[game_preservation] Best game of all time?
Andrew Armstrong
andrew at aarmstrong.org
Thu Apr 2 13:24:31 EDT 2009
It is a popularity contest, but even an incomplete one - Bill and Matt's
book has more entries then that! I'm pretty sure I am not going to even
attempt to do anything about this since doing so would be stupid - 99%
of people will pick an entry from the list and be done with it, and of
the other 1%, I suspect not many would go for a classic vintage game in
any case. Pretty useless in both cases anyway!
Castle Woflenstein is referencing the one from 1981 btw - a tad
different to a 3d shooter, although Wolfenstein 3d honestly was probably
a lot more influential in general then Doom (or rather, perhaps coupled
with Doom), despite the close release dates.
Andrew
Devin Monnens wrote:
> The latest IGDA newsletter (yeah, sent a few weeks ago, but GDC makes
> everyone busy!) mentioned a contest to pick the most influential game
> of all time. I personally don't think more than a fraction of the
> games on the list here are worth mentioning as influential, and some
> (Wolfenstein and Doom) seem to be the exact same thing.
>
> http://www.focalpress.com/giveaway.aspx?ekfrm=6770
>
> Anyway, I find it odd that IGDA mentions this but nothing with game
> preservation. This is clearly going to be more a popularity contest
> than anything academic, but I'm kind of interested in what people on
> this list think. I've got half a mind to just say 'Spacewar!' and be
> done with it - after all, Spacewar! influenced Nolan Bushnell to get
> into games. Other than that, I'd say Ralph Baer's Pong game (though
> the videogames would have come around later if Baer and Bushnell
> hadn't gotten there first).
>
> In terms of widespread influence though, Super Mario Bros. might be a
> better pick because it sort of distills a lot of ideas about design
> and inspires game players to become game makers. A game that is
> influential should do two things in my mind: inspire someone to create
> his or her own videogames and to influence the design of other games
> by allowing other designers to learn from it. It's kind of hard to
> track both of these, and it's ridiculous to suppose that one single
> game can be responsible for everything. Of course, a third option is
> games that create meaning or that act as art, but these have been so
> recent (Ico and Super Columbine Massacre RPG) that they haven't yet
> had a chance to influence the industry. So this is more historical
> than anything else.
>
> Anyway, that's probably too much analysis into what ultimately
> ammounts to just a popularity contest :)
>
> -Devin Monnens
>
> --
> The sleep of Reason produces monsters.
>
> "Until next time..."
> Captain Commando
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