Weapon stats - hehehe - Jagged Alliance II, anyone? Back in the days, when i used to live in the students home with 8 roomies, all knowing that i never went to the military, they were all quite baffled when i spat out details about certain guns in movies, pointing out for example, that it was pretty pointless for James Bond to use his MPK over such a distance and that his 9mm magazine would be empty be now anyways.
I can repeat the testimony given about pardox games and railroad tycoon given by others here - both taught me a lot as well. Same goes for racing and being the coach of a soccer team (which enables me to do smarttalk when watching a match with buddies despite the fact, that i dont even know the names of the players, unlike the rest).
Orbiter: A rather recent example of a teaching game. I was pretty proud when i had established a stable orbit around earth for the first time. Taught me what an apigaeum, perigaeum, MFD and such things are... It´s free btw. Give it a shot.
El_Cid: I do agree with you on the topic, that the gaming industry lost a lot of niveau, since it became popular. Or rather: The games we dreamt about, when all gamers were pretty much freaks, how we expected games to be like if the proper computers would just be avaiable back in the days, never made it to reality really. Take spacegames as an example. If You played Elite II or III, you know, that a realistic physics engine (if only newtonian and not einsteinian) in a gameworld consisting out of the whole galaxy was totally doable in the early 90´s on a 880K disc (Amiga version), including seemlees landing and such things. Today this seems to be impossible. In the 15+ years since then, nothing really comparable showed up (AFAIK). The reason of course is not technical, but simply the fact, that such a game is expected to sell better, if it´s made into some kind of 3D-arcade-shooter, with a simplistic flight-model (best example: Freelancer, what it was aimed to be at the start of the development, and what it turned out to be when it was released). If one longs for innovative game design these years, one has to look at russia - sadly though, the games made there seem to have always the same problems of bad quality and translation (and often a considerable time-lag before they get released in the west, making them technically outdated as well).
Another genre, that suffered badly IMHO, is the classical RPG. Today, by RPG, what is really meant is usally an action-RPG, single-player or massive multiplayer. Back in the days, RPGs where strictly turn-based and you usually had a party of somewhere between 4 and 9 characters, which strengths and weaknesses to each. By droping the party-concept, the RPG-genre has already lost half of its appeal (Wizardry 8 actually managed a good mix of 3D and classical IMHO). It might be retrospective bias, but i also have the impression that the quests tended to be a lot deeper. I mean, you cant really compare a Wizardry7 quest with one of Fallout(here you go,onedera)3, now can you? In the later you usually walk from A to B, where you either talk to someone, kill someone, pick up an item (to return to A) or use an item you got at A, or something very simplistic like that. In Wiz 7 you could be stuck on a riddle for weeks. Yes, it could get frustrating sometimes, but it was also rewarding. In comparison (and disregarding the technical side for now) F3 (or Oblivion) quests seem so dull. It is obvious that they are made for the casual player, who shall not be bothered with thinking. And i didnt even talk about the green arrow or ´dungeon´ (there are none anymore - the most complicared modern ones would probably translate into something like a 12x12 tile-3lvl dungeon in classical Bard´s Tale - tiny) design, yet... Dont get me wrong: F3 is probably one of the best SP-RPGs released during the recent years, but if you´d strap it off its graphics, the excellent atmosphere might remain (or not), but the game itself would (in any case) reveal itself as being very shallow. You walk and shoot, you talk (by clicking sentences) and loot - and that´s it, pretty much. And the looting part becomes pointless after a while. Maybe i should ramp the difficulty up, but on medium, i drown in caps and ammo (without the enhancing perks) and dont know what to do with it anymore. And an action-RPG obviously requires a different skill system than a classical RPG. Take ´lockpicking´: In F3, you pick locks by a mini-game. Wether you are allowed to give it shot or not is determined by your skill. Locks come in different ´difficulties´ requiring you to have 1-24,24-49,50-74,75-99 or 100 skillpoints in order to try to pick it. IMHO that system is nothing short of moronic. Instead, your skillpoints should be treated as making lockpicking (the minigame) easier and you should be allowed to try to pick any lock at any skill. If you fail, there should be chance of the lock getting ´jammed´, making it impossible to open it without the proper key (like in Wiz7, for example). That way, picking a lock could actually make you sweat (to avoid reloading, grant XPs for failing attempts, and maybe only for failing attempts - that would have made alchemy in Morrowind a big deal better as well). But the way it is, when you try to pick a lock and are allowed to, the only question is wether you will waste a hairpin or two in order to succeed (and you will succeed as long as you aren´t a spastic with massive motoric issues - no offence intended). I cant stand it, if so much is at stake (esp. if i find hairpins in every second locker or so).
Uhem, yeah, rambling, sorry, gets posted anyway :P ...
EDIT: Uhhh, i forgot the most important thing games taught me: english. Back in the days, games werent translated into german, and so, in order to play them and while playing them, i picked up english, even before i had it in school. My teachers were impressed. On the gerunds i went all guts, where all the other students had to learn very hard and often failed miserably, and got an A. Simply the term of ´saving a game´ made me ´win´ an argument in grade school with another student, who claimed it was ´god sHave the queen´. I told him, that he should tell that to an englishman - and that i´d like to see his reaction.
I can repeat the testimony given about pardox games and railroad tycoon given by others here - both taught me a lot as well. Same goes for racing and being the coach of a soccer team (which enables me to do smarttalk when watching a match with buddies despite the fact, that i dont even know the names of the players, unlike the rest).
Orbiter: A rather recent example of a teaching game. I was pretty proud when i had established a stable orbit around earth for the first time. Taught me what an apigaeum, perigaeum, MFD and such things are... It´s free btw. Give it a shot.
El_Cid: I do agree with you on the topic, that the gaming industry lost a lot of niveau, since it became popular. Or rather: The games we dreamt about, when all gamers were pretty much freaks, how we expected games to be like if the proper computers would just be avaiable back in the days, never made it to reality really. Take spacegames as an example. If You played Elite II or III, you know, that a realistic physics engine (if only newtonian and not einsteinian) in a gameworld consisting out of the whole galaxy was totally doable in the early 90´s on a 880K disc (Amiga version), including seemlees landing and such things. Today this seems to be impossible. In the 15+ years since then, nothing really comparable showed up (AFAIK). The reason of course is not technical, but simply the fact, that such a game is expected to sell better, if it´s made into some kind of 3D-arcade-shooter, with a simplistic flight-model (best example: Freelancer, what it was aimed to be at the start of the development, and what it turned out to be when it was released). If one longs for innovative game design these years, one has to look at russia - sadly though, the games made there seem to have always the same problems of bad quality and translation (and often a considerable time-lag before they get released in the west, making them technically outdated as well).
Another genre, that suffered badly IMHO, is the classical RPG. Today, by RPG, what is really meant is usally an action-RPG, single-player or massive multiplayer. Back in the days, RPGs where strictly turn-based and you usually had a party of somewhere between 4 and 9 characters, which strengths and weaknesses to each. By droping the party-concept, the RPG-genre has already lost half of its appeal (Wizardry 8 actually managed a good mix of 3D and classical IMHO). It might be retrospective bias, but i also have the impression that the quests tended to be a lot deeper. I mean, you cant really compare a Wizardry7 quest with one of Fallout(here you go,onedera)3, now can you? In the later you usually walk from A to B, where you either talk to someone, kill someone, pick up an item (to return to A) or use an item you got at A, or something very simplistic like that. In Wiz 7 you could be stuck on a riddle for weeks. Yes, it could get frustrating sometimes, but it was also rewarding. In comparison (and disregarding the technical side for now) F3 (or Oblivion) quests seem so dull. It is obvious that they are made for the casual player, who shall not be bothered with thinking. And i didnt even talk about the green arrow or ´dungeon´ (there are none anymore - the most complicared modern ones would probably translate into something like a 12x12 tile-3lvl dungeon in classical Bard´s Tale - tiny) design, yet... Dont get me wrong: F3 is probably one of the best SP-RPGs released during the recent years, but if you´d strap it off its graphics, the excellent atmosphere might remain (or not), but the game itself would (in any case) reveal itself as being very shallow. You walk and shoot, you talk (by clicking sentences) and loot - and that´s it, pretty much. And the looting part becomes pointless after a while. Maybe i should ramp the difficulty up, but on medium, i drown in caps and ammo (without the enhancing perks) and dont know what to do with it anymore. And an action-RPG obviously requires a different skill system than a classical RPG. Take ´lockpicking´: In F3, you pick locks by a mini-game. Wether you are allowed to give it shot or not is determined by your skill. Locks come in different ´difficulties´ requiring you to have 1-24,24-49,50-74,75-99 or 100 skillpoints in order to try to pick it. IMHO that system is nothing short of moronic. Instead, your skillpoints should be treated as making lockpicking (the minigame) easier and you should be allowed to try to pick any lock at any skill. If you fail, there should be chance of the lock getting ´jammed´, making it impossible to open it without the proper key (like in Wiz7, for example). That way, picking a lock could actually make you sweat (to avoid reloading, grant XPs for failing attempts, and maybe only for failing attempts - that would have made alchemy in Morrowind a big deal better as well). But the way it is, when you try to pick a lock and are allowed to, the only question is wether you will waste a hairpin or two in order to succeed (and you will succeed as long as you aren´t a spastic with massive motoric issues - no offence intended). I cant stand it, if so much is at stake (esp. if i find hairpins in every second locker or so).
Uhem, yeah, rambling, sorry, gets posted anyway :P ...
EDIT: Uhhh, i forgot the most important thing games taught me: english. Back in the days, games werent translated into german, and so, in order to play them and while playing them, i picked up english, even before i had it in school. My teachers were impressed. On the gerunds i went all guts, where all the other students had to learn very hard and often failed miserably, and got an A. Simply the term of ´saving a game´ made me ´win´ an argument in grade school with another student, who claimed it was ´god sHave the queen´. I told him, that he should tell that to an englishman - and that i´d like to see his reaction.
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