The Armchair Historian's Guide (Excerpt)
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Transcript of The Armchair Historian's Guide (Excerpt)
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The Armchair Historians Guide
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2 The Armchair Historians Guide
Copyright 2010 by Egsa Corp. All rights
reserved.
No part of this publication may be reproduced
or retransmitted in any form or by any means,
electronic or mechanical, including photocopy,
recording, scanning or any information storage
and retrieval system without permission in
writing from the publisher.
Requests for permission to make copies of
any part of this work should be mailed to the
following address: Permissions Clearance,
Egsa Corp, Post Office 490212 Chicago,
Illinois 60649-0212
www.egsa.com
FIRST EDITION
Published in July 2010
Printed in the U.S.A.
Although every effort has been taken in
preparation of this work, the publisher and
author assume no responsibility for errors
or omissions. Nor is any liability assumedfor damages resulting from the use of the
information contained herein.
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9The Armchair Historians Guide
Nobody cares any more.
All too often one can find these
words scattered across the
blogosphere, hidden in the prose
of fan-pages and the editorials in video gaming
publications and even in creeping into general
conversation among the trendiest gamers. When
spoken aloud, the words are usually couched
in modulated, well practiced tones that would
make even the most egregiously self-righteous
season one episodes of a twenty fourth century
science fiction series proud.
No one cares about points in modern games
anymore and certainly no one cares about
keeping score.
All that remains is the obligatory
smug lecture from a spry gentleman in a redtunic about how humanity has evolved beyond
its petty needs for the old 20th century ideals
of competition and how the modern gaming
economies of the future have made the
1: Ducit
Amor Patriae
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10 1: Ducit Amor Patriae
oppressive point systems of the past irrelevant.
Cue synthetic orchestra and fade to
commercial.
For even the most passionate, rational
devotee of gaming there is a moment of brief
pause. It is typified by that arcade moment in
Namcos Galaga or Seibu Kaihatsus Raidenwhen as a drizzle of missiles slowly turns into a
violent storm you briefly wonder if you are on
the right side of history. It is that tiniest moment
of reflection when faced with the growing
murmurs across the community of gamers
you briefly consider Could the Jean-Lucs be
right?
Could the era of competitive gaming based on
collecting points be an artifact of less evolved,
less refined 20th century tastes in gaming?
Is keeping score pass?
With Apologies to the 24th Century
Perhaps one of the most over used
aphorisms in use today is George Santayanas
aphorism on repetitive consequences. Often
paraphrased, the kernel of the common
expression is those who cannot rememberthe past are condemned to repeat it. Nearly
a century later a philosopher gamerfrom the
fabled lost arcade of Kallipolis might just as
easily remark those who did not experience
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11The Armchair Historians Guide
the past are more likely to condemn it.
Historically the concept of using score to
track accomplishment in play predates the video-
game experience. The concept of assigning
a point value to accomplishing objectives,
besting our adversaries or to performing tasks
with higher efficiency reaches back to the dawn
of play. While there are many examples ofgames outside of the realm of video games that
have no direct concept of points, arguable the
most popular competitive games frequently
use the concept of points as a metric of simple
progression in a game. Shigeru Miyamotos
classic arcade game Donkey Kongtaunted
players with the simple question How high
can you get? While some saw this question
as purely rhetorical, wise and competitive
philosopher gamers could answer this question
directly by replying using their numeric score
or they could use an indirect score and reply
by counting the number of levels1 they had
passed.
Miyamotos Donkey Kongmay have
been one of the first videogames to so verbosely
ask this directly, but it was not the first video
game to pose such a question. While the future
might be known to the Jean-Lucs among us, itis quite possible that it will also not be counted
among the last games to ask.
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12 1: Ducit Amor Patriae
The rich legacy of keeping score in video
games comes to us largely from the ancestorof the arcade video game: pinball. Many of
our ideas in scoring and score based play were
tested and proven in the realm of pinball. Long
before the giant cosmic silverball2 fell from the
heavens and shrouded the industry in seemly
unending darkness, mighty pinball machines
walked the Earth. For a brief time beyond thememories of many arcade and pinball machines
stood side by side.
One Score and Fourteen Years Ago
In 1976, Midway Manufacturing Cos
periscope shooterSea Wolfbecame more than
one among many, it became a legend. With its
High Score counter in addition to a traditional
player score counter it is often credited as being
the first coin-operated arcade game to keep
track of the highest achievement in play. While
the high score kept only the numeric values of
the score, the simple act of including a high
score was in many ways as epic as man setting
foot on the moon. Like a boot print in the lunar
soil leaving a anonymous high score was like
leaving incontrovertible proof to any explorer
that followed that not only has someone had
been there before but here was a measure ofhow far they travelled.
While Midways Sea Wolf had paved
the way two-years earlier by placing the high
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13The Armchair Historians Guide
score on the games attract mode, 1978s Space
Invaders by Taitos Tomohiro Nishikado uppedthe ante by placing the current high score right
above the action on the active game screen.
While it was still not known who had set the
on screen record, the record was now a clear
threshold that delineated the level of play
required by some gamer or perhaps the machine
itself to be the best.
Three years afterSea Wolfin late 1979,
Exidys Star Fire arcade game would change
everything. Designed by David Rolfe and Ted
Michon the game featured the first high score
table that allowed players to not only record
achievement but to claim their achievement
by using their own initials, coded callsigns
or gamer tags3 so that future arcade explorers
could not only see that someone had been there
before and how far they had travelled but for
the first time they could attach an identity to
the achievement. Like the monolith in 2001: A
Space Odyssey or the meeting at Devils Tower
in Close Encounters it was an awe-inspiring
message to every gamer in an arcade:
We Are Not Alone
By the 1980s not only were pointsbased systems for competitive play ubiquitous
but the idea of keeping score including
nonvolatile storage of scores was essential to
the arcade experience. Trailblazing pioneers
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14 1: Ducit Amor Patriae
like Walter Day became the first true historians
of the electronic gaming age. Through venueslike Days Twin Galaxies4 national scoreboard
for electronic gaming the history of some
of gamings greatest achievements on not
only arcade games but also pinball machines,
console game systems and hand held systems.
Without the thirty year effort of Walter Day5 and
the entire team at Twin Galaxies much of thehistory of gaming might have been lost during
the long night that fell upon the both worlds of
pinball and the arcade.
(Armchair Footnotes)1 What we call levels today may also be called game
boards for the sufficiently ancient patron of golden agegaming.2 More controversial theories from noted cosmologists
postulate that the cosmic silverball was in fact a slot
machine.3 Paleolithic gamer tags compared to what modern
gamers think of today or what BBS gamers might use a
few short years later.4
Visit Twin Galaxies at www.twingalaxies.com.5 In March 2010, Walter Day announced his retirement
from Twin Galaxies. His voice in gaming will be
missed.
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