Mainstream Games

You are currently browsing the archive for the Mainstream Games category.

It has been a long time since I had something worth posting here, so I hope I don’t disappoint with what I think is an utterly fascinating story. Yesterday, Andy Baio of Waxy.org posted a story reminiscent of a game archaeologist’s dream that he pieced together from internal e-mails, design docs, and prototype builds all culled from a network drive image of Infocom’s shared network hard drive. Yes, someone made an image of the “Infocom Drive” before splitting from the company in 1989 and has kept it safe for all these years. Revealed on the hard drive are (quoting Andy):

design documents, email archives, employee phone numbers, sales figures, internal meeting notes, corporate newsletters, and the source code and game files for every released and unreleased game Infocom made.

So why does this matter? Because he went through the drive and weaved together the tale of why Milliway’s: The Restaurant at the End of the Universe was never completed nor released. If you have not played the excellent Hitchhiker’s Guide to the Galaxy IF game (designed and created by Steve Meretzky and Douglas Adams) you’re missing out on a crucial piece of computer game history and a damned fun (difficult!) game. I’ll let Andy tell the story, except for two points:

  1. It tells the story of a venerable game company in decline; crisis even. Being 1989, Infocom had already merged with Activision and Milliway’s had been languishing since its inception in ‘85. The company closes with not a bang…
  2. It comes with a playable prototype of Milliway’s (!!)

Comments from the ex-Infocom folks on the story seem to agree with some of Andy’s story, however it is quite clear that there is more to this than meets the eye. It will be interesting to see what comes of this in the following weeks, as it quite clearly has ruffled a few feathers - and for good reasons.

Thankfully Jason Scott’s new documentary, Get Lamp, is scheduled for release some time this year. I suspect that his own exploration into the world of interactive fiction, complete with interviews of major designers and programmers, should be just as utterly fascinating just as his epic BBS: The Documentary was.

 

secret of monkey islandWhen I was 12 years old I received $25 for my birthday from my aunt. With the $5 I had saved from the previous weeks worth of allowance, I had a whopping $30 to blow on something frivolous. I convinced my mother to drive my sister and I to the largest computer store in the city (40 miles away) so I could buy myself a new computer game. After searching through the racks for almost an hour, I gave up - the games I really wanted were over $60, and the games selling for $30 or less looked unappetizing. I had given up and was ready to leave when my sister grabbed a copy of Monkey Island 2: LeChuck’s Revenge off of the shelf and handed it to me: “Buy this one! It has monkeys!” At first glance I wasn’t interested, but the screenshots on the back of the box reminded me a little of my other adventure games like King’s Quest IV and Police Quest II. I reluctantly agreed to allow my sister to chip-in $20 to buy it, and pouted the hour-long ride home as my sister opened the box and pawed through the ‘feelies’ inside. Sitting in the den in front of our 286 I unenthusiastically installed the game, and loaded it up. Within minutes my sister and I were transfixed upon the monitor and practically rolling on the floor laughing at the ridiculous conversations and character expressions. Monkey Island 2 quickly became one of our favorite PC games and was the gateway to a larger world of cinematic adventure games. Within weeks, I convinced my parents to buy me an AdLib sound card for christmas so I could hear the glorious midi music. In this article I look at LucasArts’s seminal iMUSE system - the Interactive Musical Scoring Engine that was used in every LucasArts adventure game from 1991-2000.
Read the rest of this entry »

Ultima VIII introPictured above: ‘The Destroyer of Worlds’ holding the Avatar in the palm of his hand, in Ultima VIII: Pagan. It is no coincidence that Origin’s tagline was “We Create Worlds”.

In the excellent Escapist article The Conquest of Origin, writer Allen Varney paints a picture of the rise and fall of Origin Systems Inc., the creative masters behind series such as Ultima and Wing Commander. Throughout the article we are shown how Origin gradually loses its managerial and creative control as (in)famous publisher Electronic Arts asserts its corporate dominance.In the light of that story, I was concerned when I heard the news that local developer BioWare Corp. was purchased wholesale along with co-conspirator Pandemic Studios in an $855 million-dollar sale. The question resting on everyone’s lips was, of course, what does the purchase mean? Ray Muzyka and Greg Zeschuk seem to be claiming outwardly that the sale is the best thing for their company and that they “believe in [EA CEO] John [Riccitiello]’s vision”. Others are more concerned about the purchase; there is no shortage of doomsaying, fear-mongering, and other generalized anxieties of EA.

The question is of course, how can we make some sense of the purchase? What might the purchase mean for the future of BioWare/Pandemic, the future of role-playing games, and PC gaming in general? In this article I try to make sense of the purchase by looking at some of EA’s corporate history, their modus operandi with the companies they’ve owned, and the vision that CEO Riccitiello has for the monstrous game publisher. Read the rest of this entry »

Dragon’s Lair DS screenshotI don’t usually post news, but I thought this was a nice little surprise. One of the artists and developers for the DS port of Dragon’s Lair has posted some insider sneak peeks (videos and screenshots) of an alpha release of the game. The game is being developed by United Coders and published by Conspiracy Entertainment. According to Gamespot, Dragon’s Lair II: Time Warp, and Space Ace will both also be ported to the DS at a later date.

Dragon’s Lair has always drawn serious polarities from gamers - some people (like me) have fond memories of dumping $20 worth of quarters into it at the local arcade; others find the game unforgiving or simply unrewarding. According to the source of this news clip, the game has both a “classic” 1983 mode that is identical to the original game, and a new mode that makes use of the DS’s stylus and microphone.

Halloween ‘07

Happy Halloween from the Artful Gamer!

This year I had the opportunity to carve some very gamesy pumpkins. Unfortunately, the trick-or-treaters we had were almost all under 6 years old, and didn’t recognize most of these games/characters (one kid recognized the pumpkin on the far right though!). We had 45 kids this year - definitely better than last year when it was 15 below celsius and snowy.

That being said - the Artful Gamer is holding a special Halloween contest. If you can guess the three games represented in my pumpkins correctly, I’ll enter you into a draw. The winner of the draw will receive one of three downloadable games from the Introversion Software online store (valued at approximately $20 USD). You can choose between Defcon, Darwinia, or Uplink. I own all three of these games in fact… and each definitely has a unique charm. Let’s continue to support indie game developers - especially the good ones!

Entries will be accepted from now until Midnight, Friday, November 2nd (GMT - 7). That gives you 2 full days to figure this out. E-mail your contest entry to: chris {@t} artfulgamer {d0t} com

The winner will be announced on Monday, November 5th. Thank you for continuing to read AG - your support and comments keep this site alive and well.

‘Brains’ from ThunderbirdsLast week I got an e-mail from Michael over at The Brainy Gamer, and I was thrilled to find another author interested in both the arts and video games. He started writing in August, and he already has a fairly large collection of articles available for your perusal. The articles themselves are absolutely worth your time, and go far beyond mere opinion pieces or news items - something I immediately look for when I read an article,

Why don’t mainstream media outlets like Time and the NYTimes get video games? Why do they so regularly and predictably fail to get beyond the worn out Pong / Pac-Man / Mario reference points?

I think it’s because most of them rely on a 19th century model of journalism that continues to define what the news looks like today. Journalists and editors tend to use three basic criteria when determining what they will deem “newsworthy” - conflict, novelty, and prominence. J-School 101 dictates that a story about a video game is worth writing only if it meets one or more of these standards. {more here}

And not to mention prolific! Somehow he manages to pump out an article every day. His articles cover the entire gamut of video game culture - from mainstream games, to indie games, design and production, artwork, storytelling, politics, and (you’ll find) … his loathing for Halo 3 (agreed!). And mostly importantly - it’s refreshing to find an academic who actually has a history of playing video games [and still plays regularly] and is not just a ‘ludological theoretician’!

Anyhoo, I’m not trying to up-sell you here - The Brainy Gamer speaks for itself and I’m enjoying the reading so far.

As for the Artful Gamer - I apologize for the large lag between posts. I’ve been recruited to serve as the Best Man at a wedding for a friend of mine, and those duties (aside from marking 10000 midterm exams) have obliterated my opportunities to write. Coming soon is my review of Ultima VIII: Pagan, an interview with the creator of now-defunct indie MMORPG “Omega Syndrome”, and a short article on pencil’n'paper roleplaying games.

Ultima II screenshotPictured above: Spaceflight in Ultima II: Revenge of the Enchantress.

This news has been covered by plenty of other news organizations, but I thought I’d mention it here for anyone that came by to read my interview with Stephen Emond. Furthermore, I am reviewing a copy of the book, Dungeons and Dreamers: The Rise of Computer Game Culture, from Geek to Chic - the book features Richard Garriott quite prominently throughout (the review should be posted in a week or two).

Read the rest of this entry »

Ultima: The Ultimate Collector’s GuideOn September 4th, the University of Texas Videogame Archive held a fundraising event to both raise money and promote the development of the new museum collection. An article over at GameSetWatch listed some of the memorabilia that were auctioned off at the fundraiser; one of those items was a pre-release copy of Emond’s book, “Ultima: The Ultimate Collector’s Guide”. A web search yielded few results, and I was compelled to contact Stephen regarding his soon-to-be-published book. He told me that not only was his book auctioned-off at the fundraiser, but he was an invited guest for the entire affair. I asked Stephen a few questions about his experiences at the fundraiser, his interests in the Ultima series, and (of course) his upcoming book.

Read the rest of this entry »

After reading psychochild’s critique of the industry’s failure to learn from WoW’s financial success, I keep asking myself: does this re-analysis tell us anything about how to advance the mainstream game industry?

Read the rest of this entry »