The digital game canon is the brainchild of Henry Lowood, the curator for
Stanford University's History of Science & Technology Collections and professor
of German Studies. It is the first effort to establish an authoritative collection
of historical games that ought to be known by all design and production
professionals in the games industry. Lowood recruited four leading videogame
experts – two designers, a theorist and a journalist – to join him on a panel of
judges: Warren Spector, Christopher Graft, Matteo Bittanti, and Steve Meretzky.
Each judge selected two games to enter the canon, for a total of ten. The list was
presented and discussed on March 8, 2007 at the Game Developers Conference
in San Francisco.
Lowood likens the effort to that of the National Film Preservation Board, which
each year selects several films to be added to the U.S. National Film Library.
Managed by the Library of Congress since 1988, following passage of the
National Film Preservation Act, the National Film Library has been a catalyst for
the preservation of historically significant movies, which otherwise may not have
survived. Similarly, important computer and video games face the challenge of
long-term preservation, as gaming platforms become obsolete, operating systems
disappear, and software isn't maintained. By identifying the most significant
videogames in history, the panel hopes to draw attention to the need for deliberate
preservation efforts before it is too late and the original games disappear forever.
Because of the challenges of preservation, some of the games shown here in
GameWorld are presented using software emulators, which function as “virtual
computers” that run inside of a modern computer.
Criteria for the games selected were left to each panel member. Lowood makes
clear that the list is in no way definitive, but is rather just “a start.” Interestingly,
these ten games are not the ones most people will remember feeding coins into
when they were young.. Some of them are more obscure, difficult, and attracted
smaller audiences. But they had vast influence, establishing conventions that
have been widely followed and built upon by future games.
On the list are widely recognized games and franchises from the world's most
celebrated game creators: Will Wright, Shigeru Miyamoto, John Carmak, and
Sid Meier. Alternately, “Star Raiders,” an extremely innovative game now largely
forgotten, was selected due to concern that its lack of commercial success could
mean it may not be properly preserved, and so simply disappear.
Once the exclusive province of enthusiasts and collectors, videogames are
attracting the attention of academia, just as other art forms have before it. Future
game creators are now enrolled in digital media programs across the globe.
As the foundational period of video games recedes beyond any living person's
childhood remembrances, the need for scholarship and preservation becomes
more acute.
Just as the academification of cinema practice and criticism in the 1960s
changed both the discourse about and content of movies, this process – now at
work in games – is likely to have a similarly far-reaching effect.
Digital Game Canon
Spacewar!, Martin Graetz, Steve Russell, Wayne Wiitanen
Star Raiders, Doug Neubauer
Zork I, Marc Blank, Dave Lebling, Bruce Daniels, Tim Anderson
SimCity, Will Wright
Civilization I/II, Sid Meier
Tetris, Alexey Pajitnov
Super Mario 3, Shigeru Miyamoto, Takashi Tezuka
Doom, John Carmack, John Romero
Sensible World of Soccer, John Hare
Warcraft (Series), Blizzard Entertainment