The serpentine labyrinth of narrow maze-like passages opened up
into a large, dimly lit room. Candles burned from candelabras all
about, barely illuminating the high room of the mammoth room. In
the center, the room was dominated by a raised section and two
elevator shafts that spiraled upwards.
The sniper knew up on the next level was where all the good
weapons were, hidden about another small complex of hallways.
Without hesitation, he ran up to the elevator and waited for the
door to open. The ride up seemed longer than usual and he
reflexively dove to the side once the door opened, but no shots
rang out. He was the first.
Greedily, he swept down the corridors, gathering up all the
weapons and armor he could carry and then moved back to the
elevator door. He stopped there, at the edge of the hall with the
doors barely in view. He dug around the weapons: the bazooka, the
split missile launcher, the drunk missile launcher, the heat
seeker. He smiled as he drew up the firewall and aimed at the
door. It would not be long before it opened, he thought. He
waited.... and waited.... and waited.
"Ho-hum." His player said. "Boooooring." He
began to chant as he waited and waited, his finger on the
"f" key waiting for those doors to open. "How long
does this game last?" He asked. "Is it even close to
being done?"
His questions were unanswered. Little did he know, below him
was a small arms duel going on the likes of which had not been
seen for some time. Knowing that the weapons room was being camped
and that the elevator was certain death, the other players kept
below settling their scores with a pair of pistols or a submachine
gun. In fact, sub-machine gun and dual-pistol fueled mayhem in the
open area was probably one of the more exciting memories that
still lives on from my old Rise of the Triad days. It always
struck me as odd that while we were involved in such a gruesome
dance of death, that the sniper still kept hunkered in position,
hoping for an easy kill.
Games are meant to be played, and that usually means more than
watching for a door to open with your finger on the fire key. Most
games do not punish you for getting whacked, it is par for the
course, after all. Or perhaps I do not necessarily equate winning
to fun.
While I will quickly confess some of the more realistic games
require a greater deal of caution (such as Rogue Spear), such
tactics in other of the more arcadesque games has always left a
bad taste in my mouth. No, it is not a resentment over getting
sniped by some camper, rather it is more a degree of confusion of
those who refuse to play. After all, those groovy weapons are made
to be fired from a vantage point different to a board’s various
sweet spots.
So the next time you play a game, play it! Don’t sit back in
a corner and hope for a sweet shot, that is much the same as going
to a dance and hiding in a corner. You go to a dance to socialize,
and you go to a death-match to kill and be killed.
Multi-player games are much like real life in a few ways: they
are not fair, they do not revolve around you, and they seem to
find the worst possible time to crash.
Instead of complaining about how boring it is, change your
tactic and have some fun with it. Put the old sniper rifle/mega
rocket launcher/BFG away, pull out the axe/knife/side arm, or even
your trusty knuckles and wade out into the fray. Who knows, you
might not only last more than thirty seconds, but could get a drop
on one of those snipers.
I guarantee that any lurking sniper getting butchered by an axe
wielding maniac despite their sniper rifle/mega rocket launcher/BFG
will be remembered longer than any sniper dropping said
axe-wielding maniac. If that does not liven up your game any and
you are still bored, then if nothing else, your contribution to
someone else’s kill score may only bring about a speedier end,
which brings with it a promise of a new, and better, game. Either
way, you may be happy that you did.