Plus, it’s the only game where I can fly the Thunderbolt… and I love love loved having SIX forward guns.
For our homes, we’ll step up and fight, and nowhere like in these places have I ever been given such an opportunity to protect the home that shelters me… but for the most part, these ships can’t fly themselves. It’s the crew, the merchants, the characters that help the locations have personality and cause the personality of each one to come forth. When Colonel Blair reminded Admiral Tolwyn of this in Wing Commander 4, Tolwyn replied, “Quite, quite right. It is the men, isn’t it?”
Now for a last word on home: “The pleasant converse of the fireside, the simple songs of home, the words of encouragement as I bend over my school tasks, the kiss as I lie down to rest, the patient bearing with the freaks of my restless nature, the gentle counsels mingled with reproofs and approvals, the sympathy that meets and assuages every sorrow, and sweetens every little success — all these return to me amid the responsibilities which press upon me now, and I feel as if I had once lived in heaven, and, straying, had lost my way.” – Josiah Gilbert Holland
Until next time, never be afraid to go home again.
I’ll be out of town for the next week. Apologies for not writing much this month, but I’ve been busy playing games instead of writing about them.
I’m bringing along the old PSP with Final Fantasy Tactics, Lunar: Silver Star Harmony, and D&D Tactics. I’m also taking my laptop with Civ IV and Mass Effect 2 (and a few others).
I’m actually enjoying the replay of Mass Effect 2. There’s something about the atmosphere of the sequel that makes it superior to the original where I don’t doze off while playing. I’m serious, I’ve caught myself nodding off during replays of Knights of the Old Republic (1 and 2), Mass Effect, and Neverwinter Nights. Bioware makes an amazing story, but I have a hard time stomaching replays of their games. Well, then again, most Final Fantasy games are once-throughs for me (except VI, but I’ve caught myself nodding off once or twice replaying that one).
Anyways, don’t burn the house down while I’m gone and be sure to feed the fishes. Wait… where’d those fish come from?
Until next time, keep awake!
A quick aside before I start this piece: I’ve recently read that a new X-COM game is in the works by 2K Games (the people who made Bioshock). Well, it’s actually called XCOM (no hyphen) and it’s going to be a first-person shooter, so obviously the fans of the original were and are a bit steamed that they’re not getting a dedicated remake of the original. I’m hoping for something cool, but I’m worried I won’t be able to play it due to the motion sickness I tend to get from first-person shooter style games. You can check out their minimal site promoting the game here and the article I read regarding this is here.
Now, the thing that keeps me coming back to games on top of great music and heroism: a sense of progress.
Most games, if not all, give the player a sense that they’re making progress somehow. In a first-person shooter, your progress is typically measured by the number of levels or zones you’ve completed (or the fact that every area behind you is devoid of enemies) and sometimes by the development of a story. In a role-playing game, your progress is typically measured by the progression of the story, but also by the levels/skills/equipment gained by your character or party. In puzzle games, the puzzles get harder to complete. The list goes on. Without this sense of moving towards something, I know that I get very frustrated. Personally I find certain games to be very pointless, but allow me to explain this particular perspective.
When I perceive a game as “pointless” or “a waste of time”, I’m typically referring to the lack of a story or some sort of measurable progress. Solitaire is a great example of an entry into the “pointless” category. Likewise with a lot of casual/browser games like Bejeweled and so forth. Yeah, I supposed the game sometimes gets more difficult in a fashion or deeper in some way, but how does Bejeweled compare to say Mass Effect or Bioshock or Wing Commander? Well, partly, it doesn’t, but as an expenditure of time, I’d rather spend my time experiencing the full story of Mass Effect as opposed to wasting hours trying to beat my top score of 735 in Solitaire (yeah, I can’t seem to do it). I’m not saying I DON’T waste time playing Solitaire (it keeps me busy while I chat online or watch streaming television programs), but I’d rather spend my time in a more productive fashion (if playing a game can be called “productive”).
Making progress is an everyday thing that kind of occurred to me earlier today while pondering what else I could talk about in this segment. I mean, I measure the progress of reading a book by how much is left to read and how much I’ve already read. I measure the progress of eating food by how much food is left to eat and how full I feel. I measure the progress on this article by seeing if I feel like I’ve said all I want to say at that time (I reserve the right to bounce around and add and edit). So it’s only natural that a very obvious sense of progress is applied to our forms of entertainment.
I really do believe in the “to each their own” perspective with video games (among other things). By that, I mean that everyone has a different preference for gameplay and in styles of progress it’s no different. I prefer having a clearly defined personal progression (levels, experience, skills, so on) and I look forward to character development and storyline progression. I have friends that don’t care so much for the story as for the number of kills they can rack up before it’s time to quit. I have other friends that appreciate the leveling mechanic, but could take it or leave it because they just want to have a good time. However you play it, every game needs some sort of satisfying progression mechanic to make the player feel like he’s doing well or accomplishing something with his time (and money). I know that earlier today I felt great satisfaction reaching level 8 in D&D Online on my new favorite character and that I’m doing pretty well fending off the alien invaders in X-COM Apocalypse when I played on Saturday by how I’ve been aggressively intercepting UFOs before they have a chance to drop their troops in the city. We all want to be successful and an obvious marker of that is a sense of progress.
Of course, you get the occasional spanner in the works there. By that, I’m referring to Wing Commander. The creators put a winning story and a losing story into the game. If you lose a mission, it’s not the end of the world, but you’re put on a slightly different path for a bit. If you lose more than one mission, well, you’ll probably see some cutscenes I’ve never seen except as movie files on the net. This is a type of progress and some people intentionally fail these missions to see the movies for themselves. It’s something they implemented in all five of the primary Wing Commander games (don’t recall if they did it for the expansions, but they probably did). The issue with this winning track/losing track thing is that the game takes a lot of extra development and most developers would rather spend time on ONE story rather than on WINNING STORY vs. LOSING STORY. More’s the pity because that adds a level of complexity to the progression mechanic. In the end though, I can easily say that I get way more satisfaction stopping all the bioweapons in Locanda and being able to save Flint’s home than being forced to protect the evacuation of the system. For more on this story, I’d recommend looking up Wing Commander III: The Heart of the Tiger. I also recommend visiting the game guides for the Wing Commander series because you can actually see the differences in the missions when you win versus lose. Oh, and for more Wing Commander goodness, I recommend my browser homepage.
A great game that displays all three of the components I’ve discussed thus far (Music, Heroism, Progress) is Star Wars: Knights of the Old Republic. In this game you have the epic Star Wars music to back you up, you have incredible moments of heroism and places where you can be that guy or gal who saves the day, and several markers of progress in the levels of your characters, the number of locations you have left to clear out (or the number of places you have cleared), and the story where you can go light side or dark side. It’s a great example of a quality experience, at least according to my own metric that I’m building here. There are other games that have more varied reasons within my current structure (Final Fantasy Tactics, Unreal Tournament, Lunar: Silver Star Harmony, etc) but I’m not going to go through all of them right now. Besides, I think I might have another couple of things to add to my What makes a great game? series.
Until next time, keep moving forward (even if it’s the losing track)!