infovore + games + history   23

Inside Monopoly's secret war against the Third Reich • Articles • Board Game •
"Houdini received this sort of letter every day, but Clayton Hutton's was different. Clayton Hutton was different. By accepting his challenge - by promising Clayton Hutton the considerable sum of £100 if the packing case in question defeated him - Houdini set in motion a strange chain of events that would, in a wonderfully mad and circuitous manner, impact the course of a vast global conflict that was at the time still 26 years away." Somebody please commission Christian to write a book? Soon? Thanks! (This is great).
monopoly  ww2  history  christiandonlan  games  writing 
january 2014 by infovore
Night and the City • Articles • Xbox 360 •
"We drove about for another hour or two after that, and by this point dad was hooked. Not hooked on L.A. Noire's narrative, perhaps, or caught up in the complex chains of missions, but hooked on the city, on the fascinating, insightful job that Rockstar had done in stitching the past together. Even though I can't actually drive, and the car we were in wasn't a real car anyway, I had a strong sense that I was in the front seat, turning the wheel beneath my hands, and he was riding low in the back, face pressed to the glass. Role reversal. It happens to all fathers and sons eventually, I guess. Why shouldn't it happen because of games?" Chris Donlan takes his Dad - who grew up in late-40s/early-50s LA - on a tour of LA Noire's Los Angeles, and what happens is a remarkable piece of virtual psychogeography. Perhaps my favourite piece of games writing this year.
games  christiandonlan  la  history  psychogeography  parents  writing  eurogamer 
october 2012 by infovore
First Draft of the Revolution
Oh, lovely: using Inkle to write a historical adventure in epistolary form - or, rather, drafting and redrafting a letter to be sent. And: by Emily Short! I'm glad someone's got around to that format.
epistolary  interactivefiction  history  if  emilyshort  games 
september 2012 by infovore
A disappearing history. | Groping The Elephant
"If this doesn’t seem like a big issue imagine the state of cinema if film students were only able to study films made in the last two decades? Or if English Literature students no longer have the ability to examine the works of Shakespeare or Twain? What might be lost?" Seriously, companies: stop turning servers off. Processor power is cheap.
multiplayer  history  games 
october 2011 by infovore
dan says...
"Twenty-one years later, an anonymous software engineer pulled together various digital artifacts to create a multiplayer game for his son.

Tonight, while playing that game, I ran into my 15-year-old self."

What magic smells like.
games  history  internet  networks  timetravel  magic 
june 2011 by infovore
HonestGamers - L.A. Noire review (Xbox 360)
"Unlike the movies that influence it, LA Noire takes place in a world where editing hasn't been invented yet." Really good writing from Tom Chick; this was perhaps my favourite quotation. I genuinely wonder how many people playing this game have never played a "proper" adventure game - be it an old Sierra point-and-click, or something from the Phoenix Wright/Hotel Dusk school. Chick's line about the matchbook is exactly the thing adventure gamers got fed up with in the *late nineteen-eighties*. We don't need the bad parts of Sierra coming back to haunt is.
games  lanoire  adventuregames  history  historiography  experience 
may 2011 by infovore
The Pac-Man Dossier
Wow. One to return to: a super-comprehensive look at Pac-Man, including its AI routines and collision detection.
games  history  pacman 
august 2010 by infovore
Back of the Cereal Box: Blinky, Pinky, Inky and Clyde: Smarter Than You Think
"In a sense, it is. However, Ashley Davis, a blogger over at Destructoid, put a post up last week specifically on the Pac-Man ghosts and why they got the names that they did. In short, though it might seem like Blinky, Pinky, Inky and the Clyde-Sue-Tim hivemind hover around dot-filled mazes in the exact same way, they don’t. In fact, the way they move is explained by their nicknames." This is brilliant.
pacman  games  ai  history  via:mugla 
april 2010 by infovore
Game Design Advance » The Question I Didn’t Get to Ask
"DOOM doesn’t belong in a museum, not because it’s not worthy, but because it’s rock and roll. It’s too fast, too loud, too hard, and too fucked up to be in a museum. There are some games that will work in a museum and some that won’t ever and that, by itself, doesn’t say anything about their value. We need both." Frank Lantz is right.
games  worthiness  doom  history  rocknroll 
february 2010 by infovore
The Escapist : Don't Knock the Aztecs
"To justify such an investment in time, a game would not only have to match the content of the course, but provide a learning experience that couldn't be accomplished through reading, writing and class discussion." Todd Bryant on how he integrated playing games into his teaching programmes; some nice ideas in here, notably using MMOs for language tuition, and some commentary on the suitability of various titles for this sort of thing.
games  education  learning  languages  history  play 
may 2009 by infovore
Gamasutra: Greg Costikyan's Blog - Twiggy Game: Will Videogaming's Future Look Like Boardgaming's Past?
"The Twiggy Game is a charming cultural object from a bygone era; it's also a stark representation of what went wrong with boardgames, and a stark warning for what can go wrong with games as a whole -- at least, if we fail to inculcate, in ourselves and in others who love games, an aesthetic that prizes something beyond the brand." Costikyan on the dangers of games having a 'lack of culture'.
culture  criticism  gregcostikyan  games  writing  history 
may 2009 by infovore
1UP's Retro Gaming Blog : GDC: 13 Years Later, Atlantis Emerges from the Waves of Obscurity
"...the 1996 target date for Project Atlantis and the GBA's 2001 release is quite a gap. Why the delay? My guess is: Pokémon. Game Freak's socially-driven cockfighting RPG was an unexpected end-of-life hit for the Game Boy, and its out-of-left-field success added years to the fading system's life. The popularity of Pokémon might actually have been the first time Nintendo realized that technology and profitability don't go hand-in-hand." That's an interesting way of looking at it. (Also: an interesting piece on the Nintendo super-portable that never was).
hardware  history  games  nintendo  portable  gba  atlantis  gameboy 
april 2009 by infovore
GameSetWatch - The Game Developer Archives: 'Postmortem: Star Wars: Shadows Of The Empire'
A wonderful old postmortem - on Shadows of the Empire for the N64. As a launch title, there was lots of working with unfinished hardware, prototype controllers, and SGI workstations; it's long and detailed, and a fantastic portal to a world that seems eons ago, even if it was only 12 years away.
games  n64  development  history  postmortem  starwars  lucasarts  sgi  historiography 
april 2009 by infovore
What were arcades like? - RPGnet Forums
"I was reading about arcades and how you'd have to queue to play popular games as well as follow rules like no throwing in fighting game or the others wouldn't let you play. This seems rather strange. The money cost must have gotten expensive pretty quickly as well. I'm not old enough to have been to them when they were around so I'm curious about what they were like." And then, 18 pages of wonderful gaming oral history; you'll be smelling the aircon and the chewing gum by the time you're through with this thread.
games  history  culture  society  oralhistory  arcades 
march 2009 by infovore
"...with that sad note from Sarinee Achavanuntakul, one of the most enduring (if illegal) tributes to gaming history came to an end." Home of the Underdogs is no more; just gone, like that. It wasn't that it had the best games or the worst games, or that they were illegal, or free; it was history, and childhood, and the smell of cardboard and boot disks, all wrapped up in one giant cathedral to Good Old Games. Most things I played on my old DOS machine were there. A shame; I hope they're elsewhere. This is why we need proper game archives.
games  history  computers  archive  nostalgia  abandonware  old 
february 2009 by infovore
Box Art
"A scrapbook collection of awesome videogame box art." Added to subscriptions immediately. This is going to be lovely.
games  history  art  gaming  packaging  boxart  boxes 
january 2009 by infovore
Eric Kaltman's blog | How They Got Game
Eric Kaltman is blogging the Cabrinety Collection, and he's doing a great job so far.
games  blog  history  archive  collection  historiography  cabrinety 
december 2008 by infovore
Gamasutra - The Last Express: Revisiting An Unsung Classic
Lovely, interesting article about The Last Express; some nice notes about the production process, the problem with setting games at the turn of the century, and juggling as bonding. Interesting how many lessons from the game still have relevance to modern gaming, and I love the "small space, mapped perfectly" ideal.
games  adventure  lastexpress  production  development  history  narrative 
november 2008 by infovore
BibliOdyssey: Board Games
Lots of (large) images; detailed, wonderful. A post to go back to and pore over
games  play  boardgames  history 
november 2008 by infovore
The Artful Gamer · Origin Systems Treasures Unearthed
"I’m excited to pass along the news that a team of dedicated Wing Commander fans and Origin Museum curator Joe Garrity, recently completed their 7-day archiving grind of almost 1 Terabyte of data at Mythic Studios." A remarkable slice of gaming history, and great to know that Mythic want to preserve all this stuff. More like this, please.
games  ea  origin  history  archiving  archive  preservation 
august 2008 by infovore
Evil Mad Scientist Laboratories - Resurrecting Tennis for Two, a video game from 1958
Building your own version of Higinbotham's oscilloscope tennis game, to work on a real oscilloscope.
games  play  oscilloscope  tennis  electronics  hardware  history  archive 
july 2008 by infovore
Penny Arcade! - "My Grandpa"
Mike Krahulik finally puts up a transcription of an interview with his grandfather about his time in the Navy during the Second World War. it's interesting, notably when Krahulik asks him how he feels about WWII videogames. Also, it's just a great story.
history  oral  interview  wwii  navy  games  america 
december 2007 by infovore
Somewhere Nearby is Colossal Cave: Examining Will Crowther's Original "Adventure" in Code and in Kentucky
Wonderful paper about the creation and development of Crowther's "Adventure", and also the real Colossal Cave in Mammoth, which almost certainly inspired the geography of the game-cave.
games  adventure  history  if  crowther  paper  textadventure 
august 2007 by infovore

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