Beautiful End said:
Anyway, I get that it was innovative back then. I get it was the milestone for modern FPSs. I get that at this point, it probably doesn't seem as awesome as it did back in the day (Yeah, I hated the story, the fact that the NPC see Gordon as freakin' Jesus for whatever reason and the many times I got lost/died because I wasn't sure where exactly to go next; probably my fault but still).
In the first game, Freeman was notable because he had a hazard suit and thus a slim chance to survive the perils of the world. When he actually managed to overcome many of them, placing some measure of trust in him seems fairly reasonable. By the time you become the "savior" (i.e. travel to the Zen worlds and kill space baby), you are
literally the only person both capable and willing to do so. The only other individual capable was a marine and he had no particular
cause to do so given he had no real idea what was going on.
Beautiful End said:
And yet...even if someone says it hasn't aged well, which I actually disagree with, I still don't see what the big fuzz is about! Wasn't Super Mario bros a precursor to every single platformer out there?
It was not. There were
hundreds of platformers that preceded Mario. Donkey Kong bears the same genetic markings for example as does Pitfall.
Mario is well remembered in the early iterations as being a high quality version of the formula. Mario 64 is the one best remembered because it more or less provided the framework for 3d third person adventure.
Beautiful End said:
Honestly, I don't see people making a big fuzz about that game as much as I see people jumping off cliffs for Half-Life. Same with Zelda. Same with Final Fantasy.
This is because those other games you point to were not actually groundbreaking in any sense of the word. Final Fantasy was an extraordinary well executed version of a pre-existing formula. Zelda only truly became notable in the third installment (A link to the past) and much of the joy associated with Ocarina of Time is based upon the successful transition of the formula perfected in A Link to the Past to 3D. That transition from 2D to 3d is tricky and plenty of franchises did not make the jump.
Beautiful End said:
It's like the holy grail for them.
It was an important game. It pushed boundaries technically, mechanically, and narritavely. It remains an important example of what can be done with the medium even when constrained by the narrow convention of the first person shooter.
Beautiful End said:
But when it comes to people getting their panties in a bunch because someone said Half-Life is not awesome is what pisses me off.
This is going to be an important point you should remember forever: the perceived quality thing that is successful is diminished with the passage of time.
To say Half-Life sucks relative to modern games is easy to defend, in large part because modern games were informed by Half-Life and all the games that pushed boundaries in between. But just because it is easy to assert the game is bad with respect to the modern, it is incredibly difficult to understand why this was not the case in the past.
To set the scene, it was 1998. The first person shooter had notable titles to that point. You had Doom, not the first but the one that proved the platform (the PC) and the genre were viable. Later, you had Quake which moved the action from raster cast 2d sprites to full 3d. Later still, multi-player truly became a thing (I have no evidence to back the assertion but I don't really recall people discussing online gaming until Quakeworld). But fundamentally the games were all still the same.
You took a player and you put them in a maze full of guns and monsters. The player applied guns to monsters until victory. They all had flimsy pretexts of stories (alien or demonic invasion for the most part). The focus was on the action and on creating spaces for action to take place in.
In this setting, Half-Life emerged. The player was no longer a rat in a maze - they were a rat in a tunnel. This might not seem important but it had a huge impact. The other games were often plagued with long stretches where there was no combat because the player was simply trying to find the right corridor or door. Pacing was thus improved. To this day the trend lives: from Halo to Call of Duty, all have you walking down dressed up hallways in service to that goal of pacing.
With the advances in pacing allowed by changes in fundamental design philosophy, there came a new boon: tension. Without the ability to control pacing, it becomes difficult to control tension as the feeling is easily extinguished by tedium.
Allowed in part by better technology, there was another notable change: the game took place in a space that seemed like it had a purpose. In Doom you fight through a computer lab that looks no different than Waste Processing. In quake you battle through castles with no obvious purpose, no living spaces, no places things eat. In games past, you fought in spaces without meaning. Placing a frantic battle against invading aliens in an office complex is more immediate: we know about office complexes. It grounds the action in something we can relate to and makes it all the more visceral.
Better spaces, new design philosophy and better technology also allowed for the game to tell a story in a different way: as you play. Games before placed story in an utterly different compartment than the game. Half-Life chose to marry the two. You aren't simply told the Marines or bad - you're shown that they're here to kill you when they murder an unarmed scientist. You walk through spaces and see the final chapters of tales. The brunch interrupted, the valiant stand at the security station. The only story old games told as you played was "and then a monster appeared and I shot it" in a tale a thousand pages long.
It is notable to point out that other games executed on similar ideas - Quake 2 adopted a mission driven gameplay that kept the story going though it was threadbare at best. Unreal had spaces that told stories but it was overshadowed by Half-Life. The immediacy of an alien invasion of earth is more compelling it would seem than the tale of a prisoner who crashed on an alien planet.
Beautiful End said:
This is getting out of hand. I'm probably gonna get stoned for this, which would kinda proof my point. Oh, maker...
Perhaps. I don't expect someone to think the thing is good without context. And even with the context the exercise is purely academic. Still, if you'd walk away realizing that it is possible to understand why something was loved and why it was important even if your own perspective is that it is not very good, you might avoid further tosses.