Origins:
Unplugging Games
By
Justin
Hall
The color, glass and light games we play today are
rooted firmly in the paper, dice and card games the
proceeded them and surround us still. The world of
Dungeons and Dragons spawned
the popular AD&D Gold Box series of personal computer
games including classic PC role playing games like
Pool of Radiance, and recent
releases like Baldur's Gate and
Icewind Dale. Sid Meier's Civilization
was descended from the Avalon Hill
game by the same name. The popular Mechwarrrior
series of games is directly descended from FASA's
world of fighting robots, the miniatures role-playing
game Battletech. Origin's early
computer game of car combat AutoDuel
was based on Steve Jackson Games' Car
Wars.
These
computer versions of board games make it possible
to play alone, or against far flung foes at a moment's
notice. Many of those elements of role play that had
been left up to the imagination are now flashing and
glowing up on the screen complete with explicit graphics
and vivid sound effects. Much as television and movie
theatres have diminished the popularity of live community
theatre, these electronic games have come to overshadow
their pen and paper ancestors.
But sometimes it works the other way; electronic
games are fashioned into "unplugged games." Does the
largely single player experience of an electronic
game make for fun away from the screen? And why would
anyone want to take a game backwards into older media
anyways? Will video gamers still enjoy their electronic
experiences when they require other living gamers?
Most designers keep the story, themes and characters
from another medium when they remake a game. In Tomb
Raider the collectible card game, they've taken
that to the extreme, keeping the buttons and memory
cards from the PlayStation experience
intact.
The
designers wanted to remain faithful to the video
game while attempting to make the Tomb Raider experience
competative and social. Up to five players bring a
deck of obstacles and items and special moves (though
like the electronic game, you can play only with yourself).
They move little Lara Croft tokens around a tomb or
cave or other unexplored realm by laying down level
cards. Hideous beasties and fabulous treasures lie
after you explore a new area and roll dice to see
how your Lara will fare. If you draw the right card
you can end up with a "save point" - much like a video
game, you now have a place in the dungeon where your
progress is recorded. Then if you die, you are magically
regenerated from that spot (otherwise, at the end
of your turn you can "press the reset button" and
start the level over). A Tomb Raider fan might be
glad that they can hurl themselves against a giant
bear repeatedly without loosing their big guns and
their leather jacket - much as you can in the videogame.
It almost seems like player mollycoddling, if you're
used to the kind of ruthless vitrol in other card
games like Spite and Malice
or Mille Bornes. But video games are
generally designed to encourage players to succeed
(excluding occasional frustrating exceptions) and
Tomb Raider the card game has that similar comforting
feeling to it.
Tomb Raider was a great opportunity for a small
game design company to make it big because they can
attract multiple audiences: the people who enjoy card
game after card game, and the people who
can't get enough of Lara Croft. Lara Croft is
a popular heroine in Europe and Asia - the card game
is selling better overseas than in the states. It's
currently being translated into Chinese.
The Tomb Raider game was unique - not all games
translate smoothly from one medium to another. SimCity
the computer game was a breakthrough nonviolent resource
management simulation that stood out in a marketplace
crowded with combat based titles. SimCity
the collectible card game brought a similar ethic
to gameplay and wasn't able to maintain sales.
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