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What Went Wrong? |
About This Column:: Good ideas, good qualities...BAD flaws; that's the trouble with many promising entertainment products. Every once in a while there's that one product (movie, television, video, or game) which had it all --concept, sound, visuals-- yet fell like a rock because of a few grating mistakes. Techtite's "What Went Wrong?" commentary examines such titles. ------------------- Earlier What Went Wrong Columns : ---Montezuma's Return (PC)---Quest for Glory 3: Wages of War ---3Dfx (!!!) ---The day this column went on hiatus... ---Roswell (TV) ---Electra-Woman & Dyna-Girl (2001, TV) ---Dreamcast (Video Game System, Sega) ---3DO (game system, 1993-1996) For the current WWWrong page, click here. |
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An Analysis Column, by TechtiteThe current entertainment product discussed is: Atari 2600's Two Biggest Blunders:
In the heyday of first-generation game consoles, nothing could beat Atari. Even when better game systems started to roll out the assembly line, nothing could beat the number of games, and therefore the amount of fun possible of the original (well, not really; but it was to many gamers) game system: the Atari 2600. Yet out of maybe hundreds of games for the system, it would take a mere two games to almost single-handedly ruin Atari, all by themselves. What Went Wrong? First, as always, let's consider the positives... What Went Right?
To look for "What Went
Right" in these two Okay, let's try to be optimistic here, and look at the glass as being "not
entirely empty" as opposed to "almost dry." However, there's no escaping truth in the matter. These games sucked. Let's just move on to: What Went Wrong?
Let's start with Pac-Man first,
That's the only thing Atari really had; the license...and they horded it like a starving dog protecting an unopened can of meat. While any other company could've made something good out of a Pac-Man license, Atari had the rights, and were ready to sue to keep them...even if someone else could've made something really good with such a license. The smart thing would've been to get someone --anyone-- to make a game for them worthy of the Pac-label. They didn't, and that was a big mistake. What they came up with not only didn't sell; it was a complete waste of the Pac-man license entirely. In the end, only one game in Atari 2600's history would be an even bigger blunder... E.T.: the Extra-Terrestrial would've seemed like an even simpler slam-dunk, yet once again was not. How easy should this game have been to design...? E.T. gets stranded on Earth, looks for pieces of a device to phone home, then phones home; easy, right? So easy was this game concept, that a younger, pubescent-aged "Techtite" (the webmaster of this site) wrote Spielberg a letter in 1983, suggesting that he help make a game where E.T. would race to collect pieces of his device to "phone home," then race off to his ship's landing point to escape. I remember sending two letters at the same time: one a personal letter telling Spielberg how much I admired him as a director, with the second being a business-letter-style outline for such a game. A secretary returned the initial fan letter, snootily stating that such letters were not the practice of her office to accept nor forward. Yet the letter recommending said game was never mentioned again. Weeks later, a game based on E.T. was announced. What a startling coincidence. Fortunately, that's all it was: a coincidence. I cannot take the blame for E.T. on the Atari 2600, and I won't. For one thing: Spielberg merely gave the license rights, not the design of the game. No; that would be the job of Atari's game designers, who, it has been said, were given a mere eight weeks for the project. I doubt my suggestions to Spielberg ever reached their desks. Even if they did: eight weeks is way too little time to care what a kid suggested for a game design idea. They more likely simply did what they had to do and went home.
It gets worse. In addition to the Land of Holes which E.T. must search, there are government and scientific agents trying to catch him. If they did, they stole all the pieces of the "phone home" device and you had to look for them again from scratch. This is in addition to the "health meter" which limited the amount of time you could look for these items at all. Actually, limiting how long you could play this game may seem like a good thing. At the time, it was annoying. The amount of failure this game had is actually the subject of many urban myths. So many copies of the game were returned, it's been said that Atari sent trucks out to the desert to bury millions of unsold E.T. game cartridges. A more brutal urban legend tells of Atari needing to pour cement into the ditch, to make "sure" they stayed buried. However, if that last legend was true, it would be more of a sign of Atari's greed more than their loathing of the game. Pouring cement onto the cartridges would've kept anyone from digging in the ditch and getting a free game. What a waste of cement! I doubt anyone would have taken it anyway. So, what have we learned here? One; if you're going to spend millions of dollars on a game license, have a good game idea to begin with. Secondly, games take time. All gamers hate it when Half Life 2 and Doom 3 have bumped release dates but come on; that's to make sure the final product isn't garbage. These games were two big name licenses that could've put Atari back on the map. Instead, they would destroy Atari as anyone remembered it.
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