Origins:  
                            Unplugging Games
                          By 
                            Justin 
                            Hall   
                          The color, glass and light games we play today are 
                            rooted firmly in the paper, dice and card games the 
                            proceeded them and surround us still. The world of 
                            Dungeons and Dragons spawned 
                            the popular AD&D Gold Box series of personal computer 
                            games including classic PC role playing games like 
                            Pool of Radiance, and recent 
                            releases like Baldur's Gate and 
                            Icewind Dale. Sid Meier's Civilization 
                            was descended from the Avalon Hill 
                            game by the same name. The popular Mechwarrrior 
                            series of games is directly descended from FASA's 
                            world of fighting robots, the miniatures role-playing 
                            game Battletech. Origin's early 
                            computer game of car combat AutoDuel 
                            was based on Steve Jackson Games' Car 
                            Wars.
                             These 
                            computer versions of board games make it possible 
                            to play alone, or against far flung foes at a moment's 
                            notice. Many of those elements of role play that had 
                            been left up to the imagination are now flashing and 
                            glowing up on the screen complete with explicit graphics 
                            and vivid sound effects. Much as television and movie 
                            theatres have diminished the popularity of live community 
                            theatre, these electronic games have come to overshadow 
                            their pen and paper ancestors. 
                            But sometimes it works the other way; electronic 
                            games are fashioned into "unplugged games." Does the 
                            largely single player experience of an electronic 
                            game make for fun away from the screen? And why would 
                            anyone want to take a game backwards into older media 
                            anyways? Will video gamers still enjoy their electronic 
                            experiences when they require other living gamers? 
                            Most designers keep the story, themes and characters 
                            from another medium when they remake a game. In Tomb 
                            Raider the collectible card game, they've taken 
                            that to the extreme, keeping the buttons and memory 
                            cards from the PlayStation experience 
                            intact. 
                             The 
                            designers wanted to remain faithful to the video 
                            game while attempting to make the Tomb Raider experience 
                            competative and social. Up to five players bring a 
                            deck of obstacles and items and special moves (though 
                            like the electronic game, you can play only with yourself). 
                            They move little Lara Croft tokens around a tomb or 
                            cave or other unexplored realm by laying down level 
                            cards. Hideous beasties and fabulous treasures lie 
                            after you explore a new area and roll dice to see 
                            how your Lara will fare. If you draw the right card 
                            you can end up with a "save point" - much like a video 
                            game, you now have a place in the dungeon where your 
                            progress is recorded. Then if you die, you are magically 
                            regenerated from that spot (otherwise, at the end 
                            of your turn you can "press the reset button" and 
                            start the level over). A Tomb Raider fan might be 
                            glad that they can hurl themselves against a giant 
                            bear repeatedly without loosing their big guns and 
                            their leather jacket - much as you can in the videogame. 
                            It almost seems like player mollycoddling, if you're 
                            used to the kind of ruthless vitrol in other card 
                            games like Spite and Malice 
                            or Mille Bornes. But video games are 
                            generally designed to encourage players to succeed 
                            (excluding occasional frustrating exceptions) and 
                            Tomb Raider the card game has that similar comforting 
                            feeling to it. 
                            Tomb Raider was a great opportunity for a small 
                            game design company to make it big because they can 
                            attract multiple audiences: the people who enjoy card 
                            game after card game, and the people who 
                            can't get enough of Lara Croft. Lara Croft is 
                            a popular heroine in Europe and Asia - the card game 
                            is selling better overseas than in the states. It's 
                            currently being translated into Chinese. 
                            The Tomb Raider game was unique - not all games 
                            translate smoothly from one medium to another. SimCity 
                            the computer game was a breakthrough nonviolent resource 
                            management simulation that stood out in a marketplace 
                            crowded with combat based titles. SimCity 
                            the collectible card game brought a similar ethic 
                            to gameplay and wasn't able to maintain sales.
                            
                            
                            
                             
                             
                             
                                
                            
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