[game_preservation] Best game of all time?
Devin Monnens
evilcowclone at gmail.com
Thu Apr 2 20:35:30 EDT 2009
Ahh, but Doom had multiplayer AND machinima!
-Devin
On Thu, Apr 2, 2009 at 10:24 AM, Andrew Armstrong <andrew at aarmstrong.org>wrote:
> 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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--
The sleep of Reason produces monsters.
"Until next time..."
Captain Commando
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