Os-woah!-sis

zorkmapsml I like it when games leak into the real world. While the thing that’s most valuable to me about playing is the lack of reality - I already have enough of that to keep me busy - I find it immensely pleasing when they reach out of their totally virtual, fictional, insubstantial worlds and make real things happen. I like it when Eternal Darkness makes me jump off the sofa to re-plug my spookily unplugged controller, or when Metal Gear makes me feel like a chump for not picking up a CD case. It’s not so much about merchandise - although I’m a sucker for that too - but about things that cross the divide and become real in the process. I’d like to put my hand on my heart and say that I wouldn’t fork out 4000 yen for a Final Fantasy potion, but given a bad enough day I would, and I don’t doubt for a moment that it would revive me. Assuming I wasn’t poisoned or turn to stone or anything.

So here are this week’s favourite bits of game leakage. The first is a stunning map of the first version of Zork. Keen-eyed Zork fans will notice there are locations there from all three Zork games, and that it’s dated before Zork’s original release. That’s because this is the map of the original, non-commercial game, sometimes known as Dungeon, which permeated across university mainframes from its birthplace at MIT in 1977. There’s a nice telling of the story of its creation, and of the founding of Infocom, here. The original PDP-10 version was too hefty for home computers of the time, so the game was split into three installments. This map, by Steven Roy, presumably a student fan at the time, sums up everything I love about games and everything I hate about Zork.

apollo_lg Too old for you? Then how about this marvelously impractical idea to have your car project hologramatic chevrons onto sharp curves, based on data from your GPS? And why stop there? Why not have Forza’s colour-coded racing line projected in front of you to help judge your speed? Why not have the GPS linked into automatic weather station feeds so it can alter the optimum speeds according to real-time reports of rain or frost? Why not have a combo-meter monitoring how ecologically you’re managing your gear changes? Please, no puncturing my enthusiasm with anything as prickly as common sense.

And if that picture is reminding you of something, then you might be glad of a link to Aram Batholl’s Speed, which is what it reminded me of - that real-world installation of Need For Speed’s chevrons on a street in Berlin. And if that’s reminding you of something, then you might be glad of a link to Benedict Radcliffe’s wireframe Impreza, which is what it reminded me of. Beyond that you’re on your own.

Addendum: Alright, fine - even I admit there are times when game-leakage can be a decidedly bad thing.

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I enjoyed this entry. I’m trying to help bring my friends to the realization that gaming is more than an on-screen dynamic, citing Eternal Darkness and also the Psycho Mantis encounter and how they tie in a feeling of realism to the game and situation, respectively. I always enjoyed Mantis reading my memory card for other Konami titles (”I see you have been playing Castlevania!”).

My favorite, however, is the map you dip in water for Startropics, as it was the first gaming “real-life tie-in” I experienced. I laugh to think that during the early-90s, a typical time without Internet for most, one could be completely screwed for a good while if he or she bought that game used.. Good times.

-jm

I read this, and had to re-read it to make sure I understood (its Monday, my brain starts about mid Tuesday). As for real life tie ins, i remember buying Yu-gi-oh cards to type the number at the bottom into my Playstation to use the cards ingame… why im not so sure.

As for the dipping map in Startropics, i remember buying ‘Where on earth is Carmen Sandiago’ (they made a cartoon that was pretty good) second hand that didnt have a map book, rendering it useless. Memorising the flags in Geography helped with the game… but not with the GCSE, what that tells you about me is anyones guess

Forever the pedant, I think you’ll find reading the MGS box wasn’t that helpful for the Psycho Mantis encounter, but requried to find Meryll’s codec number. A nightmare if you played the game in Japanese!

Great post! Zork sure brings back a few memories…

Oh, I know the MGS box was for Meryl’s codec number. My post stated that to help my friends realize the pull of a game past “player + input device + screen” though I told them about the Mantis encounter. The codec on the case was a good approach, but the game itself making an out-of-game reference seemed to suit my argument more.



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