Virtual reality
Is it a game or a sign of things to come?
Maria Weiskott, Editor-in-Chief -- Playthings, 11/1/2002
Way back in the Jurassic age of home computing—when Xenix and Unix ruled—we invested in an Apple 2e computer for home use. A 64 megabyte hard drive, keyboard and screen, all in one drab gray-beige unit, it was among the first affordable home computers. It had no mouse, no windows, no modem, no color, no sophisticated graphics, no noise; just a collection of large floppy disks containing word-processing and business 'programs.' It also came with some really cool games. Well…they were cool at the time.
Our all-time favorite game was Alter Ego. This one could keep kids and grownups alike gathered around the keyboard for hours.
The game was based on some timeless themes: good versus bad; risk versus the known; truth verses deception; chance versus probability; caution versus curiosity; obedience versus defiance. Through the magic of fantasy and aided by 'high technology,' players could choose their way through a series of life cycles beginning at infancy. An example: "You are in your crib and just woke up from a nap. Your Dad walks into your room and smiles at you," the game states. The player is then asked to make a choice: Do you: a) go back to sleep; b) cry; c) smile; d) wet your diaper; e) throw your bottle at him?
The game offered countless choices at every life stage, getting more interesting and dangerous—especially during the pre-pubescent and post-adolescent stages—as the imaginary years ensued. Until, that is, the player reached a final outcome, the end of a life cycle. During the game, the player could walk the proverbial straight and narrow, or the virtual wild side.
What made the game so much fun and so intriguing was that a person—albeit for only an hour or so—could have a go at living 'dangerously;' and without the risk, to boot. Players could give disobedience a try, as well as 'act out' some blatantly anti-social behavior. They could do something as benign as leaving all the lights on in the house, or not doing homework; as vile as smacking a sibling; as grave as stealing a car for a joyride; or simply running amuck at every opportunity.
When a player finished a life cycle, there was plenty of discussion afterward! Especially if the choices were atypical to the player's established personality.
Whether this type of play experience is negative or positive (even for us grownups!) is still being debated today and provides the subject for what is probably the best of Senior Editor Dave Gerardi's "Q&A" columns yet this year. You won't want to miss it on this month's page 40.
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