“Avoid Missing Ball For High Score”

Erika Anderson of Guernica interviewed Clive Thompson about his theory that early arcade games featured a type of information sharing that’s being used to greater good in our more interconnected world. The opening:

Guernica:

How would you describe the evolution of video games?

Clive Thompson:

When games started out, they were very, very simple affairs, and that was partly just technical—you couldn’t do very much. They had like 4K of memory. And so the games started off really not needing instructions at all. The first Pong game had one instruction. It was, ‘Avoid missing ball for high score.’ So it was literally just that: don’t fail to hit the ball. I remember when I read it, it was actually a confusing construction: avoid missing ball for high score. It’s weirdly phrased, as if it were being translated from Swedish or something, you know? But they didn’t know what they were doing.

But what started happening very early on was that if you were in the arcades as I was—I’m 44 in October, so I was right at that age when these games were coming out—the games were really quite hard in a way, and because they were taking a quarter from you, their goal was to have you stop playing quickly because they need more money. They ramped up in difficulty very quickly, like the next wave is harder, and the third wave is unbelievably harder. And so you had to learn how to play them by trial and error with yourself but you only had so much money. And so what you started doing was you started observing other people and you started talking to all the other people. What you saw when you went to a game was one person playing and a semi-circle of people around them and they were all talking about what was going on, to try to figure out how to play the game. And they would learn all sorts of interesting strategy.”

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In 1972, Rod Serling teaches Steve Allen how to play the home version of Pong (forward to the 15:40 mark):

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