Inside the Minds of Gaming's Master Storytellers
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Q: Can you remember one of the first times a story in a game really struck you?
A: Well, there were two moments (spoiler alert, although I doubt anyone would mind now)--one was in Ultima Underworld I: The Stygian Abyss, and the other was Wasteland (no subtitle, thank god--I am so sick of subtitles for games, and no marketing person can convince me they're necessary).
Anyway, in Ultima Underworld the moment occurred when I got to the end, resurrected Garamons in the hopes of getting him to tell me what I need to do to save my ass and the rest of the world, and when I ask him the question he says--get this--"he has no idea." Then he asks you if you have any ideas. I stared at the screen for five minutes in disbelief--this game was asking me how to solve it, which I thought was brilliant. It also scared the hell out of me.
The other moment was in Wasteland, when I went inside Finster's android brain and was facing my childhood fears and enemies. I thought the presentation was amazing, and the way you used your intelligence and skills to fight back against your opponents--it was just evidence that even "low-tech" games could pull off some cool ideas without much resources at their disposal.
Again, these games are pretty old-school, which should give you a clue as to how old I'm getting to be. Also, I didn't get started into Japanese RPG console games yet, otherwise there's a ton of those that have excellent story moments, if I'd only been playing them at the time (Final Fantasy III comes to mind). Also, some of the early Infocom games also scared me (The Lurking Horror), made me feel loss for a buddy (Planetfall), and creeped me out with a doomed ending (Infidel).