The Lost Art of Game Packaging, and the Digital-only Turning Point

Michael’s post over at The Brainy Gamer looks at how digital download services have begun to carry serious momentum and surely can only pick up even more as Microsoft’s XBLA and Sony’s PSN release more content. Many folks over at the Brainy Gamer are just as excited as Michael with the prospect of ‘no more plastic’, but I found myself less excited about the prospect of a future without physical packaging.

Part of those feelings can be chalked up to old fashioned nostalgia – it’s hard to give up fond memories of gingerly tearing the plastic off of a brand new game as a kid, reveling in the pungent odor of freshly printed manuals and carefully unfurling cloth maps of lands a’far. Closely linked to that is another aspect of physical packaging that I think is really important, and we’ve forgotten it in our unquestioned haste to deliver games cheaper and faster. That is, we’ve lost our appreciation of the game packaging as a craft and an art unto itself that provides a tactile engagement with games we otherwise lack.

The chronology of game packaging that Ryan Scott and Scott Sharkey present in their article Shrink Wrapped: A history of PC game packaging trends, from awesome to awful, is a good taste of how packaging progressed from the early years to the present. Unfortunately, a chronology is just that – it doesn’t bring to the forefront why packaging matters might matter so much to us. In this article I do my best to highlight one game with interesting game packaging – feelies, artwork, manuals, etc – and try to show how (for some people) physical interaction with the packaging can transform the nature of the game.  I should note that some of the things I say later in the article could be construed as spoilers, so ye have been warned!

Ultima IV: Quest of the Avatar

As far as I know, this is the first (and perhaps only) game to integrate the in-box materials into the game’s introduction. Written in the first-person, the introduction invites the player into the game world and encourages the player to explore the trinkets in the box… the player finds the metal ankh that falls from the moongate, a book titled The History of Britannia as told by Kyle the Younger, a second book titled in undecipherable runes (The Book of Mystic Wisdom), and a cloth map. Stepping out of character for a moment, the narrator cautions the player to avoid reading The Book of Mystic Wisdom and alternatively instructs the player to read The History of Britannia: “Settling back under the willow tree, you open the book. You read the Book of History. (No, really! Read the Book of History!)” 

As I play Ultima IV, I’m pulled directly into the story. I’m introduced to The Book of History and the ankh as discoveries that I’ve made, and not simply marketing pack-ins unceremoniously mass-produced in some factory. The introduction transforms these objects magically – they become sacred artifacts that can’t be ignored or tossed out. It is because of these artifacts that as a player I don’t simply play along and temporarily assume the role of another anonymous Avatar who becomes the fantasied saviour of Britannia. The world of Britannia now matters to me – it’s a living, breathing, place where books of history, ankh necklaces, and brightly colored maps are crafted… a place away from the mundane vagaries of daily life… it is a sacred place, far away from home. The in-box materials, as far as the persuaded player is concerned, were minted in a fantastical far away land that lies just on the other side of a magical door.

But why does this magical transformation of the world matter so much for Ultima IV? Couldn’t the player be just as satisfied with playing-the-hero-role for a few hours and move on to the next game on the pile, as we normally do when we consume games?

This is where Ultima IV takes an ogre-sized step away from the usual fare. As the player reads The History of Britannia s/he becomes immersed in the world as a newcomer or traveller – like reading a ‘Lonely Planet Guide’ in anticipation of an adventure into unknown lands. After chronicling the history of Britannia and describing its various sights, forms of magic, creatures and beasts, and versing the player in combat techniques, Kyle the Younger poses a question (and quest!) to the player: is it possible to become a virtuous person, and if so, what paths must s/he walk in order to become this teacher of virtue? The historian points the player to speak with Lord British, who responds on the last page of the manual:

The Quest of the Avatar is the search for a new standard, a new vision of life for which our people may strive. We seek the person who can become a shining example for our nation and guide us from the Age of Darkeness into the Age of Light…

… The secrets of the Avatar [the embodiment of virtue] are buried deep in the hearts of both our people and the land in which we dwell. The search will be arduous and the One who shall succeed must be able to assemble all the parts of the great mystery in order to solve the Quest.

Gaze upon the device portrayed on the facing page of this tome. Learn it well, for when thou dost gaze upon it again then shall thy life’s quest be revealed.

To which, the player is presented with an arcane symbol – later discovered to be the symbol for the “Codex of Ultimate Wisdom”. Players who, in their haste or their gluttony for gameplay, skipped this section of the manual are plunged into a game of traditional fighting and gold- and item-hoarding. While they will no doubt stumble upon many sub-quests that converge upon the game’s ending, their choices in the game won’t be motivated by Lord British’s adherence to the eight paths of virtue. Because players (including myself) typically are motivated by symbolic self-gratification, the game is loaded with ethical-moral traps that tempt the player into acting on their vices. All acts, whether virtuous or not, are recorded behind the scenes – and the player is never given an unambiguous measure of where they stand with the eight virtues – the player literally must be mindful of their virtuousness themselves! If players act greedily, selfishly, dishonorably, cowardly, etc, without recognizing it – they will never become the Avatar. Thus, the player must remain mindful throughout the game of their actions, and always remain faithful to the path of virtue. To use an infamous example, all of the herbalists in the game are blind. When purchasing magical reagents if the player palms off 4 coins instead of 10 coins to the blind herbalist, the herbalist quietly accepts the coins without question. However, later on the player might discover that they are not Honest enough to become the Avatar… and never see the end of the game.

The manual motivates the player to look at things in a certain way – it suggests to us to rely upon whatever understanding of Honesty, Compassion, Spirituality, Sacrifice, Honor, Humility, Love, Valor, and Justice we might have, and play the game with all of those things in mind. And as we play the game in terms of the virtues, we begin to get a better sense for them – we start to see what kinds of acts are virtuous and what kinds are not. And to motivate these virtuous acts that play against our childish egocentrism we pursue the secret of that circular symbol in the back of the manual – what the hell is that thing?

The end of the game, which is famously among the handful of game endings with no violent defeat of some alien foe, a voice asks the player a series of 8 questions – each of which involving the virtues. As the player answers each question correctly, the game draws a single feature on the screen – a line or a circle. If the player knows her/his virtues, the complex Codex Symbol is drawn on the screen. Finally, the voice asks the player a final question – which I will not repeat here – and returns the player to the circle of stones at the outset of the game – home.

Note: If you’d really like to watch the ending, click here.

All of these in-game interactions are completely possible without the in-box artifacts. However, without the artifacts the game is a third-person experience: once the computer is shut off the virtues are just some romantic quest in a computer-generated reality. The player learns nothing from the experience, and the game exists as a kind of wish-fulfilling fantasy.

But the in-box artifacts do just the opposite: they act as a bridge between the player’s real-world and Britannia – they allow the player to act as her/himself, meaning that their in-game actions are integrated in the self whether they recognize it or not, and their way of thinking virtuously doesn’t disappear when the computer is shut down. Ultima IV, in many ways, is one of the first computer games to offer a true role-playing experience. Without the in-box artifacts and the player’s attention to them, the game offers no transformative experience.

The Future

Our tacit attachment to in-box artifacts is thus something deeper than nostalgia for games that use the artifacts as active parts of the game. Artifacts don’t just draw players into the game world – they also draw the game world into the player’s life.

In a world where mass-consumption has become the norm, it’s sad to see that games are quickly following suit. Viewing a PDF on a monitor isn’t the same as cracking opening a leather-bound manual. Hitting ‘M’ to view an in-game map isn’t the same experience as unfurling a cloth map and wondering at the various continents. Yes, several games like TES: Oblivion and Fallout 3 offer ‘collector’s edition’ packages that have all sorts of trinkets in them – but none of them feel as if they really belong to the game because the game is not integrated with the trinkets. Ultima IV, among other games such as Wasteland, Tass Times in Tonetown, and Space Quest IV, make what were toys or trinkets matter to us and turn them into physical artifacts that express the game world.

What I’m trying to say here is that whether a mass-market game is digital-download-only, or if the game is released as a trinket-packed collector’s edition, the options don’t matter anymore: in-box materials no longer mean anything because developers have forgotten their personal, meaningful, value. Developers no longer recognize the way that artifact and game constitute one another. They’re called “collector’s editions” for a reason – they’re made for people who like to collect things.

I look forward to the day that developers hearken back to games like Ultima IV and remind players that games are about their lives, and not just another thing to be consumed.

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  1. Michael Abbott’s avatar

    Wonderful piece, Chris.

    I want it both ways. I want to end our ridiculous consumption of plastic and reduce the gargantuan amount of waste our beloved pastime contributes to the environment. Digital downloads go a long way toward doing that. For the sake of argument, consider the hundreds of lousy games buried in layers of unnecessary plastic for every one way-cool Ultima IV or special edition Elder Scrolls: Oblivion package.

    As you know, I agree with your assertion that games are more than things to be consumed, and perhaps digital downloads encourage that attitude. But the question of consumption can be seen in other, equally ugly ways I think.

    And my pre-order of the Amazon-exclusive Suvival edition of Fallout 3 will ship next month. What can I say?

  2. Michal’s avatar

    Hi Chris, nice work as usual on this post. I remember those days that you speak of. Indeed I do. One game that made this work for me is Myst, and it’s sequels. That’s when you might say, “I don’t recall any in-box items with Myst.” And you would be right.

    However, I was rather fascinated by the Myst universe at the time, and what bridged the gap between the game and my world for me at the time was the availability of the Myst novels. I bought the first, and read it, and consequently loved it. Riven came out, and I loved that game too largely in part because I understood what it was all about, thanks to the first Myst book. Two other books came out after that, both of which I own. And altogether, I got a Myst map from one of the books which I ended up framing. I did very much enjoy collecting game maps ^_^.

    Having the books alongside the experiences of playing Myst and Riven made the world a lot more believable for me, and the fact that the books were hardcover with beautiful covers made a big difference (link). Just like you said, there’s something different about “cracking open a leather-bound manual.”

  3. chris’s avatar

    @Michael – agreed! For the few people who actually hang on to this stuff and cherish it, there is a vast majority who toss the box and the packaging materials the second they crack it open. Yes, certain games really benefit from a digital-download only version at least as far as waste is concerned. However, we should keep in mind that the materials add a dimension not possible otherwise, and by not having materials developers lose one more degree of expressive freedom. As you know, my goal was to paint a vision of what ‘box artifacts done well’ looks like… I’m glad that you brought up the rather ugly other side of the argument!

    @Michal – interesting. I had also considered Myst, but my limited experience with the game (I did not finish it) kept me away. As you’ve already said, the Myst books in themselves are aesthetic achievements. Take a look at this gorgeous Myst poster at the Byte Cellar.

  4. L.B. Jeffries’s avatar

    I remember maps were always my favorite things to receive in old games. Quest for Glory 2 and Spirit of Excalibur both required you have the maps to play. Like you say, it generated a curious cross-over from the real and unreal because I could hold something that existed in both worlds. Come to think of it, all the adventure games by the Cole’s featured extensive in-box content. Conquest of the Longbow had a huge manual about celtic and druidic mythology that you had to use to beat puzzles in the game. All the Quest for Glories had lush Adventurer’s Guides.

  5. Jared’s avatar

    Funny, I was just wrapping up a blog post on game packaging when I saw this. I go the opposite way, though, with some lighthearted comments on how old console game packages used to promise so much and deliver so little. Heady days, my friend.

  6. Clean3d’s avatar

    Sadly, I was never enough of a gamer “back in the day” to experience games like Ultima IV, and although I play more games now, they’re mostly downloadable (which my spell checker complains about) Linux titles.

    I have played enough to miss buying more than a CD, though (or even a digital download). I bought Portal a while back, and there wasn’t even a manual included! Just a cheap little card with my serial number and the basic controls. A long time ago I opened Star Wars: Galactic Battlegrounds, and it included a nice, thick manual along with a large poster outlining the unit tree!

    Spending $20 for a DVD isn’t that much fun…

  7. chris’s avatar

    @L.B. – QFG2 is a perfect example – the map really does matter in that game! Conquests of the Longbow and its ‘prequel’ Conquests of Camelot (both by Christy Marx) use the in-box materials a whole lot… I have recent and fond memories of using a flower identification chart and reading medieval history in the book just to get past a certain puzzle.

    @Jared – I read your post, and I certainly agree. Funny how some box art was truly deceiving :)

    @ Clean3d – One of the candidates for this article was ‘SimEarth’ which has a truly ginormous manual… the thing is like a brick. It’s better reading than most grade 10 biology textbooks! :D

  8. Denis’s avatar

    Dear lords, I loved the old Sierra game packaging hilarity that ensued. I still have all the FACS (haha) from the Quest for Glory series, as well as loving the Space Quest jokes.

    I even recall my parents messing around with the contents of the Leather Goddesses of Phobos. How amusing.

    It’s something I miss at times, and I wonder if someone has thought of making an installation piece of artwork purely around game packaging and its connect to games themselves. That could be an interesting project.

  9. Michal’s avatar

    Chris, that was a beautiful poster indeed ^_^. Thanks for pointing that one out.

    Thinking back to it now, it would have been very powerful indeed if the Myst games included Atrus’ journal in physical form with the games. That would have really achieved what we’ve been talking about.

    Other games that usually had something significant were the D&D games. I think several of them had maps in there.

  10. Nikolau’s avatar

    One of your best post yet!This reminds me of the first time i opened the box for Warlords III Reign of Heroes wich included a colectible card game!

    Although it wasnt the best card game ever still it gave even more depth to it.
    A game that invited to socialize with friends.Who knew?(sarcasm)

    But i admit that i love collector s edition boxes!:D

  11. Eduardo Alvarez’s avatar

    Interesting post. I usually don’t comment on blogs, but this was too interesting to pass.

    Like you, I always enjoyed the extras that came in many of the old games. The Ultima series in fact, is the main responsible for this. Cloth maps, “Tomes of Lore”, interesting ilustrations that made my imagination go wild (I remember how fearsome Ultima VI’s corpsers were, and how I *refused* to go into the dungeon that had them by the dozen). The “Golden Box” games from SSI, like Pool of Radiance were also neat, with their adventure logs and wheels. I never bought many games when I was younger, due to the lack of availability (I live in South America), and when I got older and moved to the States for college, I obviously spend an unhealthy amount of time and money tracking down some of the games I couldn’t get my hands on. And here is the flip side of the coin: moving.

    I move a lot. First due to my father’s job, then out of dissatisfaction with my surroundings. I’ve settled down, somewhat, but wanderlust is still strong in me. You can imagine, however, how difficult it is to move when you have piles upon piles of books, comics, and, yes, computer game boxes. For me, direct downloads have the advantage of not occupying nearly as much physical space as a box, which in turns allows me to somewhat reduce the amount of stuff that exists in my surroundings. However, like you, I enjoyed the packaging of games. In fact, Right now I’m slowly trying to recreate my golden box and ultima collections.

    So, what do I do? Most of the time, I toss the package to the recycling bin, put the discs in cd books and keep the essentials. There are only a few games whose boxes I’ve kept. Those are the ones whose boxes are somehow useful or very pretty (an example for me is the Icewind Dale collection box, which, for some inexplicable reason, I find incredibly compelling).

    I wonder if there’s a way to find a middle ground in this issue. I personally can’t.

  12. chris’s avatar

    @Michal – Now that you’ve mentioned it, I can’t believe that the Myst games didn’t come with Atrus’s journal! That would have completed the experience perfectly. Sadly, those days are long past – but perhaps someone in the future will hitch back on to the idea of printed manuals.

    @Nikolau – Wow, thanks! I haven’t played Warlords III myself… sadly the wikipedia page doesn’t have much information on this game. Perhaps you can add that bit of information to the page some time :D

    @Eduardo – Oh man, can I ever empathize with the problem of moving. Over the last 12 years I’ve moved 5 times, and each time I lose a little bit of my collection, or end up damaging it in transit. I’m not someone that’s too anal retentive about keeping my games pristine, but I hate crushing 20 games because I’ve accidentally put 100 lbs of books on top of them in the moving truck. The only part-solution I’ve found to the moving problem is giving away games to people I care about, so at least they rest in ‘good hands’. Ironically, what usually ends up happening is that people give me THEIR games because they know I’m so much into retro gaming. As far as I know, there is no middle ground beyond what you’ve done for yourself ;)

    Thanks for writing.
    - Chris

  13. free games’s avatar

    Resident Evil 5 will also have a nice collector’s edition. But these should be the standard, not the exception to the rule.