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Journal of Visual Culture - The Remembering and The Forgetting of Early Digital Games - From Novelty To Detritus and Back Again
Journal of Visual Culture - The Remembering and The Forgetting of Early Digital Games - From Novelty To Detritus and Back Again
Melanie Swalwell
Abstract
This article addresses the shifting, multiple and contradictory
reception of early digital games technology. It reflects on the changing
fortunes of early digital games in terms of the shifts in esteem they
undergo: from novelty to detritus, to partial recuperation as nostalgia
item, based on the author’s research into the history of such games in
New Zealand. Drawing inspiration from Tom Gunning’s analyses of the
interrelation between technological novelty and the existence of a
discourse that makes it possible to express such novelty, the author
argues that while the present collector-led valorizing of game artifacts
is significant, and the mercantile marketing of games from back-
catalogues useful, there is an urgent need for discourses reflecting on
digital games in relation to broader shifts in visual culture.
Keywords
collectors digital history
● ● discourse ● early computers ● nostalgia ●
preservation videogames
●
that valorizes and directs our attention to such changes and the excitement
they can provoke’ (p. 44). Gunning outlines the importance of discourse, not
only in shaping reception – as his earlier (1989) work on the alleged reactions
of early audiences of the Lumière Brothers’ films shows – but also in novelty
actually being noticed. Citing Victor Shklovsky’s futile search for accounts of
the introduction of electric light to Moscow and Petersburg, Gunning (2003)
concludes that ‘journalists lacked a discursive context, or tradition, for the
expressing of such astonishment’ (p. 44). In applying Gunning’s arguments
to the case of early digital games, I point to the lack of a discourse, beyond
nostalgia, for their recuperation in the contemporary moment. I further ask
whether the current resistance to recuperating such games might not
indicate a larger (as yet unsuccessful) attempt to master an earlier, initial
astonishment with digital technology.
For the last two years I have been researching the history of early digital
games in New Zealand, which had a significant game industry during the
1970s and 1980s. It was a time when digital games were new and exciting,
and hadn’t quite settled into the patterns of globally marketed products that
we are now so familiar with. In weighing the remembering and forgetting
of these early digital games, this article explicates some of the challenges of
researching and writing a history of items not held in high esteem, and
discusses the institutional challenges and imperatives that accompany the
degeneration of early game artifacts.
Novelty
So you want to play Space Invaders? There are certain dos and definite
don’ts.
On the way to the machine – like Buck Rogers in his first battle – think
of nothing but the task ahead.
Your mind is the screen – visualize the neat rows of the little green men,
poised to strike.
If you have a game plan, this is the time to review it. Planning is
essential for a competent player, who feels dissatisfied with only seven
replays.
[. . .]
When the invaders’ march speeds up, remain calm. Panic can be an
even greater threat.
Off came the sheet. In went the plug. The invasion had begun. The kids
stopped licking [their ice-creams] and stared. Instinctively, they knew
this was something amazing and that the world would never be the
same again.
Writing in 2001, Herrick also reflects on the responses of that later period to
the classic: ‘No one wanted to play Space Invaders any more. Once the star
of the arcade, it sat sullen, silent and obsolete.’ The occasional visit to this
‘vid-game pensioner’ is attributed to nostalgia, with a sense of inevitability
surrounding its decline into obscurity and obsolescence. But is it really
inevitable? Perhaps, like his fellow-journalists a few generations back, Herrick
simply was not in a position to articulate any other possible fates, because he
lacked the discourse in which to do this.
In New Zealand, a relatively short period elapsed – less than 10 years after
the Wanganui supercomputer’s inauguration – between the time when
computers filled whole rooms and required operation by experts, to the time
in the early 1980s when an early ‘micro’ (personal) computer could be
purchased for a few hundred dollars, stimulating expertise in computer
programming amongst the interested general public.1 In the 1980s,
microcomputers became the new luxury item for aspiring middle-class
households, and a whole generation of children and adults learnt to code in
Basic on Spectrums, BBCs, Apple IIs and Sega SC-3000s. What did they code?
Alongside simple geometric patterns, and ascii graphics, many wrote and
played digital games, first typing these in and later, when tape and disk drives
became available, loading these from storage media. It is worth emphasizing
that games were one of the main ways in which people became familiar with
computers and digital technology.
As a hit-driven pop culture industry, most digital games were only intended
for short-term use. Product cycles moved quickly, with new titles vying for
attention and ascendance over – if not altogether replacing – last year’s titles.
Indeed, a rhythmic cycling through different titles was an important part of
early arcade games’ appeal and the operator’s business logic. Typically,
operators would remove a game that was not making enough money, either
replacing it with a more popular title or updating it. In 1983, as well as
selling new machines, Christchurch-based Taito electronics was ‘also
reprogramm[ing] machines to perform new and challenging tricks for its
players. Most games have a popularity life of around 14 months . . . after
which their existing logic board can be altered’ (Skinner, 1983). The year
before, another article had set the changeover period at two years: ‘Taito
finds that operators return machines about every two years for conversion
into a new game. It is found that after two years the game becomes dated and
the return dwindles’ (Clarkson, 1982). Chris Chaston, principal of the
Christchurch-based firm Chastronics, would often change the artwork on a
game that was not performing well, in an attempt to make it more attractive.
With their ephemerality (literally, ‘of the day’) comes the impression that
games do not matter, that they are throwaways. What to do with them might
be a dilemma for a short while – sell them or give them away (to charity? to
become a small child’s plaything?) – but the decision is relatively easy when
the new ones are so much better. As a result much material, from a mere 30
years ago, has already disappeared.
Perhaps the fate of early videogames is no different than that of other
amusements, historically, which have faded from view and been forgotten.
Gunning (2003), for instance, writes of the shift from novelty to detritus of
past technological wonders, such as those displayed at World’s Fairs and
Expositions, and their journey from astonishment to second nature. It
becomes crucial, then, to consider why we are so keen to forget the novelty
of early digital technologies. While there are no doubt similarities between
the waning interest in early digital games and other early technologies, there
are also, I think, contextual factors that set the reception and forgetting of
early digital games apart. These particularly include their return, as cult
objects, and their degradation.
A Will to Forget?
unsure if it works. The back is missing off the casing but there are still
plenty of wires and boards inside. Some other parts of the outer casing
are also in poor order but it is only wood so could be replaced.
While the wife was keen to get rid of the never-touched project (to free up
space?), others seem motivated to get rid of information, presumably to free
up material and virtual space – perhaps, to free up their lives. In response to
Gunning’s (2003) rhetorical question ‘what can be utterly forgotten in a
world where the recording of the ephemeral has become obsessive?’ (p. 56),
it seems that the obsession to record might well have a corresponding
compulsion, to purge.
Collectible
Technostalgia
Amnesia
It is, however, puzzling that, just as curators are offering audiences a chance
to reflect on the moment when computers began to directly impact on
people’s lives, there is still a reluctance in some quarters to look back, to
recognize the early days of the digital era as an historically valid subject of
enquiry. How can it be that the 1970s and 1980s – the beginning of the digital
age for most people – are considered singularly uninteresting and
insignificant by expert panels, funding providers, and (some) cultural
institutions? I have been by turns surprised, disappointed and intrigued at
the lack of interest shown by a range of institutional and research
gatekeepers. The question arises as to whether, or not, this is part of a need
to believe that we have always been digital (modern). For instance, I have
found myself in the farcical situation of explaining to a New Zealand
Government Fund ‘Business Manager’ why research into emulating early
computer technology is a worthy investment, likely to generate economic
and social benefits, when her predecessors in government departments such
as Trade and Industry in the 1970s were falling over themselves to support
the development of electronics and associated fields, because they were seen
as industries with valuable economic potential (Department of Trade and
Industry, 1976: 8, 21). Perhaps this lack of interest is due to a reluctance to
remember the 1980s, because the decade is still relatively close; specifically,
the Lange Labour Government’s years of restructuring the country were a
watershed, economically and socially. Only recently are ‘defining moments’
from this decade – such as David Lange’s Oxford Union debate (against Jerry
Falwell) on the moral indefensibility of nuclear weapons, the sinking of ‘The
Rainbow Warrior’ in Auckland harbour, and the protests the Springbok
rugby tour occasioned – being (selectively) recuperated as their anniversaries
come up.
In New Zealand, the collecting of early digital artifacts has largely fallen into
cracks between institutions. After discovering so many systems that were
indigenous to New Zealand,7 I was perturbed to find (through a 2004 inquiry
to the Museums Aotearoa listserv) that no New Zealand institutions were
collecting these digital games and game systems. Whilst a will to archive
might be thought to characterize contemporary societies, digital artifacts
from this period are still not on the agenda. Archiving is a politically charged
endeavour, involving decisions about what to include and what to exclude,
or, as Jacques Derrida (1996[1995]) puts it: ‘archivization produces as much
as it records the event’ (p. 17); preserving something to be remembered
Digital media have a limited life. For example, a magnetic disk usually
becomes unreadable after about 10 years. A work not copied to a
different medium within that time is lost.
Concluding Thoughts
If institutions do not collect early game titles, how will we remember them?
Should we just rely on the market? That might be alright in the case of
famous (and valuable) properties like ‘Mario’ and ‘Donkey Kong’, which
Nintendo routinely brings back for newer systems (and even, as was recently
announced, ‘The New Zealand Story’, RawmeatCowboy, 2006). But we will
have to accept that less commercially valuable properties, and regionally
specific titles and systems, will not be available. These will disappear and be
unavailable for future researchers and interested parties. While some within
cultural institutions might question whether it is their role to collect and
conserve consumer commodity culture – mass-produced objects of pleasure,
which digital games surely are – the simple fact is that these will be lost if
nothing is done. In the New Zealand context, this means that the Fountains,
the Malzaks, the Sportronics, the titles written locally for the Sega SC3000 –
all unique creations internationally – will be lost if institutions do not begin
to collect and conserve them. Local cultural institutions need to do this
themselves: if they don’t, it simply will not happen.
Though early digital games mark an important shift in recent visual culture,
the boom in games studies internationally has not (yet) encouraged
assessments of digital games’ wider relations to, and significance for, the field
of visual culture. While there are reasons for why this has been slow to
develop, situating digital games in relation to other visual media and their
histories is critical for the emergence of wider discourses regarding games’
significance.
Notes
1. My research indicates that there was often a lag in early microcomputers being
released in New Zealand. For example, the Sinclair ZX81, released in the UK in
1981, seems to have had its heyday around late 1983 (retailing for NZ$199), as
did the Commodore Vic20 (NZ$495), released in North America in 1981.
2. See Swalwell and Davidson (forthcoming) for more on ‘Malzak’.
3. ‘Cast-offs from the Golden Age’ contains many collectors’ insights (Swalwell and
Loyer, 2006).
4. Benjamin (1999[1927–39]) also recognized this, calling it ‘Fundamentally a
very odd fact – that collector’s items and such were produced industrially’
(p. 206).
5. The Clarice Cliff range of china provides an illuminating example here. This was
produced by a team, who hand-painted her distinctive designs – usually under
Cliff ’s direction – on factory-produced items. Cliff ’s name and mark continued to
be used after she had ceased creating, and in the early 1990s, Wedgwood came
to hold the copyright and produced a range of reproductions of the 1930s
designs, for collectors.
6. Together with a team of colleagues, I am conducting research into the
preservation and conservation of the New Zealand games turned up in the
course of this research. Our team blog, containing news, drafts, and progress is
at www.nztronix.org.nz
7. ‘Cast-offs from the Golden Age’ contains images of, and information on, these
(Swalwell and Loyer, 2006).
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Exhibitions
‘Game On’ (2002) curated by Lucien King, 16 May–15 September, Barbican Gallery,
London.
‘C:/DOS/RUN: Remembering the 80s Computer’ (2005) curated by Mark Williams, 26
August–9 October, New Zealand Film Archive, Pelorus Trust Mediagallery,
Wellington.
‘Pong-Mythos’ (2006) curated by Andreas Lange, 11 February–30 April,
Württembergischer Kunstverein Stuttgart.