SELECTION OF YOUR SOFTWARE LIBRARY - RANDOM or PLANNED ? Sent in by Brian Burke As a games player I, like any of us, am apt to make a fairly instantaneous judgement as to whether the game attracts me or not. In an adventure or RPG scenario this is likely to take a little longer. For instance, the ease of use of the control system needs to be evaluated as does your brain's absorption of the various character statistics. Chances are though that within half an hour or so you've made your decision. Problem is that, unlike an item of clothing from Marks and Spencers, the likelihood of being able to return the game if you don't like it is remote. Usually the only choice left with a duff game is either to try and sell it on to an unsuspecting punter or grit your teeth and play the thing anyway. Of course there are ways to avoid and minimise these instances, after all leisure time is too precious to waste on doing things we don't enjoy and that's besides the "loss" of the œ20-40 spent in the software shop. One of the obvious elimination methods is to read the games reviews in one of the ever growing number of format dedicated magazines. Yet another problem here, at the end of the day which reviewer's choice do you choose? The choice of magazine then becomes subjective (relative to your own subjectiveness, that is!!) I'm unfortunate in that, as an Amiga owner, I find the reviewers are mostly half my age and only have an eye for what they perceive as an arcade dominated readership. The end result is that the Gold Box games from SSI are described as boring, fit only for acne ridden train spotter types, whist Pavement Brawler III gets a 98% score every time. The couple times I did 'tune in' to an Adventure reviewer was once with CU Amiga in the days it was called Commodore User. A writer called Keith Campbell (I think) did the column and I took great note of his comments. The other was Pat Winstanley when she wrote for the now defunct ACE magazine. I liked ACE with its multi-format content - got a good perception of what was happening on all fronts, killed off by the consoles I guess. I've never been all that influenced by software adverts and I doubt whether most people are. I see such displays as telling me that such and such a company has released (ho hum - some advertising hype starts about a year prior to release) their latest game on such and such a format. Sometimes that's the only magazine space that a game is going to get. Apart from the glossy artwork the other reason I'm pleased to see them is because the more advertising space a mag can sell the less likely its price is to rise. A further elimination tool is to subscribe, as we do, to a dedicated fanzine. The odds begin to get much better now because the subscribers to the magazine are much more in tune with your thinking. Why else would they bother - right? There's still the danger of individual subjectiveness but by reading a few issues it's relatively easy to home in to individuals who are close to your own wavelength. So when these folks write a letter with views about a game or send in a positive review it's time to sit up and take note. Point to note I guess is that at sometime the reviewer themselves have had to make a conscious purchase decision which brings us to another critical point in the selection path. Somewhere in the past there's a game you've played that's given you hours of fun, probably hours of frustration as well otherwise where's the satisfaction of finishing it? The selection process is now concentrated into two areas. Firstly the software programming/publishing house and secondly the brains behind it all - the game designer. When considering a software house such as Origin, say, we are channelled down a path that focuses on the Ultima series of games. We know, more than less, what to expect in the content. We can be delighted by technological strides in game presentation. Just look at how Origin capitalised on the success of Dungeon Master and the like by releasing the Ultima Underworld games. They not only equalled but surpassed their competition by the use of real time movement as well as real time combat. The game engine changes but the punter's attention is riveted on the progression of the storyline. We are hooked. Our pound notes flow over the counter 'cos we know that hours, nay days, of sublime enjoyment are just a bus ride and a floppy disc install away. A similar sort of analysis can be attributed to most any successful software house but when you hear the name Sid Meier you automatically think of a strategy game. I doubt that there are many Syntax readers who haven't got or played a Sid Meier game. The man's a legend. He has a game design track record second to none. It wouldn't matter where he worked, whether at MicroProse or Electronic Arts or wherever, his games are playable and interesting. So find yourself a programmer/designer who produces your sort of game and hang on to his coat tails. Hopefully then, after sifting through the options, there won't be too many games gathering dust on your software shelf for the wrong reasons. Those previously misspent pound notes can be saved to expand your machine or pay the TV licence for a change. BUT remember, if you don't take a risk once in a while, you might just miss that one game you always waited for......... - o -