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	<title>Leigh Alexander &#187; PC Gaming</title>
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	<link>http://leighalexander.net</link>
	<description>on the art, culture &#38; business of interactive entertainment, social media and stuff</description>
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		<title>Adventure</title>
		<link>http://leighalexander.net/adventure/</link>
		<comments>http://leighalexander.net/adventure/#comments</comments>
		<pubDate>Sat, 04 Jun 2011 16:03:00 +0000</pubDate>
		<dc:creator><![CDATA[Leigh Alexander]]></dc:creator>
				<category><![CDATA[My Articles]]></category>
		<category><![CDATA[PC Gaming]]></category>
		<category><![CDATA[Text Adventures]]></category>

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		<description><![CDATA[I&#8217;ve talked a lot here and there about how my background in crude old adventure games was significant to my childhood, but today I fill in the &#8216;Gaming Made Me&#8217; column at Rock Paper Shotgun with a little homage to the granddaddy of them all, Adventure (or ADVENT or Colossal Cave or however you like [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>I&#8217;ve talked a lot here and there about how my background in crude old adventure games was significant to my childhood, but today I fill in the &#8216;Gaming Made Me&#8217; column at Rock Paper Shotgun with <a href="http://www.rockpapershotgun.com/2011/06/04/colossal-cave-review/">a little homage to the granddaddy of them all</a>, <i>Adventure</i> (or <i>ADVENT</i> or <i>Colossal Cave</i> or however you like it to be called).
<div></div>
<div>Today, though, I&#8217;m going out to have some fun before the flight to E3. It&#8217;s <a href="http://www.freewilliamsburg.com/this-weekend-bushwick-open-studios/">Open Studios</a> <i>and</i> <a href="http://neverbreakdown.com/hillstock/">Hillstock</a> here in Brooklyn on the same weekend, so I&#8217;m going to drink a bunch of bloody Marys and support my friends&#8217; bands! </div>
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		<title>Minimalism And Magic</title>
		<link>http://leighalexander.net/minimalism-and-magic/</link>
		<comments>http://leighalexander.net/minimalism-and-magic/#comments</comments>
		<pubDate>Wed, 13 Apr 2011 19:23:00 +0000</pubDate>
		<dc:creator><![CDATA[Leigh Alexander]]></dc:creator>
				<category><![CDATA[Apple II]]></category>
		<category><![CDATA[FFVII]]></category>
		<category><![CDATA[PC Gaming]]></category>
		<category><![CDATA[Retro]]></category>
		<category><![CDATA[Vintage]]></category>

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		<description><![CDATA[Kirk Hamilton and I have been writing all those FFVII Letters at Paste, banging on about how special and imaginative the game is. Yet as Kirk pointed out in our last letter, it contains a Meteor called &#8220;Meteor,&#8221; a Weapon called WEAPON, and stuff called Black Materia and Huge Materia (to differentiate itself from regular [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>Kirk Hamilton and I have been writing all those <span>FFVII</span> Letters at Paste, banging on about how special and imaginative the game is. Yet as Kirk pointed out in our last letter, it contains a Meteor called &#8220;Meteor,&#8221; a Weapon called WEAPON, and stuff called Black Materia and Huge Materia (to differentiate itself from regular old Materia, of course). <span>Creative</span>.</p>
<p>But in<a href="http://www.pastemagazine.com/articles/2011/04/the-final-fantasy-vii-letters-part-7.html"> today&#8217;s new edition in the series</a>, I talk about how the simplistic names are abstraction at its happy work yet again &#8212; when we don&#8217;t have to think much about what things are called, it gives us more mental resources to think about what they <span>are</span>. <span>Simple names make important concepts intuitive</span>, second-nature. And then when something is named rather prettily, like the sunken Gelnika or Turks leader Tseng, it makes more of an impact on us.</p>
<p>When I was a kid, every game I played was painfully basic in presentation and interface. The only explanation I have for why I <span>so</span> loved <a href="http://thoughtcatalog.com/2011/ancient-computer-games-i-have-loved/">these ancient computer games I wrote about in Thought Catalog today</a> was that I was young, had an overactive imagination and had little else I wanted to do with my playtime &#8212; not to mention it&#8217;s not like we had many more sophisticated adventures in the 1980s, right?</p>
<p>I also think they impacted me so much because they were SO terse, so crude. That blob on the wall is a cabinet I&#8217;m supposed to open? How the eff would I have known that without stabbing in the dark? Why does the game tell me I&#8217;m holding a map if it is of no use to read it? I must type ENTER HOUSE and not OPEN DOOR or else the game will tell me that area is not available, and if I go WEST at this intersection I&#8217;ll be <span>instantly killed? Cool.</span></p>
<p>That cursor blinking at me, demanding my next move, frustration a constant pall &#8212; and yet the continual possibility of sudden, lucky solution teased at the fringe of my awareness just as much as did the threat of sudden, accidental death.<span> I&#8217;d hold my breath and get chills;</span> they remain among my favorite gaming memories.</p>
<p>When young there was nothing I loved more than rich universes. I&#8217;d write about my favorite games, draw pictures and play pretend. That&#8217;s why so much of my writing lately has hinged on parsing exactly what&#8217;s changed &#8212; either about games or about me &#8212; that makes me so inattentive and easily bored.</p>
<p>When I play games that give me lorebooks, diary entries, character stories hidden off the beaten path, I&#8217;m surprised  at how little I care. It&#8217;s not so simple as impatience for reading &#8212; I like reading, and I don&#8217;t even mind when reading in text adventures or visual novels comes at the expense of interactivity.<span> &#8220;I&#8217;ve changed,&#8221;</span> I shrug to myself when I have a million New Unread Notes blinking at me in this or that UI and I just scroll through them quickly because the star or dot or highlight or exclamation point that tells me I haven&#8217;t read them yet bugs me like it does in Gmail.</p>
<p>Yet as we observe in the <span>FFVII </span>Letters, some types of games can make me go way, way out of my way and to much inconvenience for <span>even the possibility</span> of discovering a new piece of information. Why will I do it for characters and plot threads that are so minimal, when I won&#8217;t do it for things rendered in much more depth?</p>
<p>Because I like minimalism, I guess. I like to do the brain-work myself, the imagining myself. And I get such a thrill from looking at the title screens of these old adventure games I can now revisit thanks to the magic of <a href="http://virtualapple.org/">this web-based IIe emulator</a> that I don&#8217;t even try to play them that often, because it still feels good to think of them as ghosts I never conquered, awesome machines that have forever outsmarted me. It still feels good to preserve them as half-remembered, near-legendary things.</p>
<p>And also because<span> I still can&#8217;t beat most of them without a walkthrough</span>, and you know once you open a walkthrough for one puzzle your tolerance for future ones steadily decreases, and before you know it, you&#8217;re just going through the motions, and that&#8217;s no way to honor my past. I get addicted to hints (you should have seen our phone bill, and my parents&#8217; consternation, back when Sierra still operated that buck-a-minute hint line).</p>
<p>Anyway, you might have missed this 2009 Classic Moment In SVGL History when I wrote <a href="http://sexyvideogameland.blogspot.com/2009/06/open-letter-to-mr-bob-blauschild.html">this &#8220;open letter&#8221; to Bob Blauschild</a>, the designer of two out of five of my best-remembered &#8212; and most frustrating &#8212; adventure games, whose name sketched on the title screens always stuck with me. I did it mostly as humor, never expecting that he&#8217;d ever see it, but he did, and <a href="http://sexyvideogameland.blogspot.com/2009/06/bob-blauschild-responds-to-my-open.html">here&#8217;s what he wrote back to me</a>.</p>
<p>Hearing from Mr. Blauschild was frankly a little dazzling, because I still maintain that lifeline to the way I felt about those old computer games and the invisible, sadistic entities that made them. Once in a while if I think about it, so is the fact that I now have periodic occasion to be in the same room as &#8220;Lord British&#8221;, whom as a kid I presumed <span>had</span> to be some real-life mysterious English lord, sitting on a throne made of mainframes, silently challenging the world&#8217;s peons to encounter him at <span>Ultima</span>. When I was tiny I thought he maybe wasn&#8217;t even real, some artificial consciousness assembled in green pixels.</p>
<p>I think that&#8217;s part of the <span>Minecraft</span> juggernaut today, actually. There&#8217;s the idea of a single figure who goes by the moniker of &#8216;Notch&#8217;, creating the weather in a savage and lawless, endless world that challenges its players to eke out defiance &#8212; and beauty &#8212; one hard-won step, one precious discovery at a time. <span>Awe and death</span> are both certain in <span>Minecraft</span>, and you just never know which is coming next.</p>
<p><span><br />[Today&#8217;s Good Song: Memory Tapes, &#8216;<a href="http://hypem.com/#%21/item/18gst/Memory+Tapes+-+Today+Is+Our+Life">Today Is Our Life</a>&#8216;]</span></p>
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