An interesting and enlightening read, thanks for the find Fire.
He brings up some good points, and while he hits and addresses the obvious counter argument that gaming is a tech-driven industry and therefor past games will mostly be viewed in the context of promise hindered by technological limitation and are nothing but the first steps into iterative potential.....I'd say: that is what many are. The sad truth is, a lot of software out there IS disposable and very easily replaceable the more time passes. That's not to say there's not those titles out there that won't hold value forty years from now like they do today, but that's far the exception rather than the rule.
Seriously.....why would we choose to suffer the original Metroid when we can have the improvements in Super Metroid? What does the first game lay claim to to be valued higher than its sequel which executed everything far better? Laying the "find power-ups and unlocking previous areas" Metroidvania foundation, alright I'll grant, and the original will rightly hold its place in history and should be remembered for it. But not many games today can tout such accolades to stand the test of time as they do nothing but afford iterative improvements to mechanics within the exact same structure seen in previous games of the franchise, and they'll subsequently be forgotten due to it. I personally don't see anything wrong with that. Not all art is deserved of remembrance when it does not much more than fine-tune. In fact, I'd say very little is.
It's unfair to attempt to compare games to movies, books, and other forms of art in this manner because their unique characteristics that help them endure the test of time so well are not compromised so heavily by its passage. Movies depend upon good writing, characters, and narrative, elements that are removed from technological prowess and its incessant march, not mechanics whose quality can appear antiquated and archaic comparatively even within the passage of a few years because they depend so much on them. Games exist within a very formulaic structure in each particular genre they represent, whose appeal derives from mechanics of which are in a perpetual state of refinement and improvement, and because of this I would say that this is gaming's biggest obstacle in preserving their historical significance when the very thing that their merit lay on is always bested. The way I see it, 99% of the time the "value" of any game largely is tied to the period of technology it was created in. When that's improved upon, on what basis should the previous be continually acknowledged unless it accomplishes something paramount never seen before?
With that said though, I do agree with the author's general sentiment that this medium is more prone to the past being seen as disposable than others. He has a point in his example of King's Quest and its creator.
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