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Razmetni sin - Glupa strana igara
06.07.2007.
    « Prev  : Stranica 1 od 1 :  Next »      By ::  Oton Ribić 
- Glupa strana igara -

S praktički beskonačnim količinama gaziranih otrova nadohvat ruke i kilogramima raznog bizarnog perifernog hardvera, redovito Warthogom uništavam ruske tenkove, vodim ratove protiv vanzemaljaca, rimske vojske i Osovine, s lukom i strijelom lutam po čarobnom svijetu, opskurnim podešavanjima ovjesa napadam rekord staze u Monzi, kratkom strojnicom "čistim" hodnike nekog industrijskog kompleksa, ili pak u liku izvjesne savitljive dame istražujem tajne hramova u Boliviji. Kraće rečeno: oj biolozi, klasificirajte me u Gamingus Vulgaris.

I još preciznije, u podvrstu Iritatiae jer je za moje razmetno oko zapeo jedan, čini se, sve češći gaf koji se epidemijski širi po cijelom tržištu igara, i što me sa svakom novom igrom eksponencijalno ljuti. Radi se o neopisivo glupom skriptiranju igara, tj. njihovog scenarija. Zvuči li vam to poznato?

Za primjer uzmimo FPS-ove koji su tome posebno podložni. Od Wolfensteina 3D naovamo, u svakom drugom FPS-u koji pokušava imati ikakvu radnju ili priču naići ćete u planiranu situaciju u kojoj vam netko naloži kako nešto treba apsolutno hitno napraviti jer će u suprotnom, po običaju, propasti svijet i svi će morati slušati Milli Vanilli. No obično vam na raspolaganju stoji ionako beskonačno mnogo vremena prije nego što nekim događajem (najčešće, ušetavanjem u zadani sektor) pokrenete sljedeću sekvencu događaja. Vjerojatno su vam jednako poznati slučajevi u kojima se neprijatelj pojavi na vratima neke kolibe uvijek u točno određenom trenutku, mada ste u nju prije toga iz daljine sasuli vagon ručnih bombi.

Među drugim žanrovima stvari ne stoje nimalo bolje. Primjerice, nedavno je moje vrijeme zaokupila izvjesna strategija koja je zamišljena tako da se u njoj prvo bakćete razmjerno bijednim neprijateljem X, a kad je on pri kraju i ostane mu samo još jedna baza, iznenada se pojavljuje daleko zeznutiji neprijatelj Y s kojim se hvatate u koštac većinu ostatka igre. Ja sam odlučio ne se baviti dokrajčivanjem X-a već sam se ognjem i mačem okomio na Y, očistio ga s globusa, i onda se vratio dovršiti posao. Kasnije, kad je posljednja X-baza nestajala u plamenu, iz nekog kuta je izronio "ministar obrane" i brižno me informirao da "smo se sad lako riješili X-a, pa da konačno možemo preusmjeriti sve snage na mnogo teži Y". Koja svemirska glupost!

Oni koji možda spadaju u segment "statistički prosječnih" igrača i igraju igre točno na onaj način na koji je to razvojni studio zamislio možda neće nikad niti uočiti ovakve nelogičnosti. Međutoa, činjenica je da Razmetni sin (zajedno s jednom cijelom nezanemarivom brigadom gamera) spada među one koji vole istražiti i eksploatirati razne opskurne mogućnosti igre kako bi je igrali - i riješili - na neki nekonvencionalan način. (Takvoga me majka rodi.) A kad je posrijedi glupo, ograničeno skriptiranje, to jednostavno nije moguće, na razočaranje onih koji pokušavaju "upecati" takve trikove.

Naravno, pod istu problematiku možemo svrstati i glup dizajn levela. Koliko ste puta u FPS-ovima do željene zone mogli doći samo kroz jedna vrata, koja su uz to bila očita zasjeda, ali niste imali druge nego se ušetati ravno u nju? Koliko god to mudro uočili i pokušali sve druge opcije, na kraju ste se u stilu Ramba morali idiotski ušetati ravno na nišane dobro naoružane grupe - i zbog toga se osjećali glupo i potcijenjeno.

Ako u toj koncentraciji skriptne žabokrečine trebam istaknuti neki dobar primjer, odlučio bih se, recimo, za Far Cry. Unatoč beskrajno recikliranom zapletu (zli znanstvenik, genetske modifikacije, World domination plans), u toj je igri od točke A do točke B moguće doći na jedno 57 načina. I pritom se šuljati i distraktirati protivnike bez ispaljenog metka, ili ih iz sigurne daljine i kamuflaže precizno skidati jednog po jednog, ili se pak zaletiti među njih s teškom strojnicom u stilu "Kaplar Hans i njegov šmajser". Skriptirane radnje su fleksibilne, logične i ne iritantno predvidljive.

Mada ne očekujem da će ovaj bezobrazni komentar to promijeniti, veselilo bi me kad bi ljudi koji stoje iza igara i provode mjesece ili godine crtajući teksture, razvijajući 3D modele i snimajući zvukove, tome dodali još koji dan prčkanja na logičnim skriptama. Jer kad one ne valjaju, igru ne spašavaju nikakve količine realističnih oružja ni čarobnih mačeva ni detaljno modeliranih cica.



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