2023-02-21

Dragon's Lair

Dragon's Lair cover

I've gotten a chance to play the Dragon's Lair arcade game on my PC (finally in the last week or so).

I can't emphasize how ground-breaking this game was when it showed up in arcades back in 1983 (40 years ago as I write this). Up to that point, we'd only seen 8-bit sprite-based games with digital audio blips. Consider the top games from 1982 (per Wikipedia, "the peak year for the golden age of arcade video games") -- Dig Dug, Pole Position, Zaxxon, Q*bert, Time Pilot, etc. Rendered 3D games were about a decade away at that point.

And then all of a sudden the Dragon's Lair cabinet shows up with Laserdisc technology, and you're playing through a full-on Disney-quality animated movie by Don Bluth & co., experiencing booming professional voice acting, etc. My brain still hasn't recovered from what a leap it was.

For years I've tried to get a PC version working and never succeeded. I think I bought at least two CD versions and each time they were broken beyond usability. This past week I decided to do another search and, amazingly, managed to get a version that actually works. Plus the sequels: Dragon's Lair 2, Space Ace, etc.

So I'm playing through and actually learning how to play and decoding the terrifying puzzles for the first time. An amazing trip.

Here's a point: I'm finding that I don't like the sequels nearly so much. This is not remotely a nostalgia thing because, for budget reasons, I really never played any of them back in the day more than once or twice. So, why this preference?

It's because the later iterations made that classic misstep (to me) of inserting more story into the games. The first Dragon's Lair is essentially a picaresque: the action sequences come in basically a random order, and you never know what's coming next. Part of the play is keeping on your toes and identifying each scene quickly as it starts, so as to engage the right move series. This randomness keeps replayability high, and keep the focus tightly on the player skill in each puzzle as you learn and gain expertise with it.

But then each of the games afterward make the Hickman-esque movement of "this game would be better if it was more like a story you'd see in a book or movie". There are more narrative sequences of people talking when you don't have anything to interact with. More importantly, the sequence of scenes is always exactly the same for every play-through, because it needs to keep on a tightly railroaded plot. I find this has three effects: One, replays get boring faster because of the predictability. Two, it's more likely that you replay parts of the same scene back-to-back because the scene needs to get completed before you can continue. Three, when it mulligans you and just pushes you forward after a failure (death), I find that weirdly more jarring, because the Kenny-like death in the middle of the narrative story seems more lampshaded-incoherent.

This sense is of course consistent with my discomfort with the historical progression of inserting more "story" elements into games. For me, something is lost when the tilty-trap swings more in that direction away from the focus on technical player skill. My partner & I have always rolled our eyes at the narrative cut-scenes in real-time strategy games, as another example. But I think we're in the minority, as it's something I've been fairly well exhausted at debating with people over the years -- and probably more than one guest we've had on Wandering DMs has said things like "RPGs aren't about the gameplay, it's about the stories we make with our friends", which I guess I have to respect, but feel completely different about.

9 comments:

  1. I don't mind the concept of 'cut scenes', but I can't think of one that's ever come within cooee of the level of quality of even a fairly average movie. So I skip them by default.

    For similar reasons, I have no interest in watching other people play story-led table-top RPGs. From the outside looking in, even the best ones on YT look corny as hell. From the inside, the experience is a lot different, if you can get into a good rhythm -- at least for me.

    I should say I don't have any interest in watching tactically-focused TTRPGs either. They're less corny, but it really does come down to watching people ask a lot of minute questions about the room they're standing in. ; )

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    1. That's a tough thing to balance. With the latter, we were grappling with how much rules-question to leave or cut from our The Big Bad show. If one were big enough to have a pro editor on regular staff things might look a lot different, maybe.

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  2. I never felt like RTS cutscenes took away from the game, at least up to the early 2000s. Warcraft 2 and Starcraft cutscenes were just fun little vignettes, like a couple of hillbilly soldiers running over a Zergling or a human footman sneaking up and capturing an orc catapult. Command & Conquer, of course, was all about watching Joe Kucan as Kane or Tim Curry as the Soviet premier chewing the scenery. Warcraft 3 was really the only one that indulged in long story-based cutscenes; nowadays I'd skip re-watching them, but on the initial playthrough they got a pass because at the time the quality of the pre-rendered graphics plus professional, dramatic voice acting was so cool and novel, they were up there with Final Fantasy.

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  3. Fascinating. Man, I never did get to play Dragon's Lair (or Space Ace) as much as I would have liked, back in the day. Didn't even know there was a sequel.

    The gruesome and graphic death scenes were particularly entertaining (if frustrating).

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    1. I'm so much in the same place.

      One thing I've noticed is that with monster death scenes (Dirk victorious) if you pause at just the right place there's 2-3 frames that are REALLY hideous before they zap out pf existence.

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  4. Ah, the memories I have of watching the big kids play this, crowding around the arcade game. They put an extra monitor on top of the cabinet so more kids could watch (at Putt-Putt Golf and Games). I never got to play until I picked up a CD-ROM years later, and it's actually a great game, for the reasons you point out.

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    1. I'm getting the impression that everyone who follows this blog had that same experience of just-watching in the arcade. :-)

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  5. Back in the day I mastered the game and could get to the final battle with three lives, then let two get killed by the dragon. By then there was always a crowd watching and they always freaked at letting Dirk die but it maximized the score. Anyway it was all memorization than skill so once it was mastered the fun fell off quickly.

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    1. Oh, that's brilliant showmanship. Love it! :-D

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