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GAMES. PLAY. LIFE. volume 01.

issue 06
From the Editor

To be honest, we thought the world would be over by now. That’s


why it took us so long to get this issue out to the press. We figured, hey, since
the world will (should?) be a smoldering heap of nothingness by the time Issue
#6 comes out, we should probably focus on more important pursuits, like lining
our bomb shelter with delicious, delicious canned beans. But then it didn’t
happen so we were caught with our pants down. Sorry about that.
But seriously, this has been a big year for Kill Screen. Our previous editor-in-
chief Chris Dahlen has moved on to bigger and better game-writing projects.
We got an office in SoHo. We brought on some interns, redesigned our website,
threw some more events, and were even cited in a Supreme Court case. Cool
stuff indeed. Also, Obama is up for reelection. We have nothing to do with that.
All this flux had us thinking about our next theme. Given the transition, there
was one word that kept floating around our heads—CHANGE.
One of the wonderful aspects of games is their constant transition from one
medium to another. From the board and parlor games of the 19th century, to the
realm of sport in the next, to digital interfaces starting in the ’60s—games are
constantly evolving. It’s a bit like a parent looking at their child’s scrapbook—
how far these little beasties have come!
This issue is dedicated to the various permutations of our favorite, snaky
little medium. We start with a look at how games are changing our world, from
the “serious” games movement budding in Latin America to enhancing our
understanding of the tragedy that was the assassination of John F. Kennedy.
From there, we turn inward—literally. Games are feedback loops that are
shifting our very being, and contorting our body chemistry, for better and for
worse.
Next, we take the long view. What happens when the children of the Atari era
turn 80? Will they be able to play the way we once did? What will those games
even look like? We turn to some talented prognosticators for their responses.
Finally, we travel to Hungary to look at a videogame that started when the
Berlin Wall fell, and has yet to be completed! Some things truly don’t change.
We’re happy with this issue, and hope you are as well! Sorry for the hiatus,
and here’s to a happy remaining 2012. We’re almost in the clear.

—Jamin
founder artists developer
Jamin Warren Dan Black Jake Elliott
George Bletsis
editor Mikey Burton interns
Ryan Kuo Dan Christofferson Adnan Agha
Mike Force Henry Crouch
art director Josh Fronk Lyndsey Edelman
Regan Johnson Gena Hayward Josiah Harrist
Jory Hemmelgarn Rachel Helps
copy editor Jesse Lenz Claire Hosking
Thomas Rousse Edward McGowan Yannick LeJacq
Michael Mesker Patrick Lindsey
contributors Daniel Purvis Drew Millard
Carrie Andersen Colin Pinegar Chris Romero
Ryan Bradley  Chaunté Vaughn Jacob Simon
Nicholas Breckon Ping Zhu Kent Szlauderbach
Dan Crabtree 
Andrew Hayward cover illustration
Kill Screen Media, Inc.
Jon Irwin Braulio Amado
Darshana Jayemanne Regan Johnson director of business
Jason Johnson development
Nicholas Keyasko  Tom Gregorio
Killscreendaily.com
James Mitchell managing editor
Bo Moore community manager
Ryan Kuo
Levi Rubeck Sarah Elmaleh
Filipe Salgado designer
Anthony Sims, Jr. provacateur
Jeremy Borthwick
Andrew Vanden Bossche John Portman
Luis Wong assistant designer
founders emeritus
Daniel Purvis
Chris Dahlen
Anthony Smyrski

Kill Screen is published by Kill Screen While Kill Screen welcomes the Kill Screen Media, Inc. does not claim
Media, Inc. at Kill Screen, 195 Chrystie submission of unsolicited works, it copyright in the screenshots herein.
St. #403b, New York City, NY 10002. Vol. cannot accept responsibility for its loss Copyright in all screenshots within
1, Issue 6. or engage in related correspondence. this publication are owned by their
Please give six weeks notice of change respective companies.
of address. Periodicals postage paid at Please send work to:
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mailing offices. Postmaster—please send Screen Media, Inc. All rights reserved;
For additional information, reproduction in whole or in part
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please go ahead and ask, OK? Products
Printed in the United States
For subscriptions, please email: named in these pages are trade names,
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companies.

3
Contributors
Carrie Andersen is a Ph.D. student in the Nicholas Keyasko is a writer and a journalist
American Studies department at the from New Jersey. His interests include
University of Texas at Austin, where she music, politics, film, videogames, eating,
researches media, popular culture, and politics. and traveling the world. ▶@nkeyasko
▶@ceanders, www.carrieandersen.com
James Mitchell is a mostly-fiction writer,
Ryan Bradley is a senior editor at Fortune and and a strategist at an advertising agency. In
a contributing editor to Popular Science. He has reality, he lost most of his arcade allowance
written for The Atlantic, National Geographic, to Dance Dance Revolution.
New York, and GOOD. ▶@theryanbradley ▶@jamescmitchell, saladonions.tumblr.com

Nick Breckon works for Bethesda on Bo Moore is a freelancer and the Assistant
various projects, and once served as a game Games Editor at Paste. He is nursing a healthy
critic for Shacknews and Idle Thumbs. Susan (read: unhealthy) obsession with LCD
Breckon lives in Michigan and was never once Soundsystem. ▶@usebomswisely, bomoore.com
critical of Nick’s videogaming.
Levi Rubeck is a poet and critic from
▶@nickbreckon, @SkyrimMom
Wyoming via New York, now working at MIT
Dan Crabtree is an I.T. guy and freelance Press in Cambridge. He would love to start a
writer with words on Paste, Ars Technica, band with you. ▶dangerhazzard.com
Kill Screen, and Gamernode. His dog is
Filipe Salgado works at a bank, but he’s
considered handsome and well-read.
not all bad. Sometimes he writes for Paste
▶@DanRCrabtree
and Popular Science, but sometimes he
Andrew Hayward is a freelance writer who has writes stories about the deserts of the
covered games, apps, tech, and toys for more American Southwest on his blog Big Talk,
than 35 publications. He is based in Chicago and Real Slow. ▶@philthe25th
is currently an editor at Mac|Life.
Anthony Sims, Jr. is a freelance writer and
▶@ahaywa, andrewhayward.org
part-time film professor in Chattanooga, Tenn.
Jon Irwin is a teacher and writer in Boston. He owns a six-yearold Jack Russell Terrier
His essays and journalism have appeared in named Lita Ford. ▶@filmjr
Alimentum, Billboard, Down East, GamePro,
Andrew Vanden Bossche is a freelance
Lumina, Monkeybicycle, Paracinema, and
games journalist and MFA student. His
Transitions Abroad.
work has appeared in Gamasutra, Paste,
▶@WinWinIrwin, www.JonIrwinIs.net
Thought Catalogue, and many others.
Darshana Jayemanne is an Australian ▶@Mammonmachine,
academic and writer whose work focuses Mammonmachine.blogpost.com
on the emerging relations between play and
Luis Wong is the editor-in-chief of GamePro
technology.
en Español and also works at Etiqueta Negra,
▶@KickThousand, escapismvelocity@gmail.com
a non-fiction magazine from Peru.
Jason Johnson is a freelance writer who has ▶@wongcito, luiswong.com
appeared on Gamasutra, IndieGames, and more.
▶jasonjohnsonfreelance.tumblr.com

4
Contents
The Change Issue
summer 2012
volume 01. issue 06

a n e w wor l d

8 — The Colossus of Code

13 — Shoot to Will

16 — Jogo Bonito

body ta l k

20 — Extreme Measures

26 — Can’t Stop, Won't Stop

grow u p

30 — Bearded, Bald, and Buttoned Up

32 — Your Mom Plays Skyrim

34 — Never Change

coi n drop

40 — I’m Your Pusher

42 — No Quarters Given

52 — Gone Baby Gone

54 — Calling Ahab

t h e gr e at m igr at ion

58 — Limited Partnership

60 — Brother’s Keeper

b ack to t h e f u t u r e

68 — Versus Mode

70 — Forever Young

82 — Reality Effects

5
A New
World

6
On Christmas itself at many locations along the front something
resembling football occurred. Private William Tapp of the Warwickshires
wrote at Christmas from just above Ploegsteert Wood, “We are trying
to arrange a football match with them”—the Saxons—“for tomorrow,
Boxing Day.” Harassing British artillery fire, he claimed later, prevented
it. There were other plans for competition, right up to New Year’s Day,
once the clearance of corpses from No Man’s Land had exposed potential
fields for play. However dotted by half-hidden turnips and cabbages, the
spaces between the lines were at least as wide as a conventional soccer
pitch. A London Rifles officer whose letter appeared in the Times on
January 1 reported that “on Christmas Day a football match was played
between them and us in front of the trench.” Perhaps because it was more
appropriate later to deny it, the brigade’s official history would claim that
no match happened, “because it would have been most unwise to allow the
Germans to know how weakly the British trenches were held.”

— Stanley Weintraub, Silent Night: The Story of the World War I


Christmas Truce
7
The Colossus
of Code
How games are finding their post-colonial
soft touch.
By Nicholas Keyasko
Illustration by Daniel Purvis

The year is 1948, and the United States emerges power: the ability to get what you want through
from World War II as the world’s mightiest attraction rather than coercion.
military and economic power. The U.S. will While traditional “hard-power” game design
spend the coming years wielding this vast is still alive and well (see Super Meat Boy), many
power to achieve its goals through military modern games have shifted to a soft-power
means: invading foreign nations; stockpiling design philosophy. Instead of threatening a
obscene amounts of super-destructive player with a Game Over screen for playing
weapons; threatening and coercing its enemies. badly, they actively encourage the player to
However, the U.S. will also utilize a more play well—rewarding the player’s increased
subtle sort of power with the Marshall Plan, understanding of the game world. They do this
which gives Western Europe a tremendous by rewarding exploration and discovery over
amount of aid to rebuild its shattered simple survival impulses.
economy—ensuring that Western Europe In Pac-Man, the impetus for forward
remains a capitalist counterweight to its Cold motion is to avoid annihilation by ghosts. Play
War enemies to the East. The United States—for incorrectly too many times, and the game
better or worse—realizes a specific geopolitical ends. Arcades throughout the Reagan era were
order not only through blunt force, but through populated with hundreds of games designed
the cooperation of allies who share its values. with similarly unforgiving mechanics, where
This was a successful use of “soft power,” a the carrot was a high score (and a permanent
concept defined by renowned international place for the player’s initials) and the stick was a
relations theorist Joseph Nye. Game Over screen that could only be overcome
Nye defines power as the ability to get by inserting more quarters.
others to do what you want. He concludes that Joseph Nye might find a similar philosophy
there are three fundamental ways to achieve behind the U.S. economic embargo on Cuba.
this: “One is to threaten them with sticks; the The Castro government’s seizure of private
second is to pay them with carrots; the third industries was at direct odds with the economic
is to attract them or co-opt them, so that they interests of U.S. corporations, so President
want what you want.” This third method is soft Kennedy used economic sanctions in an

8
9
attempt to coerce Cuba into behaving as the U.S. Even Miyamoto’s
wanted. We might also think of a parent placing
a misbehaving child in “time out.” Many modern original Super
videogames, in contrast, enrich and reward our
experience when we play “correctly,” instead of
Mario Bros., an NES
simply ending our play when we are “wrong.” It contemporary of Zelda,
would be far-fetched to claim game designers
consciously mirrored globalization trends in moves in a clear line.
the aftermath of the Soviet Union, but there is
certainly a strong parallel between the end of
the Cold War era and the increasing soft-power
thinking in game design. path to explore. Even more interesting, perhaps
Perhaps one of the most prominent, early the overworld itself will change in a visible way,
examples of this thinking—and one of the thanks to your progress. With the Dodongo
most recognizable influences in the modern defeated, the water supply will return to the
soft-power game—is Shigeru Miyamoto’s The Goron Village, and new non-player characters
Legend of Zelda. The threat of annihilation and side-quests will appear. The game world has
may still hang over the player in the Zelda been modified by your actions. Contrast this
games—there are still Game Over screens—but with the original Mario, where you can’t replay
a large part of their innovation is the thrill of completed stages.
discovery that comes from exploring the game Instead of influencing you entirely with
world. Diverging from the linear nature of coercive, basic carrots (like a high-score
many of its Nintendo Entertainment System counter) and sticks (like restarting you at Stage
contemporaries, the original Zelda allows 1-1 when you die too many times), the Zelda
players to tackle its open world on their own designers give you a reward for positive playing:
terms, not along a designated path. a stronger bond with the game world. You
In Pac-Man, there was no straying from the want to continue for reasons other than being
narrow confines of avoiding enemies and eating presented with the next level or obstacle. And
pellets. Even Miyamoto’s original Super Mario your motivation for becoming better attuned to
Bros., an NES contemporary of Zelda, moves the game’s mechanics becomes finding out what
in a clear line. The levels merely ramp up in happens next.
difficulty—more enemies, more difficult jumps— Modern games have followed Zelda’s
as the player continues to survive. The rewards example—from the Japanese role-playing
for playing Mario well, like collecting 100 coins games of the Super NES era, to the PC graphic
and receiving an extra life, are often what Nye adventure games of the early ’90s, to the
would call carrots. While the old arcade anxiety modern “sandbox” game. Whether we are
of losing quarters is gone, the original Mario witnessing the effects of our actions across
still relies on the survival incentive to keep Liberty City in Grand Theft Auto or driving
players going. the engrossing narrative forward after solving
If you fight your way through one of Zelda’s a puzzle in The Secret of Monkey Island, our
dungeons, you are not only allowed to continue progress is deeply tied to the game world. In a
to play, but more of the game world becomes sandbox game like The Elder Scrolls, we tackle
accessible. Imagine you have just fought through a vast amount of possible adventures at our
Ocarina of Time's fire temple and defeated the own speed—not prodded along by the tangible
Dodongo. The game has now rewarded you reward of a high score, or the economic sanction
with a new item and game mechanic—the bomb of a lost quarter.
bag—to take into the overworld. Perhaps a
difficult type of enemy blocking your progress
is easier to defeat, or you find that detonating a
bomb near a suspicious rock wall reveals a new

10
“Uncontrollable laughter.”
- Kill Screen Daily

11
12
Shoot to Will
JFK: Reloaded lets us recreate one of
America’s greatest tragedies. It’s not as bad as
you think.
By Carrie Andersen
Illustration by Colin Pinegar

It is November 22, 1963. I sit on the sixth


floor of the Texas School Book Depository,
gazing downward at Dealey Plaza. As John F.
Kennedy’s motorcade approaches, I aim my
rifle at the president. My first shot misses. My
second hits Kennedy in the chest, ricocheting
into Governor John Connally in the front seat.
The third strikes Kennedy’s head. Fatality.
This is JFK: Reloaded, a 2004 videogame
reenactment of Kennedy’s assassination in
which you play Lee Harvey Oswald. Shoot the
president as Oswald did—win the game.
Reloaded was criticized for mutating a tragic
moment into entertainment—the late Senator
Ted Kennedy called the game “despicable”—
but games that represent actual moments
in history can reveal meaningful threads
between the trauma of the past and the politics
of the present. They are not only artifacts of
historical knowledge, but also expressions of
contemporary anxiety.
Reloaded’s developers at Traffic Games
intended for it to validate the Warren
Commission’s findings and to “disprove

13
the conspiracy theories surrounding JFK’s I must admit: After
assassination,” in the words of Marketing
Director Kirk Ewing. They argued the game failing to even wound
would dispel the notion that Oswald was
the president many
not the single shooter by showing that his
shots were possible, offering a prize of up times, it’s hard not to
to $100,000 to the player who could most
accurately recreate the event. Strangely,
admire Oswald’s skill.
coping with the assassination’s uncertainty
compels us to recreate the grisly act that
generated the trauma in the first place—and
we are rewarded for doing so.
The problem? Reenacting Oswald’s But I cannot kill him. Not with my controller,
assassination is hard. Aside from spatial anyway. Kennedy’s assassination is not shown
difficulty—rather than firing an easy head-on onscreen; it is only implied in an unplayable
shot, said the Warren Commission, Oswald narrative cut scene. Purported archival footage
waited until the car turned a corner, making shows Kennedy departing from an airplane in
his target harder to follow—I must shoot at Dallas to an enthusiastic crowd. The footage
the exact second and target that Oswald did. I pauses and the camera ominously zooms in on a
have to account for gravity, air resistance, and face in the masses: the operative stands before
reload time. I must admit: After failing to even the president as the images fade away.
wound the president many times, it’s hard not Both videogames present Kennedy’s
to admire Oswald’s skill. assassination as a reflection of current political
After I shoot, I wait for my score out of 1,000, concern. Whose story can we trust in moments
which will tell me how closely I reproduced of crisis, when we confront war, civil unrest,
Oswald’s work: points are deducted for attacks on American soil? Not government
deviating from what transpired in 1963. I rarely bodies like the Warren Commission. Reloaded
score above 500. No player has received a challenges its report by allowing players to
perfect score: the winner of the competition experience how difficult Oswald’s shots were.
only scored 782 points out of 1,000. Given the In Black Ops, the operative’s hallucinations
developers’ bold ambition to discredit years of leave him an unreliable source of history.
conspiracy theories, this collective failure has Neither encourages our trust.
weighty consequences. Instead of validating Nor do we have power to challenge those
the Warren report, Reloaded questions it. Did stories. In Reloaded, I can only shoot a gun;
Oswald actually kill Kennedy? Is there more to I cannot move from the Depository. I merely
the official narrative than we know? catch a glimpse of the inevitable assassination
Where Reloaded attempts to simulate the in Black Ops, which unfolds offscreen.
JFK assassination, Treyarch’s widely played I still sit on the sixth floor in Dallas, troubled
Call of Duty: Black Ops offers an alternative both by the open wound of Kennedy’s
history. Black Ops places a Cold War-era assassination as well as the haziness of political
military operative in an interrogation room, truth that comes from the state and leaves
where officials bully him into a series of playable us struggling for clarity. Ironically, to salve
flashbacks and hallucinations. The trauma these anxious wounds, I am compelled to keep
of this torture leaves the operative with a shooting at Kennedy, to kill the conspiracy, to
deeply flawed memory: we do not know which wrest truth from simulation.
elements of this story are real, and which are
merely fabrications of a broken mind.
The final cut scene of the game reveals that
he is a sleeper agent manipulated by the Soviets
to assassinate Kennedy. He is—I am—the killer.

14
15
Jogo Bonito
Can videogames solve Latin America’s woes? A
savvy group of game lovers thinks so.
By Luis Wong
Illustration by George Bletsis

Nina Simões
(Creator of the
Francisco Tupy
game/transmedia
(G4C LA community manager) project Fragments of
Parenthood)
Mario Lapin
Gilson Schwartz (G4C LA executive producer,
(G4C LA curator) Virgo Games CEO, and
developer of the serious
game Autopolis)

16
Inside the Museum of Image and Sound in EVOKE, the serious game produced by Jane
São Paulo, three musical groups are singing McGonigal in 2010 and supported by the World
and dancing capoeira and other traditional Bank Institute, which will take Brazil as the
Brazilian tunes. It’s the end of a week full of scenario of its new campaign. Another was
keynotes and talks about how games can make a Autopolis, a game that tries to educate young
positive change in the world. adults on how to drive properly and safely
The Games for Change initiative was by simulating a real city with pedestrians,
founded in 2004, and has organized events traffic lights, and drinking temptations.
internationally. In 2011 it arrived in Latin Urbanias is another game that deals with civil
America with activities in Brazil that ended issues, helping citizens to address their main
with the Games for Change Latin America problems and becoming mayor of an area on
Festival in December, organized by Cidade do an interactive Facebook map. 1814: La Rebelión
Conhecimento, a research group within the del Cusco was one of the award winners. It
University of São Paulo. The festival brought is a real-time strategy game set during the
together people involved in the videogame independence process of Peru, giving the
industry and scholars from all parts of Brazil player the opportunity to participate in the
and from the United States. Serious games, historical battles between the rebels and the
gamification, and indie games were some of Spanish army.
the topics discussed. Back at the museum, all the assistants have
The festival showcased games that joined the capoeira ensemble on the stage. It’s
deal with poverty, education, and traffic a typical Brazilian party where there aren’t
accidents—some of the biggest issues in couples dancing, but a whole group gathered
Latin America. One was the second season of around the same energy and beliefs.

Ricardo Joseph
(Developer of the
Johan Baldeón
game Urbanias)
(Developer of 1814: La Inés Evaristo
Rebelión del Cusco, that won (Game director of El Pez
one of the categories at the Dorado, a runner-up)
G4C LA Festival)

17
Body Talk

18
Have you ever stared at an image too long, only to close your eyes while
the ghostly thing persists? It’s called afterimage and it happens when your
cone cells are over-stimulated and try to cope. Now close your eyes and
think about the last game you played. Do you remember it? Probably—and
if you stared at screens long enough, those moving digital particles have
probably invaded your dreams and memories at some time. We bring
them with us, from big changes in our physiology to small ones in our
subconscious. We don’t just escape to games; they take refuge in us.
19
Extreme
Measures
If making videogames turns into a
science, where does that leave the art?
By Ryan Bradley
Illustration by Mikey Burton

Last year, officials from the Food and Drug market. In 2006 Apple and Nike teamed up
Administration (FDA) and the Defense to release the Nike+ platform, a combination
Advanced Research Projects Agency (DARPA) shoe-embedded sensor and iPod adapter that
met in Arlington, Va. to discuss the future tracks your run and delivers the report to Nike’s
of biological feedback. The sort of machines website or your smartphone. When DARPA’s
they were talking about—machines that scientists and engineers met with the FDA,
could quantify physiological functions they were thinking beyond shoe sensors and
(blood pressure, skin temperature, muscle apps. The meeting last year was about putting
tension) and compute useful data from biosensors inside people.
it—were first introduced in the late 1960s The scientists and engineers at DARPA
by the mathematician Norbert Wiener at are asked to think about the future, imagine
MIT. Soon the machines were in universities’ what might be possible, and work to create it.
labs and hospitals. By 1980, the Biofeedback Around the same time Wiener coined the term
Certification Institute of America oversaw biofeedback, DARPA helped create ARPANET,
the best practices in the burgeoning field; the a computer network that grew to become the
book Biofeedback: Clinical Applications in global internet. In the last year it helped invent
Behavioral Medicine came out the same year. a very small robot that looks and flies just like
By the 1990s, nearly every hospital in America a hummingbird.
had means for electronically measuring a At the meeting with the FDA last year, Daniel
patient’s response to external stimuli, and so J. Wattendorf, a DARPA program manager, said
did many doctors’ offices. that his goal was to measure biomarkers “on-
Biofeedback has been around for nearly 50 person” in real time. A continuous monitoring
years, but it wasn’t until the last decade, in device of the sort Wattendorf went on to
particular the past few years, that the machines describe—able to last a lifetime with little to no
used to measure physiology became mass effect on its wearer—is not so far out. In fact,

20
21
speeding up both the development and approval and sweat monitors, he traces a Left 4 Dead
of such a device is the FDA’s role, and why the player’s stress levels.
administration was there. Left 4 Dead is dark and moody; and the
When such a device is developed, the FDA thing that stands out about the game is how
will have to gauge the efficacy of implanting unsettling it is, how it’s designed to keep
sensors with no immediate curative properties players off-balance. The zombie horde comes
in people. To work well, the sensors have to in waves, and these waves are diabolically
function for a very long time, which raises unpredictable, even after playing the same
some interesting questions: What if someone level over and over. The unevenness makes the
wants to opt out soon after a biofeedback calm in-between moments just as stressful as
device is implanted or ingested or tattooed? the times dozens of undead are ripping at your
Can someone decide exactly what they want face. Ambinder is interested in measuring how
monitored, à la carte? Who will host that data? we feel—both during the face-ripping moments
And even more basic, what if a person’s body and those in between. The ultimate goal is to
doesn’t react well to having a chip implanted allow the zombie horde to respond to our stress
in it? Despite these hurdles, there is currently and, at the right moment, up it.
a very large portion of the population willingly In-game response to player stress is pretty
participating in an ongoing experiment that basic, says Ambinder. “It’s actually fairly trivial
isn’t all that far removed from the kind of thing to create an accurate device that measures
DARPA is working toward. They do not have SCL, or skin conductance level—a correlate
chips implanted in them, but they do have a of physiological arousal,” he wrote to me. “In
computer or smartphone­­—some even have theory, a mass-market controller incorporating
wristbands and shoes that talk to one another. this technology could be done cheaply and with
All are gaming.  minimal disruption to existing form-factors …
measuring facial expressions with webcams
[is another] example.” In other words, what
Outside Seattle, across Lake Washington, Ambinder is measuring in his lab could be
an experimental psychologist named Mike repeated in a living room.
Ambinder is measuring the heart rates, skin Tools for biofeedback are improving so
conductance, facial ticks, and eye movements of quickly, Ambinder explained, that in a decade
videogame players to deepen his understanding or so we’ll have come from knowing the
of what happens when we play—using difference between binary emotions (happy and
biofeedback to inform game design. “Measuring sad) to real nuance—the difference between
sentiment,” he calls it. Ambinder works for boredom, frustration, and bliss. He described
Valve Software, the company that created the how “particular emotions can become part of
zombie shooter Left 4 Dead. Using heart rate the gameplay—imagine a lie-detection game
where a player needs to maintain a calm level
of arousal and neutral facial expression to
advance, or a competitive multiplayer game
where your score depends in part (or in whole)
on the level of arousal you’re able to incite in
What if, when I stood up your opponents.”
during an interrogation, In one of his tests, Ambinder found that
the simple SCL biofeedback systems he had
my character did too? rigged were especially popular in multiplayer
And what if that made competition. This isn’t surprising. The fun
in sports often comes from knowing you are
my threats all the more frustrating your opponent, and what better way
to know that someone is truly frustrated than to
threatening? see data tracking their physiological reactions?

22
We already infer this—we read people’s
expressions on the court or the field—but soon,
we’ll be able to quantify their frustration. We’ll
be able to see our opponents, wherever they
may be, literally sweating it out. 
For game designers, the opportunity to
measure a player’s pulse or smile presents
something of a Pandora’s Box. Real-time
biofeedback is something game designers have
never had. Once the game is out in the world,
it’s being tested and tweaked, adapting to the
bodies of its players in real time. Designing
our emotional reactions to a game is no longer
simply an art, but a quantifiable science.

About 15 years ago, Rosalind Picard began to


explore what she calls affective computing,
which, she says, is a way to “teach computers
to recognize emotion.” Picard is director of There’s one gaming company that’s
both the Affective Computing Research Group taken a particular interest in Affectiva’s
and Autism & Communication Technology research: Zynga. The pairing makes sense.
Initiative at the MIT Media Lab. A professor Gamers, particularly in a Zynga game like
of Media Arts and Sciences at MIT, she’s also FarmVille, are consumers, and Affectiva’s
the cofounder and chief scientist at a company feedback systems have proven successful for
called Affectiva. One sensor Affectiva makes companies like Boston Market and a market
picks up electrodermal activity—small research group called Shopper Science.
changes in conductance sensed from the Zynga, which claims that some 60 million
surface of your skin that can tell a machine people play its games every day, supposedly
that you are about to sweat before you do. employs more economists and analysts than
Affectiva also sells facial recognition game designers. Theirs is a calculated art,
software developed by Picard that identifies and their profit structure more closely aligns
25 points on a user’s face and tracks those with a casino than a game company. Most of
movements, identifying the likelihood that Zynga’s earnings come from a small number
when two corners of a user’s mouth rise up of players willing to spend a lot of money (in
and his eyes crease, he is smiling and probably one instance $75,000 in a year on a single
happy. The Affectiva software works with a game, Bloomberg Businessweek reported) on
standard webcam. its virtual items and special features. After
One of Affectiva’s clients is using its facial OMGPOP’s game Draw Something became so
recognition system to track the emotions of popular Zynga bought the studio (for $180
online shoppers as they move through the million), one of OMGPOP’s engineers, Shay
decision process. Another—a university—is Pierce, quit. Pierce went on to announce
using the software as a noninvasive method why he was quitting on the games industry-
of testing how autistic children respond to focused site Gamasutra: “An evil game
external stimuli. Affectiva’s literature describes company isn’t really interested in making
how the company’s software might be used games, it’s too busy playing a game—a
in videogames: to “measure gamers’ actual game with the stock market, usually. It
emotional response to your game over the web” views players as weak-minded cash cows
and “gain a scene-by-scene understanding of and it views its developers as expendable,
areas that are most engaging or not.” replaceable tools to create the machines that

23
milk those cows.” Even so, by sheer profit There is also the
Zynga seems to be winning.
“There’s no reason to think that ultimate question, the
entertainment consumers would be any
different than any other consumer,” says
double-edged sword of it
Dmitri Williams, an associate professor at the all: the data itself. Who
University of Southern California’s Annenberg
School for Communication. His research owns it? What might it
focuses on online games and their social and be used for?
economic impact. “There are two goals,” he
says of his work. “One is to understand what’s
going on inside of these worlds. The second is
to figure out if we can use these spaces as petri
dishes for social sciences.” One of Williams’s Pacific. When Rockstar released Team Bondi’s
former students, Dr. Rabindra Ratan, is using game L.A. Noire—with its sprawling and
biofeedback to learn about our emotional cinematic vision of late-1940s Los Angeles—
response to our avatars in games. The studies and before I worked the Black Dahlia case and
can be as basic as watching for an uptick in skin drove and drove and drove through the city,
conductivity while one’s avatar is under attack. I walked. It’s not the best way through the
More sweat means a deeper connection. After game, but moving across the landscape any
Ratan’s participants filled out a questionnaire faster misses the immense amount of work
about their experience, he had them watch a that went into rendering the city. The game’s
video of their character being beaten up. They central action—finding clues at crime scenes
still had a heart monitor on. Time after time, and interrogating everyone in your path—is
and even though they weren’t playing, their far less gripping. Yet it was impossible not
pace quickened. to consider the possibilities a biofeedback
This empathy toward our avatars, even system running through the game might allow.
after the fact, has enormous implications for The facial capture Team Bondi used on
how games are built. But it also points to how actors to build lifelike models in the game could
we might use games for things we are only be reversed, though crudely, using Picard’s
beginning to imagine. Williams told me about facial recognition software and a Kinect. I
how videogames and virtual worlds are now imagined—during moments that were meant to
being used as a form of therapy. He gives, as be dramatic, that were supposed to command
an example, groups of veterans using virtual- my close attention on the couch, sitting up
reality goggles and Second Life to help treat at attention, my brow slightly furrowed in a
post-traumatic stress disorder (though this is look of concern, or at least interest. What if
coupled with traditional, real-world therapy SLC sensors on the controller read that my
sessions). Online, a therapist can slowly dial palms remained dry, and gave me a slight
up stimuli, which helps vets re-sensitize edge for remaining calm during questioning
in a safer environment. Once biofeedback or a car chase? What if, as I started sweating
systems exist on controllers and screens, once more, steering became more difficult, or the
everyone else outside of labs is allowed to tap questions I could ask in the interview less
this flood of extremely personal data, “You’d cool-headed? What if, when I stood up during an
begin to see it used in all sorts of creative interrogation, my character did too? And what if
ways,” Williams says.  that made my threats all the more threatening?
Imagine that there was no controller, no chip
  under my skin, yet the game still knew my
Not long ago I walked across Los Angeles, position on the couch, my mood, how much my
from LAX to downtown to Los Feliz, then hands were sweating, and my heart rate—all
back west on Sunset until I again reached the things that are, or soon will be, entirely within

24
the realm of possibility. I still might prefer “What do you picture that glider being used
walking through the landscape of postwar Los for?” Anderson said.
Angeles to the investigations and interrogations.
But I might not. Dugan: Our responsibility is to develop
One possible approach to seeing a heart beat the technology for this. How it’s ultimately
could be through blood, which is remarkably used will be determined by the military… The
good at absorbing light, even through skin. purpose of the technology is to reach anywhere
Our skin’s reflectivity changes slightly, in the world in less than 60 seconds.
concurrent with our heartbeat, so it’s possible
to register a pulse not with sound or feeling Anderson: What’s the payload it could carry?
but by sight. We can’t see it. But Ming-Zher
Poh, a graduate student at MIT, invented a Dugan: We don’t ultimately know. We have to
mirror that can. A fine-tuned instrument such fly it first.
as this camera, capable of measuring slight
variations in light reflectivity, is surprisingly Anderson: But not necessarily just a camera?
cheap. Poh used a simple, off-the-shelf [A pause, followed by nervous laughter from the
webcam and altered the software so that it crowd]
filters all ambient light and measures only the
ebbs and flows from the face of the person Dugan: No. Not necessarily just a camera.
staring into it. “Mirror mirror,” the user might
say, and the camera behind the reflective glass What might the datastream delivered by
captures the light bouncing off her face and biofeedback’s payload be? What is its purpose?
turns it into ones and zeros. An algorithm Poh The question is especially relevant because,
created translates the ones and zeros into a not long after appearing on the TED stage,
number of heartbeats per minute. Dugan announced she was leaving DARPA to
A camera-mirror like Poh’s is a marvelous join Google—another place, like DARPA or
tool, but for game designers it could destroy MIT, where a camera is not necessarily just
what they (and we) love about games. Williams a camera.
put it most succinctly: “The great irony of
feedback is that if you rely on it too much you
get in the way of the art.” There is also the
ultimate question, the double-edged sword of it
all: the data itself. Who owns it? What might it
be used for?
Immediately following her TED talk this
year, Regina Dugan, DARPA’s outgoing director,
had a brief Q&A with TED curator Chris
Anderson. Near the end of her talk Dugan had
a DARPA engineer fly the remote-controlled
hummingbird and the crowd gasped and
applauded. Then Anderson asked Dugan a
few questions about the “scramjet,” a Mach
20 glider that was illustrative of the sort of
audacious dreaming and repeated failure
necessary for the breakthroughs that make
DARPA famous.

25
Can’t Stop,
Won’t Stop
A 12-step process for gaming addicts.
By Dan Crabtree
Illustration by Edward McGowan

Online Gamers Anonymous (OLGA), a 6.  willingness The reallocation of time


grassroots self-help fellowship for thousands previously spent gaming often causes
of gamers suffering from a habit-forming, recovering addicts to adopt other hobbies like
treatable addiction to videogames, isn’t painting, assembling puzzles, and exercising.
playing. Since 2002, the 12 steps of Alcoholics
Anonymous have brought peace to OLGA 7.  humility After restructuring habits, addicts
members longing for a permanent pause. These admit their embarrassment to support groups
are the values that have resurrected digitally or a counselor.
buried lives.
8.  love Spending meaningful time with family
1. honesty and acceptance Dr. Kimberly and close friends mends the formerly ignored
Young, a licensed psychologist specializing in relationships and builds a support network.
internet and gaming addiction, believes that
the lack of research and relative youth of this 9.  justice The “Costanza Step,” when
addiction are the greatest cultural hindrances recovering gaming addicts seek forgiveness
to recognition and formal treatment. from family and friends for neglecting, abusing,
or taking advantage of their care. This can
2.  hope Enter support groups, like OLGA. include online relationships like clans or guilds
who may oppose the recovery.
3.  trust Local chapters and online message
boards host the intimate fellowships needed to 10.  perseverance Lasting behavioral change
build an active support network for recovery. cements as the former gaming addicts become
avid cyclists, painters, writers, and volunteers.
4.  action and courage Commonly known
as “taking inventory,” this step often unearths 11.  beauty Support groups now encourage a
painful interpersonal neglect. As Dr. Young puts sense of pride in these new, more productive
it, “You can’t spend all your time online and habits and lifestyles.
expect your offline relationships not to suffer.”
12. service Recovered gaming addicts share
5. integrity After Blizzard declined to bar their success stories and active lifestyles with
one OLGA member from his account upon current addicts who still struggle to
request, he discovered change could only come stop playing.
from within.

26
27
Grow Up

28
We get old. It happens. In fact, it’s never not happened to anyone, ever.
There are few things that are consistent across all human experiences, but
growing old is one of them. So what happens when the playful dreams of
our adolescence become the cold, stiffening realities of later life?
29
Bearded,
Bald, and
Buttoned Up
How do you make games for Nana and Papoose?
We asked some of the best game designers to create
for the new geriatric age.
By Bo Moore
Illustration by Jory Hemmelgarn

Arthritis, mental deterioration, poor eyesight and hearing—these


ailments are common among the old, but for gamers they could
spell the kiss of death. As more gamers grow older, we wondered
how game developers could help a generation of less-than-able-
bodied players enjoy a complete gaming experience. Here’s what
they had to say.

Manveer Heir, senior designer, Mass Effect 3:


Poor eyesight is something developers should concentrate more
effort on, especially now with high-definition televisions. I’ve
heard of plenty of people, even young people with bad vision,
who have trouble reading text or seeing things clearly. Having
clear fonts that people can read, and that contrast well with the
backgrounds, is important—as is making sure all of that works on
standard-definition TVs, since people still game on those devices.
I think developers of manual-dexterity mini-games (press
the A button rapidly) need to consider that some players can’t
do those parts, and should have a way to handle them. It seems
minor, but I know people who game with only one hand, and
a sequence like that is very difficult to play through. These
sequences also affect people who start to develop arthritis,
tendinitis, or other problems with their hands. Alternate control
schemes, such as Microsoft Kinect and PlayStation Move, are a
step in a direction where manual dexterity is less needed. The
more options we build for controlling the game, the more people
we can get to play our games.

30
Randy Smith, designer, Thief series; cofounder,
Tiger Style Games:
Games don’t need to be about intense, fast-paced action in
order to be engaging, as games from Myst to Drop7 have shown.
Designers tend to focus on challenge, mastery, and depth, but
fundamentally, the power of the interactive medium is to provide
an experience, and there are at least as many other qualities
worth pursuing. Games can be atmospheric, rambling, thought-
provoking, touching, satisfying, or mysterious, and they can
accomplish these without compromising their interactivity. As
the boundary between casual and serious gamers continues to
blur, and as the indie scene continues to deliver new experiments
in unconventional gaming, we are setting the stage to support
older gamers who will benefit from experiences that are a closer
match to their tastes and needs.

Eric Zimmerman, cofounder, Gamelab;


host of GDC Game Design Challenge:
Growing older spells the “kiss of death” only if the main
reason why someone plays a game is to compete in elite global
tournaments or leaderboard rankings. Most people play games
to have fun with their friends, and growing older isn’t going
to change this.
While it’s true that some games are less well-suited to older
players, such as boxing, football, and other contact sports, it
seems clearly evident that many older players enjoy sports and
games, from chess and Go to bocce ball and Scrabble. All of
those games have intense tournament cultures, but that’s not
necessarily why those players are playing those games.
Videogames do not need to be redesigned for older players.
Even the most intense controller-based videogame has fewer
physical demands than shuffleboard. And while videogames
don’t offer the same kind of physical exertion, they do offer
problem-solving, hand-eye coordination, and social interaction—
activities with incredibly valuable cognitive benefits.
But people don’t play videogames because they are good
for you. People play games because of pleasure and culture.
They will play games if they are enjoyable, if they are a part of
the culture in which they live. Today we scoff at “old people’s
games” like bridge and Mahjongg—when we’re all senior
citizens, the kids will laugh at our old-fashioned games like
StarCraft and Angry Birds.

31
It took me like an hour to create my character. 8m
I couldn't decide between macho or girl.

I like the way i can walk around 14m


and pick up thistles. All i'm doing
is picking locks and thistles.
Dad just came upstairs and 40h
asked, "what are you killing now?"
But i was trying to play the game so
i wasn't even looking at him.
I was in a house and there 18m
was all this stuff, and it kept
saying, "take it, steal it, Before every quest i change my 2h
steal it." Am i supposed to clothes and jewelry. Guys probably
be stealing things? don't do that, do they?

I have to level up my skills on the 3h


controller. If i can level up the
controller, then i can level up myself.
They gave me this woman to go with 18m
me. Do they at some point realize how
stupid you are and send help? I keep collecting lavender. 9h
I thought, "well, lavender
has a very calming effect,
maybe i can use the lavender
on somebody."

I can cook? Where do i cook? 13h

Your Mom
In some guy's house?

Plays Skyrim
I started @SkyrimMom to pay tribute to my mother, who
saw games not as something to condemn, but as a gateway to
bonding with her Nintendo-obsessed child. Now that I’ve left
home and she plays less frequently, her gaming has turned
refreshingly naïve. The basics have become a challenge, while
the most complex concepts somehow seem simple. In that way,
my aging mother has reminded her now-cynical, aging son of
what real play is supposed to be. Few things surprise me in
games these days; but in my conversations with her, I’m at home
again, picking up a controller for the first time.
By Nicholas Breckon I really wanted a house, but it's 18h

Illustration by Jesse Lenz


5000 gold. Who has 5000 gold?
I'll never own a house. This is just
like the real economy.
I generally wait and make everything 18m
daylight because it's safer. I don't know
32
who these guys are.
33
Never Change
Ralph Baer, the father of modern videogames,
has a lot on his mind.
By Filipe Salgado
Illustration by Ping Zhu

Without Ralph Baer, this magazine wouldn’t be Did you end up playing a lot of these consoles
in your hands. He is the creator of the Magnavox at home?
Odyssey, the first home console released in 1972,
along with countless toys and electronics. He No. The kids played with them because I was
has received the National Medal of Technology working with things in my own lab. They were
from former President George W. Bush, and has the first to play videogames.
been admitted to the National Inventors Hall of I don’t remember the kids playing much
Fame. But things have changed drastically since of anything. They played outdoors. Not like
Baer first started showing off Tennis on the today: in front of a goddamn screen all day.
Odyssey. He’s recently spoken against violent Videogames, as I conceived them at the time,
videogames in an interview with the Salt Lake were thought of as a family entertainment sort
Tribune, calling them a disgrace. I called Baer of thing, not for some kid to sit down at and
at his New Hampshire home to discuss the seed gawk at by the hour.
that birthed an industry.
Do you have grandkids?
Why did you end up creating the first
Magnavox Odyssey? I have a set of grandkids in Boulder, Colo.,
another in Salt Lake City. I’m in Manchester,
Very simple: I’m a television engineer by degree. N.H. We don’t often get together, but I talk to
I looked at 40 million television sets that one of my grandkids almost everyday. One of
wouldn’t do anything except play local telecasts. them is an avid videogame player. The others,
If you were lucky you’d get two stations, three not so much.
stations. Seemed pretty obvious to me that
you can do more than that with a television Recently you were quoted as saying, “Nobody
set. So I came up with attaching something realized, even at the time, that we were on
simple. That’s how it started. Within a year this geometric curve ... that would go straight
we’re playing ping-pong, handball, volleyball, up to heaven.”
shooting at the screen with light guns.
Nobody had a crystal ball, but nowadays,
It seems intuitive now, because of your work, having a little of that curve for 40, 50 years,
but did people get the idea at the time? everybody’s willing to predict that we’ll be on
Mars in three years. Attitudes change. How
Of course they did. The Magnavox sold close could you predict anything as fantastic as what
to 100,000 units the first year, which means you take for granted? Your iPhone, your iPod,
100,000 families and visitors played games. iPad: How could you predict that 10 years ago?
That started the industry with a bang.

34
35
No way. Well—maybe 10 years ago, but not What do you see the future being like, from
before that. where you’re standing right now?

Even as far back as 10 years ago, I don’t think I Who knows what the future will hold? All we
could have imagined half the stuff available to know is, everything’s fantastic now. From the
me right now. iPod to the iPad is complete and total magic,
and we’re just going to have more and more
Going out with an engineer is hard. At the time, total magic out there. Especially in areas like
we engineers, we used to put our arms around voice recognition. All of which is a little scary,
everything. I built communication equipment, because once the machines really do a good
test equipment, medical equipment, industrial job, like the Siri thing on the iPhone, once the
equipment. You name it, we built it. By phones can interpret and guide, how long
comparison to today it was really simple stuff. before they talk to each other? How long before
Think about it: Radio had four or five tubes; one phone says to another phone, “I think my
that was like four and five transistors. You look guy is a complete and total nut, and next time he
at your watch, if you wear one; there are tens of wants me to show him a restaurant that I know
thousands of transistors. You look at your iPod is no good for him, I’m gonna tell him to knock
or your iPhone, there are many, many millions it off and send him to the health food store.”
of transistors. How could you compare that? How soon before they start dictating to us what
How could you look forward to something like to do? There’s the astute possibility we might
this? Nobody can read a crystal ball. have to cope with: The smarter we make the
machines, the closer we make them rivals.
You’ve also been quoted as decrying violent
videogames. You called them a disgrace. How If you had the chance to talk to a younger
does it feel to know that your invention, meant version of yourself, how would you prepare
for family entertainment, is being used for that? them for this?

Your question presumes that I came of the idea, The problem with this industry is, as any other
I built something, and that was the end of it; art form, you can’t generalize. Undoubtedly, as
but in fact it was the beginning. I spent most of videogames grow as an art form, everybody
the ’70s demonstrating interactive video in one will find something to suit his or her taste. I’m
form or another. sure you can do that already. It’s just another
art form; you can’t generalize it. It’s extremely
You’ve been creating electronics for a while. Did broad in what it can do—what it can portray.
you think the shift in technology from the ’60s to
the ’80s was inevitable? For more information about the birth of the
home console industry you can read Baer’s book
Of course. Whenever technology is ready Videogames: In the Beginning.
to do something, it’s gonna happen. There
are thousands of people out there who have
the education, interest, and drive to create
something. I did it first, so, hooray.

Do you still create?

Yes. Very much so. I do electronic handhelds. As


you know, I did Simon back in ‘78. I’m still doing
it. The annual toy fair starts tomorrow in New
York. I keep cranking. What else would you want
me to do? I’m only pushing 90.

36
37
Coin Drop

38
One of the new things is the “Penny Arcades.” Alongside of the wall
are great rows of picture machines. Seventy-five machines on one side,
seventy-five in the center of the room, seventy-five on the other side,
more or less at a penny a machine. You can see what it would cost to see
all. Every machine shows different pictures. Some are marked under very
sensational titles so the youth will see them all. […] The companies that
make these machines procure their photographs that their pictures are
made from by visiting all the Red Lights in different countries and getting
the fallen women to pose in some of the most wicked and horrifying
positions that the devil in the shape of men could imagine. Then they put
these suggestive pictures into picture machines to sell to saloon keepers,
swell gambling joints, and brothels.

All the men who run this kind of business drink, gamble, smoke, swear and
are sports. They, of course, generally wear an Elk’s Eagle’s, or Forester’s
badge. Our great cities are filled with these slot picture machines. Great
rooms are fixed up “swell,” fine lights, music, and decorations to attract the
youth into depravity and fit him up to be a drinker, smoker, swearer, scoffer,
libertine, professional love maker and seducer for life. These evils have all
sprung up with the saloon, and up to date sportism that the people have let
grow on them by voting for a political party that would for a price take the
license blood money of the saloon keeper and grant him a license to sell stuff
that would deprave and ruin forever their precious boys and girls.

— John E. Main, The Booze Route: A Reform Book on Some of the Up-To-Date
Evils of the Age (1907)
39
I’m Your
Pusher
A guide to liberating some change from
the claw machine’s twisted sister.
By James Mitchell
Illustration by Chaunté Vaughn

40
If you ever find yourself in the Scottish town insert coin, and listen: “You’re listening

of Fife with a fistful of coins, you could do for a clonk noise. That means the coin diverter
worse than taking them to Kenny Marshall's is working, and the coins you win will go to
house. A collector of machines known as the paychute—and not back into the machine.
“coin pushers,” the archetypal arcade Beware the rogue machine.”
gambling game, Kenny has pushed tens of
thousands of coins to learn their secrets. make an investment: “I’ll put a few coins in

James Mitchell brings some tips back from to test the water, see how much the big prizes
the master. are moving. Then I can estimate what I’ll need
to spend to win one, and whether it’s worth it.”
choose a machine: Avoid those with stacks

and stacks of coins. It may look tempting, but stay calm: As with pinball, tilt sensors

the more weight there is, the less chance your get more sophisticated every year. Resist all
coins have of moving it. Fewer is always better. temptation to move the machine, or you could
lose everything to the bank.
check the ledge: Modern machines have
steep inclines, meaning the coins are don’t be greedy: Congratulations, you’ve

traveling uphill. Something pre-2000 will won! Kenny says, “Be discreet about your
be more generous. winnings. If you’re too successful you’ll cause a
hubbub, and arcade staff might ask you to leave.
Believe me, it happens.”

41
No Quarters
Given
Arcades are a memory of our youth and
nostalgic nod to our future. One writer takes
the long road from New Hampshire to central
Florida and beyond.
By Jon Irwin
Illustrations by Dan Black

SPACE INVADERS second level’s knife-throwing boss cut me to


On a brisk afternoon in late January, 30 ribbons. This was a good pain.
Assembly Square looks the part of a forgotten I had moved to Boston for graduate school.
shrine. The entire lot sits empty save three Growing up outside Detroit, I spent a fair
cranes and a huge drill-dozer. Dirt and rocks ratio of evenings at a neighborhood arcade,
have been stacked into small hills, the use draped in its amniotic pulse. The East Coast
of which remains unclear. Bales of hay soak promised new goals beyond high scores and
in muddy water. Massive beams rust on the a quarter well spent. Still, after learning of
ground. Chain-link fencing surrounds the the Emporium, I felt better knowing a nearby
premises, commingling with thick tree trunks, arcade—this umbilical cord to my past—
the wood grown around the metal. existed, just in case.
This is the former site of Good Time Alas, that cord was cut. On June 30, 2008,
Emporium, an arcade in the guise of a sports Good Time Emporium shut off the power,
bar that Dan Hayes opened here in Somerville, ceding its real estate to the highest bidder,
Mass. in 1991. The name lent a certain a Swedish furniture retailer. I felt the loss
mystique to the pleasures found within; peek of unearned regret. This was no childhood
inside and one expected a vision of exotic hangout. Not to me, at least. Above the lot hangs
spices, of black magic charms hidden behind a massive billboard: “Massachusetts! A Great
velvet curtains. During my single visit, in Place to Live and Work.” When I stand outside
search of that eponymous feeling, I confess to this corralled void, only a scattered piece of
an implacable arousal of the senses. My first litter moves in the breeze. It’s the weekend, and
quarter plunked into Capcom’s Gun.Smoke the workers are where they should be on the
and I could smell the gunpowder. It had been a weekend: playing elsewhere.
decade, at least, since playing the game. Woozy I search the rubble for clues of the Good
with nostalgia, or my pint of Sam Adams, the Times no longer being had. I find only orange

42
43
peels, a cup from Louie’s Kitchen, an empty It strikes me now that
Bud Light can. Construction scraps, nothing
else. But then I bend down and pick up a my dad always bought
scratch ticket—not an instant winner, but
instead a pre-paid phone card. African Dream,
console games for me,
it’s called. The used-up slip gave the recipient but never took me to an
a paltry $2 of talk time. Calling Africa from the
States is pricy; the resulting chat must have arcade. Maybe he
been brief. But I understand the motivation. In worried he’d lose me in
their own way, however possible, everyone’s
always trying to get home. all that noise, more so
than he already had.
TIME PILOT
Across the country, memories of former
arcades vastly outnumber those still in
service. According to Steven Kent, author of
The Ultimate History of Video Games, 1982 saw I’ve seen the decomposed corpse of the gone;
1.5 million machines playable between 20,000 I now seek evidence for an optimistic future.
full-on arcades and hundreds of thousands People tell tales of a new arcade to the west,
of secondary locations such as pizza parlors. an anomaly in our present culture of instant
Twenty-five years later, the number of arcades gratification and emulated experience. To the
hovers around a couple thousand, one-tenth north, the grandest of them all still thrives, a
of its peak. Occasionally, older cabinets of Ms. 60-year-old pleasure center lorded over by a
Pac-Man or Galaga are found strewn about for present-day Peter Pan. Perhaps these survivors
retro chic, languishing in unwashed corners present clues, a lesson on moving forward.
of pool halls, a pale echo of what once was. But first, we go back.
Exceptions do exist. Your corner pub likely
hosts Big Buck Hunter or Golden Tee—hunting
and golf games. The replacing of ghosts and MAJOR HAVOC
spaceships with golf balls and fauna strikes So I’m home for the holidays. I’m driving my
me as somewhat depressing, a move away mom’s Nissan Xtera, a car that sounds like a bad
from the imaginary and toward the emblems videogame from the 32-bit era, that emboldened
of 24-hour sports cable. For the kids, most moment from 1994 to 1999 when full motion
states also host a smattering of Chuck E. video gave way to chunky tetrahedrons as the
Cheese’s pizzerias. But the amusement chain, gaming de rigueur. Anyway, I’m headed to my
once vital and necessary, has devolved, relying mom’s house, who lives in Birmingham, Mich.,
on cheap plastic hammers and ticket-spitting after a successful lunch with my dad, who lives
redemption machines to woo children with in Rochester, Mich.
underdeveloped coordination. It is a Sea I mean “successful” in that during this
Monkey born from Tyrannosaurus parents. particular 30-minute period, my father, his
Let us speak of it no longer. skin somehow bronzed even in winter, limited
What, if anything, survived the meteor to one his cursory referencing of a younger
shower of Moore’s Law? And for how long can woman’s breasts. His face looked older, more
these few hearty ecosystems of blaring ’80s crinkly. He might have said the same about my
music and too-bright neon, of joysticks and own. When I was 12, after he moved out, I’d
plungers and cathode-ray tubes, resist the visit his apartment on the weekend, the one
inevitable? outfitted with a new Super Nintendo just for
my visits. The one game I ever played with
him was John Madden Football ’93. He loved

44
it. Then, thinking the new iteration better, I the other, never struck me as a manifestation
traded my cartridge in for the next year’s of my anti-alpha-male tendencies until now.)
version. The new character animation, though Eventually I’d run out of tokens, or confidence,
smoother, made passing far more difficult, and we would leave, returning to that big
due to the extra frames causing lag between empty house.
input and action. My dad grew frustrated, lost The light turns green and my gaze swivels
interest. It strikes me now that my dad always away from my younger self’s favorite place.
bought console games for me, but never took An entire generation’s remembered
me to an arcade. Maybe he worried he’d lose childhood is pocked with empty holes once
me in all that noise, more so than he already filled by interactive light. Suburban Detroit
had. Today I still feel guilty about Madden, exemplifies the shift. Space Arcade, once the
how I took away the single gaming experience scene of a friend’s 7th-grade birthday party,
we’d ever shared. His guilt, like himself back is now a tire store. Magic Planet became
then, lay elsewhere. craft store Michael’s, its unexplained yellow
The traffic light burns red. I step on the submarine awning and greasy cheese pizza
brake and gaze to my right. Twenty years ago, giving way to plastic flowers and bolts of
this patch of cement was home to Tel-Twelve cheap fabric.
Mall. I spent much of my youth at an arcade As an adult, I hope for a less superficial
here, now a forgotten quarter-acre of real version of life. So why do I seek out those few
estate dominated by the Women’s Clothing places filled with digital paths to travel, with
section of Meijer, a midwestern Wal-Mart. Continues earned through coin and a Lives
The place I knew was demolished in 2002. A meter in the corner of a screen? Only one way to
new open-air mall soon rose from the broken find out. I’m off to see the Wizard.
ground: connected big-box stores lining a
parking lot painted with wider spaces. The
closest thing to an arcade now is the game of SMASH TV
chance Subway customers play every time they My Mazda3 hatchback scoots up I-93, T. Rex’s
order a Cold Cut Combo. Electric Warrior snarling from the speakers.
In the mid-’90s, if I was not playing Seemed like the right thing to listen to. I hit a
basketball on a seven-foot hoop at Nick Zinn’s patch of traffic and the flickering brake lights
house, or making home movies on my dad’s resemble a blinking reward for a well-placed
VHS camcorder, I was here, my Shangri-La: a skill shot. We must be close.
darkened room filled with fluorescent light and Destination: Pinball Wizard Arcade, located
upright monitor displays bedecked with coin in Pelham, N.H. Pinball Wizard is that rare
slots and multicolored buttons. This was my breed of arcade—new. It celebrated its one-
first arcade. My mom and I would eat in the year anniversary in January 2012. To a lover
adjacent food court. She’s always said it’s hard of coin-operated games, driving around New
to cook for two, but she would then, most nights. Hampshire and stumbling upon Sarah St.
Other nights we’d come here and each grab a John's establishment must feel like pulling
plastic tray, indulging on Arby’s or Taco Bell or the famed coelacanth out of South Africa’s
Rikshaw, a Chinese place my xenophobic palate Chalumna River in 1938: here is something
was not yet ready to handle. Once finished, I’d long thought extinct, in pristine condition
ask to go to the arcade. My mom always said and full of life.
yes, with the disclaimer: “Leave your tray.” She Pinball Wizard is snuck into the corner of a
didn’t want the strangers surrounding her to strip mall, next to Suppa's Pizza + Subs and an
think she came alone. empty space for lease that used to be Peking
And so I’d test my burgeoning masculinity Garden. Storeowners here don’t waste paint on
on fighting games like Mortal Kombat and clever business names. I drove past one sign
Killer Instinct. (That I played as Sonya Blade in for GUNS: the shop’s name, line of goods, and
one, or as B. Orchid [a buxom shape-shifter] in security warning all in one go. Another store

45
(“Discount Madness”) advertised Patriots Each bringer of noise
hats and gloves on deep discount. Forty-eight
hours before, the New England football team is lost in time, an
lost the Super Bowl. Pelham seems like a town
with short loyalty and long memories. We’re
anachronism: Gene
moving on, Pelhamites say, but we’ll remember Kelly seen dancing
you fondly.
Perhaps this is why a 30-year-old idea in a Dirt Devil
may rise anew, as long as it stays out of sight. commercial. None of
Pinball Wizard Arcade isn’t visible from the
street. You enter through a side door, and walk this should be here.
down a short hallway, before finally reaching
the main entrance. It’s 4:30 p.m. on a Tuesday
and no one is at the front desk. As I make my
way down the first aisle of pinball machines,
Christina, the manager, passes me and says what separates the arcade experience from any
hello. The only other person in the arcade is a modern incarnation is its transience.
mechanic, tinkering with half-working games I can only play Bad Cats standing right here.
in a side room that will one day host birthday Once I leave, the game stays. A mobile device’s
parties and board meetings. portability allows a user constant access. Your
The space strikes an odd half-note in my console sits by the television, plugged in and
gut between giddy nostalgia and modern ready. But the nearness sours desire. If you
perversion. I’m not used to this anymore—a can always have something, you never feel that
room filled with nothing but upright arcade need, that pull. The arcade traded on time’s
cabinets and pinball. The eight rows of games capacity for running out: in here, time was
form four wide aisles; walk slowly and absorb precious because you never had enough. Your
the resultant barrage, an audiovisual cocktail parents took you away; the building closed.
mixed and poured 20 years prior. Yet the Meanwhile, Capcom Arcade for my iPod Touch
sensation is very contemporary. The room sits patiently, awaiting my tapping. Knowing it
feels like the physical embodiment of a Twitter will always be there. Ignored.
feed. Each bringer of noise is lost in time, an This is the game maker’s anathema: mild
anachronism: Gene Kelly seen dancing in a Dirt disinterest. In 1987, a year after Nintendo
Devil commercial. None of this should be here. marched onto American soil and launched
But there I am, pulling the plunger, shooting the industry-saving NES, Atari attempted to
this silver ball into a minefield of bumpers, each regain the public’s mindshare with a handful
ricochet popping with the satisfaction of a high- of relaunched classics. At Pinball Wizard, we
decibel “ding!” see the rotten fruits of its panic. Pac-Mania
While playing at home we forget the stretches the elegant 2D silhouette of Pac-Man
clever beauty of games designed for public into a bloated isometric mess. Blasteroids
consumption. Like children seeking approval, begins with the classic shooter Asteroids
they try to get our attention. A pinball table and makes an ill-conceived slant rhyme. One
from 1989, Bad Cats, calls out to me in a sweet is silky smooth, feeding our imaginations
baritone, “One more time?” The illogical request with the vivid white-hot lightning of vector
piques my interest. Easily swayed, I put two graphics; the other slaps paint on our eyeballs,
tokens in. And quickly lose. Arcade games the sequel a collision of ugly sprites and
founded this incremental pay-to-play model chunky moon rocks. Here, then, is another
long ago, now exploited by super-cheap iPhone clue to What Went Wrong: the impulse
games, free-to-play web games requiring real to overreach. Poisoned by desperation, a
money for upgrades, and even downloadable company tries so hard to excite, to nourish
content for more traditional console games. But a public’s enthusiasm, that it squashes past

46
success. When something no longer works, it’s harsh winds of change, certified by Guinness in
better to part ways. 2008 as the largest arcade in the world.
In 1993, when NBA Jam and Street Fighter Towns have a way of latching onto
II were raking in quarters that would soon go superlatives like a trophy wife: Look! This
toward their maturing players’ laundry, I saw is mine. But Laconia is not known as the
my father three times as often as when we bedrock of classic arcades. In 1916, a band
lived in the same house. Something no longer of 150 calling themselves the Gypsies
worked, so he’d left. Nearness had soured gathered for a motorcycle ride through
desire—he’d found it elsewhere. Atari didn’t the area's winding lakeside pavement. The
learn this lesson. Only a return to the past following year, the Federation of American
would salve its wounds. In 2004 it released the Motorcyclists sanctioned Laconia's as the first
Atari Flashback, a plug-and-play home system official road rally, a tradition that continues
of stored classics—the very same that were left every second weekend in June. The first time
to wither on the vine decades prior. (Writing I went to Funspot, on my 29th birthday, I
this, I can’t not imagine his whispered pleas to stopped at a nearby bar for a sandwich and a
a younger mistress: The older the grapes, the beer. This was the Broken Spoke Saloon, the
sweeter the juice.) self-proclaimed World's Biggest Bike Bar (with
In the arcade I step up to my 13-year-old locations in Daytona Beach and Sturgis) and
self’s favorite game: Mortal Kombat II. After center of all things leather and chrome. That
18 years I can still pull off Baraka's fatality: three miles separate gaming heaven from the
Stand a step away from your dazed opponent, Hell's Angels is surely a sign of a humorous
hold Block, pull the joystick Away four times, creator. But the propinquity makes this writer
and hit High Punch. My mutant avatar severs pause. What's in the water off Meredith Bay
the head of my opponent, a tanned alpha that fuels in some the urge to hang their
male, decapitating him to the sound of a Heritage Softail around a mountainous curve,
faraway gong. Even with no one watching, in others the desire to play a game of Sega's
the grotesque achievement satisfies. But Super Hang-On?
the feeling fades. My last quarter goes into The dichotomy feels like a reflection of
Battlezone. Unbeknownst to me, the Out-of- my own upbringing: a father who bought
Order sign has been ripped off; my tank sits three motorcycles in quick succession after
motionless, its cannon firing nonstop toward turning 50; a childhood often spent indoors,
the outline of a volcano, before too many playing NES when siblings were behind a boat
enemy shots pierce my armor and the screen waterskiing. The tug of assumed machismo
cracks and I die. Time to leave. My own private made me pull back with passive resistance.
arcade has finally been infiltrated by others. A Decades later, in Laconia, I finally see my own
dad and son stroll the aisles, separately, each fractured past made whole.
looking for something the other can’t find. Opened by Bob Lawton in 1952 with a $750
Before leaving, I speak briefly with Christina loan from his grandmother, Funspot (then
Wagaman, Pinball Wizard’s floor manager. She called “Weirs Sport Center”) retains a sense
tells me its arcade is the second-biggest on the of its humble beginnings. A decade of Dave
East Coast. I asked if she knew of others nearby. & Busters and Sega’s ill-fated GameWorks
She mentions only one. prepares the 21st-century arcade visitor for an
onslaught of pseudo-futuristic style: the kind of
shiny aesthetic meant to invoke awe but instead
HARD DRIVIN’ dates your efforts immediately. Funspot's
Funspot is a renowned family amusement main building is all off-white paneling and
center in Laconia, N.H. Its mascot, Topsnuf, exposed wood. Starting a mile away on the
resembles a crocodile, a close relative to those 2nd floor of Tarlson’s Arcade, it moved into the
dwelling here millions of years ago. Like its present location in 1964, with a ribbon-cutting
symbolic icon, Funspot has thrived amidst the ceremony held by the mayor. Lawton, now 80

47
years old, still works seven days a week. The a few old games upstairs.’” After searching
arcade’s success is a testament to his ability to online, Vincent noticed that fewer and fewer
see what kids (and their parents) like doing, and places existed where people could find arcade
to provide them a place to do so, unafraid to games, classics like Sinistar or Robotron
leave history behind. 2084. So he floated the idea to organize their
In 1964, Funspot’s primary attraction was collection, “kind of like a museum.” Lawton,
miniature golf. A billiards hall was built one founder of the Lake Winnipesaukee Historical
year later. In the ’70s, mechanical shooting Society over a decade earlier, didn’t want the
galleries, room-filling slot-car racing tracks, past to be forgotten. “Give it a shot,” he said.
and other electro-mechanical wonders were “See if anybody has any interest.”
installed. When Japanese electronics company In May 1999, they held their first classic
Taito released Space Invaders in 1978, Lawton games tournament. And the people, bereft of
was paying attention. Soon he had a line-up nourishment, subsisting on stale ports and
of the machines in a prominent location; soon shoddy emulations, came in droves.
the pool tables were removed, then the slot- We’re in Vincent’s office, away from the
cars, to make room for more upright cabinets. din of almost 300 coin-op machines originally
Lawton opened several remote Funspot made from 1972 to 1988. And yet it feels like
locations, from South Portland, Maine to we’ve been stuffed inside one of their coin slots.
Port Richey, Fla., each filled with the popular Innards of uprights surround us, game placards
machines. Videogames were taking over. spilling out onto the floor. Half-finished
Eventually, they would cede their dominance cabinets line the ground with circuitry exposed.
to a healthy mix for young and old—a bowling This is where Vincent fixes and tests new games.
alley and a Bingo Hall are now both popular— On one wall, cathode ray tube monitors are
but Funspot still boasts more arcade games stacked like an unlucky string of Tetris squares.
per square foot than anywhere west of the But to Vincent, the dusty screens gleam like
Grand Meridian. unearthed gems. Though LCD flatscreens,
In 1981, Gary Vincent was one of the cheaper and more accessible than CRT
hundreds of kids lining up to play the latest monitors, could be used to repair old games, he
titles. Lawton noticed him hanging around. admits, “they just aren’t the same.”
In the heat of summer, during the apex of Generous fans will often send donations of
Pac-Man Fever and after their college-aged games or monitors, knowing Funspot needs
employees started heading back to school, he them for their collection. The contribution is
asked Vincent if he’d like to help out and make not cheap. Vincent tells me the average price
a little money. Thirty years later, he’s now to ship a full arcade game is $450. Birdie King 2
Funspot’s operations manager and president recently came in, along with Space Encounters
of the American Classic Arcade Museum, and a giant exposed cabinet for 18-Wheeler, a
housed within Funspot’s main building. mix of physical engineering and electronics.
I sat down with Vincent to learn how the We step over to the monstrosity. A slight
ACAM came to be. His all-beige uniform lumbering in Vincent’s gait reveals his true age.
gives him the look of a safari guide. “It was But then he plugs the machine in and stands
September of 1998,” he begins, diction behind a huge steering wheel jutting from the
tingeing the date with a slight glow of legend. front. He now looks excited and anxious, as
An easy grin presses into a soft, spectacled if minutes from passing his driver’s test. He
face. He speaks with a youthful enthusiasm, clutches the hard plastic, calling early games
all wide eyes and gesturing hands, thoughts such as this “a marvel of imagination.”
and memories tumbling out one after the From the 1920s through the early 1970s,
other. “We were having one of our weekly before computer chips made Pong possible,
meetings. At the end of the meetings, Bob arcades were filled with such mechanical toys.
Lawton would always say, ‘Does anybody have The curious could plug a quarter into a wooden
anything else?’ I said, ‘You know, there’s quite box and see a marionette dance the tango.

48
The arcade traded built for play, a primitive and dream-like escape.
Vincent unplugs the machine.
on time’s capacity “People appreciate that we’re not taking
games and hiding them away,” he explains
for running out: In back at his desk. Four ghost sprites from
here, time was precious Namco’s Pac-Man rotate on his computer’s
screen saver. “Some have never played a real
because you never had arcade game cabinet.” Vincent’s voice wavers,
enough. Your parents the idea nonsensical. But he understands the
disappearance of rooms filled with quarter-
took you away; the munching amusements, even if he doesn't like
the results.
building closed. “You can’t make [money] with old games.
People are like, ‘Oh you must!’ If old games
made a lot of money, everyone would have old
games. I say, ‘If you think it’s great, copy down
Squeeze a handle to gauge your strength. Test a list of everything that’s out here, go rent
your passion with the Love Tester, where two 10,000 square feet of floor space and tell me
people each held a chrome handlebar; a bulb how profitable it is.’ Because it’s just not. This is
then lit up—Smoking! Lukewarm!—decoding more a preservation of history.”
the pair’s matching pulses into a romantic Success, however, can be weighed in
future. But dime-store mysticism wasn’t currency other than coins. “A thrill [for me] is
enough for some. Others wanted to actively the first-time visitor, who hasn’t been in the
play. Vincent considers the pre-video arcade arcade since the ’80s. And they walk in here for
game developer’s plight. “All right… I have a the first time and just get that look like…” He
projector bulb, I have an electric motor, I have giggles like a dumbstruck child. “They look
a chain, and I have this cellophane. How am I around, they don’t know what to say, but they
going to make a game?” just have this big grin on their face. Perfect.”
We're standing in front of one such answer. Vincent started as a customer; he knows
Instead of a glowing monitor, the display of the lure of the arcade better than most. His
18-Wheeler is a physical space resembling a profession, then, yields bittersweet results. His
diorama. Instead of sprites or vectors, the work means he doesn’t play games nearly as
player looks at the back of a model truck. much as he once did. He spends most of his time
Vincent starts the game up and the cabinet here—his wife visits Funspot often, since if she
comes alive with the whir of running machinery. didn’t, “she’d never see me,” he says—and yet
On the surface below the truck now appears a he’s needed elsewhere, fixing a broken game or
hazy road. He steps on the gas pedal near the unjamming a token machine, instead of in front
floor and the truck “moves”—below and out of of a cabinet, where his love first grew.
sight a motor runs, spinning a crudely painted We take to the floor to absorb the closest
cellophane disc. The moving image is projected simulation of “the real days” left on this
via mirrors to the playing surface above. Press planet. Classic cabinets, famous and unknown,
the pedal down harder and the disc spins stand side-by-side in row upon row. Some
faster, providing the illusion of speed. Turn the names are pure, boiled-down. Tapper: the
steering wheel and the projector tilts back and controversial resource-management game
forth, the stationary model truck appearing to that had players filling on-screen mugs
take corners with ease. with Budweiser beer. Timber: where you
The effect is hallucinatory. Without a cut down trees. Some were obtuse, an ode
computer chip or graphics card, savvy game to mesmerizing abstraction: Quantum,
makers still crafted a representation of the real Stratovox. Many were straightforward: Hit the
Bear, Food Fight. I walked through the maze,

49
Vincent showing me rare finds and sharing old That infectious
secrets. Then I asked him if he had a favorite
from when he was younger. stimulation, found
He walks over to a game called Alpine Ski.
The playfield shows a stick-figure skier from an
previously only in dark
overhead perspective racing down a mountain. rooms pulsing with
You avoid blocky shrubs and pick up points
slaloming between trees. A single joystick light, is now everywhere.
controls your skier’s direction, and a button But can distraction be
makes you move faster.
“Show me how it’s done?” I ask. His eyes meaningful if it’s all
widen. The thought of playing the game hadn’t
occurred to him.
that you feel?
“Wow,” he breathes, taking a ring of keys
from his pocket and opening the front panel
to register a credit. “I haven’t played this in at efficient ways—Botox, TV Land, wheatgrass
least 10 years.” His muscle memory somewhat smoothies—to feel ageless.
intact, he clears the first few sections, skirting In his essay from Playing the Past, Sean
between trees with practiced finesse. But the Fenty writes, “we cannot help but think of
rust shows—he anticipates an icy patch but these virtual playgrounds as perfect and
slides too far, hitting rocks. Vincent’s glasses immutable constants that we can return to
shine with the fake-snow glare; his back is for comfort as our world changes around us.”
bent slightly for optimal elbow angle. He falls He’s referring to emulations of old games—an
again. The joystick clacks in its casing, the exact representation of the mechanics and
plastic older than his only audience member. audiovisual content, but played instead through
He jams the button in a staccato rhythm modern computers or consoles. He argues such
attuned to some old song in his head from long mimicry loses much in the transition. But what
ago. His skier clips another tree and time runs if those playgrounds still stood? What if arcades
out before he reaches the bottom. He exhales never faded away, crumbling into lots more
an audible grunt of displeasure. But on his profitable when empty?
grimacing face, a smile. Perhaps what is needed is a different type
of soil altogether. On February 3, 2012, a new
game development team called Innovative
BREAKOUT Leisure was announced, bringing together
Funspot attempts to preserve the past, or the creators of Atari arcade games such as
evoke one that never was. Playing classic Battlezone, Missile Command, and Centipede,
games is another way to relive the moment headed by Xbox visionary Seamus Blackley.
we played them first: a stagnant form of Their mission: Create original, industry-
time travel. Sarah St. John, owner of Pinball shaping games, just like they did decades ago.
Wizard, took over a building that housed “We are looking at the new arcade,” Blackley
Accent Bath & Spa, another business reliant wrote, describing the growth of mobile games,
on a customer’s need to feel young. Playing “and 99 cents on the iPhone is the new quarter.”
Galaga in 2012, you remember the way things Upon hearing the news, Gary Vincent,
were. The way they might be, if only you purveyor of the old, feels optimistic.
could go back. Perhaps arcades died out not “Gaming is all about innovation and keeping
due to the advancing capabilities of home up with the times,” he responded in an email.
consoles or a reluctance to set our children “It is nice to see a melding of classic game
in unsupervised darkness, but because designers and new technology… This should be
the surrounding culture devised more exciting to follow.”

50
Such news is heartening. Instead of and I will drive to Portland, Maine, seeking
coercing old games onto new platforms—the out venues for our wedding. I can’t change
virtual joystick, a bit of touchscreen fakery the past. While wandering up Congress St.
meant to replace the real deal, is surely a we pop into a comic-book store. There, in the
creation of Beelzebub himself—our industry’s back, are five working pinball tables. On the
ur-designers can use today’s methods to wall is a whiteboard, filled with makeshift
create tomorrow’s games. The playfield has leaderboards. I pump my 75 cents into Monster
expanded to each and every hand with an Bash. A column of strangers’ inked initials
opposable thumb. That infectious stimulation, taunt my failed skill shot. The lady in my life,
found previously only in dark rooms pulsing not a parent but a soon-to-be spouse, watches
with light, is now everywhere. But can over my shoulder. A jackpot and two multi-
distraction be meaningful if it’s all that you balls later, I register a seven-digit score that
feel? What was once soothing vapor is now cracks the top 10. I add my name to the list. In
ever-present miasma. Arcades no longer exist one month, she will add my name to hers. This
because everything is an arcade. is how we survive.
Down the street from Good Time Emporium's
old home, smack in the middle of America's
densest city, other businesses still thrive. On
a Saturday in January, cars filled the parking
lot in front of a place called Christmas Tree
Shop. Anxious customers streamed through
the automatic doors. The store's slogan posed a
question: Don’t You Just Love a Bargain?
Across the way sits a decrepit building. This
is the District Court of Somerville, est. 1967.
Paint peels off the back façade. A four-sided
clock tower rises over the front entrance;
on three faces the time is 5 o’clock, on the
other, 20 after three. I check my phone: It’s
1:00 pm. The courthouse, sad and maligned
and inaccurate as it may be, still appears to
be functional. Peering through darkened
windows allows a view into a dank but
running operation.
One block over sits a church named Christian
Assembly. Its slogan exerts a more pressing
need than seasonal foliage—“Need a Family.
Need Deliverance. Need Hope.”—though the
lack of question marks opens its simple message
of reliance into something closer to urgency.
People require these things, apparently: Faith,
Justice. Christmas Trees. Good times? They’re
further down the list.
As for me, I’m trying to move on. Arcades,
like childhood, exist as forgotten kingdom
and haunted memory. Too few seek out its
treasures, so it sinks, crushed by time’s
merciless pressure. Too many desire what
once they had, and go on chasing ghosts. The
week after my visit to Funspot, my fiancée

51
Gone Baby
Gone
Recycled for parts and left to sit, one
arcade distributor’s old cabinets recall the
shining past of coin-op gaming.
By Andrew Hayward
Photography by Gena Hayward

Located on a stretch of Western Avenue in the owned enterprise began in the 1930s, and
North Center neighborhood of Chicago, Western witnessed both the rapid rise and middling
Automatic Music’s beige brick façade might not descent of coin-operated videogames. Vice
catch the eye of the average passerby. But I can’t President Jim Thom says such games once led
creep past on the No. 49 bus without spotting the company’s business, but demand has fallen;
the same sun-faded NBA Jam Tournament plus a city ordinance limited establishments
Edition cabinet, one of several such machines without a special license to just three arcade
visible through the large picture window. From devices, sending many units back home.
the outside, it looks like an arcade was picked It’s part of the reason why the building seems
up on one end and shaken until the contents like a mass grave for picked-apart cabinets—
crammed against the east wall. many lacking trackballs, joysticks, or monitors.
In actuality, Western Automatic Music Videogames remain a “top three” income
remains a thriving business, as the company generator for the company, notes Thom, but
distributes and maintains games, jukeboxes, inside its halls, the unlit marquees and pillaged
pinball machines and more to bars and other inputs speak to a hallowed era that is fading
spots in the Chicagoland area. The family- from public view.

52
53
Calling Ahab
Social games call their power users
“white whales.” Maybe we should call them
chronic gamblers instead.
By Andrew Vanden Bossche
Illustration by Regan Johnson

54
55
The Great
Migration

56
All journeys have secret
destinations of which the traveler is
unaware.
—Martin Buber
57
Limited
Partnership
A 20-year director of film and television finds
frustration and possibility in the game industry.
By John Dower, as told to Anthony Sims, Jr.
Illustration by Mike Force

It started for me with the news. When I bits of gameplay, and then I’d come along and
understood that the news was a story and a ask why our character would choose to do that
story always had bias and a point of view, that’s particular thing at that particular time. The
when I started trying to tell my own stories. answer was always, “Because it will be fun for
I wanted to be a cinema director because I the player,” and I would say, “But why would the
believed—I still believe—that stories have the character want to do it?”
power to change things. That’s the biggest difference between making
When Lionhead UK approached me about films and making games. Films and television
Project Milo, I was focused on directing most always develop around great characters,
television and film. My lack of game experience while games focus on rewarding players for
was an asset to them because they were looking their efforts, and character development often
for new perspectives on story and character. falls by the wayside.
My job was to create a relationship between So those conversations were extremely
the player and a three-dimensional, third- difficult. But still, there were moments on Milo
person character named Milo. Instead of a where the character and gameplay clicked,
controller, the player would interact with the where these worlds of cinema and gaming
character through a new motion-capture device meshed, and I remember thinking, Holy shit,
called Natal. this is something really new.
Lionhead said they wanted to make the I believe in the next five or 10 years, games
player cry. I thought, if it’s really possible to can have a monumental effect on storytelling.
do that in a game, then we were approaching That’s what excites me. That’s why I want to be
the kind of power I saw in cinema, being able to part of it.
create something that could not only tug on our
heartstrings but also affect our consciousness John Dower has served as motion capture
at a deep level. director and drama consultant on game projects
I worked with some extremely talented from SCEE, Wondermind, Camoflaj, and
developers. They would create these amazing Eurocom.

58
59
Brother’s
Keeper
As the 31-year-old president of Parker Brothers,
Rich Stearns was sitting on top of the world
with the hit Frogger. The boardgame and toy
maker was poised to become king of the new
world of videogames with licenses to make
games for Star Wars, Marvel Comics, James
Bond, and others. Just three years later, he was
selling china. What happened?
By Rich Stearns, as told to Jamin Warren
Illustration by Josh Fronk

60
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It was back in 1975 and I was working at was still a huge hit, and by 1980, we were doing
Gillette. I’d gotten an MBA from Wharton over $50m in sales from all of the electronics
and had spent a year and a half at Gillette, games. Mattel was doing football, baseball,
when I saw this ad for an assistant marketing and handheld sports games. Milton Bradley
manager in Salem for Parker Brothers (PB). I (MB) was in the mix, too—everyone was
was interviewed and hired in 1977. They gave introducing handhelds. MB had this game
me card games and action games and what called Microvision that was the first one with
we call “tortured” cardboard games. But they an LCD display that had a lot of pixels.
were interesting, especially this codenamed You could only look at tech, and the first was
sector with the 1K Texas Instrument (TI) 1K, then Merlin at 2K. By 1979, 4K chips were
chip. You can Google it. Basically, it was a very available. But displays were very primitive.
primitive electronic game where you find the You could have LED displays, and LCD was just
location of a submarine. We crammed a graph starting, but it was just grey and black. Full
on a little LED readout. At the 1977 Toy Fair, it color was still a long ways off. The videogame
was introduced and it was underwhelming—it market was starting to explode with the Atari
wasn’t much fun to play, but it whetted Parker 2600, and it was obvious to me that the future
Brothers’ appetite to get into electronic of gaming was going to be videogames. You
games. The next year we introduced Merlin. could almost say that the handheld games were
That ended up on the cover of Newsweek. The a transitional or portable form of electronic
other game was Simon. gaming. They didn’t have to be connected to
Simon was a huge success—this little your TV. You had to have cartridges.
handheld game with a red receiver and a You have to remember the context for
keyboard with lights and six different games. Parker Brothers, which was a subsidiary
Merlin, on the other hand, was your best of General Mills (GM). There was a lot of
friend. You could challenge Merlin. consolidation between older post-war brands
I was walking through the product and “sexier” verticals. GM acquired Bisquick
development labs, and talked to one of the and Betty Crocker and then acquired Parker
tinkerers who had a piece of plywood with Brothers, which was vogue.
nine LEDs. He said, “Oh, it’s a tic-tac-toe game Around 1981, the Parker Brothers senior
powered by a microprocessor, but the cool management came to me and said, these
thing is the noises.” These bleeps and whoops electronic games have been so successful;
were novel. We'd never heard things like that we want you to do new ventures. I was a
before. Nothing. I started working with this marketing manager or something, but I had
guy to develop this into a product concept. We the biggest chunk of Parker Brothers business
tried to figure out how many games we could at the time. It felt like a demotion, because
stuff on a 3x3 grid. One was music and one they took my other responsibilities away but
was a memory game. The real charm, though, said I was in charge of new ventures—so find
was the sounds and noises, which gave it the next big thing.
a personality. The machine gave you the I did some analysis and felt like it was
raspberry and had a musical trill. That’s what videogames. We’ve got to be in the game
led to positioning it as a person. market. At that time, everyone who entered
At that time, videogames were still quite the market had their own incompatible
young. You had Pong, but I’m not sure that system. Coleco, Atari, Texas Instruments,
Atari had been out more than a year or two. Mattel had Intellivision. Parker Brothers
The next few years they started to focus more said, that’s a hardware business and we
on the electronics, and I turned over from the don’t know that, but I said, let’s not make
card games so I could focus on developing the razors—make the blade. In the future,
more handheld games. In 1979, we introduced the people making hardware will be people
Wildfire, an electronic pinball game, and like Sony. It was prophetic. I said, Sony and
Bankshot, an electronic pool game. Merlin Magnavox will make the hardware, and the

62
thing that’ll be the money maker will be the strategies is going to fail, because we shouldn’t
software. We know games, we know kids, we be making hardware. Every three years, there
know entertainment, and Sony doesn’t and will be new hardware, and we don’t want to
TI doesn’t. My strategy was that we only do be in that rat race. My strategy was software-
cartridges for multiple formats in case the only driven by licensing. We don’t want to
other systems fade away. The only other be the fourth video baseball game. We want
company doing that was Activision, but at the proprietary licensed properties that’ll come
time no one had heard of them. from arcades in Japan. I had talked to some
It’s hard to describe this, but there was a of the presidents of Japanese companies, and
gold rush. Dozens and dozens of companies they’d grant us a license. Moreover, GM had
saw this opportunity. The question was when an amazing roster already with Star Wars,
it would shake out—there were just too many Marvel, Universal for James Bond, and others.
people. It was like the Internet bubble of the Then, the meeting ended.
2000s, when everyone started drugstores or The General Mills executive VP Jim Fifield
whatever online. said, “That’s the one I want to bet on,” and I
should report to Parker Brothers president
Randolph Parker Barton. Parker Brothers
would take the lead.
I had an unlimited budget, but I had to call
Fifield for anything over $250k. I was told that
we had to be at Toy Fair with our first games.
This was July and Toy Fair was in February.
Over the next 18 months, I hired 180 people. I
created a whole videogames division.
Now, I just needed games! Frogger was
owned by SEGA. I went out with a roll of
quarters in the Northshore Mall in Boston. I
literally had an expense advance in quarters.
There was a big meeting about my work, I’d be standing there in a coat and tie with a
because GM owned Kenner, who did all Star 10-year-old kid.
Wars toys, and Lionel [the train companies] I knew Frogger would be a winner. There
wanted a piece of that market. Bernie Loomis, was a fellow named David Rosen who was head
who was head of the marketing and design of SEGA USA who was our contact, but I had to
(MAD) group for GM, called a summit meeting convince people that Parker Brothers was even
about who should do videogames. Lionel a real player. Why give us the license and not
wanted to do it, and so did Kenner, and MAD Atari? Well, we’ve been around 100 years and
wanted to do it with his group. The day Atari won’t publish your game on ColecoVision
before the meeting, my boss fell sick. They or Intellivision. But we will.
said, “Stearns, you gotta go in his place.” I Rosen took our proposal to his board. I
was 30. The VP of marketing was an IBM guy figured we’d need to put at least $250,000 on
with a white shirt and I was the young turk. the table. Our comptroller almost passed out.
Everyone else was a CEO of their company and We paid a lot less for Star Wars and he thought
I had been there about four years. Our CEO I was crazy. It was the most expensive license
didn’t know about videogames, so I led the we’d ever attempted. So I had to call General
conversation. Mills and run this by them. Fortunately, they
At the meeting, everyone gave approved. The day of SEGA’s board meeting, I
presentations. Bernie had this 3D system and was waiting but calling them every 15 minutes.
he had a hardware system. Kenner was going Finally, I got David Rosen and his assistant.
to develop a videogame system for Star Wars. “I’ve got bad news,” he said. “We gave it
Then it was my turn. I said, every one of these to Coleco. They had a better offer and they

63
offered more.” I asked, if I could outbid, could were landfills in New Mexico where they were
I get the license? “The board meeting is over. burying millions of E.T. cartridges.
If you can, do it in 30 minutes.” I hung up and In the spring of 1984, Randolph Parker
I called Barton. It was the longest 45 minutes Barton announced his retirement at 52 and
of my life. called me to New York to be CEO of Parker
I thought $500k would do it—we got approval. Brothers at 33. Even though it was my division
So we secured the license for Frogger and that was causing problems, I was told that
we showed up at ’82 Toy Fair with the first this wasn’t my fault, and we want you to get
Frogger and Star Wars videogames. The out of the whole company. It was a sad and
prototypes were just lights and mirrors, so sorry ending, though. Over that next year,
we ran a video loop and promised we’d deliver just about every meeting I had was about the
before Christmas. Frogger put us on the map. financial meltdown. By then, we’d started
We sold $40m of videogame cartridges for getting into home computer software. I said
those two titles in the first year. that if you have patience, this market will
We had doubled sales of Parker Brothers in come back. Videogames are here to stay! But
such a short time. My career skyrocketed and it’ll take two to three years for inventory to
at 31, I was VP of consumer electronics. So we move through, and for buyers to come back.
were off to the races. PCs will be a growing segment for education,
Then E.T.: The Videogame came out. and we think there’s going to be a pop in
Atari paid $1m for the license and educational software.
made something like 20 million games, but it Let me put this in perspective. We had
was a dog. It stopped selling, but by 1982, the kids licensing for Care Bears, Strawberry
market was glutted by everyone throwing Shortcake, James Bond, Marvel, and Star
videogames at the wall. We did a study on Wars. We were well positioned if they’d ride
how many Atari units were on the market it out, but basically in the end, the company
compared to the country’s boys between eight
and 15 years old. We calculated that the
market was approximately 90-percent
saturated by the beginning of 1983. All the
Wall Street projections of sales were going to
be bogus, because we demonstrated that the
market couldn’t absorb that much product.
We were starting to cry wolf. We were headed
for a crash.
I was asked to speak at some Wall Street
investor conferences in Manhattan with these
stock brokers and the senior-level person of
Atari. They said the market is going to double.
I stood up and said that I beg to differ. The
market would be flat in 1983. didn’t have a stomach for this. I was told by
In 1983, everything we said came true. the summer of ’84 that GM wanted out of
People like Toys ‘R’ Us were selling cartridges the market. We cut our losses, got out of our
that were $35 for two for $5, because they licensing contracts, and had a big write-down
were desperate and games were sitting on the on excess inventory to focus on toys. But if
shelves. Atari went bankrupt and nearly lost PB had stayed in that market, they would be
everything in nine months that they had built one of the powerhouses in game software
in the prior eight years. Mattel literally went today. Activision weathered the storm and so
to a position of having negative net worth could’ve we.
[of more than $150m]. The write-offs were In 1985, General Mills had an emergency
enormous with obsolete inventory. There board meeting and suddenly announced that

64
they were divesting toy and fashion companies. a call and Arakawa wants to have lunch to talk
They owned IZOD and Monet Jewelry, but the about a new game project.
fashion things were so volatile. He begged, even though I thought it was
See, in the ’60s, a lot of consumer products a waste of time. We ate at the King’s Grant
companies like GM and Gillette were Inn. [This is now a Quality Inn.] He pulled
diversifying by acquiring companies in drawings of this new system they’d developed
other industries. General Mills bought toy for the home. We want you to head up the
companies. Fisher-Price was bought by Quaker marketing division, he said, because we’ve
Oats. GM bought Parker Brothers in 1963, and looked and no one knows more than you do
I came in 1977. For GM, it was swallowing a hot about videogames. We respect your integrity.
chili pepper, and for so many years, PB was We want you to come to Redmond and run this
sleepy—but then big toy licensing hit. Kenner new division. With all due respect, I told him,
sold $500m a year in the 1970s of Star Wars the last thing I want to do is a videogame.
toys. Then the videogame market came on its Nintendo went to $4b and then they
heels—but when the music stops, it’s not fun. bought the Mariners. The lawyer who set up
So in ’85, they announced they were the meeting was a quiet guy named Howard
divesting, and at the ’85 toy show, I was talking Lincoln. He ended up as president of Nintendo
to potential buyers for the company. In the of America, and he made tens of millions
summer of ’85, I got a call at dinner and was personally off the success of Nintendo. My kids
told my job was no longer there. They were joked that I was such a loser for turning down
spinning off PB, Kenner, and Lionel, and they that job. Oh, well. I guess God had a different
were bringing in Wall Street to take the new plan for me.
company public. The whole thing vanished
underneath me.
But in 1985, we were brought by an inventor
to his new product—a stuffed animal called
Pound Puppies. We called it “Cabbage Patch
Dogs.” They wanted PB to make them, and so
I got on an airplane and met with Fifield who
pulled out this dog. “Parker Brothers wants
to do this line of dogs in 1985, and we need an
approval right now,” I said. It was already late
and we needed something. “We aren’t doing
any stuffed dogs and Kenner’s already doing
Fluppy Dogs with Disney,” he said.
The inventor took the Puppies to Tonka.
It was a runaway hit. Fluppy Dogs was a
disastrous failure. Tonka made so much
money in two to three years that they bought
Parker Brothers and Kenner with all the
money. They made and rewrote toy history. I
was suddenly fired in July or August.
I’m unemployed, and it’s the summer of ’85.
I get a call from Minoru Arakawa, the son-
in-law of Hiroshi Yamauchi, the president of
Nintendo. I’d gone to Japan several times and
had a developed a good relationship with them
through licensing. Arakawa went to Redmond
to start Nintendo of America with the Sky
Skipper and Popeye properties. Anyway, I get

65
Back to the
Future

66
Where does humanity come from?
Where is it going to?
How does humanity proceed?

— Paul Gauguin
67
Versus Mode
A poet’s toolkit points to a deeper understanding
of play.
By Levi Rubeck
Illustration by Michael Mesker

68
“Because you cannot fight the way the Luck to Heaven collects prose poems titled after
older boys can... you watch from afar, Nintendo Entertainment System games that are
hand in your pocket fingering coins. If you knee-deep in the muck of growing up.
never find this place you can tell yourself Many of these poems are long, winding,
you’ve known it in other forms.” personal pieces deeper than mere love letters
— R.A. Villanueva, to Shigeru Miyamoto. At their most successful,
“Between Worth & the Church Oliu’s ekphrastic 8-bit poems encapsulate the
of the Transfiguration” twining of games and life. Games grow beyond
games as they form the narrative around a
young artist’s development, and Oliu conveys
Games and literature have always been tight, this by translating a seasoned platformer-
but the creative bloom of videogames (and player’s grace into language:
argument over their status as “Art”) has
rekindled this relationship. Consider Ian “When you disappear you leave half a
Bogost’s A Slow Year, described by the author heart which doesn’t go very far these
as a chapbook of “game poems.” Bogost, a days. These days I don’t notice when
game designer and Georgia Tech professor, it starts getting dark; the drapes on
released a work that is a direct confrontation windows prevent the sunlight from
between videogames and poetry, embracing the purely entering my room.”
limitations of a single kilobyte to try and convey — “Simon’s Quest”
the same subliminal lyricism of the seasons
through code that poets like John Keats and Simon Belmont, legendary vampire hunter,
William Carlos Williams wrought with verse. ill-equipped and lost in half-statements (aka
Bogost’s binary poetry is an example of poor translations from the Japanese) and
ekphrasis, an ancient Greek rhetorical device dying light, plays as much the boy floundering
that millennia-dead philosophers and writers through puberty as the hero. The first heart lost
used to dramatize visual art. Since then the stings the hardest and can leave one in despair,
form has evolved into the use of one medium surroundings disregarded, sunlight the enemy.
to confront and engage with another. This is Simon’s Quest and teenage life were confusing,
a level above fan fiction, the movie version of aimless, bleak games that if played without
a book, or simply using language to layer on a assistance could leave you quite frustrated and
wordy description of a sculpture. Ekphrastic lonely. Oliu finds the poetry between puberty
art investigates the emotional resonances and cartridges.
between two aesthetic forms, often through Ekphrasis is knowing “in other forms,”
a specific piece. and verse translates through language the
While Bogost explored poetry through most inexplicable, baffling, and beautiful
videogames, a growing mass of poets is aspects of life. Poetry is an ideal form for
using the lyricism of poetry to investigate interpreting the cavalcade of emotions gaming
the stories within games and the narratives fosters, as it has done with the nuances of
constructed by and through the player playing humanity for generations, whether through
them. Among these primarily American (for kilobytes or syllables.
now) gamer-poets sits professor and editor
R.A. Villanueva, who seeks to meld the high
lyricism of Edna St. Vincent Millay with the
Chinatown Fair in NYC; graphic artist and poet
Bianca Stone, who endeavors to understand her
partner’s fascination with online role-playing
games; and Brian Oliu, a writer currently
teaching in Alabama and author of So You Know
It’s Me and Level End. His manuscript Leave

69
Forever Young
Ultimate Newcomer started development in
Hungary just after the fall of the Berlin Wall. It's
still not finished. We go inside one of videogame's
greatest, untold tragedies.
By Jason Johnson

70
71
Hungary in the late ’80s was one of the most While their choice was
volatile places on Earth. The Soviet Union
was on the verge of crumbling, and with it, the not the obvious one,
Eastern Bloc. The Iron Curtain did not fall
without a fight. There were scenes of revolt. In
it might have been the
1989, more than 75,000 protesters flooded the greatest pursuit of liberty
streets of Budapest. A year later, the Hungarian
republic was formed. With it came democracy of all. It was the pursuit
and, as they say, freedom. of free enterprise.
What does someone do with newfound
freedom? Perhaps, swept up in the spirit of
change, they go into politics. Welled over with
nationalistic pride, they enlist in the armed
services. They see the world. The way to the tester I spoke with told me that he had been
West, which had been cut off by 150 miles playing the game for 14 years. Since then, he
of barbed-wire fence along the Hungarian- said, “there was barely a day I did not spend at
Austrian border, was opened. The last thing you least one or two hours playing.”
would expect someone to do is lock themselves Since the decline of communism, Hungary
indoors and develop a videogame. Yet that is has made a full transition to commercial
exactly what a group of young Hungarian men capitalism. Yet Newcomer remains a relic
did. They started working on a computer game of bygone days. It still runs on bulky, khaki-
called Newcomer, an adventure about a man in colored, plastic computers reminiscent of the
search of—what else—freedom. Space Age. It looks like it was made in the Soviet
While their choice was not the obvious one, it era. Though the original creators set out in
might have been the greatest pursuit of liberty search of prosperity on the free market, the
of all. It was the pursuit of free enterprise. game has looped back to a socialist ideal. After
Under goulash communism, Hungarians decades of hard work, the game will be given
were required by civil law to work—usually in away for free on the internet. While the times
a field other than videogames. It was nearly have changed, Newcomer never did.
impossible to form a game development studio.
That would require the blessing of the state,
which, for common people, was very hard to get. Newcomer was born in 1990, the same year as
Their only option would be to go underground; the Persian Gulf War. It goes without saying,
but distributing samizdat—self-published, but the development cycle didn’t go exactly as
uncensored media—was a criminal offense. planned. As proof, here I am, playing a pre-
The story of Newcomer could likewise be release version in 2012. The game’s history has
described as a tragedy. The amount of man- been a perpetual series of setbacks, reboots,
hours spent on it will surely dwarf what little and delays. Newcomer was first released in 1994
recognition it will receive when it is released for the Commodore 64 to miserable sales. The
later this year. During my interviews with team, unhappy with the end results, reopened
István Belánszky, the project’s current lead, he the game. Instead of making a sequel, they
told me several times how he was going into continued development until 2001, when they
“crunch time,” the prolonged periods when he’d quietly released an expanded edition called
spend upwards of 90 hours a week readying Enhanced Newcomer.
the final build. He usually seemed exhausted, By now, the original team members are
having had only a few hours of sleep from pushing 50 years of age. All but one has
working on the game. Since 2008, Newcomer abandoned the game. Belánszky, the youngest
has been his full-time job. Before that, he member of the old guard—the newcomer, so to
averaged around 20-30 hours a week. And that speak—has taken the reigns in the past 10 years.
is just the work of one team member. A game Though he started out as a beta tester for the

72
1994 edition, he has since become Newcomer’s Cases such as Newcomer’s are uncommon
driving force. Unsatisfied with the game they in the game industry, but not unheard of.
made, he forged ahead, muscling through the Publishers generally have the business
forthcoming final edition without help from the sense to cancel projects before they slip into
original creators. Belánszky assures me that obsolescence. Embarrassments are mostly
Ultimate Newcomer will be completed soon, but avoided, but sometimes, shit happens. The
the first question that comes to mind is: “Why most widely publicized trainwreck was the
would anyone remain devoted to this?” long, strange evolution of Duke Nukem Forever.
Although 22 years have passed in the After Duke’s development team squandered 15
interim, Newcomer is still very much a late- years playing catch-up with the latest tech, the
'80s-era computer game. Set in a penal colony publisher was forced to take legal action to get
gone rogue, it is a role-playing game with an the game out the door. When it finally arrived
emphasis on player choice. You could think of it in 2011, Duke was deemed a massive flop by
as an 8-bit version of Mass Effect. The graphics critics and players alike. One publication
are utilitarian, and the game takes place in called it “barely playable, not funny, [and]
what looks like a giant maze. Here’s my stab rampantly offensive.”
at describing it: It’s like walking through an Newcomer is a different beast altogether.
elaborate series of office cubicles after quitting The first distinction is size. Newcomer is a
time. Newcomer’s world is one of gray walls, big game. How big? Even Belánszky admits
perfectly square rooms, and boxy architecture that he doesn’t know the game’s full extent.
built of ragged shapes. According to his lead tester, it “is almost
Besides that, you don’t see things. To beyond computability.” The game’s website
be precise, you don’t see the objects you says it takes 60 to 280 hours to play the first
interact with onscreen because of hardware time through. To put this in perspective, Duke
limitations. In order to look at a picture Nukem Forever takes approximately 10 hours
hanging on the wall, you face the empty wall to complete. The longest solo games, like
where the picture should be, press the Return Persona 4 and The Elder Scrolls V: Skyrim, can
key, and a description appears in purple text: take over 100 hours.
“Very nice landscape drawing.” The game’s Second is scope. The difference between
cast of characters—made up of militants, Newcomer and a game like Duke Nukem Forever
sleaze-balls, and jail-yard priests—are is that Newcomer has expanded laterally, not
invisible also. When you move onto a square vertically. Whereas Duke’s tragic flaw was
where someone is standing, their black- a severe case of technological penis envy,
and-white mugshot—drawn in large pixels— Newcomer’s fault was that, for four console
appears in a window below. generations, it ignored the changing times
The places you explore are perfectly and focused strictly on content. The team kept
motionless. Moving around feels like clicking adding more stuff: 150 additional characters
through slides on an overhead projector, as weren’t enough. They wanted 180. A word count
opposed to the fluid motion of film or watching that matched that of Crime and Punishment
television. There is no sound, except for the seemed inadequate. They threw in another
plod of my own footsteps as I move forward, one novella’s worth of reading. A good portion of
frame at a time, by pressing the “I” key. Turn left the development time was spent adding what
or right, with “J” or “L,” and the screen jumps 90 is appropriately called the “Long and Complex”
degrees. Turn left four times and you pivot in a mode. Whereas a branching game like Mass
complete circle. The “K” key, the Enter key, and Effect has multiple endings, each of Newcomer’s
the Spacebar, given the specific situation, can all three modes has multiple endings.
mean “Yes.” Though the interface is outdated, The problem is that the game industry
the creators aren’t twiddling their thumbs. It’s doesn’t wait around for designers to pen a
just that instead of smoothing out the rough work equivalent in length to In Search of Lost
edges, they are piling on lore. Time. If videogames are art, then they are

73
the most fickle kind of art. In other media, a maze of dilapidated sandstone patroled by
lengthy delay isn’t necessarily detrimental. guards with uzis, punk rockers, and wild dogs.
After 44 years, Brian Wilson was able to I get into a fight with the dogs, and it goes like
piece together the Beach Boys’ lost album this: I push “F” to fight, “A” to attack, and “Y”
Smile. Spend too long making a game and the to confirm that I want to attack. Then, I shoot
hardware won’t be around to play it. Case in the dog for 1,200 damage points. I do this
point: Newcomer is a Commodore 64 game. But seven times in a row and the dog dies. As usual,
since the actual Commodore 64 has been out there are no graphics to illustrate this violent
of production since the mid-’90s, it must be conflict. It all occurs in a menu. I feel like a
played on a C64 emulator that runs on modern quality-control inspector on an assembly line,
computers. (Belánszky’s Ultimate edition pressing the pass button each time a can of
will be getting a very limited release on 5 1/4’’ soup is slid in front of me.
floppy disk, however.) Because of episodes like this, there is a
This means you are playing an authentic disconnect between the game I see and the
Commodore 64 game, complete with all the game described to me. Newcomer’s original
hangups. Belánszky counts it as a blessing that designer Zoltan Gonda told me that he is
the pixel-art style of retro games has made a prouder of the game than anything he has ever
comeback. The writing is a disaster, dealing done. Belánszky, his protégé, said what drives
with characters with names like Dogcatcher him is “the opportunity to take something that
and Axel and Jackal, second-in-command of was promising, beyond what [he saw] in other
a gang called the Marauders. It avoids direct games, and make it even better.” Once, he told
comparison to Tommy Wiseau’s The Room, the me the inspirational story of a man who had
B-movie to end all B-movies, only because few played a previous edition of Newcomer in 2002.
games are regarded for their script. Worse, it The man had lost his job and his wife, and was
is necessary to keep notes, jotting down hints living alone in a flat. In his despondency, he
that you are given during the game. This way, started playing. After six months of not doing
when you talk to someone like Ruth, a victim much else, he reached the end. The man then
of sex trafficking you can sleep with for 500 wrote the team a letter of gratitude. He said
bucks, you can choose “Tell me about...!” in that Newcomer had helped him regain his self-
the menu, then fill in the blank. Such aspects confidence, and by playing it, he managed to
make playing Newcomer feel like running into pull his life together.
a brick wall. In fact, I did run into the wall
several times, fumbling with the controls, as
the word “Ouch” scrolled repeatedly in the István Belánszky is tall and has a fairly
dialog box. slender physique. His head is shaved bald,
The game begins inside a compound that and his features are pointy. He wears a bushy
looks like a Syrian prison. I’m trapped in a goatee, with no mustache. Shaven, his chin
would be as prominent as Jay Leno’s. His
goatee extends far in front of his face, as if
you were viewing in profile the Man in the
Moon. When I first contacted him over email,
Even Belánszky admits it took him a few days to respond. When he
that he doesn’t know did, he explained that he had been checking
me out—making sure that I was a writer,
the game’s full extent. and not some Newcomer fan trying to glean
According to his lead unannounced information.
To put it bluntly, and it may be an
tester, it “is almost understatement, Belánszky is obsessed with
his game. When he sent me a copy to play, he
beyond computability.” encrypted the file and gave me the password

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over a secure chat client. This, he told me, would declining health. He weighed over 250 pounds.
prevent the game from falling into the wrong He was literally working himself to death.
hands, in case his network had been hacked. It Now Belánszky is healthy again. While
felt like we were turning keys at the same time in Newcomer didn’t take his life, it did rob him of
order to arm a torpedo on a submarine. his youth. He turned 40 this May. Most of his
Belánszky lives in old communist public adulthood has been spent living and breathing
housing in Budapest. His apartment is nestled Newcomer. This fact is outlandish even before
in a wide, gray, boring building that was you consider that, strictly speaking, it isn’t his
erected, along with many exactly like it, in the game. Belánszky joined up with the original
1960s and ’70s to house the working class. He team members in 1994, when the first edition of
says its stairs are good for workouts. Belying Newcomer had nearly been completed.
his image as a programmer, Belánszky is Taking over development on Newcomer may
also a bit of a health nut. Our conversations have been his destiny. Belánszky dropped out
frequently began with small talk about hemp of high school in his senior year. He wanted to
shakes, Omega fatty acids, cardiovascular work in information technology, and the school
training and stretching, and the benefits for he attended was ill-equipped to teach it. The
lacto-vegetarians of building muscle mass with best the Hungarian educational system had to
goat-milk whey protein. offer were “horrible DOS PCs.” So he landed
He has not always been this health- a job writing a monthly column on tabletop
conscious. However, as he spent the past role-playing games for Guru Magazin, one of
decade primarily sitting in front of a computer, the first gaming magazines in Hungary. It was
he developed a serious heart condition and there that he discovered the game that would
Type 2 diabetes. To finance Newcomer, he consume him.
began working for hire, doing odd jobs in In the spring of 1994, he had a long
the games industry: quality assurance, conversation in the editorial room with Zoltan
voiceovers, and localizations. He worked on Gonda, the creator and original designer of
Newcomer during his downtime. The result Newcomer, who occasionally wrote reviews for
was a constant cycle of programming that the magazine. Newcomer was in its final stage
eventually took a toll on his body. In 2008, he of development—or so they thought. Gonda
had to give up the side jobs because of his was in need of another playtester who could

75
give him feedback. According to Belánszky, in 1990. Gonda had planned to complete the
“he pitched it to me as a computer role-playing game in two years, but the team quickly ran
game that was more like a tabletop role- into snags. No one had worked on a videogame
playing game than anything else. Given my before. Gonda likened the process to “walking
other main interest was computer geekery, I in a 10-miles-long, pitch-dark tunnel with
was sold on the idea.” He eagerly accepted the a tiny lighter in your hand.” The problem
invitation, and with Belánszky’s assistance, was that they didn’t have the hardware they
the team wrapped up production on the first needed to produce a game of the caliber
edition of Newcomer. of others on the market. They went from
developing on MS-DOS, to two Commodore
64s linked together, to an Amiga 500, but
Gonda had assembled a team of three that Newcomer proved too much. It took too long
included a coder, an artist, and himself as the for their underpowered computers to process
game designer. Together, they envisioned information, so they purchased a compiling
a game in the same vein as Interplay’s tool from the U.S. in order to speed things up.
popular titles, such as Wasteland, a post- However, the code it produced didn’t work.
apocalyptic fantasy that inspired Fallout; They tried writing their own compiler, but it
and Neuromancer, which was based on was too slow.
William Gibson’s famous cyberpunk novel. Eventually, they found a powerful-enough
The plot, at least at the outset, is similar to computer. By then, the initial two years had
the TV series Lost. A group of strangers with passed, and they were just getting started.
questionable pasts find themselves stranded Regardless, they were determined to make
on a mysterious island. Only these strangers Newcomer a reality. They believed it could
are convicts, and the island is a prison. At the become a commercial success. In fact, some
start of the game, your character wakes up on of them still do. As recently as a few years ago,
the island, confused from amnesia. His only Gonda shopped Newcomer around for a high-
memory is that he shot and killed his wife and definition update. But, even in 1994, success
the man she was sleeping with. was not to be. Half a year before Newcomer
Like its main character, Newcomer’s was finished, Commodore went bankrupt,
development started off on the wrong foot the Commodore 64 went out of production,

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and the market for its games collapsed. The allows you to do so many different things. If
original Newcomer sold an underwhelming you can think of something to do, there is a
1,500 copies. It was considered a local success decent chance you can do it. Sure, it has all
in Hungary. the normal conventions of role-playing games.
There are turn-based battles to fight and
experience points to gain and spend. There
Belánszky tells me his Ultimate Newcomer is are bartenders to drink with and merchants
the far superior edition, though you wouldn’t who sell shotgun shells. You may form a team
know it by looking at it. When you ask him of the unlikeliest of heroes. But you can also
why he does it—why he continues to dedicate cheat at gambling, pickpocket, blow things
his life to a game that was dated the first up with dynamite, rip off jukeboxes, have sex,
time it was released 18 years ago—he will say learn the gift of guile, wash dishes, specialize
something like, “For the hell of it!” or, “Ask in cryptology, wear makeup, work in a field, and
those guys who first made it up to Mount look at a porno magazine.
Everest.” But the truth is, he does it because According to Belánszky, Newcomer’s
he has faith in its system. By the system, I distinguishing trait is “the way the narrative
mean the massive body of code that connects is triggered by the actions the player chooses.”
the game in the same way that twisting, Newcomer was designed to give the player an
disorienting streets connect Istanbul. extraordinary amount of freedom—something
Newcomer is designed so that it can be Belánszky has not always had. As a child, he
explored for a lifetime. Most of the active watched the “commie regime” use the threat
testers have completed it more than 50 times of physical violence to suppress differences of
apiece, and they still have not seen every opinion. As an adult working in a Second World
encounter with rabid dogs, nor discovered republic, he has felt the sting of being on the
every plot twist within its crumbling walls. wrong side of outsourcing. He was overworked
Their job is partly an archeological excavation. and underpaid. He complains of unfair labor
Recently, the lead tester discovered unknown practices in his country. “We had to play by the
content that had existed for over 15 years, Soviet rules back then. Now we are expected to
and was buried deep within the game. play by neoliberal rules,” he said, referring to the
This is all the more impressive considering limited opportunities he sees within Hungary.
that Newcomer is story-driven. Unlike a As if to compensate, Newcomer is full
sandbox game, where the designers create of choices. “This level of flexibility and
a host of variables and let them run wild nonlinearity is still very, very rare in computer
within a system, every choice in Newcomer games,” Belánszky told me. The player’s actions
was handwritten. make ripples through the game. If you get into
The great paradox of Newcomer is that, an argument with a merchant, you can freely
despite its severe technical limitations, it take his life—that is, if your stats are high
enough—but the consequences are greater than
missing out on the double-barreled shotgun
for sale. You will also lose the chance to make
friends with a creep named Sancho. And should
Newcomer was you kill the Snake Charmer, you won’t be able
designed to give the to convince Anna Verkaik to seduce Wilder, in
order to infect him with an STD. Yet this could
player an extraordinary allow you to seduce him yourself.
amount of freedom— What you see of the prison camps and
wilderness and space stations and virtual
something Belánszky reality caves is largely determined by an
incredibly long chain of events. To keep up
has not always had. with the massive amount of choices the player

77
makes, there are more than 2,050 script vending machine; commits murder, or deals
packages that run in the background. These in kidnapped hostages; all depends on the way
scripts evaluate situations. They calculate you treat him. Other secret characters include
who is alive and who is dead, which characters a former porn star, an alien, and a guy who,
have joined your party, and what skills they according to Belánszky, “likes to kill himself.”
have gained. The scripts know how much However, the domino effect isn’t limited to new
time has passed, and what game-changing recruits. It goes all the way down to the smallest
events have occurred. There is even one that detail, such as how long a used condom will
keeps tabs on when the walls are sprayed remain on the ground.
with graffiti. These systems come together According to Ben Samuel, a software
to create a world that not only evolves, but engineer at UC Santa Cruz, this type of design
revolves around your every whim. is called scripted narrative, where “the
In addition to an unprecedented amount of player interacts with the story at points that
agency, Belánszky and his teammates dreamt are specifically authored by the designers.
up a ludicrous amount of backstory for the You have a space of play that is cleanly and
game’s 180 key characters. Because many of the clearly denoted.” Newcomer may be the most
characters are inmates, he saw fit to give them ambitious scripted narrative ever designed.
psychological profiles. For instance, the android Belánszky told me it was “an experiment to
Percival (serial number: 143) is a male spy built see how far the complexity could go.” When
in the year 2058. His cybernetic body is made of I asked him how many of these scenarios
Steel-Titanium-Molybdenum. He has a sense of were in the game, he didn’t know. “Hundreds?
duty, he acts thoughtfully, he’s non-autodidact, Thousands?” he said.
and he has a built-in AI link.
Belánszky spent a solid three months at the
library in Budapest, cooking up a reasonable The lion’s share of these extravagant scripts
pseudoscience. “I wanted the tech journals were added between 1997 and 2001, during the
and descriptions to be solid,” he told me. He second phase of development, when the game
researched subjects such as criminology, was known as Enhanced Newcomer. It was
behaviorism, and psychiatry, and then merged during this time that Newcomer went from
them with cyberpunk tropes and conspiracy
theories. The result was details—lots and
lots of them. Sometimes, during our many
long conversations, Belánszky would give
me lists of seemingly random prison records
Most of the active testers
he had written: have completed it more
William Blake—Emotion retarder v0.736. than 50 times apiece,
Paul Van Kryg—Loyalty v0.9 (failed).
Fabricio Cerioni—Loyalty v0.9 (failed).
and they still have not
Peter Waarden—Emotion retarder v1.0b. seen every encounter
Seamus O’Connor—Emotion retarder v1.0z.
Louis Arbey—GEAS v0.8.
with rabid dogs, nor
discovered every plot
The team also hid daunting secrets deep
within the game. For instance, David Peabody, twist within its crumbling
a young British thug, is a secret character that
you probably won’t run into. But let’s say you
walls. Their job is
do. Whether he lives or dies; joins your crew, or partly an archeological
gets a rival gang to kick your ass; knocks you
out and steals your money, or helps you rob a
excavation.

78
being a fairly straightforward role-playing game Belánszky uses to refer to himself during this
to a godlike attempt at granting free will. In time, had grown up using Commodore 64s, and
1996—two years after the original edition of they took a keen interest in creating computer
Newcomer was released—Belánszky, Gonda, graphics, pixel art, MIDI music, and even
and the rest of the original team had reunited. games for the defunct computer. They were
Their hopes of breaking into the game industry part of the demoscene, a grassroots movement
renewed, they formed a small software among hobbyist developers that centralized
company. Before long, however, they had throughout Europe.
revived Newcomer. According to Poison, a well-known graphic
The plan had been to create new software and artist within the Hungarian scene, people were
sell it to publishers, but that never happened. drawn in for two reasons: One, because it is
The only thing they sold was a game that was art. “You don't explain why you do it. Doing it
an advertisement for Electrolux, a company is the explanation,” he said. And two, because
that makes designer household appliances, and it is competitive. The reason demosceners
400 boxed copies of Enhanced Newcomer. Most restrict themselves to using outdated hardware
of the team was still living with their parents, is because it levels the playing field. Another
so they didn’t have to worry when a project reason is the wow factor. “If someone breaks
fell through. As Belánszky put it, “when you the known limits, it makes for a really nice
don't have to pay the bills, you can cut being surprise,” he added.
pragmatic some slack.” With these tenets in mind, Belánszky and
Belánszky’s generation was the first in company started kicking around new ideas
Hungary to step outside the order of Living for Newcomer. This was followed by a period
Socialism, where employment for everyone was of unbridled ambition, in which they threw
a strict policy. It seems like the Newcomer team in everything but the kitchen sink. They
were relishing in the fact that they didn’t have added a plethora of letters and diaries, a
to go to work. They were developers without pair of loaded dice, walkie-talkies, a high-
a cause. And they weren’t alone. Thousands tech cigarette lighter, monk robes, a useful
of other young Hungarian über-geeks, a term tube of super glue, gang memorabilia, neural

79
implants, intelligence modules from outer worked right. Characters that were crucial to
space, a mysterious super-weapon, and items the plot would suddenly forget what they were
that are too confidential to be revealed here. supposed to do. Characters that were dead
(Belánszky is a stickler about spoilers.) would return to life. Belánszky found himself
in the peculiar situation where a work of fiction
will sometimes parallel its author’s life in
If making Enhanced Newcomer was the ways that cannot easily be accounted for. It is
afterparty, then what came next was the fitting that Newcomer is set in a penal colony.
hangover. In 2001, at the end of the expansion, For Belánszky, repairing Newcomer’s many
the team made around 1,200 euros in royalties problems has been a 10-year sentence of manual
and donations from the Enhanced edition. labor. As he put it, “Sartre said, ‘Hell is other
Newcomer inspires a cultish following among people,’ but to me, ‘Hell is other people's code.’”
a very few. An anonymous post made on the Belánszky, who had been a game designer on
game’s website in 2001 read as follows: “To the Enhanced edition, found himself playing a
this day, Newcomer is one of my favorite new role: exterminator. What followed was the
games. I bought it in late 1994 or early 1995. I debug session to end all debug sessions. The
was forced to discard my old C64 a few years more bugs Belánszky fixed, the more he found.
ago, but the game still rests inside my desk By 2008, he had fixed 350 bugs. By 2010, the
drawer, and has been waiting for some time to number had risen to 550. At last count, it had
appear on my monitor.” surpassed 700. The project nearly collapsed
By that point, the team members weren’t several times: once because of Belánszky’s
in it for the money. Yet a small loyal fan base failing health, and another from exhaustion.
wasn’t enough to keep them together. Reality But he persevered. Giving up is not something
was beginning to sink in. After four years of that Belánszky does easily.
reckless abandon, Newcomer was still in a
shoddy state, and so was the team’s so-called
software business. It had been a hell of a ride, For Newcomer’s fans, Belánszky’s tenacity
but the party was over. They couldn’t go on has been the cause of what seems like an
making a passion project forever. One by one, eternity of waiting. Guzslován Gábor, who
the members went their separate ways. Gonda first played Newcomer in 1995, told me that
left to work on other projects in the game Belánszky is “lost in the details,” and that
industry. The original coder quit making games he should “forget the hunting of the bugs.”
altogether. The original artist now works on When I asked him whether Belánszky was
high-budget first-person shooters. a perfectionist, crazy, or simply obsessed,
Belánszky was the only man left standing. he agreed to all three. Near the end of the
He considered it his civic duty to finish robust clean-up, Ultimate Newcomer received
Newcomer the right way. He felt betrayed one last gasp of new material, delaying it by
that the original members had abandoned
the game. He wasn’t ready to give up. In 2003,
he assembled a new team to undertake the
Ultimate edition to be released this year. At
first, they didn’t plan on expanding the game.
Newcomer was already mammoth. They were For Belánszky, repairing
just going to make it friendlier to play. (Up
until then, it had to be booted from floppy Newcomer’s many
disks.) They thought they would knock it out in problems has been a
no time. They were very, very wrong.
When the newly formed team began to 10-year sentence of
update the game, they were horrified by what
they found. It was infested with bugs. Nothing
manual labor.

80
another 15 months. At one point, the release cataclysm on the market—one that changes
date was set for February of this year. It’s everything—for that potential to return.”
now May, and Belánszky tells me the weapon Belánszky might say the same of his country.
upgrade system needs to be revamped. (As of In the 22 years since Hungary became a republic,
publication the game is still unreleased.) his ideology has shifted. Cynicism has replaced
Those who question whether it will ever be his youthful optimism, and his doubt has
finished have a legitimate concern. However, spread to his view of freedom in general. He
Belánszky is confident it will be released soon. questions if Western society is really free, or
(Once, he told me that there were only four bugs if freedom is undermined by capitalism. “The
left.) The reason is that after 18 years, he is consumerist culture and condition that is
tired of working on it. Newcomer has changed supposedly about personal freedom in fact just
him. He finds himself drifting away from his turns people into zombies,” he said.
preconceptions about games, gradually losing He wonders whether Hungary was better
the naïve outlook that they are intrinsically off before democracy. “It implies something
good. “I have lost both my faith and interest in very bad when I sound as if I preferred then to
games,” he told me. now. I totally hated it back then—but also now,”
After Newcomer is done, Belánszky says he he said. “What has befallen this region is just
will take a few months off to recuperate. His suppression of a different kind, and is more
health has begun to decline again during the subtle and harmful.” Though he has spent his
final surge to complete the game. Then, he life in pursuit of freedom, he finds it a troubling
says he won’t continue with Newcomer, or any proposition. It is easy to visualize, but elusive,
other project. The colossal amount of effort it and hard to enact.
took to build the game of his dreams, together
with his frustrating experiences working
in the game industry, has left him weary
and fatalistic. He thinks that the majority of
games make players worse human beings. He
believes that the industry has been ruined
by commercialization. He is convinced that
games have psychologically conditioned their
audiences into not thinking—into mindlessly
craving more of the same thing. He says,
“Gamers may be beyond saving.”
The people who play Newcomer will
doubtlessly be few. Belánszky takes pride in
that. He has taken the road less traveled. He
went in the opposite direction of the draconic
industry. He finds sanctity in Newcomer’s lack
of commercial appeal. “It would tear my heart
out to gut Newcomer by lowering it to the lowest
common denominator—just to add eye candy
and turn it into a cash vehicle,” he said.
In his mind, Newcomer has remained
pure, while the rest of the industry has fallen.
Although he still believes in the potential for the
good in games, and in the spirit that swept him
up in software development almost 20 years
ago, he admits that it might require too much
effort to achieve it. “Pure potential is nothing,”
he told me. “There would have to be some huge

81
Reality
Effects
A lesson on the myth of virtual reality
from ancient Rome.
By Darshana Jayemanne
Illustration by Dan Christofferson

Zeuxis and Parrhasius were two of the it was going to be great: a completely plausible,
greatest Greek painters of the 5th century artificially generated version of reality. This
B.C.—at a time when Greece’s primary was supposed to be the absolute apogee of what
export was greatness. They decided artistic technique could achieve.
to have a paint-off. Zeuxis unveiled a Hell, Star Trek: The Next Generation had
painting of grapes so luscious that birds a version of VR called the “Holodeck”: we
flew down and tried to eat them. imagined that even people in the far future
Parrhasius then brought forward his would be impressed by it. But the big leap never
work. But when Zeuxis sought to pull aside really occurred. Our consoles and personal
the curtain, he found that Parrhasius’ computers are faster and better, but not so
picture was exactly that—a picture of a different from those a decade ago. So why did
curtain. Zeuxis exclaimed, “Zeuxis has we stop wanting VR? Why did Nintendo’s Game
deceived the birds, but Parrhasius has Boy far outsell its Virtual Boy? And what can we
deceived Zeuxis.” call realism after the death of VR, but before the
Zeuxis died from laughter while invention of the Holodeck?
trying to paint an old, funny-looking Videogames, deep down, have never
patron who had asked him to depict her quite given up on the VR idea. Realism is
as Aphrodite. the cresting wave on which new graphics
technologies are deposited for our
consumerist beachcombing. “It’s so believable,
“Virtual reality”—the phrase sounds retro, you won’t believe it!”: the oxymoronic
glib, and uncomfortable, as if Al Gore were to pitch for every blockbuster military first-
bust out “Information Superhighway” in a person shooter. But this resembles Zeuxis’
television interview tomorrow. But not so long experience of what we may call the reality
ago, VR was always just around the corner, and effect—in the first story, an image real enough

82
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that he tried to grasp it; in the second, a gap render the unique visual qualities of an apple or
between painting and model so beyond his fish on a whim.
grasp that he just couldn’t keep it together. As a result, artists often stashed their realist
experiments in windows, doors, embrasures,
and other partitions of a sacred scene, creating
What has certainly changed since Zeuxis’ frames within the frame. It was here, in the
time is the way the reality effect has been margins and recesses of traditional pictures,
interpreted and valued. Plato distrusted poets that artists such as Giotto and Jan van Eyck
for making ersatz copies of real things and sought the freedom to pursue the reality
threatening the clarity of reason. Consider effect—to create works that could “trick the
Arachne’s fate—transformed into a spider eye” (trompe l’oeil). You might swat at a fly on
by Athena for weaving a tapestry better than the frame of such a painting, only to end up
the goddess. The message is clear: No hubris, feeling like Zeuxis.
please. The gods created reality just fine. No This pursuit of realism became increasingly
need for a sequel. pronounced, so that by the time of Pieter
Pliny the Elder, the Roman busybody from Aertsen’s Christ with Mary and Martha (1552) we
whom we have the first Zeuxis story, admits can register the change through what Norman
puzzlement about artistic striving towards Bryson calls “an extraordinary reversal of
visual verisimilitude. For Pliny, images scale.” The Scriptural scene is visible from
ultimately derived their value from the great the house’s kitchen, but the religious figures
scenes of religion and tradition, gods and are about as dynamic as the Caryatids around
heroes. This is a recurrent theme: only the hoi the fireplace. Instead, the brushes dote on the
polloi enjoy realism. culinary supplies—finally, we have Martha’s
Art critic Oliver Grau has argued that the view of things.
earliest example of “virtual art” we still have is Realist art finds true freedom in the famous
the Villa dei Mysteri. The villa is near Pompeii, 17th-century pronk still life canvases, such
not far from where Pliny got himself and as those of Claesz, van Oosterwijck, and Jan
most of his crew turned into realist statuary Brueghel the Elder. The play of light on surfaces,
while trying to get a closer look at an erupting how things look when organized by everyday
Vesuvius. The house contains a room painted habit as much as dramatic composition, the
with exquisite frescoes that form a continuous temporal rather than the eternal; that’s what
and immersive depiction of a woman’s initiation these pictures are about. Art finally achieves a
into a Dionysian mystery cult. In the Villa dei completely quotidian wonder: the reality effect
Mysteri, the reality effect is religious: it exists comes into its own atop the intimate space of a
not for its own sake, but to surround the viewer kitchen table.
with a deeper, truer reality. However, are these pictures as still as
they claim? These “still lifes” represent a
tremendous, centuries-long movement.
It was early in the modern era of Occidental art
that images—and with them the reality effect,
the desire to perfect illusionist techniques—
really begin to shake loose from devotional
Our consoles and
contexts. In painting, technical developments personal computers are
such as linear perspective opened up new
possibilities for illusionist realism, as early as faster and better, but not
Lorenzetti’s 1344 Annunciation and codified so different from those
by Brunelleschi’s famed studies. But the break
with religion was not clean. Art cost a fortune to a decade ago. So why did
make, and meddlesome patrons generally took
a dim view of expensive pigments being used to
we stop wanting VR?

84
This is an art with a heightened awareness quotidian reality effects of Shenmue; all take
of art history, a process of “folding over” their place next to the military authenticity
in which what was once consigned to the and photorealism we’re always told we want.
marginal space of the frame actually becomes And the reality effects of the past are always
constitutive of the image. This is similar present, as shown by 8-bit culture and so many
to how we speak of “generations” of game independent games.
hardware and software: the still life presents a The representational agility of computer
view onto both a realist object and a historical technology allows these effects to be brought
series of art objects. together in ever more complex ways: in
Paradoxically, the still life can be considered fact, the process of gameplay can be seen as
a genre of change: a change toward an emerging giving us new modes of participating in the
historical awareness that underwrites our convergence of reality effects. The multiple
current media literacy. The still life draws tricks of the hand that make up the trompe
attention to the power of the painterly gestures l’oeil were once the sole preserve of artists;
that have trained our optical faculties. The now, the responsibility is shared differently.
trick of the eye is only possible because of many And in this perhaps there is something still to
tricks of the hand. Even in claiming to “be” learn from old Zeuxis.
an object, realist art draws attention to the
limitations and advantages of its own medium. Commissioned to create a statue of Helen
Reality is not merely looked at, it is achieved. of Troy, Zeuxis began by summoning
Just as it was finally achieved, then, the several models. Failing to find the
reality effect fragmented. For every immersive features he needed in any one model,
Wagnerian Gesamtkunstwerk (“total work of the artist took the best features of five
art”), a Courbet serving up slices of politicized models, giving reality to a form that
reality. For every Walker Evans document, a exceeded it.
cubist Picasso. For every “the camera doesn’t
lie,” a Photoshop Disaster.
Were Zeuxis and Parrhasius to have a
rematch today, no doubt as gamers we’d root
for the former, because he wanted what we
want—the multiple realisms of both movement
and visual appeal. So perhaps it isn’t so strange
that VR went stale so precipitously: it was far
too coarse an aspiration. Realism in gaming
has been evergreen by comparison because
of its dynamism. It is part of a whole history—
from sprites to polygon models to subsurface
scattering, mega-textures, and motion-
recognition controls—of many reality effects.
Much like the still life, the idea of gaming’s
linear progress toward ever-greater realism
conceals a stormy history. Looking back at
multiple reality effects—visual, aural, tactile,
conceptual—makes the history of games seem
prismatic. Games have made use of techniques
from fields as diverse as industrial design,
computer graphics, and cinema to create
their reality effects while influencing them
in return. The civic reality effects of SimCity,
the mythic reality effects of Okami, the

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