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Interface nostalgia

Monkey Island, a videogame originally developed twenty years ago, came out for the iPhone this week [App Store link]. In order to avoid the shocking anachronism of blocky VGA pixels on the crisp iPhone screen, the developers wisely decided to update the game’s sound and graphics to make the old thing a bit more palatable to players who may be younger than the game itself. It’s a sign of a good game that a bit of spit-polish can bring it right up to date, but you might also think it’s a bit of a shame that the original classic has been papered over. Where’s the reverence? Nostalgic gamers must make up a decent chunk of the potential market for a smudgey Monkey Island, and they’ll miss out on reliving the original glory.

The developers did something else clever too, though, and this is the really interesting bit: players can toggle between the old and new version. At any stage, swiping across the touchscreen with two fingers rewinds the user interface by two decades to reveal the original artwork, fully playable. And I can tell you, it’s the most compulsive UI interaction I’ve encountered in ages.

Monkey Island: Scumm Bar

There are two levels of memory triggered by playing the game with this feature. Entering a new location in the game, complete with up-to-date graphics, activates a narrative recollection of the original: oh, I remember the drunk pirates in the Scumm Bar, I remember insult swordfighting. In fact, nothing about the new design seems out of step with my recollection of the original game at all. I literally don’t register a difference. The situation and architecture, the general outline of the scene, are more than enough to bring it all back. The combined framework of game screens, the defined routes through them and puzzle objects reminds me of Kevin Lynch’s idea of imageability, where mental maps of cities consist of edges, paths, and nodes. Turn a corner in the game and the latent memories awaken, just like stumbling back into an almost forgotten part of a revisited city.

Monkey Island: Drunk pirate

Only you’re not playing the game as your previously experienced it at all. The second facet of recollection comes with the UI switching. Flicking over to the old graphics — and I, for one, found it almost impossible not to do so on every screen — shows you the game as you originally experienced it, and it looks completely different. Suddenly you remember the old imagery too. Conceptual memory gives way to visual memory, in a clear illustration of how the mind functions on different levels. It’s an odd experience, first thinking you recognise something, then discovering that the original was in fact quite different, but that you now remember that too, as additional detail. In one way it’s a contradiction, and in another it’s sharper focus. You’re faced with how brittle your recollection must actually be, and how susceptible to persuasion and malleable memory is. It’s become a meta-game for me, trying to recall what’s different before flicking over for the reveal.

Monkey Island: Dog

As I play through the game I’ll collect interesting before and after shots in this Flickr set.

Bonus link: Fans shouldn’t miss lead designer Ron Gilbert’s notes on playing Monkey Island through twenty years later.

5 comments

  1. They do it on the 360 version, too.

    What amuses me is that you miss some gags – you no longer get the flashing “ADVERTISEMENT” at the bottom when you talk to the “Ask Me About LOOM!” guy, and to be honest, most modern gamers might have forgotten Loom anyway. But it felt like something missing. Otherwise: much to be commended.

    I do like the newer music, though.

    Posted by Tom Armitage, July 29th, 2009 at 2:28 pm

  2. I know you went to school in Galway so most of your memories are probably of having to walk barefoot to school and bring a sod of turf to keep the fire going but did you ever have a BBC Micro computer at school and paly this game?
    http://en.wikipedia.org/wiki/Granny’s_Garden

    Posted by Kevin, August 1st, 2009 at 2:43 am

  3. @Kevin Never even heard of that game.

    The funny thing about older games, I think, and the reason that maybe they give rise to a bit of sentimentality is that everyone has a pretty personal and unique history of videogames. Especially in the days of early PC games, a lot of what you got to play depended on schoolyard swapping between friends. Games that were major early touchstones for me and my friends (like, say, Aldo’s Adventure and King’s Quest) are virtually unknown to most other people my age today. The bootlegging scene dictated what you were exposed to back then.

    You’ll never find that with movies from our youth. Everyone saw E.T., and it was an absolutely fantastic movie, as good as any child could hope to see. But I don’t know many people who are all that fussed about actively remembering E.T. as adults. Most people who watched movies in the early 80s don’t go on the internet to download a movie (that they can only watch via some obscure hard-to-install emulator) from their youth because there’s nothing especially interesting about reliving something that everyone else also experienced.

    Likewise, I don’t think you’re going to have people reminiscing about Halo twenty years from now. Since games became mainstream and marketed in a big way, their relationship to individuals have changed. There are good and bad outcomes of this: games today are much better than they ever were and more culturally significant, but the scene isn’t punk like it used to be. The subcultures became subsumed into the mainstream, and as everybody knows, popularity is a clear sign it’s time to find something else to invest yourself in. Not as a faker street cred thing, but it’s harder to have affection for something that is less than terrific unless you got there early enough for even that mediocre offering to be incredibly exciting.

    I guess what I’m saying is, I prefer their earlier stuff.

    Posted by emmetc, August 1st, 2009 at 8:00 pm

  4. Hah! My impression of the game was also very much driven by a fascination with the “interface within an interface”.

    Posted by Greg J. Smith, September 6th, 2009 at 8:01 am

  5. This post brought back some memories for me.

    Thanks,
    My Flower Delivery

    Posted by Flower Delivery Dublin, July 14th, 2010 at 4:53 am

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