The Armchair Historian's Guide (Excerpt)

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    The Armchair Historians Guide

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    Preview

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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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