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Getting Lost in Games

Sometimes I catch myself missing how I used to play video games. Today, when I sit down to play a game I have a pretty good idea what to expect within minutes of pressing start. Using my combined experiences of hundreds of games--plus the copious amounts of pre-release materials--I can set expectations very quickly.

But it wasnt always like this. I remember a young Maxwell who had zero expectations. He could take a game and in his own mind transform it into something completely different. For him, Sonic the Hedgehog 2 on the Sega Genesis was less of a game and more of a toy. Remembering that kid tells me not only how Ive changed, but games as well.

Growing up, I knew a lot of kids who had a gaming cave: a space, usually their room or basement, where they could retreat with their friends and play, undisturbed by the outside world. Me? I had a jungle. For part of the year, at least.

When it would get cold, my mother would bring in the potted plants from outside and store them in the basement. Surrounded by Fiddleleaf Figs and Arrowhead Vines, I would slump down in my old, brown recliner and lose myself in those digital worlds.

Not to gush, but those days were pretty awesome. Im sure thats how we all remember them, right? It was so easy to simply lose myself within their digital worlds, so much so that I would often ignore the central plot or object and strike out on my own. Exploring every inch of the game, and creating my own, internal narrative.

Earthbound on the Super Nintendo was a prime candidate for this. In the game, there was this really run-down house you could purchase for a huge sum of money. The joke was the outside of the house looked really nice, but the inside was a complete pigsty--one of the walls was even missing. I guess this was supposed to leave you with a tinge of buyers remorse, but I thought the house was awesome!

Inside that shack I would act out whole narratives where Ness and his friends had jobs, ran errands, and lived out their day-to-day lives together. It was a little sitcom inside my head. There was no fighting, no plot-advancement, or anything like that. I was basically recreating The Sims inside of a SNES game.

Today, this never happens. I approach games--all games--differently. There are several reasons for this, such as: my age, amount of pre-release exposure, or advancements in storytelling. Something I enjoy (but secretly loathe) is how much exposure we have to games before their launch. Look at Resident Evil 6. For an astute enthusiasts, you can get the bulk of what a game is about just from pre-release media.

Modern videos are so much more proficient at directing your experience to ensure all key moments and plot points the designers wanted you to see arent missed--no matter what! While entertaining in their own right, more complex games, more complex characters, and more complex stories are (perhaps) driving out room for imagination on the players part. Classic Mario and Sonic games had little to no story whatsoever. Save the princess. Stop Robotnik. It was up to the player to fill in the blanks about the world and its inhabitants.

And how many older games have you played where the art on the cover looked completely different from the game itself? That design constraint meant that as you were playing, say, Gauntlet on NES you were in your mind recreating those little sprites as epic warriors and monsters.

All this is not to say that I hate modern video games or good stories or anything like that. Im just...concerned about a perceived loss of imaginative engagement between player and game. Perhaps Im way off the mark (as I often am) in my less-is-more creative approach. Did anyone else even DO this as a kid?