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The Ten Most Important Games

Taking a page from the National Film Preservation Board, the History of Science and Technology Collections at Stanford University and a group of five prestigious games industry figures have inducted ten games into a sort of 'canon'. The New York Times reports that some of these titles represent the start of weighty gaming genres, while all are laudable for their place in gaming history. "[Henry] Lowood and the four members of his committee -- the game designers Warren Spector and Steve Meretzky; Matteo Bittanti, an academic researcher; and Christopher Grant, a game journalist -- announced their list of the 10 most important video games of all time: Spacewar! (1962), Star Raiders (1979), Zork (1980), Tetris (1985), SimCity (1989), Super Mario Bros. 3 (1990), Civilization I/II (1991), Doom (1993), Warcraft series (beginning 1994) and Sensible World of Soccer (1994)." Most likely, future years will see additional titles inducted into this game canon.

3 of 577 comments (clear)

  1. Huh? by msauve · · Score: 5, Interesting

    Where's Hunt the Wumpus? Where's Lunar Lander? Where's Star Trek? Pong?

    And most egregiously, where is Crowther and Woods' Colossal Cave Adventure, to which Zork owes everything?

    --
    "National Security is the chief cause of national insecurity." - Celine's First Law
  2. Re:Not a bad list but. by KingSkippus · · Score: 4, Interesting

    Aw, hell, this is as good a post to reply to as any.

    Myst. It was artistically gorgeous, and it was rather unique in that it just tossed you in with no fancy instruction manual or tutorial. Hell, you didn't even know what the objective of the game. It was just kind of like, "Here, play this. Don't know what to do? Well, you're smart, figure it out."

    Very cool game.

  3. Re:pong by admiralh · · Score: 5, Interesting

    So it might have been the first command line adventure game, but being the first doesn't make it important if it didn't included some technical breakthrough: AI, intuitive gameplay, impressive artwork that was not supposed to be posible for that system, original story or something like that. i.e. PoP introduced a new kind of animation fo the movements of the character looked realistic.

    You are so wrong.

    Zork was not the first text adventure, but the technical breakthough there was that it was able to pack lots verbose descriptions of places and events in a very small space (less than 48KB mem, 130KB floppy disks)). You forget the (lack of) power that home computers had in 1980.

    AI: Zork's parser an incredible leap at the time. Previous adventures used commands like "USE SCREWDRIVER" unscrew a screw.

    Zork did stuff like:

    >> UNSCREW THE SCREW

    Which screw, the Phillips screw or the standard screw?

    >> STANDARD

    >> You unscrew the standard screw. The control panel falls on your foot. Your scream of pain wakes up a grue, who decides to eat you.

    ANd remember, artwork is more than graphics. Since the graphics on the computers of the time was either poor or non-existent, Zork made up for it with the verbosity of the descriptions.

    In summary, here's a (likely incomplete) list of the technical breakthroughs of Zork:
    1) A parser that could understand more that just two-word "Verb Direct-Object" commands (e.g. "GO HOUSE". Look at the old Scott Adams Adventures for more examples).
    2) Paragraph-length (or more) descriptions of places and events, that allowed the player to become more immersed into the game. This all packed into the tiny computers of the late 70's.
    3) Multi-platform. Zork ran on virtually every home computer from the Osborne to the Apple II.
    4) Z-Interpreter. Zork was done as Z-code, ran though an interpreter. The same interpreter was used for several games.
    5) Fun packaging. The manuals and other sundries that came with the game were interesting, and prized by collectors today.

    I think you need a little more appreciation for the state of home computing in 1980.

    --
    Hopelessly pedantic since 1963.