Game History

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A little story first.

“My son. He’s such a geek”, my mother ribbed at me in her familiar Québéçoise accent. She flipped over the jewel case in my hands and looked at the back cover, and shook her head.

I looked up at the cashier, my eyes pleading for some way out of this. She giggled instead, and I blushed. I gave my mother an “Aw mom!” look.

I was 15 years old, and we were standing at the checkout of a London Drugs store in the city. The store carried everything, from diapers and bee-sting kits, to Polaroid cameras and Froot Loops. I was here for the computer games.

The back of the store had a bargain shelf lined with computer games..most of them were crap shareware titles like PKWare Utilities and the occasional decent Crazy Nick’s Software Picks: Robin Hood’s Game of Skill and Chance. Among the rows of CD’s and floppies, a Dynamix logo on a white jewel case caught my eye. It was a game I had never heard of before, and it was on CD-ROM! A talkie adventure game. For $19.99. I rescued The Adventures of Willy Beamish from the shelf and carried it back to the cashier like a sacrificial offering.

At the time, my mother didn’t understand. She probably hoped that my crazy obsession with games would pass.. along with saturday morning cartoons and remote control cars. Or maybe she thought it was just another game that I would play for a couple of hours and lose interest in.

But it was a Sierra game. It had Sierra artwork and Sierra music. I played Willy Beamish for months. I relished the stunning artwork and expressive animation. I had never seen a game before – other than Dragon’s Lair – that had every character hand-animated in each scene (instead of using a repeated walk animation). The rich (256) colour palette rotated with night and day. For a nerdy fifteen year-old living on a farm in the middle of nowhere, Willy Beamish’s little suburban neighbourhood and treehouse was a real place to hide out in. The art, the animation, the music and voices, all conspired to create a place for daydreaming.

Fast-forward 15 years. I get a call from a friend of mine, Eriq Chang, whose artwork I featured in an article some time ago. Apparently – for several years – Sierra enthusiasts Brandon Klassen and Eriq Chang, have been secretly working on an Art Book that tells the graphical history of Sierra On-Line adventure games. Eriq would not tell me any more than “we’ll send you some teasers before launch.”

In this article, Brandon Klassen tells us just what The Art of Sierra is, and what the project means for him personally. Brandon and Eriq have generously sent me two promotional teaser shots of the upcoming book (included, see below), and let me tell you: I can’t fucking wait.

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The other day I was having coffee with friends who brought their 2 1/2 year old son over for a visit. He was bored, looking for anything to do in our (boring) house – so I handed him an original Game Boy with Super Mario Land 2. I figured that a toddler would enjoy smashing the Game Boy’s bulletproof buttons, making Mario run and jump, and hearing the ear-piercing four-channel music. He took the Game Boy from my hand with interest, and held onto it in the familiar way that all of us hold portables. He looked at the cabbage-green screen and squealed, “MARRIOO!” I asked his mother if he had played games before, and she said, “Oh yeah. He loves playing kiddie games on our iPhone.”

I turned back to her son, and he was frowning intently at the Game Boy. He reached out tentatively and pushed on the plastic screen. Nothing happened. He pushed again, in a different spot. Nothing. I reached over and pushed a button – Mario jumped. He looked at me with a puzzled expression, and turned back to the game. I eventually had to slide his fingers over to the D-Pad and buttons, pushed them down a few times to show him how it worked, and he started to “get it”.

I realized in that moment that we are now living in a time when the standard D-PAD + Buttons layout can no longer be assumed the “standard” way of playing a game. A new generation of players are growing up with motion-based interfaces from Sony (the upcoming Playstation Move), Nintendo (Wii MotionPlus, Balance Board), Harmonix (Rock Band), as well as touch based devices from Apple (iPod Touch/iPhone). Where the 1980s and 1990s almost always guaranteed a familiar mediating interface – whether it be a keyboard, mouse, or D-Pad – I wonder at how the recent explosion of alternative interfaces has changed the way gamers understand what a game is?

For instance, can we really say that Myst or Monkey Island 2 SE for PC are the “same games” as their iPhone variants? On what basis could we distinguish between our experience of playing the two (temporarily setting aside differences in sound quality, resolution, etc)? Is the “touch” aspect really that different from a point-n-click interface using the mouse?

I’m going to waffle here, because I just don’t know. And here’s why:

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The other day I was shopping at “Canadian Tire” (a chain of department stores in Canada, like Wal-Mart), and I noticed a father loading a brand new pink bicycle onto his truck. I saw it as a girly bike – the kind with multicoloured tassels flaring from the handle grips, white plastic training wheels haphazardly poking out of the sides, and a bare frame anxiously waiting to have My Little Pony stickers pasted all over it. I smirked a bit, and kept walking. As I passed the man’s truck, I saw his little girl sitting on the passenger seat, peering through the back window as her father loaded the bike. The look on her face – I cannot find the words to express it – was ecstatic! She was bouncing all over the seat, squealing excitedly like only a 4-year-old can. Like the infamous N64 Kids she looked to be in sheer bliss.

I remember that when I was young, getting a new game was about as exciting as my father coming home with a new bicycle. As I’ve mentioned in a prior postMonkey Island 2 has a special place in my heart. It was the first game that my sister and I pooled our money together for, after months of back-breaking work on our farm, feeding horses and mowing acres of lawn. In those days, the recession of the early 1990s was hitting my family pretty hard. My mother was attending university at the time, and my father’s carpentry business was not going well at all; money was a constant problem around the house. While my parents paid my sister and I an allowance for doing chores around the acreage, I knew that an allowance was a frivolity that my parents could barely afford. Buying a new game with months worth of our pooled chore money was a big deal.

I would tear open the box as soon as we had left the store, and start digging into the manual. The 45-minute car ride back to my family’s acreage was like torture. The Monkey Island 2: LeChuck’s Revenge box art (painted by Steve Purcell) became a playground for my imagination; by the time we arrived home I had already created a world and story based on what I saw on the box. My sister and I traded pieces of the game back and forth as we drove home, but inevitably there was something about the box’s front cover art that we both were attracted to. There was something about the cover art that invoked our imaginations. It had horrible tension, an utterly terrifying pirate on the front, and it told a story in one glance: whoever that guy is on the left, he’s in trouble!

So when the new cover art appeared recently for the upcoming release of Monkey Island 2: LeChuck’s Revenge, I could not help but notice a stylistic change in the box art. I could not put my finger on it, but it felt like something was missing in the overall presentation. Fearing that this was mere nostalgia rearing its ugly head, I decided to do a side-by-side comparison of the old and the new box art, as well as some of Steve Purcell’s previously unreleased box art. In this article I borrow some terminology from an art critic by the name of Heinrich Wölfflin to help out in distinguishing between the two styles. Keep in mind that I’m no art historian or critic, so any errors I make are mine alone, and not Wölfflin’s. Thanks to Martyn Zachary of Slowdown.vg for posting his own comparison, and my friend Melinda for letting me know about Wölfflin in the first place.

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With the recent release of Heavy Rain, I’ve had interactive storytelling on my mind again. I was excited about the game, and for months it was one of the justifications I had for buying a PS3 in the first place (second place to The Last Guardian). But after playing the demo and hearing many detailed reports from friends I trust, I’m left a little stumped with David Cage’s latest attempt at making storytelling a truly interactive experience. After all, David Cage’s personal blog makes the following goals central to the player’s experience of Heavy Rain:

  • An evolving thriller in which you shape the story
  • Mature content, reflecting a realistic world setting that explores powerful themes
  • Stunning graphics, animation and technology support an emotionally driven experience
  • Accessible gameplay via intuitive, contextual controls and interface

In this article I don’t want to harp on David Cage or Quantic Dream. The kinds of goals he has for his games are right up my alley, and if the games fails to satisfy those goals, it would be rather asinine of me to point fingers at him or his studio. Instead, I’d like to think about what we mean by an “interactive narrative” and why we are being led further and further away from a truly interactive storytelling experience, especially in games that attempt to simulate one. So let me be clear: this isn’t a review or a critique of Heavy Rain, but of the general kind of problems we face today in making interactive stories.

As a foil to Heavy Rain, I take a very simple and effective “edutainment” title from my back-catalogue of 1990s edutainment titles, and show that Stephen Biesty’s Incredible Cross-Sections: Stowaway! (whew) manages to produce a far more immersive and interactive narrative experience using a gameplay approach that is simpler and totally straightforward. (And I’ll make it spoiler-free if that matters for you, I hope.)

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keef-thiefInto my first 10 hours of Arcanum: Of Steamworks and Magick Obscura, I’m already flush with gold. My gnomish gunsmith, despite his commitment to doing only good deeds in the world, has a silver tongue and he’s already bedded one of the girls at Madam Lil’s (a bawdy house) in Tarant for free. He struts around Tarant with not a party of likeminded adventurers, but groupies attracted by his charismatic charm.

I’m nearing the end of Fallout 3, and my wasteland ranger who has spent most of his adult life trying to free the wastes from oppression and slavery, is loaded with every kind of ammunition and ranged weaponry imaginable. Despite his meek and non-aggressive social demeanour, there is nothing humble about someone who’s packin’ a Fat Boy – a shoulder-launched nuke weapon – around all day.

While both of these games always offer a “high road” approach to moral choices in conversation as we would expect in a contemporary RPG, the games still rely upon a highly individualistic and egocentric play structure. In this article I try to understand how games supposedly devoted to allowing moral choices, in fact offer highly hypocritical experiences for the do-gooder player. (Spoiler-alert for Planescape: Torment and Ultima IV near the bottom of the article.)

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mechner_chahiLurking quietly in the background of almost all side-scrolling adventure/puzzle games today, are the two giants of my childhood: Jordan Mechner and Éric Chahi (and I would add a third: David Crane, and a fourth: Paul Cuisset!). Mechner, the auteur of Karateka, Prince of Persia, and The Last Express among others. Chahi, the creator of Another World (Out of this World) and Heart of Darkness. Although it is easy to come up with visual or gameplay similarities between both developers, Dieubussy of the CoreGaming network puts it just right: Jordan Mechner and Eric Chahi’s games are part of the same spiritual nexus that cannot be reduced to a single game element. Anyone who plays the aforementioned games, whether they like them or not, has to be astounded at the highly focussed and concentrated design efforts involved. Rather than depicting (or representing) the narrative and environments through photorealistic visual styles, both authors refined subtler and more suggestive/evocative visual styles. The best adjective that I could use to describe their games is “strong”.

A developer himself, Eric Viennot has interviewed Chahi and Mechner, each answering the same question. It is an interesting opportunity to see how two authors who may share a spiritual style, living on opposite sides of the ocean, come up with different answers. I firmly believe that a game can (and must!) be understood and enjoyed without referring to the life of the artist or their opinion, but for those who have already played their games and admire their artistic styles, the interview is a goldmine. This is part of a series of interviews that Viennot has done of the giants of gaming… a prior interview between Frédérick Raynal (Alone in the Dark) and Paul Cuisset (Flashback: The Quest for Identity) is just as fascinating. I hope that you can read French – if not, try out one of the various translators (Google translate seems to do an okay job)… otherwise, Gamasutra is in the midst of translating the latest interview into english.

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lost_worldThis morning I was doing some research for an article I’ve always wanted to write about Jordan Mechner’s magnum opus, The Last Express. Among the wonderful treasures I found, including an unfinished script for a prequel to TLE, was a link to Michael Chabon’s NY Review of Books article titled, “Manhood for Amateurs: The Wilderness of Childhood.” In the article, Chabon laments the disappearance of a form of childhood that all of us (in our 30′s and 40′s and older) remember with conflicting emotion. The kind of childhood where a kid, even in the most urbanized environment, would freely explore every dark forest, alleyway and abandoned lot with a pack of her or his friends. It was a childhood experienced as a neighbourhood of familiar and tempting and scary things. In this article I want to take Michael Chabon’s wonderful article and turn it towards gaming, and see how the disappearance of “exploration” and “excellence” has influenced a new generation of gamers.

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Although I am still living in exile from my beloved blog, I did manage to get an editorial piece published over at Toronto Thumbs. In it I reflect on the problem of “nostalgia” and whether playing old games is a case of wearing rose-coloured glasses, or does it have to do with something something deeper..

Thank you to the Toronto Thumbs staff for giving me this opportunity to write something for them, especially to Sir Jamie Love for the impetus to try writing this in the first place.

Bye for now. Miss y’all!

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I’m not much for hyping up news, but I came across quite a few exciting stories this week. Because writing ‘feature articles’ is so darned difficult, I thought that an occasional ‘Artful Times’ newsletter might be a fun way to end the week :)

GDC ’09

The 2009 GDC begins next monday, and I’ll be there! If you’d like to get together for a lunch or coffee, please drop me a line. This is my first GDC and I plan to document the whole thing as well as do a handful of interviews while I’m there. I’ll post whatever I can here during the week!

Lovin’ Rhythm

parappa_the_rapperJamie Love posted a very enjoyable interview with japanese rhythm master Masaya Matsuura, otherwise recognized for his brilliant PaRappa the Rapper series that initiated the whole ‘rhythm game’ genre. Matsuura does not appear often in interviews, and his insights into Western (and japanese) gaming culture are poignant. In response to the idea that we, as gamers, tend to idolize certain characters and games from our past that are nonetheless exploited commercially in sequel after sequel; sacrificing our personal values for profit, he says:

We should talk about cultural values and proprietary values separately. Nowadays, nobody really has the idea that “Copies” are worse than the “Original” anymore. When I think about that, it is no wonder that new ways of thinking about possession will be eventually spreading and changing. When, for example, we have a million seller game, it is difficult for us to decide if there is only one main character, or a million of them, but for now we should appreciate that both assumptions can be held as valid.

I think companies and/or producers have a tough mission to bring imaginary characters to life both culturally and proprietarily. Also the imaginary character will doubtless become increasingly realistic and tangible in the near future. Then we will be forced to rethink how we treat them once again.

(Apologies for the news image – I couldn’t help myself)

New Bible Unearthed; Church of the Mushroom Cloud Believers Deny Existence

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Over at the IDGA Game Preservation Mailing List, Elliot Davis mentioned that someone has posted a scan of the complete design document for the cancelled Fallout: Brotherhood of Steel 2 game. We all know that Brotherhood of Steel was a terrible followup to Fallout 1 and 2, but apparently BoS was only intended to cover the costs of the game engine. BoS 2 was the game that Interplay wanted to pursue – but filed for bankruptcy before production could begin. The design “Bible” reads like a D&D campaign manual and features a lot of previously unseen sketches and artwork consistent with the Fallout universe. I suggest getting it while it’s hot – who knows how long it’ll be before the nasty C&D letters are fired off.

“Ifnkovhgroghprm” actually means “Nikstlitselpmur”

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AGDInteractive let me know that their amazing re-makes of King’s Quest I and King’s Quest II have been once again remade! The artists have went back to them and redrawn all of the background art at high resolution, and made improvements to the music and speech packs. (Not to mention that their website was re-designed and re-launched by the wonderful Eriq Chang). After investing thousands of hours in these projects, their efforts have finally been ‘rewarded’ and recognized by Activision (the company that swallowed up Vivendi & Sierra On-Line’s properties): in a newsletter AGDI said, “We were informed that Activision would honor our outstanding agreements with Vivendi by allowing us to finish our pending contractual projects, but that we will not be granted permission to start any new Sierra remakes in the future.” Bad news: we won’t see a King’s Quest IV or Quest for Glory remake. Good news: we’ll see Himalaya Studios work on their own original ideas and hopefully see a new adventure game in the next couple of years!

(and if you recognized the title of this news item, you’ve played too much King’s Quest)

A History of LucasArts – Thankfully not written by George Lucas

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Although the book was released in December 08, I somehow missed it! Rob Smith, the editor of PlayStation magazine, writes the history of LucasArts and fills it with amazing (previously unseen!) production artwork and paintings. I have some strong attachments to LucasArts, despite their 10 year dive into obscurity. The years between Maniac Mansion and Grim Fandango punctuated some of the best gaming experiences of my adolescent and post-adolescent life. Even now, when I load up Loom and Sam and Max Hit the Road on my Nintendo DS (thank you ScummVM!) I am reminded that true mastery involves insight and constant revision. I’m looking forward to reading this book; if you have read it, please chime in with your (dis)recommendation. This seems like a nice coffee table book, especially with the glossy photos inside.

Home of the Underdogs Revived After Being Euthanized

hotuAnd I wasn’t planning on announcing this for at least another two weeks, but my good friend gnome das Gnome’s Lair beat me to it ;) After Sarinee, the old curator and creator of Home of the Underdogs (a site devoted to posting ye olde abandoned games) lost HoTU due to a mixture of disinterest and her web host dying, a few folks from the community decided to lend a hand and get it back up to speed. There are several ongoing revitalization projects, but the one that has caught my attention the most is HOTUD.org – a complete revision of the site using Joomla and community-driven content. The site is currently in an ‘alpha’ stage and you should not yet start posting reviews/content, but if you’re as excited as I am about the project, head over to the forum to keep an eye on the site development. We’ll let everyone know there when it’s ready to rock’n'roll.

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tonetownIn this article I confront the New Games Journalism movement, and take a look at where it went. As a wonderfully tongue-in-cheek article over at Hardcasual.net parodies, it is becoming obvious that we produced a dysfunctional and narcissistic child. While I cannot pretend to have the “answer” or “fix” for our current crisis, I do offer what I think is a credible alternative. We need to open a dialogue on this issue, I think, instead of diagnosing and treating it like an out-patient. This involves our very identity as gamers, and without a hard look at ourselves we are at risk of repeating a long, uninteresting, history.

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