Video Game Hall of Fame honorees: a brief history of gaming in six titles

From 'Space Invaders' to 'Grand Theft Auto III,' this year's inductees into the Video Game Hall of fame represent the evolution of gaming.

|
Bethany Mosher/The Strong museum/AP
The Strong museum in Rochester, N.Y., honored the 2016 inductees to the World Video Game Hall of Fame on Thursday. From top left, clockwise, the newest inductees are 'Grand Theft Auto III,' 'Space Invaders,' 'Sonic the Hedgehog,' 'The Sims,' 'The Legend of Zelda,' and 'The Oregon Trail.'

One game invited players to make a virtual pioneer trip west, unless, of course, they died of dysentery. Another let players create complex domestic dramas with a series of characters, while a third let players zap marching aliens with dot lasers.

Now, “The Oregon Trail,” “The Sims” and “Space Invaders” are among six games inducted into the World Video Game Hall of Fame. 

Along with “Grand Theft Auto III,” “Sonic the Hedgehog," and “The Legend of Zelda,” the games were honored for their lasting influence on gaming and pop culture at an event Thursday at The Strong National Museum of Play in Rochester, N.Y.

The diverse range of inductees encompasses a variety of technological breakthroughs and subjects spanning four decades of gaming. The museum says it wants to recognize games of all types in its selections, including arcade, console, computer, hand-held, and mobile games.

This year’s honorees each invited players into diverse worlds. “Space Invaders” wasn’t the first shooter game when it was introduced in Japan in 1978, but it sparked a passion for arcade games and a host of imitators, Jeremy Saucier, assistant director of the museum’s International Center for the History of Electronic Games, told the Associated Press.

When it was released in 2001, “Grand Theft Auto III,” was also revolutionary, though for different reasons, Mr. Saucier said. It was the first 3-D open-ended game, with players moving freely through a gritty, often violent urban environment, equipped with flamethrowers and assault rifles.

“By providing players with a license to do virtually anything they wanted to do on foot or behind the wheel, 'Grand Theft Auto III' renewed debates about the role of games and violence in society while it signaled video games aren't just for kids," Saucier said.

While it sparked a still-contentious debate about violence in gaming, the game became a model for other “sandbox style” video games that allowed players to move independently through a complex virtual world. By 2008, it had sold 14.5 million copies.

The inductees were chosen from 15 finalists, while there were thousands of other nominations form around the world. Some of the finalists included "John Madden Football," ''Elite," ''Final Fantasy," ''Minecraft," ''Nurburgring," ''Pokemon Red and Green," ''Sid Meier's Civilization," ''Street Fighter II," and "Tomb Raider."

The Strong, which opened in 1982 to display a variety of dolls and toys collected by a Rochester woman named Margaret Strong, has grown to encompass the National Museum of Play and the National Toy Hall of Fame.

Last year, it opened the World Video Game Hall of Fame to recognize a variety of electronic games. To be honored in the Hall of Fame, a game has to have had sustained popularity, and to have influenced the video game industry and society.

This report includes material from the Associated Press.

You've read  of  free articles. Subscribe to continue.
Real news can be honest, hopeful, credible, constructive.
What is the Monitor difference? Tackling the tough headlines – with humanity. Listening to sources – with respect. Seeing the story that others are missing by reporting what so often gets overlooked: the values that connect us. That’s Monitor reporting – news that changes how you see the world.

Dear Reader,

About a year ago, I happened upon this statement about the Monitor in the Harvard Business Review – under the charming heading of “do things that don’t interest you”:

“Many things that end up” being meaningful, writes social scientist Joseph Grenny, “have come from conference workshops, articles, or online videos that began as a chore and ended with an insight. My work in Kenya, for example, was heavily influenced by a Christian Science Monitor article I had forced myself to read 10 years earlier. Sometimes, we call things ‘boring’ simply because they lie outside the box we are currently in.”

If you were to come up with a punchline to a joke about the Monitor, that would probably be it. We’re seen as being global, fair, insightful, and perhaps a bit too earnest. We’re the bran muffin of journalism.

But you know what? We change lives. And I’m going to argue that we change lives precisely because we force open that too-small box that most human beings think they live in.

The Monitor is a peculiar little publication that’s hard for the world to figure out. We’re run by a church, but we’re not only for church members and we’re not about converting people. We’re known as being fair even as the world becomes as polarized as at any time since the newspaper’s founding in 1908.

We have a mission beyond circulation, we want to bridge divides. We’re about kicking down the door of thought everywhere and saying, “You are bigger and more capable than you realize. And we can prove it.”

If you’re looking for bran muffin journalism, you can subscribe to the Monitor for $15. You’ll get the Monitor Weekly magazine, the Monitor Daily email, and unlimited access to CSMonitor.com.

QR Code to Video Game Hall of Fame honorees: a brief history of gaming in six titles
Read this article in
https://www.csmonitor.com/Technology/2016/0506/Video-Game-Hall-of-Fame-honorees-a-brief-history-of-gaming-in-six-titles
QR Code to Subscription page
Start your subscription today
https://www.csmonitor.com/subscribe