Game History

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When I was fourteen years old, I bought the complete Dungeons and Dragons Basic Set from my older teenaged neighbour for $10 (including colour changing dice!). I remember shaking with anticipation as I got home, imagining all of the amazing adventures that my friends and I would go on together. When I got home, I called three of my closest friends up and asked them if they wanted to come over and play a game of D&D together. The response was less than enthusiastic, and the game ended up collecting dust on my bookshelf, along with a dozen-or-so character sheets that I laboriously worked on.

I grew up in a time and place where the word “D&D” was tantamount to declaring yourself a sexless nerd, loner or devil worshipper to the entire junior high school. It was the early 1990′s, and the intense popularity of Dungeons and Dragons in the 70s and 80s was wearing off fast. The idea of sitting around a table with a few buddies and calling up fantasied worlds with a roll of the dice was coming up against the harsher realities of grunge music and the gulf war. The farm town I grew up in was predominantly Catholic. Films like Mazes and Monsters starring Tom Hanks (a teenager who suffers from psychosis and starts to live out his D&D character in real life), and the religious backlash of the 1980s against D&D was firmly embedded in the memories of parents and us kids.

In this article I consider the major comeback, at least in my life and those people around me, that pen’n'paper roleplaying games are making, and consider the repercussions that this will have for how the youth of today will experience future cRPGs.

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Every time I hear Infocom’s text adventure Planetfall brought up amongst gamers, usually my age or a bit older, someone inevitably brings up their relationship with Floyd – a little ‘bot that is your sole partner for the bulk of the game. Floyd follows you around the abandoned planet, making the occasional smart-assed comment, and helps with the occasional task. At a critical moment of the game, Floyd – and I quote wikipedia here – “performs the ultimate sacrifice and gives his life to retrieve the vital Miniaturization Card from the Biolab” 1.

In recent years, Floyd dying in the Biolab has become a touchstone for gaming emotion. It is now often cited as a critical moment in the developmental path of gaming, along with (of course) Aerith dying in Final Fantasy VII. (For instance – in the comments area of 11 Nerdy Moments Guaranteed to Make You Cry a few people mention Floyd and effectively put it on the same spectrum as Spock dying in Star Trek and Gandalf dying in Lord of the Rings.) Character death is now a celebrated aspect of the gamer mythos. In this article I take apart what I see as false nostalgia that has sanctified one of the least important parts of Planetfall at the cost of missing the one thing that makes Planetfall stand out as one of the most important text adventures of today.

(If you care about “spoilers”, and haven’t, in the last 27 years taken the time to play Planetfall – now might be a good time to stop reading and start playing.)

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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.

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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smw-sm

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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