There is plenty of theory and before you get into the meat of the book, exactly what is and what isn't a CRPG is discussed in great detail. For the most part I agree with the definitions and delineations of the various related genres (adventure, RPG, MUDs, JRPGs, etc.) and I believe this can be used as the basis for future works by other authors. In short, the reader gets a clear picture of what exactly the author means by "CRPG" in its many forms and why some of the other games - even though they might exhibit several RPG characteristics - really fall under another classification.
It's a fun, easy read with consistent pacing. There are no "dead" spots in the book and you are constantly looking forward to the next page. Matt has always balanced scholarly writing with a mainstream sensibility, and his reputation as the "Dennis Miller of Videogames" holds true here as well, with references to individuals like philosopher Ludwig Wittgenstein sprinkled throughout the book. This approach works here as well as it ever has, providing some perspective for some of Matt's more original points.
While this book does not attempt in the course of discussion to catalog every CRPG ever made - and the fact that there have been many hobbiest and low circulation semi-pro works across hundreds of different platforms makes such a feat impractical - the vast majority of games worth discussing are all here, with a few nice surprises, like coverage of some of the games on the PLATO mainframe. In all, even the most jaded RPG enthusiast should find little to quibble about in the selection of games represented in the book.
Beyond being broken down into various Ages, the book further discusses individual games and series in each of these sections, in what some other reviewers have referred to as a collection of reviews. This is not exactly true, as the author is not reviewing each of the games as much as he's describing their components and what it does and doesn't advance in terms of the then state-of-the-RPG-art (in respect to the Age it's in). Nevertheless, based on the information, the reader can definitely get an idea of whether it's a game that he or she would like to play, so in that one way, it can act like a review despite it actually being a tool for the greater narrative.
So what are some of the downsides of this book? While there are hundreds of photos, some have come out too dark in the printing to make out details, which is disappointing as seeing the games and related items is a lot of fun. I also didn't care for the title screen of Ultima II being used rather than an in-game screenshot, particularly since the Ultima II title screen is repeated in the color insert (The color insert is tough to find because it's on thin paper stock, but it's definitely there!). Nevertheless, a high percentage of the images help enhance the narrative rather than detract from it and I'm sure the image contrast is something the publisher can fix in future editions of the book.
While we'll no doubt all have our personal criticisms of this work based on our own biases (what, obscure RPG y from obscure platform z is not there?!), one fact remains--this book is very, very hard to put down. For my money, that makes any minor criticism a non-factor in regards to the greater good of the overall work. So, kudos to my videogame brother for the accomplishment and if you have even the slightest interest in RPGs or video or computer games in general, buy this book!
Comments
Hmmm I got very curious about the book
Despite the fact the RPG isn't really my cup of tea - especially turn based - I might actually enjoy reading this book and appreciate RPGs a little more.
Editor / Pixelator - Armchair Arcade, Inc.
www.markvergeer.nl
thanks!!!!
Thanks so much for posting your thoughts, Calibrator. It's hard to convey how eagerly and anxiously I've been waiting for feedback from people who have seen the book!
for beginning CRPG enthusiasts or people not wanting to search the web.
This has been a recurring criticism, and not just from Bill. It's doubly disappointing to me, firstly because it took me a long time and a lot of money to take the screenshots, and secondly because I think the pics add a lot of value. However, on a positive note, the publisher has assured me that if the book makes a second printing (it needs to sell something like 2,000 copies for that to happen), the problem will be corrected. I do intend to put the screenshots up for download soon, just haven't had the time. Also, please see that it's not a problem with all, only some of the images. I know that isn't any consolation to people who have the book.
I might note that, whenever possible, if I had a screenshot for a game that Mobygames didn't have, I uploaded one to them. They rejected some of them for various reasons (they are very picky about formats and resolutions), but they kept some of them. In short, you can probably find screenshots for most of the games on Mobygames if you're really curious.
I would have really liked to have a full color book; that would have been incredible. The only problem with that is the cost would have gone up exponentially. My guess is it would have been at least sixty, maybe eighty bucks. The only way something like that would be possible is if it was printed on a very large scale. I personally wouldn't pay that much for it.
chapter I read today (and the excerpts published lately) already show what is
the books major asset: It's immensily vivid and lively writing style.
This is what I (humbly) think is the strength, too. As I mentioned above, you can really find good screenshots and so on simply by searching the net. Wikipedia and Mobygames has most of the "raw material." What I wanted to do was tell the story, identify patterns and trends, and just try to write a book that I would like to read, though granted I'm poorer than the average Armchair Arcader.
shows this - and easy to understand for people without a deep gaming history.
The latter being entertained by the writing and the filling of some knowledge gaps.
And that's precisely the reason I did dedicate much more time and research to the earlier periods than the later ones. I know some people have criticized me for not dedicating more time to recent works, but it seems less germane since you can pick those games up and easily play them today. I was more interested in the roots and games I felt were particularly influential. It's kind of hard to say if a game like Oblivion or Gothic 3 will still be talked about ten years from now, but it's a safe bet that people will still be talking about Ultima or Dungeon Master then.
Well, you know what they say about us men with prodigious noses. :)
Book arrived today
I ordered it late from Amazon-UK - together with a photo book called
"Phantom Shanghai" (I'm not affiliated, but very impressed by it) among
other things.
The book:
First, a remark about the cover as this is the first thing one notices.
It's a great and very fitting motif as dragons are often the ultimate
adversaries - or NPCs - in CRPGs and it's high quality artwork.
Another great thing about it, is that the sky color wraps the whole book
which gives it a feeling of integrity. Great choice.
But the protective cover is removed quickly and the book gets opened...
All things said by Bill are true - especially the slightly dark screens.
Of course - color screenshots would be the ideal solution but how many would
(or could) pay for the book, then? (I know I would, but I don't impose my
preferences on others ;-)
The color section with eight screens is a joke, however, and only underlines
the problem with the pictures. My advice is to either enlarge this section or
drop it *completely* and use only b/w photos that are brightened up a bit.
Making the picture files available as downloads would be a good "solution"
for beginning CRPG enthusiasts or people not wanting to search the web.
The picture thing is also the only real negative criticism I can name as the first
chapter I read today (and the excerpts published lately) already show what is
the books major asset: It's immensily vivid and lively writing style.
One quickly recognizes that this isn't a vanity book of some self-proclaimed
expert on an obscure subject but a professional effort by a person experienced
in relaying knowledge to others.
The book appears to be very thorough - the introduction to the genre alone
shows this - and easy to understand for people without a deep gaming history.
The latter being entertained by the writing and the filling of some knowledge gaps.
I think that this is not only the first non-fiction book in a long time that I will read
from beginning to end but also that this may become a "CRPG bible" for budding
game designers and fans of the genre!
And I can assure Matt, that the Barton nose isn't that big a problem as is my own ;-)
take care,
Calibrator
RetroGaming Radio again
Shane Monroe also mentions it again (a clarification from last month's) around the 25 minute mark in the latest show, March 2008: http://www.retrogamingradio.com/theshow/listen.php?current=1
He also mentions the Atari 2600 Gamasutra article - at least in the show links. I was unable to find it in the show...
Wii: 1345 2773 2048 1586 | PS3: ArmchairArcade
Bill Loguidice, Managing Director | Armchair Arcade, Inc.
There's a new review of the
There's a new review of the book at GamerTell.
Funny how they didn't like the cover. Other reviewers count that as a prime asset!
Dougherty & Garriott
Definitely!
And also the "copyright case" around Questrons Ultima-like tile mapping and how SSI resolved this.
Garriott wouldn't say much except that he got a minimal licensing fee per game sold.
But how long did it take? Did they have other options? Why did he do this in the first place?
He had better dungeons - why didn't he put more weight on that? etc. etc.
take care,
Calibrator
omissions
Shame Charles W. Dougherty isn't around/findable to poke about Q1/Q2/LotA/LoB and his whole involvment with SSI/EPYX/EA mix.
I'll have to check my email and see if that was an email or phone interview. If it's an email, I will put it up, but the phone ones would be far more difficult. I had no way to record the calls, so just had to rely on jotting down notes.
As I mentioned earlier, if you try hard enough, you will find games that aren't mentioned. Blame it on ignorance, carelessness, or whatever, but it was a big project and there are bound to be slips. I've already had to bite my tongue at a few people who accused me of doing lousy research just because I didn't mention some obscure homebrew Linux project or another that only a few dozen people ever played. I mean, c'mon. I guarantee you, most authors, there would be far bigger and more serious gaps, not to mention errors--I saw a video on G4 the other day that claimed Zelda was the first RPG. Even the "Official Book of Ultima" didn't even mention Mt. Drash, not even in a footnote. How many know about the zelda games for the CD-i?
In my defense, though, it appears that Jade Empire was an Xbox game, though there has been a PC port (last year, I think?). In any case, I haven't played it yet. ;) I will hopefully get the chance to make some changes for the second printing, and it might be worth adding a game or two if you folks think it'd be helpful.
Matt, I'd love to see the
Matt, I'd love to see the interview/notes with Roth/Stark etc. of Shard of Spring/Demons Winter. (DW is one of my fav's....). Is it something you could put up on AA?
Shame Charles W. Dougherty isn't around/findable to poke about Q1/Q2/LotA/LoB and his whole involvment with SSI/EPYX/EA mix.
-- Stu --
Great!
Just got my copy a few days ago, and it was great! Definitely could have used more color prints instead of the rather dark B/W, but I presume that was a cost-cutting measure.
Also, hate to nitpick, but you forgot Jade Empire. :) I only bring it up because it was notable for being a CRPG based upon eastern Asian fantasy elements without actually being a JRPG.
A lot of it seems so obvious
A lot of it seems so obvious to us that it's hard to convince the publisher. I mean, duh, people like reading about classic gaming (to wit; armchair arcade, etc.) Much of what we've been asked to prove is painfully obvious to most of us: there is an audience for well-written, well-researched material about game history.
The problem is that the mass media seems to think that only fluff will sell. Thus, the depressingly bad stuff on G4 and most websites. Meanwhile, a carefully researched and deadly accurate piece such as our Vectrex article goes mostly unnoticed. What gets the attention? Oh, the latest "10 Games that Changed History by Not Actually Changing History But Hell it's somehow related to Wii so w00t woot" piece on ign. Meh.
My guess is that the publishers are seriously underestimating the intelligence of the "average joe." My approach has always been (and you know it's true); give them what YOU would want to read. If it doesn't measure up, don't release it yet. Keep at it. We've always believed here at AA that the best way to build an audience is by actually caring about the product. We work hard to bring you high quality content that you can depend on. If we are unsure about something, we make that clear and ask for help. If you compare that to the latest piece on XYZ game site you know we've got a special formula here at AA.
Argh, okay. Rant over. :)