The First First-Person Shooter
polygon.com
polygon.com
I played a Star Trek themed game on a time-share system around 1975 or so. Unfortunately I can't pin it down exactly, and I don't know who wrote it. You were shown a map using an ASCII character grid, and there was a sensor display that would give you coordinates to objects of interest in your vicinity. You could shoot either phasers or photon torpedoes at any other player, and the damage they did was inversely proportional to the distance between you and the strength of their shields.
The winning strategy was to aim directly at someone, then accelerate and turn yourself 180 degrees, putting all power to the rear shields. Then get out your watch, and time to the second when you would pass them, and fire all you had at their back side once you passed them.
No graphical displays, this was done on a Teletype at 10 characters per second!
As well as being an impressive bit of code for such a diminutive machine it's also a testament to how engaging even the simplest of games of this type can be utterly absorbing - I recall being frantic to escape the monster :)
I reckon I still have bruises on my finger tips from that horrible keyboard.
http://www.worldofspectrum.org/infoseekid.cgi?id=0002433 https://www.youtube.com/watch?v=kueN2DMN0J4
Combined with the gutters, it reduces the percentage of the screen that's actually content to something like ~25% and is not removable. I want to support authors and creators using whatever method they think is best, but if your content is rendered illegible I'm afraid I will avoid that.
My personal standards can only stretch so far before I'll just take what I want, and I imagine many consumers are similar. Please reconsider your ad format.
On a 13" laptop with my browser window taking up 85-90% of my screen, the formatting seemed appropriate. The width of the text column is probably close to the edges of comfortable reading.
It seems to be a problem with just a couple of adverts I was unfortunate to come across - they took up the bulk of the screen from the bottom, were fixed position, and they didn't have 'close' options. One was a public health campaign, don't remember the other one. Most of the adverts don't have this problem because no matter how large they are, they have some kind of close button.
I won't uninstall AdBlock, because I could quite easily imagine coming across the same sort of ad in future, but I'm keeping it paused at least for now.
I like to think it shows that we are hardwired for trying to find new uses for things.
(This is even more of a problem, as it predates anything alike by 10 years and it's therefor not part of a tradition.)
Perhaps something about human nature is revealed by the history of the development of games.
The pattern of something positive happening to you resulting in something negative happening to someone else is one of the most prevalent mechanics in game design. Shooting is simply one of the most literal instantiations of that.