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An early example was [[Taito]]'s 1978 [[shoot 'em up]] game ''[[Space Invaders]]'', where the player's laser cannon could [[Cover system|take cover]] behind destructible defense bunkers.<ref name=Ashcraft>Brian Ashcraft, [http://kotaku.com/5452654/how-cover-shaped-gamings-last-decade How Cover Shaped Gaming's Last Decade], [[Kotaku]]</ref> Another early example can be found in [[Namco]]'s 1982 game ''[[Dig Dug]]'', in which the whole of each level is destructible and enemies can usually only follow the player through a combination of pre-made tracks and paths made by the player. A similar game released that same year was ''[[Mr. Do!]]'' by [[Aruze|Universal]].<ref>{{KLOV game|8767|Mr. Do!}}</ref> In most games that feature destructible terrain, it is more common for only part of the environment to be destructible to prevent players being able to cut their way directly to the goal.
Early examples include the [[Taito Corporation|Taito]] [[shooter game]]s ''[[Gun Fight]]'' (1975)<ref name="allgame">{{allgame|10214|Gun Fight}}</ref> and ''[[Space Invaders]]'' (1978), where the players could [[Cover system|take cover]] behind destructible objects.<ref name=Ashcraft>Brian Ashcraft, [http://kotaku.com/5452654/how-cover-shaped-gamings-last-decade How Cover Shaped Gaming's Last Decade], [[Kotaku]]</ref> An early example of fully destructible environments can be found in [[Namco]]'s 1982 game ''[[Dig Dug]]'', in which the whole of each level is destructible, though enemies can usually only follow the player through a combination of pre-made tracks and paths made by the player. A similar game released that same year was ''[[Mr. Do!]]'' by [[Aruze|Universal]].<ref>{{KLOV game|8767|Mr. Do!}}</ref> In most games that feature destructible terrain, it is more common for only part of the environment to be destructible to prevent players being able to cut their way directly to the goal.


An early example of a [[shooter game]] that featured fully destructible environments was ''[[List of Enix home computer games#1983|Kagirinaki Tatakai]]'', an early [[Run and gun|run & gun]] shooter developed by Hiroshi Ishikawa for the [[Sharp X1]] computer and released by [[Enix]] in 1983.<ref>[http://www.hardcoregaming101.net/JPNcomputers/Japanesecomputers4.htm Retro Japanese Computers: Gaming's Final Frontier Retro Japanese Computers], Hardcore Gaming 101, reprinted from ''[[Retro Gamer]]'', Issue 67, 2009</ref> The ''[[Worms (series)|Worms]]'' series also features terrain which can be completely obliterated.
An early example of a shooter game that featured fully destructible environments was ''[[Shoot 'em up#Golden age and refinement|Kagirinaki Tatakai]]'', an early [[Run and gun|run & gun]] shooter developed by Hiroshi Ishikawa for the [[Sharp X1]] computer and released by [[Enix]] in 1983.<ref>{{cite web|author=John Szczepaniak|url=http://www.hardcoregaming101.net/JPNcomputers/Japanesecomputers4.htm|title=Retro Japanese Computers: Gaming's Final Frontier|page=4|publisher=Hardcore Gaming 101|accessdate=2011-03-16}} Reprinted from {{citation|title=Retro Japanese Computers: Gaming's Final Frontier|work=[[Retro Gamer]]|issue=67|year=2009}}.</ref> The ''[[Worms (series)|Worms]]'' series also features terrain which can be completely obliterated.


The earliest [[first-person shooter]] example may be ''[[Ghen War]]'', released in [[1995]] for the [[Sega Saturn]], which featured a 3D terrain map generator that allows fully destructible environments.<ref>{{cite web |year = |author= | title = Ghen War Review| publisher = GameFaqs| url=http://www.gamefaqs.com/saturn/915874-ghen-war/reviews/review-75051 | accessdate=2010-10-10}}</ref> However, the trend to make more and more items and environmental features destroyable by the player hearkens all the way back to the explosive barrels in ''[[Doom (video game)|Doom]]'' (1993). Games like ''[[Blood II: The Chosen]]'' (1998) also featured major amounts of destroyable objects, in that game a room filled with objects could be turned into an empty room filled only with debris.
The earliest [[first-person shooter]] example may be ''[[Ghen War]]'', released in [[1995]] for the [[Sega Saturn]], which featured a 3D terrain map generator that allows fully destructible environments.<ref>{{cite web |year = |author= | title = Ghen War Review| publisher = GameFaqs| url=http://www.gamefaqs.com/saturn/915874-ghen-war/reviews/review-75051 | accessdate=2010-10-10}}</ref> However, the trend to make more and more items and environmental features destroyable by the player hearkens all the way back to the explosive barrels in ''[[Doom (video game)|Doom]]'' (1993). Games like ''[[Blood II: The Chosen]]'' (1998) also featured major amounts of destroyable objects, in that game a room filled with objects could be turned into an empty room filled only with debris.

Revision as of 13:38, 7 April 2011

In video games, the term destructible environment, or terrain deformation, refers to an environment within a game which can be wholly or partially destroyed by the player. It may refer to any part of the environment including terrain, buildings and other man-made structures.[1][2][3][2]

Early examples include the Taito shooter games Gun Fight (1975)[4] and Space Invaders (1978), where the players could take cover behind destructible objects.[5] An early example of fully destructible environments can be found in Namco's 1982 game Dig Dug, in which the whole of each level is destructible, though enemies can usually only follow the player through a combination of pre-made tracks and paths made by the player. A similar game released that same year was Mr. Do! by Universal.[6] In most games that feature destructible terrain, it is more common for only part of the environment to be destructible to prevent players being able to cut their way directly to the goal.

An early example of a shooter game that featured fully destructible environments was Kagirinaki Tatakai, an early run & gun shooter developed by Hiroshi Ishikawa for the Sharp X1 computer and released by Enix in 1983.[7] The Worms series also features terrain which can be completely obliterated.

The earliest first-person shooter example may be Ghen War, released in 1995 for the Sega Saturn, which featured a 3D terrain map generator that allows fully destructible environments.[8] However, the trend to make more and more items and environmental features destroyable by the player hearkens all the way back to the explosive barrels in Doom (1993). Games like Blood II: The Chosen (1998) also featured major amounts of destroyable objects, in that game a room filled with objects could be turned into an empty room filled only with debris.

Newer iterations of this feature can be observed in games such as Crysis (CryEngine 2), Mercenaries 2: World in Flames, Battlefield: Bad Company (Frostbite Engine), Red Faction Guerilla (Geomod) and Unreal Engine 3. Future implementations will be core facets of gameplay and will be found in Fracture and Diablo 3.

References

  1. ^ "Good Idea, Bad Idea: Destructible Environments". 2008-06-02. Retrieved 2009-08-10. {{cite web}}: Unknown parameter |oublisher= ignored (help)
  2. ^ a b Werner, Nash (1999). "Slave Zero is one great leap for 'giant robot' genre". CNN. {{cite journal}}: Unknown parameter |month= ignored (help)
  3. ^ Cohen, Peter (2002). "Game for a laugh 1950s B-movie throwback, and a unique third-person shooter". Macworld. {{cite journal}}: Unknown parameter |month= ignored (help)
  4. ^ Template:Allgame
  5. ^ Brian Ashcraft, How Cover Shaped Gaming's Last Decade, Kotaku
  6. ^ Mr. Do! at the Killer List of Videogames
  7. ^ John Szczepaniak. "Retro Japanese Computers: Gaming's Final Frontier". Hardcore Gaming 101. p. 4. Retrieved 2011-03-16. Reprinted from "Retro Japanese Computers: Gaming's Final Frontier", Retro Gamer, no. 67, 2009.
  8. ^ "Ghen War Review". GameFaqs. Retrieved 2010-10-10.

See also