Play Stuff Blog

The Strong’s historians, curators, librarians, and other staff offer insights into and anecdotes about the critical role of play in human development and the ways in which toys, dolls, games, and video games reflect cultural history. Learn even more about the museum’s archival materials, books, catalogs, and other ephemera through its Tumblr page.

Paul Reiche III Papers at The Strong

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. The career of Paul Reiche III exemplifies these close, often interlocking relationships between analog and digital game design, and the personal papers that he recently donated to The Strong demonstrate how his apprenticeship in designing tabletop games laid the foundation for his creative career in video game design.

Geomorphic Mini Dungeon Modules, 1979.

Paul Reiche grew up in Berkeley, California (though he spent many summers on a family ranch in Nebraska). California— and Berkeley especially— offered a heady mix of counterculture creativity and technological exploration. When I was in California collecting his materials, Paul told me about going to the New Games Festivals organized by Stewart Brand which featured large group play that represented a peaceful substitute for the violence of the Vietnam War. He also became a passionate Dungeons and Dragons partner and teamed with Erol Otus and Matt Genser to form a company selling playing aids for role-playing games such as a book of spells and a modular system for dungeon design that “enables game masters to quickly construct intricate and complex dungeons with ease!” 

 

CTHULU Chronicle fanzine for ex-TSR employees, 1983. Attending the University of California at Berkeley was a logical move for a hometown boy, but shortly after enrolling Reiche decamped to Lake Geneva, Wisconsin, to work for the hottest game company in the country: Tactical Studies Rules (TSR), the manufacturer of Dungeons & Dragons. Reiche only stayed at TSR for a year, and when I asked him in an interview what Wisconsin was like after a childhood in California his response was immediate, “Cold! Really cold!” But at TSR he gained crucial experience in working at a large game company, contributing during his time to the development of the Advanced Dungeons & Dragons Dungeon Masters Guide and a module for the sci-fi role-playing game Gamma World. Even after leaving the company, he stayed in touch with many colleagues there. One very interesting piece in his papers is a newsletter created by alumni of TSR called the Cthulu Chronicle, which stood for “The Confederation of TSR Hirelings Undaunted by Leaving The Has-been Unethicaloids.” 

Archon, Electronic Arts, 1983. Paul returned to Berkeley and soon began work with Jon Freeman, Anne Westfall, and Robert Leyland on Archon, a variant on chess with an added layer of arcade combat. He also developed Murder on the Zinderneuf, of which he wryly notes that it is possibly the best murder-mystery game ever set on a dirigible. His career continued with games, including a collaboration with Evan and Mickey Robinson on Mail Order Monsters and World Tour Golf. He then tried his hand at early digital advertising for companies such as IBM, Chase Bank and BMW, making interactive experiences that companies would mail to customers on disks. Paul recalled wearing a suit in Detroit and thinking, “What am I doing? I need to get back into games.”

At that point he set about to start a new venture and find a programming partner, a path that led to the formation of Toys for Bob with Fred Ford. Part of the impetus for their partnership was when a programmer pulled out from a game Paul was working on called Elmo in the Fourth Dimension. Fred stepped in to finish the job and they have been collaborating ever since. While ELMO in the Fourth Dimension was never released, a notebook full of items from that game is included in the papers he has donated. 

After signing a three-title deal with producer Shelley Day at Accolade, Reiche and Ford produced their hit game Star Control, which was followed by Star Control II. Once their contract with Accolade concluded and they were ready for a new style of game, Toys for Bob produced The Horde for Crystal Dynamics and other games such as 102 Dalmatians. In 2005, Activision acquired Toys for Bob, and the company created a number of movie-related games before developing the hit Skylanders franchise, something I wrote about here when Paul arranged for a donation to The Strong of a vast collection of materials related to the development of that pioneering game.

Concept Art from Elmo in the Fourth Dimension, ca. 1988.

The materials in this present collection of Paul’s papers not only add to and supplement the Skylanders story but also provide important insights into the minds of an important game developer whose career has played a key role in the development of gaming. The materials include a wide range of primary-source documentation, such as sketches, design notes, correspondence, project planning documents, and random jottings that offer insight into how the games industry worked and the personal relationships that made it go.

Those seeking to understand the history of the medium—whether that’s how game designers came up with their ideas, how individual games were created, or how the industry advanced through a series of relationships that were often as much personal and playful as they were professional and profit-oriented—will find these materials an invaluable record for understanding the rise of computer gaming. Scholars 100 years from now will be grateful to Paul—as we are—for saving these papers and donating them to The Strong.

Attention Trekkies: Star Trek Tridimensional Chess!

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Good to Go: Playful Ways to Get Around

It seems that now, perhaps more than ever, people everywhere are constantly on the go. Traveling to work or school, the gym, or the grocery store—the list goes on and on. We eat on the run, drink coffee on the run, and even get our information on the run thanks to smartphones that make emails, news, and calls available wherever we are. Today, many folks would tell you that life on the go is hectic but necessary. For a moment, let’s set the necessary aside and look at the more playful side of “things that go!” as children so frequently phrase it.

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“All Aboard!” for Fun with Trains

Growing up in Pennsylvania, my parents frequently looked for family excursions within a few hours’ drive from our home near Pittsburgh. Lancaster County, Pennsylvania, became a frequent destination for the Novakovics, thanks in part to my younger brothers. Both Bobby and Billy loved reading the Thomas the Tank Engine series by Reverend W.

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Out of this World: A Brief History of the Yo-Yo

I remember my first yo-yo: a blue Duncan Imperial. I was 7 years old and had saved up enough of my allowance to buy it. The drive to the store felt like an eternity. When I finally opened the package, the bright, shiny yo-yo smelled of plastic and felt as smooth as ice—it was perfect. Back at home, I spent hours in the driveway playing with my new toy.

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Scott Adams Adventure International Collection Documents Early Commercial Computer Gaming

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When I Was a Kid: Adult Memories of Play

One of the great pleasures of working at The Strong is that every exhibit features a time portal back to childhood, most of which hold innumerable portals. No sooner does a visitor exclaim, “Oh! I had one of those when I was a kid!,” at the sight of Teddy Ruxpin before she is confronted by the Ms.

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A Genealogy of Fantasy Play (with a Special Nod to Iceland)

Today, fantasy role-playing video games—in which players assume the role of heroes wielding swords, casting spells, riding dragons, and battling monsters—are among the most popular and influential of games.

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Spin Master: Putting Their Own “Spin” on Toys since 1994

Think about some of the “must-have” toys you’ve seen (or even procured) over the last few years. How about the playful robotic dog Zoomer? Or the small, colorful, hooked building balls called Bunchems?

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Oh Brother! Oh Sister!

Mothers get their day in May. Fathers are feted in June. And what about sisters and brothers? Their turn comes on April 10—Siblings Day. Siblings Day hasn’t earned recognition as a federal holiday (yet), but since 1998, governors have proclaimed Siblings Day in 49 states. From experience and observation, I know that sibling relationships can take any number of different configurations. And that made me think about the famous siblings that come readily to mind from the world of toys, dolls, and games.

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Postwar Plastic Playthings: Affordability, Resources and Military Surplus

I first became interested in the increase of plastic in children’s toys through my own daughter’s toys, especially since my undergrad degree was in Environment and Health, with a fourth year focus on Bisphenol A (also known as BPA) in baby bottles. Throughout my Masters studies, I focused on the central question of why we keep what we do, how we make those decisions, and the ways in which we’ve come to value or devalue certain things.

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