In 2006, when we began our efforts at The Strong to preserve the history of video games, we knew we were onto an important subject, but we did not truly foresee the vast array of challenges that we would face in preserving video games. Over the years as we founded the International Center for the History of Electronic Games (ICHEG) and grew our collection to more than 60,000 video games and related objects we’ve learned quite a bit about how to care for these materials.
The histories of tabletop games and video games are deeply woven together. Analog and digital games often share similar mechanics (such as experience points) or similar settings (e.g. dungeon crawling). Many times in the past, game makers have ported titles from one medium to the other. And yet perhaps the most crucial connection between analog and video games lies in the personal biographies of many game designers, who often began work with board games before applying their skills to the digital medium.
Every year The Strong welcomes new inductees into the World Video Game Hall of Fame, and this year the inductees are Colossal Cave Adventure, Microsoft Windows Solitaire, Mortal Kombat, and Super Mario Kart. It’s a fabulous class, one that well embodies the criteria for selection of icon-status, longevity, geographical reach, and influence.
Every fall, across the United States, young men strap on helmets, crowds gather to cheer, and players smash into each other on the gridiron. Football is one of the country’s favorite pastimes, and today it’s a multi-billion-dollar industry. And yet it’s also a sport that has come under attack for the injuries it can cause players, especially those related to damage to the brain, such as chronic traumatic encephalopathy (CTE).
It began with a phone call from Paul Reiche III last summer.
In our new book from the World Video Game Hall of Fame, A History of Video Games in 64 Objects, we faced a challenge. Which objects should we include? The Strong museum, home of the World Video Game Hall of Fame, has hundreds of thousands of objects related to video games in its collections, and so we needed to include just the right mix of artifacts that were important, helped tell the broader history of video games, and would engage readers.
How do you tell the history of video games?