From ColecoVision to iPhone Games - Some High Water Marks in Video Game Design History - Part 5

In this ongoing look at significant moments in thewill shine our light on the well stocked selection of
history of video game design, we have alreadyenemies. Among the wide variety of alien and
taken a look at Bungie's Halo, Bioware's MDK2,human enemies, the standouts in HL are the
Nintendo's own original Metroid and several others.human grunts and the alien headcrabs. Fiercely
The goal of this series is to go beyond theattacking in seemingly well trained unison, groups
gaming magazines and iPhone app reviews, andof human grunts are to this day among the most
take a closer look at what defines memorabilityengaging and exciting enemies to do combat with
and quality in game design. In this fifth part of thein the history of video games. The AI of these
series we will examine some more of thosesoldiers was an absolute revelation at the time,
classic moments where video game designersand is still unmatched by many of today's
undoubtedly got it right and delivered atechnologically advanced shooters. Anybody who
memorable, enduring and progressive gaminghas played Half-Life will recall the fear they felt
experience.when a group of these grunts appeared and
Half-Life (PC) - In our last installment we looked atbegan firing upon our hero. Rich, rewarding and
the popular Half Life (HL) mod, Day of Defeat.dynamic gunfights were part and parcel of HL
We will now give credit to the game it was builtthanks in large part to the AI inherent in these
upon, the original HL. Released in 1998, HL was asoldiers.
first person shooter (FPS) developed by ValveIn stark contrast to these battles with human
Software. You play the game as Gordongrunts, we have the alien headcrabs. Mindlessly
Freeman, a scientist working at the Black Mesascuttling throughout the game's corridors, these
Research Facility that eventually becomes thelittle bugs wanted nothing more than to leap at
savior of the planet when he heads off an alienthe face of our hero and take meaty chunks off
invasion.his precious health and shield reserves. Why are
Played entirely through the first personthese mindless nuisances being singled out as a
perspective, Half-Life is absolutely bursting withstandout game design choice? They force the
innovative game design: its innovative weaponsplayer to take corners more slowly, to use ammo
and their creative secondary functions, thesparingly, and to realize the value in conserving
constantly forward moving narrative, thehealth and armor supplies. Their presence in a
perfectly balanced division of shooting, platforminggunfight adds fast moving and legitimately
and puzzle solving, challenging boss battles, brilliantthreatening enemies to the mix, and their tiny size
enemy artificial intelligence (AI), a clever armormade them a constant point of concern when
health system and the beloved crowbar are butnavigating the games tighter spaces. In short,
some of the elements Half-Life has becomethese crabs helped establish the tone of the
famous for.game and refine the player's approach. When a
However, since this series calls on a singlesimple little crab can accomplish that much, the
element of the game to be elaborated upon, wedevelopers have clearly done their job.