“Digital culture of today is becoming increasingly a field of retrospective” (Suominen, 2007)
Game culture is constantly evolving, so how is it that bringing back an outdated version of a game, save its dwindling number of players.
Throughout this digital artefact I’d like to explore how nostalgia can revive a games popularity or ruin its potential evolution. Specifically addressing the question of; why bringing back an outdated version of a game can result in more response and play time? Leading to the re-birth or division of a gaming community.
To research this, I’ve chosen to focus on the online gaming programme RuneScape. RuneScape was originally brought out in 2001 and then underwent a major update after 2007 even though this update attracted many new players. The older generation of original game players were no longer interested. And with an ever growing community of online gaming services RuneScape wasn’t reaching as high a market share. Resulting in the company bringing back the old version of the game and calling it ‘Old school’ as well as still running the newer version, both made available on any smart device. Immediately their market share escalated. So what happened? That’s what I’ll be exploring and presenting throughout this digital artefact.
To explore this question and content, I’ve decided to use a WordPress Blog. Included in that blog will be a series of images as well as integrated podcast audio and music.
The pictures will include all things RuneScape from then and now. For example, screenshots of the original and updated games online, photographs of runescape fan art from previous versions to now, small video clips from game play etc.
These images will be used to capture the attention of viewers. Nostalgia is directly related to sensory experiences and visuals, therefore I hope to evoke the feeling of nostalgia in my audience as they look through the images and experience my produced content . Accompanying this collection of images will be a podcast. This 4-5min podcast will be critically discussing findings and academic research such as Jaakko Suominen’s ‘The past as the future? Nostalgia and retro gaming in digital culture’ and Anthony Byrnes’s ‘Theater’s nostalgic connection:nostalgia’s impact on the entertainment industry and strategies to solve an age-old problem’. Comparing the opposing sides to nostalgias impact on gaming, positive and negative.
Other potential sources of research are:
- Journal of games criticism
- Video-mediated nostalgia and the aesthetics of technical competencies
- Video games as time machines:Video game nostalgia and the success of retro gaming
- Nostalgia in retro game design
By collaborating all these aspects together on the WordPress platform I aim to give the audience a full nostalgic experience while still presenting a critical discussion.
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Koenig, N. (2018). Theater’s nostalgic connection: nostalgias impact on the entertainment industry and strategies to solve an age-old problem. [online] California: University of California. Available at: https://search.proquest.com/openview/8440238f72fe9e9d1fcebcbb26a54a80/1?pq-origsite=gscholar&cbl=18750&diss=y [Accessed 16 Aug. 2019].
Lange, P. (2011). Video-mediated nostalgia and the aesthetics of technical competencies. Visual Communication, 10(1), pp.25-44.
RuneScape. (2019). RuneScape Online Community – Forums, News, Events and more. [online] Available at: https://www.runescape.com/community [Accessed 16 Aug. 2019].
Semantic Scholar (2007). The Past as the Future? Nostalgia and Retrogaming in Digital Culture. [online] Semantic Scholar. Available at: https://www.semanticscholar.org/paper/The-Past-as-the-Future-Nostalgia-and-Retrogaming-in-Suominen/9594059f378fd5c427eb151933429ec9509c8efa [Accessed 16 Aug. 2019].
University of Lodz (2019). nostalgia in retro gaming. [online] Available at: http://www.digra.org/wp-content/uploads/digital-library/paper_310.pdf [Accessed 16 Aug. 2019].
Wulf, T., Bowman, N., Rieger, D., Velez, J. and Breuer, J. (2018). Running Head: Video Game Nostalgia and Retro Gaming. Media and Communication, 6(2), p.60.