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History vs. Hype: "The danger of letting the gaming industry curate its own history"

I don't know, I think considering something "dated" can work fine. A great many games have been considered extremely fun purely due to novelty I think. The first open-world 3D game is going to fire the imagination of tons of people and its newness alone will bring pleasure even if the rest of the game is not particularly good. As more and more games in that style come out, the novelty wears off and you're left with something that is not good.

Tons of games from 15-25 years ago were extremely novel due to the youth of gaming then and therefore were great fun for people then and may not bring much entertainment to people today due to their concepts now lacking novelty. Humans like novelty.
 

peakish

Member
I don't disagree; I'm just saying there's better ways to spend your time then playing a bunch of ancient, outdated games.

For example, if you want to learn about Wizardry, I'd say you're better off reading the HG101 article on the series, then playing a modern descendent like Etrian Odyssey IV. Then, if you want to go further, play one of the better games in the series like Wizardry 8. I'd say this course of action would teach you more about video games and be drastically more enjoyable while also spending less time than spending hundreds of hours playing through the entire Wizardry series. Some games have aged better than others.
Sure, I might have been misreading you, and games are more difficult than movies to get an overview of since they can span dozens of hours each. Still, I think there's something to say for trying out a bigger sample of a series than just one. I'm not familiar with Wizardry (beyond the name), but there's probably some consensus on its standout games, like for Ultima I believe it goes 4, 5, 7 and burn any existing copy of 9. If the series actually interests you, why not check those out for a few hours each, at least? I haven't beaten Ultima 4 either, but it has some neat, if basic, ideas for progression, which I don't think are revisited by many modern games.
 

Heartfyre

Member
The King's Quest reference stung the most for me. I feel those games probably inspired me more than any other series when I was still a child. And the thing is, they can still be as powerful now as they were in the past. Just watch this scene with the Lord of the Dead from King's Quest VI and see how it remains as powerful and memorable as it was twenty years ago. It seems a lot of people never saw it, or have an intention to. I was glad to see Roberta Williams get such esteem at the Game Awards, but as the article states, it seems to be only in service of the new one, rather than commemorating the legacy itself.
 
Copying one of my replies on Gamautra.

"I agree that having some background is useful. I disagree that just because a game was groundbreaking or is a classic that it needs to be played now. A lot of classics have aged very poorly and have little to offer in both entertainment & educational value.

Take King's Quest for example. I'd say the only reason to play the first game is for nostalgic purposes or to learn of history for history's sake. It was groundbreaking at the time, but by today's standards, there's minimal value to be gained from playing it as a critic, a game developer, or just a general fan of games. It's just not a very good game... and that's okay because it was the first in its genre in many ways. Now some of the later King's Quest games do interesting things that may be worth study (particularly 3, 4 & 6), but in general King's Quest is a historical curiosity and nothing more.

Classic PC RPGs are a different story in that many of the classics have things worthy of studying but they're buried beneath horrendously ugly graphics (the attempts at realism means they've aged far worse than older anime-inspired RPGs), incredibly clunky UI & control schemes, and battle systems clumsily shoehorned in from pen & paper roleplaying games (but minus the DM & roleplaying that made those systems work in their original form). Not only that, but many of these games were designed to waste the player's time - fine at the dawn of gaming, not so fine now.

I love sites like HG101 that act as primers to classic series, allowing younger players to rapidly learn about older games without having to invest hundreds of hours. The fact of the matter is that there just isn't time to play every worthwhile game out there. There isn't even enough time to play every worthwhile game in a specific genre out there unless your chosen genre is something incredibly specific like hummingbird-based shmups. The reason why I have extensive knowledge of console RPGs is because I've playing them my whole life. You could easily spend a few years just trying to play through all of the worthwhile SNES RPGs (and that time would skyrocket if you also included ones that didn't get official English releases) and that's just one genre on one specific platform. In the meantime, you'd miss out on good & worthwhile games that are getting released right now."
 

cambiata

Neo Member
I think this article is relevant and important, but I also kinda sorta understand why it is so.

Part of the reason why it's an issue is that since the game companies are the curators, they can decide what is actually available to me to replay. Grim Fandango was recently re-released, but before it was, it was impossible for me to get a copy to play. I had been told about it for years, and possibly if I had been willing to pirate I could have played the game, but I was not willing to pirate.

Even when they are available, sometimes those titles simply will not play on all computers. I haven't played any of the Fallout games, but was told Fallout 3 was very good. I played the first hour or so of the game, and then came across a bug that would not allow me to keep playing. Googling provided no answer to how to fix the bug. I stopped playing and haven't gone back since. When something similar happens in other media, it's usually only specialists that access the title, and then try to provide that access to other people - so we have multiple translations of Beowulf, because if we were given it in the Old English in which it was written we'd soon give up. We can possibly view something like the team of fans who modded KOTOR 2 to restore cut content as doing something similar.

So the problem is two fold as I see it: software legal issues and software functionality. Because both are in fact in the hands of the studios, it really does end up being on the studios to curate, at least until the copyright runs out. This is also a good example of why copyright should run out sooner than it does, because the culture loses it's history otherwise.
 

cambiata

Neo Member
Actually I just realized there is yet a third hurdle - the fact that to appreciate the art, you must be a performer, and if performing is too difficult you may give it up. This would be the equivalent of if, any time you wanted to listen to a piece of music, you had to actually be able to play it on a piano (which of course is how it mostly used to be before recorded music, except the rich who could afford to hire other performers) An older piece of music, then, might have great historical significance, but if, say, it needed a choir of 8 people then you would not get to hear the piece as it was intended unless you had 7 friends who were skilled enough to join you in choral harmony.

So I guess overall what I'm saying is that while I agree the culture of hype is too dominant in gaming, there are other reasons why it's a difficult art to curate.
 
Great article. I cringe when people say a game is 'outdated' or 'aged badly'. Games do not lose the qualities that made them great over time, and even when successors actually DO surpass the originals (which is fucking rare), it doesn't make the older games unfun or 'dated', technical aspects aside. If the foundation is good enough to be built upon, then it's a good foundation and in terms of gaining perspective, it's a really damn good idea to look at the foundation before looking at what's built on top. Doesn't necessarily mean finishing or even playing the game, but just acknowledging it I feel is necessary if we want games to reach their full potentials.

As it is now, games are not nearly as iterative as they should be. As the article says, what often worked in previous games is far too often thrown out in favor of reinventing the wheel when the wheel worked just fine. I made a post in a previous thread about how level scaling is a solution to a problem that was already solved, and an awful one at that. Gothic 2 is a fantastic example of a game that took what worked and made it better, and I'm glad I played it so I could gain perspective on why level scaling doesn't work. The shitty Thief reboot took everything great about the originals and threw them out when it could have done so much more with them. This isn't even that far back, I have pretty much no perspective on anything in the 80's and 70's, but at least reading about the games from that area I think would help developers tremendously.

This isn't to say that games should only ever do what games before it did. But innovation is not throwing out what worked, it's building on the core concepts that have already been laid out, and from that novel ideas can emerge. We learn to read before we learn to write, don't we?

Edit: A lot of this is demonstrated by the current CRPG renaissance. Because of new tools and funding methods, we have developers looking at what made the games of yore so good and putting their own twist to it. I still haven't finished Divinity:OS, but I can say that it has an innovative combat system. It took what worked and not only made it better, it breathed new life into it thanks to new technology. The emergent gameplay that it has would not have been possible without the core built by games that came before it.
 
I agree with this article and I hope it's a wake-up call to younger developers. As a GAFfer who is getting pretty grey at the temples, it's infuriating to see RPG developers, particularly venerated ones such as BioWare and Bethesada, start from scratch and work around or solve design issues that classics already tackled.

It seems to be a combination of historical ignorance and marketing pressure (although I wonder if the people pushing for 'dumbing down'/'streamlining' to attract a bigger demographic aren't equally ignorant of classic design.)

Another thing I wonder about is how many of these modern developers actually played honest-to-god tabletop roleplaying games. The classics were all trying to emulate that feeling of freeform, emergent gameplay under the guidance of a gamemaster... while the new generation is mostly trying to iterate on older CRPGs.

You can tell that the people who made Shadowrun Dragonfall have true love for and hands-on experience with the tabletop game. Their desire to give the player a voice and interesting options in the context of a strong narrative comes through the graphical and interface limitations. Vampire Bloodlines has some very clunky design issues but it shines whenever it tries to stay as true as possible to the tabletop game it's inspired by.

On the topic of curation, wouldn't you say that let's play videos and Twitch streaming is a way to make these older games accessible to a modern audience? Maybe developers should record their own playthroughs with commentary to keep their legacy relevant as systems, interfaces and audiences move on.
 

RedSwirl

Junior Member
Edit: Just finished the article. The part about a lot of people not having played the classics is an important one. Part of me wants to think it's because a lot of those classics are PC-only and a significant portion of the "pros" mostly stick to consoles.

I spent most of my early gaming life entirely on Nintendo systems but over the last several years I've made efforts to go back to PC classics. When a new game in a series comes out, some people get kinda confused when I tell them I actually want to go back and play the original game first. I made a point of playing System Shock 2 before trying out Bioshock, and it heavily affected my opinion of the latter game. When people started talking about No Man's Sky, I went back and played the first two Elite games, and it's greatly helped me understand what NMS might actually be when it comes out. The UI issue is definitely a real one though. I have an unplayed new copy of the new Rise of the Triyad sitting in my Steam library because I want to play the original version first. I bought the original on GOG, but I'm having trouble getting the source port to work. I tried installing and running a DOS game once and just couldn't do it. My first computer was a Windows 95 system.

Even if I can't play a certain old game, I at least try to look it up, especially if I'm going to write about it.

Very interesting. I'll give it a read.

From the excerpts, I absolutely agree. This is the same reason why when David Jaffe came here rambling about used games and about how games and digital goods don't depreciate, I called bullshit on that. And many others did.

Let's forget about the obvious advancements on tech for a minute that create some sort of "outdated" public perception. The industry itself depreciates its own games at an incredible rate. They have no problems calling their 2013 version bad if that helps them sell the 2014 version, and if it is any good they'll only use it as a stepping place to sell you the 2015 version.

This may sound like oversimplifying, but it's very true. Collectors and people who want to preserve old games have known about this too. Studios themselves would rather forget about their own games unless there is a remaster/remake to be sold, than allow, encourage or spearhead proper preservation of their games. They don't encourage revisiting them because it gives them little to no money. Most of them are simply not interested, and thus, are sending the message that their products are disposable, immediately replaceable with the new and the fresh and not worthy of going back to them.

Obviously, not all of them are like this, but the industry is very responsible for this issue.

I just thought about this in the recent backwards compatibility thread. Console video games seem to be the one medium that doesn't give a shit about its past. Even casual consumers will easily watch movies or listen to music from 20, 30, or 40 years ago. Getting someone to play a video game that's more than maybe three years old is much more difficult unless it's something way up in the public consciousness like Mario or Pac-Man.

I think the industry does indeed do this because of an approach akin to software development. Most people don't want to use the 2013 version of your program when you have the 2014 version. I think a lot of the problems in video games are a result of them being simultaneously media and software. They're kind of being treated as one or the other.

The unique problem here though is modern games that actually have LESS content and features than their predecessors from 15 years ago. If you look back into the past of PC gaming it's surprising how much of today's complexity (and more) was still there back then. Ultima Underworld 1 in 1992 contains almost the full suite of core gameplay features people expect in similar games today, just with a less elegant control scheme. Console gaming is mostly different because the control interface there has gotten more complex over time, but PCs have had the same standard keyboard for decades.

So this is what it feels like to be punched in the gut over the internet.

Sad stuff, honestly. Film buffs, bookworms, band geeks, most people who consider themselves big fans will almost surely rush back and get "the classics" even if the modern stuff alerted them to band/series/author. Games are a growing medium so going backwards is a bit harder, but still. To say you're a huge TES fan and not even play Morrowind...not play the freely available Arena and Daggerfall that Bethesda provide...

I do hope it's mostly growing pains. I'd blame the difficulty of procuring old systems and games but all of TES is readily available for PC right now. There was even a huge set of the full series for <$50 that I saw.



Arena and daggerfall are FREE though. To claim to be a hardcore fan and never even try them is pretty dubious. And they're still pretty amazing in many ways.



There's mods--even at launch a big part of Morrowind was mods. Better Faces, some unofficial patches here and there, pretty up some things. Hit-roll is awful and I don't recall any mods to remove it, but it's hardly unplayable. And it's not like people play Skyrim purely for combat. I mean, I HOPE they don't. So that desire to explore should transfer well for Morrowind.

I've tried to investigate this issue too. Old console games can be really hard to get a hold of, because the old hardware can be tough to get a hold of. Old PC games are somewhat easier to obtain because there's some way to get them running on the modern computer you already own. Then you have GOG and Steam. Even people who just discovered the newer games on consoles should theoretically be able to run the old games on their shitty laptop.

I've found it's a lot harder to get people to go back and try old PC games though. Part of it is many of them just don't like PC gaming period. They don't like the idea of playing games on a computer monitor, or flat-out don't like mouse and keyboard controls. A lot of it however is that old PC games are at least as complex as modern games, but have less elegant user interfaces. Old console games are simpler because they had fewer buttons to work with. PC games from 25 years ago had basically all the same keys we have today. Ultima Underworld 1 is a big example. It's basically Bioshock 15 years before Bioshock, but I had to spend a day reading manuals before jumping into the game proper. Most people won't set aside the time to do that.

I don't think that's gonna improve until some of these old games get console ports or something. I think we need more stuff like the PlayStation version of Duke Nukem 3D Megaton Edition, or the tablet ports of Baldur's Gate.

While I agree with the general thrust of the argument that gaming is hype-driven and publishers often have motivation to trash their old products in order to promote the new, I think the element of interactivity makes comparisons to classic movies a lot more difficult to swallow. The barrier to entry that comes from older control and UI paradigms is very real, to the point where playing the foundational games of the WRPG genre is more akin to reading Chaucer than watching a black and white movie. Chaucer is absolutely worth reading of course, and modern novels have no business billing themselves as new and improved versions of the "obsolete" Canterbury Tales, but the disconnect is definitely there and it's not surprising to hear that people aren't well versed in the history of a major genre or long-running series.

This is to say nothing of the fact that a lot of older games have been rendered completely inaccessible due to lack of backwards compatibility for anyone who limits their gaming to consoles. I wouldn't recommend that, but it's a common enough situation.

This is a great comparison, especially when talking about old PC games. Old console games less so.

A lot of posts in this thread seem to be correctly comparing the playing of video games to language. I remember someone saying the core video game market feels like a whole community of people decided to create and speak their own language 30 years ago and just kept developing it to the point where almost no one new could learn it. Going back in time in that language is like going back in time in the English language.

The above is a half thruth. Feature wise the older games are richer yes, but interface and feelback are too far behind in comparison to what we have today. Althought not all games fall into the same trap, something like Link to the Past or Super Metroid plays fantastic even today, but those game set mechanics as their main priority and used a matured way of presentation and visual presentation (2D and perspective).

This is because generally, most big developers stopped making major advances in 2D game design once they switched to 3D. I think that's why so many Super NES era games hold up so well today. It was the peak of 2D game design as far as consoles are concerned.

I think this article is relevant and important, but I also kinda sorta understand why it is so.

Part of the reason why it's an issue is that since the game companies are the curators, they can decide what is actually available to me to replay. Grim Fandango was recently re-released, but before it was, it was impossible for me to get a copy to play. I had been told about it for years, and possibly if I had been willing to pirate I could have played the game, but I was not willing to pirate.

Even when they are available, sometimes those titles simply will not play on all computers. I haven't played any of the Fallout games, but was told Fallout 3 was very good. I played the first hour or so of the game, and then came across a bug that would not allow me to keep playing. Googling provided no answer to how to fix the bug. I stopped playing and haven't gone back since. When something similar happens in other media, it's usually only specialists that access the title, and then try to provide that access to other people - so we have multiple translations of Beowulf, because if we were given it in the Old English in which it was written we'd soon give up. We can possibly view something like the team of fans who modded KOTOR 2 to restore cut content as doing something similar.

So the problem is two fold as I see it: software legal issues and software functionality. Because both are in fact in the hands of the studios, it really does end up being on the studios to curate, at least until the copyright runs out. This is also a good example of why copyright should run out sooner than it does, because the culture loses it's history otherwise.

And this is why it's important. This problem is especially true on consoles which are closed ecosystems. Nintendo tries with Virtual Console and Sony tries with PlayStation Classics, but they are very narrow channels for classic games compared to what you get on PC.

On PC not only do you have all the digital stores readily selling old games, but modders and other hobbyists go to great lengths to make old games available and playable on today's computers. To be honest I've only been able to play some classics because people provided source ports that let you customize modern WASD controls. Ultima Underworld is the only game I've successfully played in DOSbox. There's a whole site dedicated to providing accessibility to Frontier: Elite II, including instructions for how to play it properly and a source port. It's like someone offering a new translation of Chaucer or something with their own annotations. GOG goes to some extent to provide this kind of assistance on its forums. Nintendo also pretty admirably includes new digital manuals with all Virtual Console games.

It would be amazing if someone actually took the Baldur's Gate Enhanced Edition idea -- modernizing the controls of really old games, to the next level for a lot of other old CRPGs.
 
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