In the article “The Past as the
Future? Nostalgia and Retrogaming in Digital Culture”, Jaakko
Suominen approaches the phenomeon of retrogaming primarily through
the lens of nostalgia. While I think that this can be a useful way to
examine the subject, especially in regard to the many derivative
products that Suominen considers – artwork, music, etc. - there exists another way of
tackling the subject.
For one, the creation of 'retro' games
or games with intentionally primitive graphics and sound, may be
viewed as a reaction to the increasing complexity and scope of modern
game development. Many independent game developers have come to
understand that by eschewing the quest for high-detail and realism,
they can escape the consequent costs and keep staffs and budgets
small. Games such as VVVVVV
(Terry Cavanagh, 2010) and
Hotline: Miami(Dennaton Games, 2012), by using
relatively minimalist graphics – VVVVVV is
done in the style of the Commodore 64
– and no voice acting,
allowed for their development by a
single creator and duo
respectively. In a sense, many 'retro' games herald a rediscovery of
the creative potential inherent in one-man or small teams, freed from
the editorial and stylistic confines imposed by high budgets and
large publishers.
Additionally,
the wish for a long-past gaming experience often transcends simple
nostalgia; the experience of gaming really has changed fundamentally.
Even within the same genre, older titles may represent gameplay
styles far removed from their modern-day successors. For example, one
of the earliest first-person shooters (FPS), DOOM(ID Software, 1993),
seems to share the basics of its gameplay – shooting, a
first-person perspective – with the current FPS Call of Duty:
Ghosts. DOOM,
however, having been developed in the early 90's by a small team,
could not join in the cinematic aspirations of the later game and
possessed little in the way of narrative content;
instead, much of the gameplay in DOOM
revolves around level exploration, puzzle solving, rationing of rare
supplies and devising tactics to deal with powerful monsters. Call
of Duty, on the other hand,
embraces a gameplay model centred around prearranged 'set piece'
experiences, scripted by
designers, as well as a strong narrative element. The resource
management mechanics have been played down, and exploration is
effectively absent, while most opponents are numerous but fragile
humans, rather than difficult monsters. The result is that older
games may differ wildly from even their apparent heirs. Thus, the
search for a long-departed game may not be the quixotic search for
an idealized past; frequently, it is a hunt for a distinct game type
no longer reproduced.
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