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Made a new Gamasutra article: The danger of letting the gaming industry curate its own history

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The Ministry of Hype: The danger of letting the gaming industry curate its own history
by Felipe Pepe on 02/11/15 03:39:00 pm

Last year I wrote about my experiences researching gaming history for the CRPG Book Project and the lack of efforts in preserving it. Now, after a few interesting events, I would like to briefly revisit the subject.

We don't go back

Recently I was asked to give a short lesson about CRPG history in a game design class of about 30 students. I started by asking how many had played Skyrim. All raised their hands. Then I asked how many considered themselves to be really hardcore fans of the Elder Scrolls series. About 60% kept their hands raised. The next question: "how many of you played Oblivion"? Now only 20% still has held their hands high. Only two hands remained in the air when I asked about Morrowind, and none at all when I asked about Daggerfall and Arena.

That was not a casual audience. Those were students of a game design school, people who decided to bet their future on gaming. More than half of them had professed to be "hardcore fans of the Elder Scrolls series", yet not a single one had bothered to learn the origins of the series. I'm not talking about watching obscure foreign documentaries or reading huge and rare books - I'm talking about playing games. Free games even! - both Arena and Daggerfall are freely available for download at Bethesda's website.

q20DEJz.jpg


When I confronted them about that, they were somewhat embarrassed, but also claimed that those were old games, that had dated badly and were outclassed by newer releases. Now, let's stop here for a moment.

None of them had ever played Arena or Daggerfall. They don't have any first-hand experience on its gameplay and couldn't come to that conclusion by themselves. So where did that prejudice came from?

Well, from the gaming industry itself.

The Magic Word

Let's be honest here - the gaming industry is hype-driven. Every new release is the best thing ever and will blow your mind. No secret there, you can see the same thing in movies, books and music - no one releases something saying "this is my new X, is not as good as my previous one but please buy it".

But the gaming industry has one unique trait: It's the only one that will attack their previous release to make the new one look better.

The good folks at No Mutants Allowed made an interesting article about this back in 2006, when the Fallout 3 previews began to appear. Although the press had loved The Elder Scrolls IV: Oblivion - 94 on Metacritic -, less then a year later they had come up with a wave of new-found criticisms, of things they now considered broken in Oblivion and supposedly fixed in Fallout 3. I quote:

Nobody can look inside the heads of those reviewers, but why suddenly identify flaws in Oblivion now rather than a year ago, when it would still have mattered for opinion forming? Did they need a year to find these flaws? Do they not dare to criticize the game that early? Or can they only see flaws when they have something superior to compare it to?

And is this the future that awaits Fallout 3? When the TES V previews pop up, will they read "No more clunky character animations like in Fallout 3" or "No more childish aborted attempts at humor like in Fallout 3" or "This time, quest solutions really matter!" One thing is for sure, the gaming media is better at praising than they are at criticizing, since it takes them a one-hour demo to praise a game to high heavens, but a year to find flaws in a game once released.

Oblivion and Fallout 3 are similar games, it's easy to compare them and point the improvements (if they exist). However, the real danger appears when someone decides to revisit older titles. How do you compare Fallout 3 with the widely different Fallout 2? Worst even, how do you hype your new release when the older title is still superior in many ways?

You pull out a magic word: "outdated".

Game you like 2.0

Every time a journalist, reviewer or PR guy downplays a game by calling it "outdated" - and that happens a lot - he's legitimizing, promoting even, the behavior of The Elder Scrolls fans that see no value in playing the first titles of the series. He's discrediting gaming as a whole, saying that games are just disposable products - and that these ones have expired.

That is the furthest away from "art" as you can get.

Before we go parading against Roger Ebert's ghost and shouting to the world that games are art, we should look at what we are saying about them ourselves. And the current message is that games are disposable products. That Call of Duty 3 becomes irrelevant once Call of Duty 4 arrives. That those games from 20 years ago are outdated and you should instead buy the reboot/remake/spiritual sequel. And this isn't just the PR department talking, but the press and fans as well!

Can you imagine that in any other creative industry? A movie critic telling you that Chaplin's City Lights is an outdated movie - mute and in black and white - so you should just wait for the remake, now in 3D and with 5.1 audio?

Of course not, movies are art, the result of the combination of actors, techniques, directors, etc. They are representative of the historical context they were made, including social anxieties, fashion styles and cultural shifts. A remake would lose all that, so the common belief of movie critics is that most remakes are pointless.

The gaming industry, on the other hand, will justify the development of any reboot or remake under the pretense that it "updates a title for a new generation". And not once will cry for the lost of style and context of the originals - they were outdated. Just not fun anymore, some will even say.

I must point that this comes with a hidden message. If the 1994 X-COM needed a "modern remake" in 2012 to be "accessible to new generations", we can perhaps assume that it will need another one in 2030 or even earlier. Perhaps yet another in 2048. If every new remake/reboot makes the previous one outdated, then what you are talking about doesn't sound like the work catalog of an artist, but rather like a software's release history.

History is written by the victors

When I talk about how gamers today have little value for gaming history, there's always someone who will point to how popular Super Mario Bros is. Sorry, but that's the equivalent of a movie enthusiast saying he's interested in classic cinema because he watched Snow White.

There's also another very important parallel here. Is no coincidence that both Super Mario and Snow White are products of huge companies still in the market. Both Nintendo and Disney actively work towards preserving the image and relevance that these products have, with constant re-releases, spin-offs and references. They know those products are extremely valuable, not only as recognizable icons and profitable brands, but as symbols of the importance and history that these companies have.

Clever companies will always try to push their achievements into common history - who controls the past controls the future is more than just an overused quote. Although the Ultima license is kept rotting in EA's vault, Richard Garriott himself has enough leverage to keep his series and good name well preserved. Others aren't so lucky, and despite all their relevance and influence, are barely remembered today.

For example, when Andrew Greenberg, Robert Woodhead and D. W. Bradley left industry and the Wizardry license went to Japan, the series lost its place in history. There was no one to remember the industry about Wizardry's relevance, about its 30th anniversary in 2011, and today only old-timers are aware of it at all.

Sadly, as I wrote last year, we still lack historians and critics. That means the gaming industry curates its own history, and more often that not the past is only relevant as long as they can be turned into hype - and profit. We saw a lot of that in the past few years with many influential games and designers suddenly being rediscovered - always together with a convenient Kickstarter campaign. But I believe that there's no better example of this than King's Quest.

Memory Reboot

Google "Roberta Willians" today and you'll see a decent mix of articles, wikis and Youtube videos. Now do the same thing, but ask Google to only show results prior to 2014. Suddenly there are only articles in small websites of old fans and decade-old interviews - the most recent news are about an Australian woman of the same name, widowed by gang crime.

This is how much the industry appreciates the "mother of gaming", one of the most influential game designers ever and definetly the most important female developer ever. She was forgotten - ironically, at the same time when debates about women in the gaming industry began to increase. (For another example, see how many times you heard about Scorpia in those debates).

And it's not just websites. Open the "1001 Video Games You Must Play Before You Die" book and you won't see a single mention of the King's Quest game there. I kid you not, 1001 games selected by 36 industry professionals, yet not a single King's Quest game!

And it's not like we're talking about obscure, out-of-print games. They were re-released many times, and the entire series is available at GOG and Steam. What more a game needs to be remembered?

We learned the answer last year: a reboot.

6rX5QjD.jpg


As soon as rumors of a King's Quest reboot began circulating, new-found respect for the series rose. Articles about its historical importance and relevance - some written by the same people who didn't bother to include it among 1001 games -, retrospectives, let's play series and trivia began to appear.

All culminating in a Industry Icon award at the Game Awards show for Roberta and her husband - immediately followed by an advertisement segment for the new King's Quest reboot.

Subtle.

Ignorance is bliss

As soon as the Game Awards ceremony ended, twitter exploded in hype about the new King's Quest game. People began tweeting that they were excited, but had never heard about the original series - and not only casual gamers, mind you. Several gaming journalist from big websites also said they "had never played the originals, but were anxious for this reboot".

Yes, people who's job is to know about gaming had never played one of the most influential series of all times. The game made by the women that just won an Industry Icon award. This would be a unspeakable sin in other industries, but here is shouted to the four winds as something cool. And it reinforces the mindset that no one needs to play older games - not even the pros do it, after all.

The KQ reboot will come this year, people will enjoy it and, if all goes according to plan, it will turn into a sequel based on the originals. And a new generation will be able to explore the magic of the King's Quest series, except, you know, with different graphics, dialogs, character personalities, gameplay style, soundtrack and historical context. And the gaming industry will pretend that nothing is being lost.

But who cares? No one installs MS-DOS and goes upgrading step-by-step until Windows 8. Software just require you to buy the latest version, you won't lose anything along the way. Is not like they are art or anything.
 

felipepepe

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Ooooh, where did you teach that class, master Pepepe?
I'm friends with a teacher of a gaming design undergraduate course here in São Paulo.

My first draft had a lot more rage regarding game design students, such as how this particular school didn't even have a dedicated class to Game History, despite being a 4-year long course... But it would be easy to figure out which school was, and I don't want to cause trouble to my friend. More than I usually do, at least.
 

Tigranes

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Good stuff. It's easy to get carried away and make it an angry rant, but I thought you mostly managed to focus on some concise points, points which might be counterintuitive to some of the readers but does engage them instead of calling them retards.

(In this sense, it's a good thing that any additional comments about the game design students was left out.)
 

pippin

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For maximum lulz it should have been brought up that one of the earliest collaborations made by Roberta was for a porn game.
The truly toxic things about gaming industry are how serious people get when they elevate games into the "art" category, while constantly shitting out evidently broken products. And I'm not talking about games which are bad due to a matter of taste, I'm talking about the Bad Rats, Air Control et al territory. Then you have the irritated devs shutting down everything, then the TB/Angry Joe/whoever video mocking them, rinse and repeat. However, the lukewarm reception received by DA:I got me thinking about a possible stagnation of the current gaming press scene. Magically new GotY awards keep popping up for that game yet nobody really seems anxious or excited about the game. Not even biodrones themselves. There are a number of them who say stuff like "it's not like I hated the game, but...". Still, the KS projects we all know and love are being absolutely successful, despite of being somewhat ignored by gaming press.
My own two cents: games are not art, they will never be, and they should never be, even. We have a pretty warped notion of what's art and what's not art. If anything, I blame the Bauhaus.
 

stony3k

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Strap Yourselves In
I tend to think of games more as "craft" than "art", say like furniture. Some of the best pieces can become very popular but even they eventually fade from popular perception. What I've never been able to understand is why? What makes movies art and games craft? felipepepe makes some good points, and it may be that the industry itself believes that games are not art.
 

felipepepe

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For maximum lulz it should have been brought up that one of the earliest collaborations made by Roberta was for a porn game.
I honestly think that that's the reason people don't bring her into "women in tech" debate too often... not only she dismantles the narrative that tech was always a men's world - Roberta did more back in the 80's & 90's than any women today -, but she did this:

softporn_ad.jpg


My own two cents: games are not art, they will never be, and they should never be, even. We have a pretty warped notion of what's art and what's not art. If anything, I blame the Bauhaus.
I like Kojima's perspective that games are actually a service, but I think it's more effective to use the industry logic against itself. It's pure hypocrisy to call games "art" and then say they are outdated and you should buy the sequel/reboot/spiritual successor.
 

Kem0sabe

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Ironic that brother none would much later promote underhanded PR stunts at inxile with fake screenshots of wasteland 2.

Anyways, great piece Felipe.
 
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mastroego

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Nice piece and very good insight.
A little sad of a read too.

At the end of the day, though, it's a reality we have to accept.
The world rushes onward. Movies DO get outdated too.
And you don't see people attending to ancient Greek plays either.
It's the way it is: good (and less good) things shape whatever comes after, sometimes directly, sometimes indirectly.
Sometimes authors are conscious of the true origins of their concepts, sometimes even they are not.

With games the process is just faster.
I can't get guys 10 years younger than me to play Torment.
And hell, try to play an old game. More often than not you'll miss a driver, or your modern multi-monitor set-up will mess the old GUI, or whatever.

Let's be thankful we get the little gems that we get while they last, and let's be thankful for the real passionate "historians" who manage to extend the life of said gems for as long as possible, before reality insists on going on with its cycle :)
 

Xorazm

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I'd really be curious for you to expand on these points a bit. In particular, what are the important points and lessons you feel that designers and players can take away from playing both Arena and Daggerfall?

Part of the reason I ask is, by a funny coincidence, just this morning I was thinking that Daggerfall was really onto something with the whole procedural generation idea. Like a lot of things in Daggerfall its goal rather exceeded its reach, but I can't help but suspect that there's a whole lot more we can do with the concept. There was something quite magical about opening up a dungeon in Daggerfall and having no idea, none whatsoever, about how deep it went because nobody knew - the damn thing never even existed before you showed up and knocked on the door. You'd go deeper and deeper with no idea where the bottom was, until you were 14 levels deep and wondering if you'll ever see sunlight again (a despair that evokes the best in Dark Souls). I remember being balls-deep into some ungodly clusterfuck of tunnels and stumbling across this locked door buried deep inside the earth with a weird electric-blue tinge coming out of it. I stared at that goddamn thing for a good ten minutes just wondering what could possibly be on the other side - it looked like a portal to a whole other universe, and in the early days of Daggerfall that seemed eminently possible.

Granted, the clunky execution put a lot of people off and Daggerfall today is remembered just as much for spawning your quest-goal clipped into a wall 14 levels deep as its virtues but there's genuine brilliance in that idea. I suppose they tried to bring the idea back in some way with the randomly generated Oblivion worlds but those got so generic, so fast. There's got to be a way to quite do it right. There's got to be.
 

felipepepe

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In particular, what are the important points and lessons you feel that designers and players can take away from playing both Arena and Daggerfall?
There's a reason why every industry will have you study its history & evolution. You can learn a lot from what worked and what didn't in the past, the paths that we took and the ones that were left untaken.

For example, Arena allows you to haggle with shopkeepers. What's the advantage of such system? Why it's there? Why it was removed later in the series? Does it have a place in modern RPGs? You could do that with countless game systems and mechanics, and gain a wider perspective on RPGs. If you don't do that, you get a industry stuck on copying whatever's popular at the moment. "Skyrim does quest compass, so we'll do it too", nevermind understanding the reasons and implications of such system.

Those kids paying to learn about game design are stuck at what's cool atm, they are being trained to create clones. They have huge prejudices against stuff like permadeth, turn-based combat, isometric view and text-only dialog because their formation is based on playing what's popular and having the industry tell them that everything else is outdated.
 

Dexter

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q20DEJz.jpg


When I confronted them about that, they were somewhat embarrassed, but also claimed that those were old games, that had dated badly and were outclassed by newer releases. Now, let's stop here for a moment.

None of them had ever played Arena or Daggerfall. They don't have any first-hand experience on its gameplay and couldn't come to that conclusion by themselves. So where did that prejudice came from?
To be fair, I don't think they missed all that much and it's kind of a bad example. I don't particularly like (or have finished) any of them but I tried each one since Daggerfall for hours upon hours and Bethesda has the propensity to remake the same damn game over again since 1994 and they don't particularly change all that much about the basic formula other than details or choose to make it less boring or broken. "The Godfather" they are not.

samegamexqasg.jpg


I think other genres like Shooters or Adventures or more unique RPGs that can better stand on their own would have been a more fitting example and illustrated the point better, since a lot of game- and story design employed in the past got "lost" or streamlined away.

And there's a good point in pointing out that games are more of a technological/software product than "art" that is done in iterations and can use new technological possibilities every few years more than film. I think Elder Scrolls is probably a prime example for it.
 
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Athelas

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I read the entire article in a tone of barely restrained indignation, as if I was in that very classroom myself. Which means it's a pretty good article.
 

felipepepe

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Yes Dexter , they are exactly the same game:

UbhnoPF.png


I'm sure that exploring based on rumours is also the same as following a huge quest marker. As well as all other differences like various types of attacks mapped to mouse movement, the ability to create spells, being able to fly, dual-wield, create your own classes, etc... are all just minor details that no decent game designer would waste his time looking into it. Too busy playing the latest AAA popamole game!
 

MRY

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I enjoy shaking my cane at the young and ignorant as much as anyone, and I agree that: (1) most remakes are terrible; (2) there are many old games that remain the pinnacle of particular still-relevant techniques; and (3) most game reviewers are not comparable in experience, education, or intellect to most film or literary critics. But I still find myself somewhat in disagreement with the tenor of the piece, and with its particular examples.

First, if someone said, "Your children are being sent into a Vault and they can only bring 1,001 computer games with them," I am 100% certain I would not include King's Quest. If someone said, "And their job in the Vault would be to maintain a history of computer games," I'm still not sure I'd include King's Quest. It is certainly historically significant and a technical achievement, given the constraints they faced. But it's not a good game, and its only remaining significance is that it set up certain conventions still employed today. Moreover, as far as I can tell, the factual premise of your argument on this score is overstated [edited to make my own point less overstated]. Maybe your Google and mine work differently (I know they involve our past searches), but when I limited a Google search to no later than 2013 and search for "Roberta Williams" (I assume the "Willians" typo was just in the article, not in your search), I get innumerable articles about her, calling her legendary, etc., etc. There are some other Roberta Williamses that come up, too, but I'm not sure that proves anything. It's true there aren't articles on IGN or whatever, but how many major film critics wrote articles about Charlie Chaplin in a given year in the past decade? What would be the reason for a non-specialist site to write a piece about Roberta Williams from 2000 to 2014? So, of course, the (many) articles about her historic achievements appear on gaming history sites or adventure game sites, rather than sites devoted to addressing current games.

Second, I think you (significantly) overestimate the extent to which non-specialists are aware of classic works. I mean, how many pop-film critics do you think have actually seen City Lights? How many could name the writer on Metropolis? Or even, say, the writer of more recent, critically acclaimed Scent of a Woman? (Itself a remake of an Italian film, Scent of a Woman won the Oscar for Best Actor and received Oscar nominations for Best Director, Best Picture, and Best Adapted Screenplay; it also won Golden Globe Awards for Best Adapted Screenplay, Best Actor and Best Motion Picture – Drama. So much for remakes being scorned by critics. . . .) Movies are short and can be consumed with almost no engagement. To meaningfully interact with 1,001 computer games is practically the work of a lifetime; 1,001 films would be doable in a year. Yet, even still, I am skeptical that many major film commentators -- whether we're talking about IGN or Extra! or The New Republic -- have actually seen a third of the AFI super-duper-important movies. The kind of knowledge you expect of game critics is attainable, but not attained, in other fields of endeavor; it may not be practically attainable at all with computer games. Given that, it seems odd to single out those critics for scorn.

Third, assuming this link accurately reflects the 1,001 computer games, the list seems to run completely contrary to your point: it's chock full of old games, including really obscure ones, and also including lots of interactive fiction. The list proves not that the vastness of the authors' ignorance but the vastness of the body of games that plausibly could be put on such a list. (There is clearly an anti-Sierra bias, as only GK2 makes the list. But lots of other point-and-clicks do, including almost all of the Lucas Arts collection.) Obviously there's plenty of idiocy on the list too, but I don't think it proves your point: a list that includes Infocom, Revolution, and Lucas Arts games but not King's Quest shows not ignorance or presentist bias but hatred of Sierra's conventions.)

Fourth, I think you underestimate how hard it is to play older games, even if you remove technological impediments like OS compatability. That is especially true with respect to computer (rather than console) games. If nothing else, they assume fluency with a mode of interaction (a vast number of keyboard shortcuts) that is alien to anyone under the age of 30. There was a narrow swath of time when (1) people had personal computers and (2) those personal computers expected you to memorize keyboard shortcuts. I still remember the little keyboard overlays that were shipped for things like word processing software. For most people, a game like Descent: Freespace -- which I consider fantastic -- has inscrutable controls. And god forbid you expect them to have a joystick! In that way, I believe that remakes of games are (often) more analogous to the remaking of a foreign film (like Scent of a Woman) than they are like remaking a pop film (like Spider-Man). Much of what is being modified is the work's mechanical "accessibility."

Finally, I think the analogy is inapt because to the extent there is some body of older games analogous to movies such as City Lights, I disagree that King's Quest or Daggerfall or Arena would fall within that body. Wikipedia lists 601 films released the same year as City Lights. Those, presumably, are the 601 films notable enough to get a Wikipedia entry, so perhaps there are many more. How many of those would you expect a film reviewer to have seen? How many have you heard of? Looking just at the list of American films, there's only one ("The Public Enemy") that I have any confidence I'd heard of before. Many others are based on books I've read, but I'm not sure I heard of the movie. And there are many more movies in 1930, 1929, etc., etc.

Wikipedia lists 349 games for the year King's Quest I came out. The same year, the following other games were also released: Mario Bros.; Dragon's Lair; Lode Runner; M.U.L.E.; Nobunaga's Ambition; Planetfall (which made the 1,001 list); Spy Hunter; the Star Wars arcade game; and Ultima III. All of those, in my opinion, are either historically more important than KQI or better or both.

Wikipedia lists 598 games as coming out the same year as Daggerfall. Many are more important and in my opinion better than Daggerfall. Even if you restrict it to RPGs, broadly defined, there's the first Diablo and the first Pokemon games. Of those, I'd take Daggerfall, but there's no question it's the least important of the bunch.

My point isn't that no one should bother with King's Quest or Daggerfall, only that it seems unreasonable to expect people to be familiar with them. There are so many games (indeed, so many good games), and they take so much time to fully enjoy, that "canonical games" and "games I played and enjoyed as a kid" bleed into each other.
None of this is to say that game reviewers are good at their craft, or have the experience and education necessary to give informed judgments. Only that I think you're maybe being a little too hard on them.

[Further Edit]

It hopfully goes without saying that people like you and the CRPG Addict are providing an invaluable service. I think it is important that some people study these things and publish their studies, and like most Codexers, I'm a direct beneficiary of your hard work and knowledge. It's just that I'm not sure everyone else should be expected to do the same thing.
 
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felipepepe

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MRY , is not that the 1001 book didn't include King's Quest I. They didn't include ANY King's Quest game, not even V or VI. As well as no Space Quest, Wizardry, Might & Magic or Gold Box game.

Second, I speak about films with some knowledge in this area. I've been a video editor for the past 10 years and worked with various professionals and directors, with background in advertisement, TV and movies. And I did a 80 hours course on movie criticism & history a few years ago. These people are walking encyclopedias, they actively research their medium, hunt for obscure references, watch movies you never heard about and read thick books on film-making and director's biographies. You don't have gaming's "I grew up playing SNES, play ever since and that's it" journalists rampaging through - maybe on blogs, but not on serious, formal outlets.

Yes, games take longer to play, but we used to have specialists. CGW had a journalist for each genre, and they were experts of their trade. Ever since blogs replaces magazines, we went backwards a lot in this sense.

Third, I mention the book mostly because of how they ignore Sierra but the same journos who worked on the book began to write articles in praise of Roberta as soon as the reboot was announced. They did a decent job on their research of older titles, but too many old classics are missing in favour of listing Mario Kart 5 times or all having individual entries for each GTA IV DLC.

Fourth, GOG removed a lot of barriers, and every day more and more old games get release on Steam. I can understand that casual players still don't want to mess with bad controls & interface, but I think it's unacceptable for someone working in the field to excuse themselves this way. Especially when they just handwave them, away saying they are "outdated" or "just not fun to play anymore". What next, book critic won't read Hamlet because the language is archaic and the play format is unused today?

Finally, yes, cinema has a much longer and more prolific history than gaming. And only a small fraction of it actually matters. My very own book on CRPGs only list 300 of the more than 2000 CRPGs made in the past 40 years. However, I will maintain that I find disturbing for Elder Srcolls fans to never go after the first two games in a series of mere five titles. And that it's caused by the prejudice the industry itself creates, by how it downplays older games and how the professionals of the industry excuse themselves from having to know them - they set an example, a justification that it's okay to be ignorant of older games. It makes as much sense as a movie-goer loving Jurassic Park 4 and not being interested in seeing the first film because it's more than 20 years old and they read a critic saying it has "clearly aged CG".

And that's my main point in this article: the gaming industry doesn't encourage gamers to learn about it's history, it does the exact opposite.
 

Cassidy

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Publishing this article in Gamasutra is more futile than trying to convince Young Earth Creationists they are wrong.
 

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