Attempting To Create A Gaming Canon
David Thomas writes "There's a newly posted list of games every developer should know over at Costik.com, and a similar recent attempt at The Ludologist - both articles concern the idea of a 'canon' of games. Like a literary canon, the idea is there is a list of classic games anyone serious about games should have played, in the same way any serious lit person will have read through the canon of literary works." Gentlemen, look over the lists, and please start your heckling now.
I'm definitely more impressed by the costik list than the Ludologist list. While you're obviously going to open yourself to a great deal of attack, the level to which they've broken games down by type and genre gives more room for exploration of truly 'canonical' titles that don't have to be compared in direct terms when it comes to their inclusion/exclusion.
The look at non-video games is important here too. Who could possibly call themselves a true gamer if they haven't gamed off-screen? Particularly relevant for game designers when it comes to understanding what makes video gaming different to other forms of gaming.
All in all the more people argue about such lists the better! Surely it will all take us closer to a true canon that can be held up in future as a respected list?
Having just come out of a liberal arts program, I know all too well that there is a great deal of contemporary scholarship bemoaning the fact that there is a canon. Say what you will about it, but post-modern scholarship is quite right when it says that the very existence of a canon restrains us. While it might make indoctrination more efficient, all a canon really is is a set of volumes (of whatever media) that some self-proclaimed experts say are required to appreciate said media. That creates a power structure in at least an abstract sense between the canon-makers and the canon-supplicants. And what do these people really know?
There is only one purpose of a canon. There is an established structure of experts, and they're worried that the "common people" don't appreciate games the way they do, thus trivilizing them. So in order to indoctrinate them with similar value systems (even about video games) they manufacture a canon defining what they claim is "good" in a video game.
Fuck that! Like most social structures, groups of critics judge games with 90% finger-in-the-wind and 10% what they actually let themselves think for themselves. Suuure, Black and White is a reallly great game. Thanks, IGN/GameSpot/your favorite gaming rag. Are these the people who should decide what is "important" or "critical" to play before you can "properly appreciate" games?
What is wrong with exploring for yourself?
I don't want to sound to matrixy, but in the end, it's all about control. Organisations like EA will eat this shit up.
S[0o0]2
How can you even have a section called FPS without including Duke Nukem 3d? I know the succesor has been a long time in comming and will most likely remain vaporware forever, but why do you think that there is such longing for this game, because the origional was so much fun to play.
Cannons as so low tech.
Create a BFG2000.
Zork
Duke Nukem/Duke 3D
Scroched Earth
Soul Calebure (SP?)
UT
Warcraft II
Bubble Bobble? (Not sure if thats the right name, the game that Snood is based on)
Area 51 and the other game its bundled with often.
https://www.accountkiller.com/removal-requested
I don't mean to be particularly critical, but how can anyone miss so many underrated classics?
Sid Meier's Covert Action comes first and foremost to mind, with it's witty "double-oh-seven" style action and puzzle-solving as one of the best but critically missed classics. Perhaps its only flaw is that it has circa-1988 graphics, but I still play it every few weeks just to see if I'm still 'on my game'.
There are also mid-range 'kinda unknown near classics', which would've been big blockbusters with just a little more marketting, or a little more polish. Games such as Syndicate, Magic Carpet, (I'm not a Bullfrog saleswoman) and Daggerfall.
Though, it seems to've missed some of the other fine more mainstream classics out there, such as Neuromancer. What about Descent? Or Descent: Freespace?
None of these were really Genre-setting benchmarks, but they all pushed the envelope for their time, and truly made you think about what games could be capable of one day. Games like these are the reason I got into game programming in the first place. They were innovative, smart, and often overlooked, as this list seems to've done.
Perhaps instead of listing three Maxis "sim" games, perhaps it should've made room for a few of these underdogs.
"And lo, the Snickering Dog appeared from behind the Mount, and it was found that the people could not shoot him, and that the only way to appease him was ye to successfully shoot both Ducks..."
A gaming canon, much more so than a literary canon, should be segregated by relevance to a particular genre. There is very little to be learned about good RTS development by playing, say, Dragon's Lair. Yes, there should be a category for games that highlight something beyond their genre, like UI and such, but it should be as small as the rest. 300 games is a few too many to seriously suggest every developer familiarize themselves with. Give me 20 categories of 10 games each (give or take), with any particular developer (and their game) being related to perhaps 3-5 categories, and the list is not only more managable but more realistically usable.
RTS being my own personal pet genre, if I could force every RTS developer out there to spend time playing Total Annihilation, The Moon Project, Warlords Battlecry (2), Metal Fatigue, and Tzar, the world would be a better place. If I expect them to play a hundred games I have no chance.
... and that's "elitism".
This is just another dick measuring contest. "Oh you haven't played X? You're not a real gamer". Give me a break.
People who go on about literary canons all have one thing in common: they're a bunch of concieted academics all trying to prove they're more important than the next concieted academic because they're a bigger expert than the next guy.
Does anyone really think gaming would benefit from going down the same path?
Play the games you enjoy, and if you're a developer, let your influence flow from your personal favourites, with a healthy dose of inovation.
It's like in music: some artists have been influenced by Dylon, some by the Sex Pistols, some by Nirvana, etc. Different people are going to draw from different sources. Nobody criticises an artist if they can't name the Beatles albums in chronological order, so long as they make good music.
Ok, while this is a great list, I question a few things. First off the list is very subjective, as what one person considers to be a canon-worth game might make another's stomach turn. Second, why does someone have to have an appreciation for any game on that list to call themselves a serious gamer?
:) I'm just not entirely confident you can equate a gaming canon to a literary one, since there's more to great games than good storytelling/writing, and that greater complexity makes this concept more subjective. Just my 2c!
I don't need to have played and loved Street Fighter 2 to play Soul Calibur 2 and enjoy it. In fact I might consider it more enjoyable maybe than the guy who's been playing fighting games for years and only compares his SC2 experience to the games that have come before.
Then again I could be entirely off my rocker on this, so feel free to respond in kind.
"I'm a leaf on the wind. Watch how I soar."
-Hoban Washburn
The Costik list is definitely the better of the two, IMVHO. And while it's nice to see favourites like Mega Man, Super Mario Bros. and Sonic the Hedgehog listed on there, this whole idea seems a bit redundant to me - there cannot be a gaming canon like there are literary ones, because gaming isn't like reading: It's a whole different ball game (pardon the pun :P). Not to mention, there are some games in both lists that I found to be absolutely awful, and it's 100% likely that others will also see games listed that they don't feel are 'canon-worthy'.
Where is Jumpman? Ghostbusters, Raid Over Moscow, Space Taxi? For re-playability these are some of the all time classics.
The problem with list like this is that they'll only include the games that that the person who made the list played. If he'd never heard of Ghostbusters then he'd never know it was an essential game in any gamer's cannon. More to the point, serious people know artistry in games and if they missed an "all time great" they still know games.
I'm all for game developers (or hardcore gamers) going out and trying to play as many games including classic games as possible - but any pretence to a game list being more than a "personal favourites" list is pure wankery. I've played probably more than half the games on either list, and would consider another 20 "essential" games but would I ever accept their list (or mine) as official? Hell no. (Official list of a self-aggrandizing wannabe, maybe.)
Literary cannons are based on hundreds of years of scholarship, debate from hundreds (probably thousands) of scholars, symposiums and more. If people want to seriously start studying games as literature in school then they can start aspiring to the pretences of literature. What makes games great is that they're ours, they're a product of our times and they're a form of pop culture (literally popular culture). If you want to start categorizing, canonizing and otherwise "scholar-izing" them - well go right ahead actually I don't care what people do. Just don't expect anyone to care.
Add an entire category: handheld
Game-n-Watch
Gameboy
Sega's Handheld (can't remember name)
Also, add the following games:
Might and Magic: see what NOT to do with a great game. It was cool the first 5 times, after M&M V, though, it got repetitive.
Starcraft II: maybe he meant to say that when he included SC, dunno
Duck Hunt: under arcade, I suppose, but certainly a classic everyone should play
Galaga: just because
Minesweeper: not sure how this got left off the list, since everyone and their brother has played it sometime. Not a great game, but definitely a gaming fundamental.
The Dungeon: Not sure if anyone remembers these two, but they were awesome on the Atari my buddy had. First timed combat based RPG I ever played, had a huge explorable area, guilds, etc. Never been duplicated, to my knowledge.
Just my $.02
--trb
I'm unfamiliar with the source of the blog. He/she/they may be very influential, but it's still an independent's opinion. The comments to the post are revealing enough that other people felt things were left out.
The canon should have a reason for each item, like "first game to introduce lopsided play mechanics with draw potential," or the like.
This is the sort of thing that should be tackle by a consortium, like Gamasutra and altered as little as possible with the exception of adding new games that achieve some innovation.
I think the list is an excellent attempt, though. Hopefully, it will get the ball rolling for an authoritative list of innovations in chronological order as a reference for game developers.
ARCADE GAMES
The fact that Mortal Kombat isn't included here is a joke. MK introduced more to fighting games than SF2 did. MK was the first game to have juggle combos, and combos that actually were ment to be in the game. The early SF2 "interrupt" combos were actually a glitch. Both games should be in there. While there are a lot of entries from the "classic era" of arcade gaming, there aren't a lot from the recent "fighting game" era of 92-98 when arcades became very popular again.
COMPUTER GAMES--FPS
Unreal Tournament should be here, not (maybe unreal).
COMPUTER GAMES--Other
Tetris should be under handheld, console, or arcade. Not here. The orginal Grand Theft Auto should be here.
CONSOLE GAMES--Old School
How is Atari's Adventure not here? And no pitfall? The writer of this article must be a bit young. If you are going to include a football game, it should be techmo bowl. Super Mario World is 64 bit IIRC and is included in "old school" for some reason. Metroid should be here, and probably quite a few others.
Jumpman
Combat
Star Control II
The Incredible Machine
Life and Death
I think he should also add some famously bad games, and some otherwise important games:
E.T. (Atari 2600)
Black & White
(many more)
Let's not stir that bag of worms...
In addition, the breaking down into categories seems rather limiting. Why not have a database, allowing various break down methods depending on what you are looking for (eg. by platform, by age, by category, by number of players, by goal, etc.).
I couldn't find Trade Wars 2002. That defined what online gaming was for me... I remember dialing in to the BBS once a day (on my 2400 baud modem) after school to spend my turns, build up my empire, and fight other players.
Those were the days... then I'd fire up my copy of "Star Flight" and look for the crystal planet. I wonder why neither of those games are in either canon?
Yeah, yeah... I'm too old-school for the old-school section... I know, I know. Video Games are too young an art form to get a canon just yet. Wait for a few more Video Game authors to die first before you start rubbing your hands over their funeral pires... yeesh.
[signature]
This is my problem with the list--unless whoever made it writes justifications for every game they nominate and each and every one of the justifications is debated, you have yet another "best of" list--pointless filler not worth anything.
Computer Games -- FPS
Deus Ex - wasn't this a first-person RPG, not a shooter? Never played it, but I was under that impression.
Online Games
The Sims Online - the only reason I would play this is if I wanted to know what a bad online model is. Talk about a glorified chat room.
Uncategorized Gripes
Where's GTA2? The best (in my opinion) in the GTA series. Merged decent graphics with the open gameplay, without getting so repetitive as GTA3.
FF7 and FF10 are on the list, but where is FF6? That is, hands down, the BEST FF game ever. And I don't think many argue with that point. The best story, the best gameplay, and obviously not the best graphics. But still the best. Plus FF10 was waaaay too easy. All it had was pretty graphics and a decent, not great, story.
Halo is not such a great game.
So, Nintendo titles will teach you nothing of game appreciation? Pikmin, Eternal Darkness, Metroid Prime, and more deserve to be in the Console Games -- Current list.
It's like sex, except I'm having it!
I guess I shouldn't expect much under the sports category since if you're a serious gamer you can't play sports games. Only stupid jocks play them. But comeon:
COMPUTER GAMES--Sports
John Madden Football
That's it? Tecmo bowl anyone? RBI Baseball? NHL on Genesis?
-- taking over the world, we are.
Listen, the whole "literary canon" thing was created by a bunch of elitist, tweedy snobs in an attempt to legitimize their superiority. They claim that in order to be a "real" writer of literature, you have to have read a certain number of extremely boring books, and agreed with their snobby, boring interperetation of same. If you have ever suffered through a conversation with one of these people, you know that they basically sit around memorizing their professor's pet literary criticism instead of actually reading and enjoying the books themselves. And, most INTERESTING books are written by people who IGNORE the "canon". Outsiders, in other words, people who aren't involved with literary academia. I find the situation funny: the literary canon crowd write long, boring, self-congradulatory books that only other tweedy types read, while outsiders publish books that are interesting and relevant to the rest of us.
A real gamer doesn't sit around worrying about whether he's played the correct set of games to properly introduce himself to the genre. He's been in the genre since he was a kid. If he's into, say, first person shooters and strategy games, he probably has at least thirty of them in a CD holder somewhere. He understands first person shooters completely. He knows the genre like the back of his hand. He doesn't need some "canon" to help him. Fish already KNOW about water; they don't need swimming lessons.
Having said that, the people who might be interested in this ridiculous "canon" are people who want to be game developers but who DO NOT PLAY GAMES THEMSELVES. They're just like the posers and wannabes that flooded the dot-com boom back in the nineties, people who don't care about the art and who just want to cash in. "Hey, videogames are big now -- let's make some money, how hard could it be?" they say. They think, in some weird freshman lit major way, that "anyone can write about anything as long as they do a little research". So they try for something like this silly canon, thinking that all they have to do to create a great game is study all the games that have made lots of money, and make a new game JUST LIKE THOSE. And, their game tanks in the market because it's just another derivative piece of shit with no new ideas, and every real gamer sees it as such instantly.
I fucking HATE these people. They ruin everything they touch.
If you're not a gamer, don't bother trying to write a game for me. You'll fuck it up, it'll suck, and I'll hate you for it. Look at the wide range of games that suck, and I guarantee that behind every game that sucks is some noob who thought he could just waltz into a cushy game developer position after a weekend of playing DOOM.
I want to play games written by people who genuinely love games themselves, and who have been playing games since they were kids. I don't want to play games written by some corporate stiff who took a bunch of games listed in a "canon" home for the weekend and struggled through a level or two.
You're either a gamer or you're not. And that's all there is to it. It's not something you can fake.
Farewell! It's been a fine buncha years!
Being a well versed gamer is one thing; but since gaming is entertainment, we each have our own tastes and such, and since everyone has their own taste, we are not going to come to a real consensus on this issue since of the extremely wide variety of games and the reasons people play them. (Though I will definitely say that this list is pretty decent.)
Which leads to my next point: what is important however is for game developers to play the 'canons' of gameplay and well made games in general. Such an example I would make is Morrowind; now regardless of whether or not you like Morrowind, no one can deny that it is epic in scope and succeeds in doing what RPGs have failed to do in general: a true non-linear questing system, as well as open-ended magic and open-ended character development, where the character develops naturally based on what you do, and the skills you use. Those above mentioned attributes make the gameplay in Morrowind something that should be both examined and re-implimented else where. In this example, I chose morrowind to prove my point, but you can apply this to many genre-breaking/creating games. There SHOULD be a list of games that every developer should play so that they can not only know what the 'masters' have done, but so they can improve upon it as well.
"What can a thoughtful man hope for mankind on Earth, given the experience of the past million years? Nothing." -Bokonon
As was mentioned before this is just another "if you haven't played X, you're not a gamer". Just look at the selection of games. I'm not going to go over them one by one, but I'll use one examples that stands out to everyone as a game that must be included, half-life.
There was nothing new or innovative about Half-life, nothing. It was so successful for one reason, multiplayer. When it was released the internet was really starting too boom, and people were looking for a game to play with friends online now that everyone else was getting a connection. What's the best solution at the time? Half-life.
That same reason spreads to a majority of the other games. Blizzard is a good example, they released Warcraft at the right time, which made it succesful instead of it being innovative. Starcraft as well, there is nothing new in Starcraft, but people loved it because of the setting, it was the first mass-market Sci-fi RTS after the boom of computing.
Also, I can't believe he said Elder Scrolls III (Morrowind) instead of Elder Scrolls II (Daggerfall). All Morrowind was is an extension of Daggerfall with better graphics.
That's another thing that is common throughout the list, some of the games are future versions of other games.
has too many shitty MMOs on it. You only need to play one of them to learn what's wrong with all of them. Not enough classic NES titles. Classis NES is the only place to really learn about good game design.
What about those fun playground games, like:
* Red Rover
* Dodge Ball
* Hide and Seek
* Cowboys and Indians
* Jump rope (great single and multi-player action!)
Not to mention things like Football (both American and the rest of the World), Baseball, Cricket, etc.
Vincent J. Murphy
Spandex Justice
The list is inconsistent, jumps chronologically across 10 computer eras, skips between genres and simply misses out on some major trendmakers.
Furthermore, when talking of an era (by mentioning a game from it) it does the entire era a lot of disrespect by pointing at the games that neither helped shape the genre, were not successesful by any major standards, nor had any innovative ideas. I suspect the only reason they got written down was because the author had a limited game education and at that particular era had those (and only those) games around.
Here's a few examples:
A familiarity with more than Sierra's first 1986 (or so) quest title is recommended. While they did spawn off a lot of clones, they also generated a huge amount of ideas, refined interface and spawned a lot of imagination. I wouldn't add the entire list of 30 or so games to the list, but another, interim KQ4-era game would add nicely.
Someone explain to me what exactly did Myst and the 7th guest add to the collective genre knowhow? Riddle-quests is probbably the most insignificant of all genres, and fit under "adventures" as much as FIFA does.
Lucas wasn't given due credit either.
Maniac Mansion, the daddy of all Lucas quests. Full Throttle, probbably the brutally funniest game ever. Indiana Jones, and so forth.
I'd add a few "Legend" text based quests to such a list, I believe they contributed some nice ideas.
Then we come to RPG's.
SSI and it's older Pools/Curse/Secrets/PoD and Krynn and later Eye of the Beholder series aren't even mentioned. They had nothing to do with putting together the genre now, did they. Nobody played those games, and TSR/WOC/AD&D have absolutely nothing to do with the genre.
Neither is Lands of Lore credited, the smash game that saved EOBIII disapointees.
Thief is a ROLE PLAYING GAME? If you guys wanted to take something modern & 3D into a dev's RPG repertoir, add Deus Ex.
Ultima 4? why not 3 or 5? what's so special about 4? I'd say 6 or 7, as they were the last of the Ultima Great Map unlinear games, and should probbably be tought at gamemking school today.
Another early Origin HUGE-WORLD-MAP genre-shaper called Times of Lore (graphically superior to U4 and chronologically completely out of its time).
I won't even ask why the only _real_ ROLE-PLAYING (and not xp-acquring-character-buildup) game ever out there - Planescape: Torment - never made this chart.
Or the RAW, PURE Hack&Slash fun of (not "Heroes-of")Might&Magic, both in their groundbraking 3-4-5 era and in the later 6-7-8 outdated-3d-engine-era (where hacking and slashing was no less fun). I refuse to acknowledge there were any more games in this series.
One last gem (that whoever omitted should be _shot_) is Star Control 2. Not really an RPG, but... If you haven't played it, you're not worthy of being called a game developer.
And now the most painful part.
Real Time Strategy (RTS) games.
Instead of combining genre-makers with innovative ideas, they made a list of drones/clones.
Age of Empires? Command & Conquer? Starcraft?
This list should have consisted of Warcraft/WC2, Dune II, Civilization, Master of Orion and simcity. PERIOD. Roots & ideas, not clonelists.
Then they simply _forgot_ the whole 'lancer'/'Mercenary' Genre. Strike Commander, PrivateerI&II, Freelancer, etc.
In fact, the whole "Simulator" genre got ignored (X-Wing? MechWarrior? )or stuffed into "Miscelaneous" categories like Wing Commander did.
To sum up (in nice words) an "extremely lacking" list, made by someone who seriously lacks the exact knowledge he is attempting to put forth, and obviously didn't himself play some of the biggest groundshakers ever to see light. Quite a few veteran gamers I know (myself included) could make a much better list.
-
I'd recommend aspiring developers play BAD games as well. A few minutes with N64 Superman will teach 'em what not to do.
*yawn*
Is anyone else thinking that games.slashdot.org was a bad idea? They seem to be awfully low on interesting or useful content.
Seriously, how on earth is anyone supposed to play this game now? We are talking about the original Pong game that was designed on an oscilloscope and played while on tour at a nuclear reactor... Correct me if I'm wrong, but there aren't exactly emulators for that kind of stuff, and there is probably only one copy of the hardware (which may or may not still work).
And calling it a "computer game" is probably quite inaccurate...
Aside from that, the list looks pretty decent to me. Although I'd actually question the wisdom of giving people preconceptions about what video games should be. If someone has never played a video game before, they'll probably come up with something a lot more creative, while a person who has played all of these may just inadvertently copy ideas without really innovating much at all. But then, considering the success of video game sequels, maybe companies don't care to be innovative.
-"One machine can do the work of fifty ordinary men. No machine can do the work of one extraordinary man." -EH
...If you're a game designer you should be trying and playing ANYTHING AND EVERYTHING you get your hands on (new and old).
But it does help on a deeper level to have some sort of guide and break-down of certain historically significant games. It's a little too easy for the knowledgeable to exclaim "I don't need someone else to TELL ME what's good!" Yet knowledge begins with ignorance. Where does one start? They have schools for a reason. Let's not bemoan the necessity to teach something like games, game history and game design to generations to come.
30-somthings have seen the evolution of gaming, but today's kids view it as something that always existed.
I think a list like this would be nice to have however next to each game put on the list there should be a reason for it. Some are easy to see if you played the game, such as Deux Ex for amazing storyline... when I say Amazing I mean better then most novels out there. However if I never played them I wouldnt know why it was on the list. Even after you played them some are really hard to see what is innovative in the game.
Never could figure out why my girl liked my bitch tits, then I found out she was a lesbian.
Unless "The King's Game" or "Kriegspieler" are alternate names for Chess...where's chess?
That leaves aside the issue of whether a gaming canon is a good idea or not; I don't think it's necessarily important that a game designer have played all of these games, but that he or she have played games, period. Any reasonably intelligent person can derive from the game-playing experience the things they need to know to evaluate whether their own games are fun or not--but you need to have that experience.
True enough. Legend of the Red Dragon should probably be listed as well. Maybe MajorMUD? It was Everquest before Everquest existed. There's a couple others that I'm thinking of too, but can't come up with the names. Anyone know what I'm talkin about here?
One was an old one that I played when I first started BBSing. You were in a post-apocalyptic world and had to fight all sorts of creatures and people. It had a power meter thing that you had to use by hitting the spacebar at a certain point to get a powerful hit, so it factored in skill and reflexes. Tons of fun.
Then there was another game where you were commanding a spacecraft and had to take over planets and defend them. You had a grid for a radar screen and had to do things like matching velocities and firing missiles at other ships. Everything was done based on instruments, rather than visuals, which seemed like a fairly realistic representation of space combat. Wish I could remember more about this one. It was a tough game.
It's not enough to bash in heads, you've got to bash in minds. - Captain Hammer
You go with 4 because it was a turning point. The first three were ad-hoc, do what you will games. Ultima 4 introduced the concept of the Avatar, and actually had you do something other than dungeon-crawl and kill everything in sight. It required you to actually role-play the virtuous avatar of Lord British if you wanted to finish the game - cheating the shopkeepers for magic ingredients is a nice way to get ahead early on, but you will need to make up for it later on.
Just because 6 or 7 were towards the end of the list, doesn't mean they were specifically innovative in one way or another - I can't comment on these directly because I haven't played them.
What I would've liked to see was Ultima Underworld, which was a good early take on 3d environments in an RPG.
Jumpin Jesus on a pogo stick!! I just notice that Elite didn't even make the list. I call shenannigans on this whole thing!!
It's not enough to bash in heads, you've got to bash in minds. - Captain Hammer
As An RPG fan, let me say one thing: What the fuck? I hadn't even heard of this game until today. I've gone and looked at a couple sources and I can't find much of a following. The mechanics look a little different, but they're hardly as groundbreaking as something like Amber, which uses no dice at all. It may be a good take on a specific genre, but My Life With Master shouldn't be on the list.
Legend of the Red Dragon
I'm sure others can suggest more.
Ok.. I'm the first to admit. I don't usually play games to the finish, unless the story line is great.
I have a beef with the list. Yeah there are a lot of "systems" listed, but what about the first widely known... Pong Ok so if you got tired of playing Pong, you could flip a switch and play new version of pong...
What about the Atari 2600... Who didn't love Adventure... and Yars Revenge?
What about the first (That I can remember) kill everyone and escape game... Castle Wolfenstein... It was a big game... 2 5 1/4" disks worth of fun...
I must have played hours of "Silent Service" on my Tandy 1000 sx
Ok at least the childhood memories of the arcade are there... Asteroids, Space invaders, etc...
But what happened to other "classics"... Like the greatest text adventure Zork or pixels shooting each other in Scoorched Earth. What about games like Space Ace and Dragon's Lair?
Hell Duke Nukem isn't even on the list...
This has been a public service announcement. We now return to your regularly scheduled mundane exsistance...
Why worry? Each of us is wearing an unlicensed "nucular" accelerator on his back.
Sig changed for readability by G.W.
Not to be too nitpicky (okay, maybe a little) but how can GURPS be included as a game? It's a system of generic rules for creating a role playing game! If the authors of the canons don't know what it is this list can't be taken seriously.
STAR CONTROL!
If you like Total Annihilation, perhaps you would like to know Palito, a free RTS game being developed by fans of TotalA.
It's still very imature, the graphics are kinda crappy (they're focusing more on the engine for now), but looks promising.
They have a nice feature comparision table with TotalA and other RTS games.
This is funny: EGM got a group of kids together and introduced them to some of the more "classic" games. End result: they weren't impressed...
On the positive side, they all agreed ET was pretty much crap; on the negative side, all the other games (with the exception of Electronic Football) were on the 'classic' list at costik.com.
http://www.egmmag.com/article2/0,4364,1338730,00 .asp
Marathon! Marathon should be on there just because while PC users were freaking out over Doom, Mac users were essentially playing Halo deathmatch. The first "toe shot/hotfoot" was done on a mac playing marathon. Sure, when Quake finally came along it had a far superior graphics engine, but most of the innovations that made Quake such a great game were in fact first invented and executed by Jason Jones and the folks at Bungie. -WB
This will lead to endless discussions. For example, I think Commander Keen should absolutely be on the list, since it in one of the best games ever made, and handles resources extremely well. Others may have their own games which aren't on the list. Since this list will lead to endless discussions, it is not useful by any means.
but wheres Betrayal at Krondor. Best rpg ever imo
Punch-Out! was one of the first sports games that I encountered (1987) in the electronic world and became a classic.
. ht ml
http://www.vgmuseum.com/images/nes/01/miketyson
Ultima IV was the first game where you had to actually act ethical rather than kill everything in sight. It's storyline was much better than 1, 2 or 3. The idea of playing the messiah like Avatar was way out there for it's time.
But this list (the Costik one) just isn't a good one. A lot of the games are just "popular games in the genre", and not necessarily anything of particular merit. Seeing games like Fallout and Total Annihilation not on the list makes me question things, and these are just ones that I look to as examples of great game design. Given the very populist nature of the list, I'm certain there are plenty of other lesser-known game design gems that I personally don't know well.
Of course, the whole page looks so amateurish, like it's some kid rattling off his favorite games. I don't know how seriously to take it. Actually, given entries like Deer Hunter and Barbie's Fashion Designer, it's more like a sales chart.
I would like a list of games that embody great game design. Not an attempt at a complete list, but perhaps just games that flew under the general public's radar.
I would basically agree with some of the choices
Settlers, Diplomacy, Titan.
But no Advanced Civilization surely a key game.
Also Dune is missing not so sure if this is a must have like Advanced Civilization. But needs to be considered.
Axis & Allies is flawed but that doesn't stop it been a key game an I guess I would leave it on the list
I have seen mention of Scorched Earth as one of the games that should have been included, and I agree wholeheartedly.
But if you add Scorch, you've got to add in two of the games that borrow from it: Worms: Armageddon and Moonbase Commander.
Also: Power Stone 2 is woefully missing from the list.
"Max, come over here. French-Canadian bean soup. I want to pay. Let them leave me alone." - Dutch Schultz
...is to play every game made until you've mastered them all, or at least played them enough to appreciate their gameplay.
As a proto-game-designer, I embarked upon this semi-idiotic venture at some point when I was a kid of maybe four or five and every game was an enlightening experience. I'm in college now, and I have played nearly every game named here at some point, but I STILL haven't gotten them all. And as the era gets more recent, I know less about the games. I've only ever played a tiny fraction of all the games released in the last five years or so.
Fortunately, all this study has given me a lot of experience in sorting out some things:
Games are mostly evolutionary, in a tree-like fashion. Sometimes a game from eons ago went down a unique design path and nobody has returned to it yet, and other times it becomes wildly successful, in a third case it only becomes a success after another generation or two, and in the rarest cases the design will be REINVENTED years later by someone thinking they've come up with something new, and THEN it'll become successful. For some reason my mind fails me right now on examples of the last case, but the others you can probably find a few for yourself. There are small variations in design that go away or come back between generations, but for the most part you don't miss TOO much by not playing older games - until you find one you fall in love with.
Since games are evolutionary, judging their value is actually a fairly objective matter of comparing relative gameplay/interface features for a maximum of good features and a minimum of bad ones and then making sure the technical aspects are of sufficient quality so as not to bother the player. (What they add is a more subjective matter)
Games with storytelling and virtual worlds are to some extent prototype virtual realities - they give you an avatar to control, they give you a world to explore, but you are generally limited by the game aspects. However, since they also assist in structuring the world(giving the player goals, extending the exploration-value in a world that isn't actually very large...) they are fairly unique, being neither pure games nor pure VR. The game aspects are always a matter of giving patterns to solve or respond to ever more efficently(though they get considerably dressed up in video games), while the storytelling and exploration are without a doubt more artistic achievements.
Finally, like many on this thread I've concluded that a canon in the literary sense is an invalid method of teaching what a good game is. A far better approach would be a historical one, because showing what improvements occured over multiple generations of a particular game design would immediately teach people of ways in which games can improve(besides "more and better-looking than last year"), and improve their abilities to criticize new ones by applying this knowledge. Presenting individual ones as "masterpieces" tells nothing, because you won't know why the game got made the way it did and not in the millions of other ways it might have been made.
1. Those who don't know history are bound to repeat it.
2. There is nothing new under the sun.
A canon is useful because you can use it as a basis for comparison. "This is Adventure. This is ET. Try to make a game more like the former and less like the latter"
A canon is also useful because it can bring to light old concepts that worked well that have been forgotten due to the corporate crap you rail on about. A good portion of the upcoming generation of gamers has never even heard of M.U.L.E, for example. By having a list and being able to say "Check this out.." we make sure we don't just lose good ideas permanently.
That Jesus Christ guy is getting some terrible lag... it took him 3 days to respawn! -NJ CoolBreeze
These lists are a good overview of gaming greatness (maybe they should include the famous failures too?) but what do new gamers do? Getting hold of the older and more rare of these games would be a feat in itself. It's not like you can walk into an arcade and play the original Pong, or Space Invaders, and getting a working NES/C64 and the games mentioned is not easy. Getting these things illegally from ROMs and MAME however, is easy.
I'd like to see librarys have a room where you can 'study' the canon of gaming... for the good of the industry, of course.
Costikiyan's list is presented as a way to expand the minds of up-and-coming designers. I've played probably 80% of the list, and heard of another 10%, and while I don't agree with some of it, and think that some awesome games were left out (R-A-M-P-A-R-T-! Oh, and Costikiyan's own Paranoia.), I think the idea is sound.
Computer and video game development are way too insular. People get to be designers who've played little more than the lead shooters on the market. Everyone considers the "golden age" of gaming to be whatever they grew up with. (Thanx to whoever it was here on Slashdot I first heard that from -- I owe ya one.) He's saying that designers really need to take a much wider view of what's out there. With that, I agree completely.
The person who said that you don't need to look outside your genre is, I'm sorry to say, completely wrong. If you never look outside your genre you can never transcend it. Gunstar Heroes, perhaps the best side-scrolling Contra-style shooter, has an entire level implemented as a board game! All genres relate to each other, just as all things relate to each other.
...however, I just believe that all you need is that you have played a broad selection of good games. Lists like this help, but I don't think they should be set in stone.
Also, the only true test of How Good Gamer You Are is this: Have you beaten Nethack? If not, you're not a Really Respected Gamer. (But don't be disappointed if you haven't - been playing it for a really long time and I'm still not finished...)
Sad not to see... Modern Art Seastrike DBM Stars! Personally if a list like this introduces me to 1 or 2 previously unknown good games - then I for one will value it!