What’s the Matter with Covert Action?
filfre.net
filfre.net
If Covert Action had believable, mimetic, tantalizing — or at least interesting — plots to foil, I submit that it could have been a tremendously compelling game, without changing anything else about it. Instead, though, it’s got this painfully artificial box of whirling gears.
I suppose in the 80s, given the limitations of the box, there was a much larger emphasis on "narratology" in games, but this criticism might hold for most failed games.
Edit: Never seen this site before. Who is this guy? Now I am going down a rabbit hole...
In particular I highly recommend his digression (in the context of Trinity) on the history of the atomic bomb: a coworker recently recommended Dan Carlin's "Hardcore History" podcast on the same subject, and so far… let's just say that Digital Antiquarian's treatment is fantastic.
Edit: ebook library: http://www.filfre.net/the-digital-antiquarian-e-book-library...
I really liked a lot of Dani Bunten's games as a kid, and this article lays out that world of early video games as a great story
There's a lot to take in on this site. I started regularly reading it about two years ago when the first article in his "68000 Wars" series was posted to HN. And I wasn't even that interested in computer games. He's just that good a writer.
I'm glad it exists, and for anyone who wants to teach kids about very basic crypto (i.e. letter replacement, removing spaces, etc.), I suggest the "training" for the Crypto skill; it's also good to go and brush up on your own skills. Similarly, the wiretapping is a genuinely interesting logic puzzle which can be used to teach the concept of physically representing 1/0 and logic gates (and how the result may not always be what you expect).
As far as "The Covert Action Rule", I guess the question is how you approach the game. If you look at it in terms of "older" games (i.e. Zork et al), having a notepad beside the computer to take notes seemed the most logical thing in the world to me. In many cases while playing games with complex storylines and puzzle-solving, it still does. I never found the tactical sections making me "lose track" of why I was in a building - either I was there to grab an Agent or I was there to get information to go and do so that I hadn't gotten by wiretapping or crypto.
This was a big problem for a recent, massively hyped game that flopped (Steam refunds, etc), No Man's Sky
Someone has to enjoy the first play, before they'll replay. You don't know how to make one good game yet, never mind a factory that makes good games.
I enjoyed both games, but Alpha Centauri always felt more real because of the narrative. It was probably the most immersive game I've ever played and it isn't just me I've had friends that had dreams in the Alpha Centauri universe years after playing it. I can't say that about any other game (and I know people that played civ2 weekly for a nearly a decade).
1. Harsh consequences. You can't ignore the aliens. Any random alien mission might be the one that makes some country withdraw funding. It might be setting up a tactical battle that's too difficult for you to fight. The alien detection and interception mini-game always has strategic consequences.
2. Hidden information. You start with very limited view of what the aliens are doing. Even when you've researched the best radar you can't cover the enter globe. This makes it easy to imagine they're doing something more complicated than they really are. It's like the argument that text adventure games are more immersive than graphical ones because the images are only limited by your imagination.
3. Gradually unlocked story. The games have a research tree, and as you retrieve alien bodies and technology from random battles you unlock more things to research. Many of these research items serve only to explain the story. They do nothing to help you win but the first time you play they're some of the most interesting things to research. It gives you a real feeling of progress beyond just getting better weapons.
Many games feature the first two factors, eg. roguelikes, but I think the addition of the gradually unlocked story is what makes the game truly great. It combines the mimesis and diegesis that Jimmy Maher talks about in a way that makes both of them better.
Also, the games are available on GOG, but I strongly recommend using the Free Software engine reimplementation OpenXCOM if you're going to play them, because it fixes a lot of bugs and interface inconveniences.
I'd buy that. Purer, but not better. Procedural generation, in theory, has a lot of advantages, but in practice, in many areas, it hasn't matched the old school approach.
Has anyone played both Covert Action and Invisible, Inc for comparison?
I don't think the "Covert Action Rule" (which I assume is what you're referring to with "Sid's theory) really applies to Invisible, Inc. The strategic layer in that game is really just basically "pick your next map" with a bunch of other options that are all related to your next break-in.
Covert Action isn't like that. Every minigame/layer switch that you make is fairly jarring. It can be hard to remember things between layers unless you've got a notepad handy, and it breaks immersion enough to be frustrating unless you really, really like the game (which I do).
For instance, during a break-in, you can hack computers to get information you want if the people whose building you are breaking into have it. But you have to type a name query in a text box. It leads to moments where you ask yourself "What was that guy's name? Was I looking for the Stasi hideout in Budapest or Bucharest?" And there's no easy way to get the answers unless you have good memory or you write stuff down.
Same problem with the crypto minigame, but worse because it's explicitly timed, though also easier because you can decrypt without knowing what you're reading in lower difficulty.
Any time you enter the driving minigame is also jarring because it basically has no connection to the stategic layer at all. You kind of succeed at it, or you don't.
So I don’t really think the two games are actually that directly comperable (but I like both of them, fwiw)
Watched a James Bond movie lately?
Dwarf Fortress has smashed this nut to smithereens. Too bad it requires significant computing resources and a huge amount of programming work to implement.