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Quake finally makes it into the World Videogame Hall of Fame
Quake finally makes it into the World Videogame Hall of Fame

Yahoo

time11-05-2025

  • Entertainment
  • Yahoo

Quake finally makes it into the World Videogame Hall of Fame

When you buy through links on our articles, Future and its syndication partners may earn a commission. My first thought upon learning that Quake had been inducted into the World Videogame Hall of Fame was that it was very weird Quake wasn't already in the World Videogame Hall of Fame. I mean, you've had Halo in there since 2017, and not Quake? What? What are we even doing here? It's the sort of thing that has the potential to start fistfights in sketchy sports bars—or heated arguments on social media, at least. But never mind, it's all water under the bridge now, as Quake was one of four HoF inductees for 2025. "Quake was a first person shooter built with the mouse in mind," its newly-minted Hall of Fame page states, and it might seem weird now but that was actually kind of a big deal back in the days when a lot of us were still playing exclusively with the keyboard. Quake was indeed a huge technical leap over Doom, its groundbreaking predecessor (which, for the record, is already in the Hall), but it wasn't just the move to real-time 3D that made Quake such an influential game: Extensive mod support gave Quake life far beyond that of most videogames, its server-client architecture revolutionized online gaming, and it laid the foundation for esports as we know them today. "Not only this, but Quake's code is a literal legacy," the Hall of Fame wrote. "The Quake Engine Family Tree, as it is called, has dozens of branches interconnecting different IPs with Quake through its legacy code–franchises. Represented among these are Heretic, Hexen, Doom, Call of Duty, and many more. "Quake has been influential in nearly every category a game can be influential in, but of few games can it be said that its bones—its code—continues to be present in modern games, more than twenty-five years after its release." Quake co-creator John Romero was pretty happy about the whole thing, saying it was a "huge honor" to be inducted: Quake was joined in the World Videogame Hall of Fame class of 2025 by the 1981 arcade standup Defender (man, I pumped a lot of quarters into that one), the N64 shooter GoldenEye 007, and the virtual pet Tamagotchi. 2025 games: This year's upcoming releasesBest PC games: Our all-time favoritesFree PC games: Freebie festBest FPS games: Finest gunplayBest RPGs: Grand adventuresBest co-op games: Better together

Scans for the memories: why old games magazines are a vital source of cultural history
Scans for the memories: why old games magazines are a vital source of cultural history

The Guardian

time28-01-2025

  • Entertainment
  • The Guardian

Scans for the memories: why old games magazines are a vital source of cultural history

Before the internet, if you were an avid gamer then you were very likely to be an avid reader of games magazines. From the early 1980s, the likes of Crash, Mega, PC Gamer and the Official PlayStation Magazine were your connection with the industry, providing news, reviews and interviews as well as lively letters pages that fostered a sense of community. Very rarely, however, did anyone keep hold of their magazine collections. Lacking the cultural gravitas of music or movie publications, they were mostly thrown away. While working at Future Publishing as a games journalist in the 1990s, I watched many times as hundreds of old issues of SuperPlay, Edge and GamesMaster were tipped into skips for pulping. I feel queasy just thinking about it. Because now, of course, I and thousands of other video game veterans have realised these magazines are a vital historical resource as well as a source of nostalgic joy. Surviving copies of classic mags are selling at a vast premium on eBay, and while the Internet Archive does contain patchy collections of scanned magazines, it is vulnerable to legal challenges from copyright holders. Thankfully, there are institutions taking the preservation of games magazines seriously. Last week, the Video Game History Foundation, a non-profit organisation dedicated to the preservation of games and their history, announced that from 30 January, it would be opening up its digital archive of out-of-print magazines to read and study online. So far 1,500 issues of mostly American games mags are available, as well as art books and other printed ephemera, but the organisation is busy scanning its entire collection. The digitised content will be fully tagged and searchable by word or phrase, so you'll be able to easily track down the first mentions of, say, Minecraft, John Romero, or the survival horror genre. In a recent video introducing the archive, VGHF librarian Phil Salvador explained: 'We wanted to make something that's going to be useful and easy for anyone studying video game history, whether you're an academic writing a book or a creator making a YouTube video, or you're just a curious person.' Founded by game historian Frank Cifaldi in 2017, the VGHF is part of a growing number of archives, academic institutions and museums dedicated to preserving games history. While the focus is usually on tracking down and preserving the games themselves, there is a growing understanding that magazines provide vital context. 'Video game magazines are often representative of people's relationships to video games – they accompany that journey,' says John O'Shea, creative director and co-CEO of the National Videogame Museum in Sheffield, which has a growing collection of printed materials. 'They have a similar lineage to football and music fanzine culture, in that they provide perspectives on the players and the fans and what they were thinking at the time. They also provide insight into particular trends and narratives, what gets emphasised, what doesn't. They provide direct access to a particular historical period.' Magazines then tell a sociocultural story that the games themselves cannot. 'Looking at these magazines now, through the lens of contemporary video game culture, it's not just what is there, but what is not there,' says O'Shea. 'The majority of characters featured in magazines up to the early 2010s are men. I looked at a selection of PC magazines from 2011 and there were the same number of female protagonists represented as there were panda protagonists.' Games mags were often written for very specific, very dedicated demographics, and reflected the focus of the industry itself. Many adverts throughout the 90s and into the early 00s featured skimpily dressed women, even when the games were military shooters or strategy sims. Classified ads for premium rate video game tips lines were accompanied by photos of women in bikinis. 'It's there because that was the demographic they were aiming at – teenage boys,' says the museum's collections officer, Ann Wain. 'The marketing shows who was getting the attention and why. The letters pages also tell us a lot about player culture. What topics were people discussing, what was the conversation around games. It contextualises games in a way that just playing them can't.' Both the VGHF and the National Videogame Museum are reliant on donations: the latter has just received an almost complete collection of PC Gamer from a collector who also kept all the cover demo discs and inserts. They are doing important work because often the magazine publishers themselves have patchy records on preservation. Future Publishing does have an archive at its Bath office but it is not complete, and whole collections have been lost when other companies have shut. In a recent post on LinkedIn, veteran games media publisher Stuart Dinsey recalled that when he sold Intent Media in 2013, the new owner pulped almost the entire back catalogue of its industry publications CTW and MCV. Sign up to Pushing Buttons Keza MacDonald's weekly look at the world of gaming after newsletter promotion Looking back on video game history, it's easy to imagine a smooth narrative flow, a sense of inevitability about which games or technologies would be successful and which would fail. But it wasn't usually like that: contemporary reporting reveals a mass of complications and uncertainties. 'Video game magazines provide a lot of resistance to that very linear idea of history,' says O'Shea. 'Especially the technologically deterministic view that more powerful tech would inevitably be more interesting and successful'. When you go to the VGHF's digital archive next month, look at contemporary news around the Sega Mega Drive, the original PlayStation or the Nintendo Wii – there was no agreement at the time over their impending success. Games mags were on the frontline of games history. In this uncertain era for the industry, their voices, dimmed and distant though they seem, are more important than ever.

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