It doesn’t seem like that long ago to me that video games
were The Great Satan. My ever-loving
parents, who really did try to raise me in a home with good, wholesome
influences surrounding me, never liked video games, and vowed that their
children would never succumb to that great space invader of the child’s developing
and fragile mind. Young Brandon was
never to have an Atari, Vic 20, Commodore 64, or Nintendo. The first video gaming device we owned was a
Tandy computer, and it wasn’t good for much except for typing and
printing. We owned a typewriter, but the
Tandy was an actual ‘computer’, which immediately meant it was better. Along with the Tandy, which of course had no
internet access in 1986, came the inevitability of games to play on it. Now, you could play games like the old consoles
had, to some degree, but what the Tandy could do that consoles of that time
could not was run games that involved strategic input from the player. Role-playing games, such as the King’s Quest
series, Leisure Suit Larry, and a host of other scenario games were readily
available, and reasonably affordable.
You had to insert floppy discs—and I mean the old 5 1/4 inch ones, not the
more recent-yet-still-obsolete 3 1/2 hard-cartridge discs. My current PC is now 9 years old, and still
has a floppy disc drive, so they had a good run it seems.
Mom and Dad justified letting us play these games on the
Tandy because the games themselves had evolved beyond simple call/response or
reaction games like Donkey Kong or Asteroids.
Indeed, the new breed of games required the player to think about what
would happen next, type commands into the computer and respond to what the computer
had to say in response. If you walked
into a room in the castle dungeon, you might wander over to the wardrobe and
ask the computer to open the door. Maybe
inside there was a secret weapon you could use.
Maybe a giant monster would jump out and crush you. Either way, it was fun, and if the latter was
true, you hopefully saved your game earlier and you could do something
different next time. Maybe you could
hide under the bed while the evil wizard opened the wardrobe. You get the idea.
To some degree, my parents were right. I didn’t waste my money on video games, and
as a result, I focused my interest and energy on other things. I read a lot, particulary the Hardy Boys
books, a series which I still collect to this day (I mentioned this briefly in
the last blog). I developed a fondness
for boardgames, and as an adult I am an avid gamer and owner of dozens of
different styles of games, from simple party games to hours-long strategy
games. My money began to go to music
purchasing, and as those of you who know me at all can attest, it’s still where
most of my available funds go. My first
investment in a video game system was the Wii, which we bought as a family
three years ago. Still, I may have
invested up to 2-3 hours total on it. My
sons adore the Wii, and Kieran recently declared that while music was my ‘thing’,
video games were his. Part of me was a
little saddened, but an equal part of me understood.
At school a few weeks ago, a few boys from my class were
over near the swings playing in the fine gravel on which the swing sets are
situated. When I approached them, I
noticed they were playing something I thought was long extinct. They had a handful of little, green army
men. I was blown away. I used to play with my Dad’s little army men
when I used to stay with my Grandmother at her house while she watched me when
my parents worked late. They were
pre-posed, and I had no real knowledge of the army, nor did I have the wherewithal
to care about it, but they were fun to pose in mock battles, to make pretend
gun noises while I maneuvered them around awkwardly. When I made to congratulate them on finding
some classic toys to play with at recess, they looked up with fear in their
eyes. It then occurred to me—they’re war
toys. In 2012, we’re afraid of war
toys. The world we live in doesn’t feel
so easy about kids pretending to wield guns; the ‘Cowboys and Indians’ days are
long gone. I remember playing ‘War’ in the thicket beside my house as a kid
when my friends used to visit. We had
plastic rifles and assault weapons and we used to make forts, run recon missions
and engage each other in open combat. I
even had a plastic bazooka. We had paths
through the woods worn down to the dirt.
We built platforms in high trees as look-out posts. At the end of the day, we never realized how
much we were developing our imaginations. And there I was, faced with the
choice of whether to prevent them from playing ‘war’, or remember young Brandon
who grew up to be Mr. LeBlanc, evidently none the worse for having played with
toys like that himself. I don’t think
anyone that played ‘War’ in the thicket at my parents’ house ever grew up to
shoot up a school, hold up a bank, or even obtain a hunting licence for that
matter. But man, did we ever have
fun. When I was visiting with my parents
this past week, I stopped and looked into the thicket. The paths are long grown in. The forts are long gone. My own children will never play the way we
did.
When we were kids at Port Elgin Elementary School back in
the 80’s, my friends and I ‘invented’ a game of our own. Down a steep embankment, yet still on the
grounds of the school, was an area where there were no trees, but the grass grew
fairly tall. Forming small islands in
the hayseed were giant slabs of rock, probably about a dozen or so of them in
an odd formation. There were three or
four large, flat ones, on which I’d say maybe five or six kids could stand at
once. The others were all a fraction of
that size, and no more than one could stand on them without knocking another
off. We used to bounce from rock to
rock, originally just goofing around, but gradually developing a sort of tag
game. Rules began to form, and word
spread; before long, a dozen or more friends were making straight for the rocks
as soon as the bell rang and we could get outside. One day, someone finally suggested that our
game was a lot like the then-popular arcade game Q*bert. For those of you who weren’t children in the
80’s, Q*bert was a little creature who hopped on two legs on a wall of
ascending cubes, whose goal was to touch every square before his enemies
touched him. Think Pac-man, but 2D and quicker. Our game, of course, was much different. Rather than have one Q*bert, our game had
most people acting as Q*berts, while the ‘it’ person was his nemesis Coily (a
snake who bounced like a spring on his coiled body). The Q*berts all started on one of the giant
rocks, while Coily started on a designated starting point in the middle. The Q*berts had to hop from rock to rock until
they safely made it to one of the other agreed-upon rocks at the far side
without being tagged by Coily. All this
time, no one was allowed to leave the rocks at all. If you did fall from one, you had to either
go to a ‘prison’ rock, or start over, depending on who was playing and which
rules were in play. You see, in our
version of Q*bert, we worked out a verbal agreement how to solve problems that
arose during gameplay, and we moved on.
No one fought during Q*bert. It
was like an unwritten rule that if you spoiled the fun, you had no business
being there. And no one wanted to be
banished from the rocks!
As a teacher today, I could find a host of things you
couldn’t allow in a game like Q*bert.
First of all, rock formations like that would be removed from any playground. If they weren’t, they’d be fenced off for
sure, and duty teachers would be vigilantly policing them from children with
over-active imaginations from playing near them. Maybe the kids would pick up sticks and
pretend to play war, mock-shooting each other like they might see on the
news. That wouldn’t be allowed
either. Too bad really, because all the
skills they have been honing playing Call Of Duty would surely come in
handy. If it was winter, forget playing
near the rocks. A skinned knee might be
as good as a lawsuit in 2012. Never mind
that you could smash heads playing soccer, or fall from monkey bars, or slip on
an unseen patch of black ice. Soon, we’ll
need to bubblewrap the students to keep them safe.
We have come full-circle with our video games; we worry
so much about the dangers outdoors that we often let our children seek refuge
in the one thing a generation ago we never thought possible. We protect our children from two things: the outside world and their own imaginations.
Video games have lots to offer, and they’ve come a long way, even since the old
Tandy Quest games from my childhood, and even then they helped foster critical
thinking and creativity. Ironically, my friends
and I used a video game as a scenario for an original idea, for hours of
harmless fun. I would go so far as to say we were building
character. Perhaps we don’t give our
kids enough credit. Perhaps we think on
their behalf more than we should. We
should rather remember when we were the Q*berts trying to get to the other side,
back when Coily was just one of us, randomly picked for the fun of it. I promise you, if the duty teacher ever came
to play Coily, we’d have all left the rocks for good.
Wow, I was just thinking about this today. I read an article somewhere that a school in ontario adding some natural obstacles to their playground to help stimulate the children who got bored on a square sheet of grass. We used to play on those rocks all of the time.
ReplyDeleteAs for forts I seem to recall you having a nice bit of woods behind your own house. Future fort territory!
I do have a good little bit of woods there. We're planning to build a cabin there this summer actually!
ReplyDelete