[game_preservation] Preservation Whitepaper Brainstorm Progress
Chris Lepine
chris at artfulgamer.com
Tue Nov 11 12:13:44 EST 2008
Devin,
I tried to poke at that very question in an article I wrote a few
months ago:
http://www.artfulgamer.com/2008/09/02/the-lost-art-of-game-packaging-
and-the-digital-only-turning-point/
To save you a few minutes - I basically argue that 'feelies' are the
way-station between the player's reality and the game world...
they're a physical instantiation of the game's world that gives the
player a focus for their imagination. Without the feelies, it's a
completely different kind of game. I use Ultima IV as an example - if
you don't read the manual and use the feelies, you won't get a real
"role-playing" experience from the game. At least, that's my take on it.
Wasteland famously uses the "paragraphs" system ... it was a way of
overcoming a storage problem according to most sources. Still, it
lends an awfully unique experience to playing the game - "You
encounter Harry the Bunny Master. Read paragraph 85". Although a lot
of people found WL's paragraph system clunky, I thought it gave the
game some psychological realism otherwise not possible.
Just my $0.02 CDN, $0.01 USD.
- Chris
http://www.artfulgamer.com
'in search of the poetic and lyrical in video games...'
> Date: Tue, 11 Nov 2008 07:20:17 -0700
> From: "Devin Monnens" <evilcowclone at gmail.com>
> Subject: Re: [game_preservation] Preservation Whitepaper Brainstorm
> Progress
> To: stuart at feldhamer.com, "IGDA Game Preservation SIG"
> <game_preservation at igda.org>
> Message-ID:
> <b96706b70811110620v1867ffdencbf829a7e684f331 at mail.gmail.com>
> Content-Type: text/plain; charset="iso-8859-1"
>
> How relevant are, say, cloth maps from Ultima? Originally, I think
> this sort
> of thing was used to 'enhance the experience,' but I haven't read
> anything
> regarding how much that really DOES affect player experience.
> Nowadays, I
> just consider most of that stuff to be schwag.
>
> But yeah, the key fact that we are preserving more than just bits is
> important. Manuals and packaging are in themselves important as it
> helps put
> the game into context (and as you noted, some are unplayable
> without them -
> just try beating Metal Gear Solid without the game case OR
> consulting a
> guide if you haven't beaten it already). More importantly, we know
> that some
> games contained information that could not be - or simply was not -
> communicated through gameplay, which is essential to chronicling the
> development of the medium.
>
> -Devin
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