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  •    Creating a History Through SquareEnix  
     
    Tuesday, December 14 2004 @ 06:44 AM UTC
    Contributed by: matt_censner

    David Thomas stated in his article 'Creating a Past for Games' that, "without history, games may have no real future" (2002). I am not about to refute this statement--but I will examine what he has overlooked and explore creating a history through Square Enix.

    'Classic' games such as Pac-Man, Asteriods, Dig-Dug and the lot have been reissued multiple times throughout the nineties and continue to do so today usually in the form of multi-pack games--such as 100 Classic Arcade games that was released for the original Nintendo console. Although this is hardly a preservation of game history more than an attempt to profit from games designed for an obsolete console, that fact remains that some of the more popular and arguably ground breaking games continue to exist within the discourse of the gaming world.

    Furthermore, the popularity of the emulator in conjuction with the X-box has allowed for Nintendo, Super Nintendo, Sega and even Turbo Graffix 16 games to continue to exist within the gaming discourse. Arguably, a history is already being created by slowly filtering out the ground-breaking and engaging games from the manufactured 'fluff' Literature and film is no different, in the days of Sophocles many authors wrote and performed plays, but only the quality works remain to this day. Like anything game history going to take time to develop and structure itself.

    Moving on.

    What I have notcied within the dicourse of video games is that RPG's, and most notably SquareSoft games, are still dominant within the gaming discourse. Square Enix released Final Fantasy Chronicles (2001) for Playstation in response to the high demand for back issue RPG's--check out Ebay, you can find a copy of Chrono Trigger auctioning at about $110 U.S. The demand for these games are still notable, but why?

    Firstly, and most obviously, the replay value of most RPG's are high. Most RPG's take at least 20 hours to finish and are packed with side quests and secrets. However, I don not believe this to be the main reason, rather RPG's are very similar to modes of entertainment that many cultures are familiar with--film and literature.

    The RPG was really the first genre of game that offered a detailed story line that the audience could participate in--essentially an interactive film or novel. The RPG was also the first genre to explore more detailed endings and cut scenes, thus making the genre more recognizable to the pre-existing form of film. Although many people find RPG's tedious and annoying, to those with a love for storytelling RPG's offered something that many other games could not.

    As games advance, storylines, plot twists, character dyanamics are becoming increasingly more intergrated into games and thus, emerging as a new form of storytelling-- as was film to the novella or play. However, the RPG's still remains a leader in the art of storytelling through this medium.

    As the history of games slowly begins to take shape the RPG will find itself a comfortable place within the discourse of gaming. Moreover, because of the progress of storytelling within current games, I believe that in order to argue games as art, RPG's can be used strategically to argue said point. I'm not saying that only RPG's contain substance, but RPG's still have the richest stories. As a strategy it would be much easier to use this in order to argue 'game as art' to people outside the gaming discourse (or even those within that do not believe so), because storytelling is something that as a culture (not only our own) can familiarize with.

    Once games are recognized as art they will more than likely become more carefully preserved and thus a structured and more encompassing history can evolve more rapidly.






     
             


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    Creating a History Through SquareEnix
    Authored by: CapCom on Saturday, December 18 2004 @ 12:26 AM UTC
    Actually, there is another reason why certain games sell for a lot on E-bay: that's rarity. Yes, there IS a place in the world where videogame collectors meet, and there is indeed a market for videogame collectors. There are even rarity lists and price guides so you can place a value on your collection (though it's usually best to just go by the average E-bay price). A good deal of this could have to do with nostalgia, but I think you'd have to ask all the collectors why they collect. As for me, there is a lot of nostalgia in it, especially for my favorite games, but for the most part I only pick up copies of 'good' games. There is also the importance of boxes and instruction manuals, things that most kids used to throw away (and I hear the instruction manuals are what is really the most valuable part of game collecting). The games simply look better if they've still got that nice, crisp box and instruction manual, and you sort of get that feeling that you just picked up a new copy of the game.

    Now if you copy rarity with a good game, you've got a guaranteed money-maker. Thus we have great RPGs like Chrono Trigger and Valkyrie Profile that consistently sell in the $70+ range not just because they are great games but because they were also rare. Some of the most expensive games are ones that had very limited print runs (usually for a system that had very little support) and were released towards the end of a system's life (Panzer Dragoon Saga for the Sega Saturn comes to mind,which can go for $200 or more on E-bay).

    Ultimately I think it is the good games that will stay in people's minds a decade from now. Though there are quite a few titles out today that seem like they will remain popular in the future, only time will tell how eagerly these titles are sought after in used game stores and flea markets. Hopefully developers will be more eager to either rerelease these games (like Capcom has for the MegaMan Anniversary Collection) or finally back down and accept emulation, because it's not so much that we don't want to pay for the games, it's more that we want to play them, and we can't do that if the only way to do so is to find an ancient piece of hardware and a working copy of an obscure game. When the hardware fails, then the history becomes erased when the next generation of gamers rolls around. It's as if instead of the Library of Alexandria burning down, it moulded away.

    ---
    "Until next time..."
    Captain Commando
    [ Reply to This ]
  • Creating a History Through SquareEnix - Authored by: matt_censner on Saturday, December 18 2004 @ 01:38 AM UTC
  • Creating a History Through SquareEnix - Authored by: CapCom on Sunday, December 19 2004 @ 12:11 AM UTC
  • Creating a History Through SquareEnix - Authored by: matt_censner on Sunday, December 19 2004 @ 02:14 PM UTC
  • Creating a History Through SquareEnix - Authored by: CapCom on Sunday, December 19 2004 @ 11:58 PM UTC
  • Creating a History Through SquareEnix - Authored by: matt_censner on Monday, December 20 2004 @ 08:21 AM UTC
  • Creating a History Through SquareEnix - Authored by: CapCom on Monday, December 20 2004 @ 03:07 PM UTC
  • Creating a History Through SquareEnix - Authored by: matt_censner on Monday, December 20 2004 @ 10:34 PM UTC
  • Creating a History Through SquareEnix - Authored by: blink56 on Monday, January 03 2005 @ 04:35 AM UTC
  • Creating a History Through SquareEnix - Authored by: blink56 on Monday, January 03 2005 @ 04:47 AM UTC
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