At the risk of sounding like an old curmudgeon, I’ll say this: games today don’t have the same magic that the games of years ago possessed. Before anyone gets all up in arms, let me explain myself. I’m not talking about whether older games are “better” or “worse” than games of today. Instead, I’m talking about the “magic” of games today. Do you remember sitting down in front of a computer as a child or teenager, being absolutely captivated by a game? Not just fun, not just “stay up till 4 a.m.” engrossed, but actually captivated? Let’s talk about whether today’s games are less magical than games of old.
Two games immediately come to mind as the best way for me to explain what I mean by “magic.” The first is Zork, which was a completely text-based adventure/roleplaying game. I remember being introducted to Zork by my older cousin, and sitting in front of his computer for hours, mesmerized by what seemed like this huge canvas of a world. In hindsight, it was a rather closed world by today’s standards, but it sure didn’t feel that way. I was in awe.
When I think of games that captivated me, the other game that I think of is one of the Ultima games. It’s been so long ago now, that I don’t even remember which Ultima game I played, but I’m pretty sure it was Ultima 2, on my very first computer, an Apple IIe. If Zork blew my mind, then Ultima 2 obliterated my mind, my senses, and everything else. Ultima 2 felt like a real living, breathing world, and I became lost in it. It also felt HUGE, with continents and even planets (if my memory serves me right) to explore.
Recently, I looked online at screenshots for Ultima 2. What was my reaction? WHAT?!? That’s not the game I remembered at all. In my memories, the game looked MUCH better than the screenshots showed it to be.
Those memories, compared with reality, give a tipoff to a couple of reasons why older games seem more magical:
Novelty
Zork and Ultima 2 were completely new experiences for me. Zork was the first computer game that I ever played, and Ultima 2 may have been the first graphical computer game that I ever played. So, it is only natural that I’d be in awe of them. So, “magic” might not have anything to do with the age of a game at all. My reaction to Zork might be the same reaction that a child today has to Dragon Age, if that were the first game that he played (well, if that child’s parent is letting him or her play an M-rated game).
Nostalgia
Does anyone out there not yearn for things from his or her past? Look at how music from past decades comes back into vogue, almost like clockwork, after a certain number of years have passed. Be it games, music, television, or movies, we often think that media from our past is better than media from today. It often isn’t, but our yearnings for the comforts of childhood are human nature.
Is it possible though, that games of yesteryear actually did have qualities that contributed to that magic, aside from our own subjective points of view? There are a few reasons that this might be the case, all of which center around a central theme:
We loved the rough edges
I think that many games of the past were less “slick” than today’s games. They had warts and particular nuances, which required us to invest our time in them, so that they felt like “ours.”
More creativity and risk taking
Developers in years past also did not have the same constraints that many of today’s developers have. Today, the reason we see so many sequels in the game industry is because publishers are loath to invest millions of dollars in any game that they don’t see as a sure moneymaker. As a result, there are fewer niche games today, and fewer games that take risks. Perhaps that is why games of old had a spirit of excitement and novelty around them, that is often missing from newer games.
More personality
Similarly, that creativity and risk taking allowed developers of old more freedom to express themselves. At times, modern games almost feel polished to the point that they lose their personality. This trend can be seen when comparing two relatively modern games, Morrowind and Oblivion. Oblivion was certainly the slicker and more polished of the two, but, to me at least, Morrowind had much more personality.
So, which is it? My gut tells me that games today are no less magical than games of old, while my heart is telling me the opposite. What do you think? Let us know in the comments.

Games are just so commonplace these days that it is hard to sift through all the crap that is aimed at making a quick buck, to get at the games that are truly awesome and worth keeping a copy or memory of for a lifetime. I am generally very careful about what games I choose to buy and keep, because of just that.
Back in the day, games were fewer and new, and more exciting because of that. Hell, I was a huge fan of Hypercard RPGs — remember Hypercard? And there was this black and white (top down and 2D) dungeon crawler that I can’t even remember the name of… and I think I have made my opinion of Zaxxon and Pitfall very clear (LOVE!). Games were harder back then too. When I play Dragon Age, I rotate through 8 saves regularly just in case I screw up or want to try something. Not so, old games, which makes them more challenging.
All that said and done, however, I would never play those games for any length of time anymore. So you may be right — maybe it is just a nostalgia thing. And maybe I’m just getting old… lol!
Twitter: 40Tech
on Saturday 1, 2010
I’ve never heard of Hypercard, actually. PC game?
Regarding games being harder, you may be surprised at my take in a post idea I’ve been kicking about . . .
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Yeah, Hypercard was a way to program on the Mac Classic and Plus (I think it was those models). Very cool — even tried to make my own games.
Totally looking forward to the post idea you mentioned!
Hypercard was actually around for quite a while. Not sure if System 8 supported it, but I’m pretty sure all versions of system 7 did. It definitely made understanding the web easier a few years later, since they both use the hypertext concepts.
I developed a Blackjack game in Hypercard. Damn computer player always seemed to beat me, in spite of me knowing its logic.
I also did my HS physics project in Hypercard. Given inputs, it calculated and plotted the motion of a projectile. Really not overly difficult once I figured out a few things – but it impressed the hell out of the teacher.
I did some rudimentary RPG stuff. I’m sure they sucked bad, since I never played RPGs much at all.
Wish I had copies of them.
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Twitter: 40Tech
on Saturday 1, 2010
Sheez, and I thought I was a geek . . .
That would be cool to look back at that stuff nowadays. I bet it would surprise you – both in not being how you remember it, and also your creations might be better than you think.
Evan @40Tech´s last blog ..Sponsored Posts and Blogging Credibility
Resurrecting this. . . I heard on a TWiT podcast today what an influenceHhypercard was. They were saying that HyperCard inspired the creation of the web (inspiring Tim Berners-Lee) and that the founder of Wikipedia also credits HyperCard.
You know, I think I heard that too! Awesome!
Missed this comment… and no idea when it was posted as the dates have gone all wonky on the site. O.0
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on Saturday 1, 2010
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