Feelie

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A "Don't Panic!" badge, shipped with The Hitchhiker's Guide to the Galaxy (1984) Don't Panic Badge.jpg
A "Don't Panic!" badge, shipped with The Hitchhiker's Guide to the Galaxy (1984)

A feelie is a physical item included to supplement a video game. Likely deriving their name from the fictional media in Aldous Huxley's 1932 novel Brave New World , feelies were popularized by the American video game company Infocom in the 1980s and subsequently adopted by such companies as Origin Systems and Sierra Entertainment in the United States and Namco and ASCII in Japan. Becoming less prevalent since the rise of digital distribution, feelies are now limited primarily to deluxe editions that are sold at a premium.

Contents

Feelies may take various forms, with common ones including reproductions of game objects, printed materials, cosmetics, and figurines. Historically, feelies allowed video game developers to implement copy protection and minimize the amount of digital space used for supplemental materials while simultaneously distinguishing their products from those of competitors. For players, feelies could provide assistance during gameplay, opportunities for continued play elsewhere, and improved immersion. Scholars have explored feelies as paratexts, while video game journalists have recalled them fondly.

Definition

The word "feelie" was used by the video game company Infocom to refer to the physical items packaged with its games. [1] It had previously been used to describe a form of entertainment that also stimulates the senses of touch and smell by Aldous Huxley in his novel Brave New World (1932), which likely provides the etymology. [2] In a 2013 interview, Infocom founder Dave Lebling recalled the team as having drawn inspiration from the board games of Dennis Wheatley, which had included dossiers, interviews, and even locks of hair. [3]

Common feelies include reproductions of objects from games, printed materials (such as comic books and novels), and cosmetics for game controllers. [4] Some feelies are integrated into game packaging; the packaging itself may also constitute a feelie. [5] Figurines are common feelies in deluxe editions, and may assume a static pose or come with articulated joints that allow for play. [a] [6] Other recorded feelies have included tissues and dry pasta (Infogrames' Murders in Venice , 1989), [7] as well as a cotton ball and a plastic bag said to contain a "microscopic space fleet" (Infocom's The Hitchhiker's Guide to the Galaxy , 1984). [b] [8]

The video game scholar Ian Peters divides feelies into two categories, artefacts and collectibles. He defines artefacts as objects that "seem to have been yanked from the immaterial world into the material one", thereby providing players with a tangible link to the game world. [9] Collectibles, meanwhile, are understood as generally scaled-down objects that represent elements of the game world without being offered as examples of items contained therein. [10]

Uses

For companies

In many games, feelies were historically used as a means of copy protection. By associating puzzle solutions with physical items, game developers disincentivized the distribution of bootleg copies; without the accompanying feelies, players could not complete the game. [11] Examples include Lucasfilm Games' The Secret of Monkey Island (1990), which locked solutions behind a "Dial-a-Pirate" wheel, and Infocom's Return to Zork (1993), which came with an Encyclopaedia Frobozzica answering in-game questions. [12] Such an approach, according to Lebling, was attractive in the 1980s due to the difficulty of using on-disc protection. [3]

Infocom developer Steve Meretzky notes that, in the early years of video gaming when limited space was available for interactive digital media, feelies benefitted the production team by freeing space for other content. [13] Remembering the production of Deadline (1982), Lebling contrasted the game with detective stories. Where novels had space for pages of exposition, such space was not available in contemporary media, and thus the Infocom team had developed a dossier to provide players with the necessary context and information to play the game. [3]

As marketing material, feelies create a sense of added value, giving the impression that games are luxury items. [14] Such upselling has become particularly commonplace with the practice of issuing deluxe editions of video games that contain the games themselves as well as supplemental materials. These special editions, partly due to the size of the figurines and other merchandise contained therein, have distinctive packaging that distinguishes them from other games. [15] After purchase, such packaging may be displayed as artwork. [16]

For players

Infocom - The Register, dated February 1, 1938 (p1).jpg
Infocom - The Register, dated February 1, 1938 (p2).jpg
Feelies can be used for worldbuilding; for The Witness (1983), Infocom provided a modified copy of the Santa Ana Register introducing players to 1930s California and the game's characters.

Feelies have commonly served as extensions of games, allowing for play outside the video game world. Some game packages, especially in the 1980s, advised players as to potential uses for the feelies contained therein. Others have not included such information, allowing players to make their own interpretations. [17]

Some feelies provide players with information that could be used to solve puzzles during gameplay, as in Infocom's Deadline and Cutthroats (1984). Other feelies are used to provide general guidance, such as the cloth maps included with Sierra Entertainment's Ultima II: The Revenge of the Enchantress (1982) and subsequent instalments. [18] Some, such as the pin included with The Hitchhiker's Guide to the Galaxy (1984), offer accessories with which players can indicate their interests to others. [19]

Feelies can also contribute to player immersion. This is achieved, in part, through their contribution to worldbuilding. The Witness (1983), for instance, included the fictitious magazine National Detective Gazette as well as a modified copy of the Santa Ana Register , thereby introducing players to game characters as well as the general context of 1930s California. [20] Similarly, Deadline practised worldbuilding through a series of documents that players were instructed to read before beginning the game. [21] Art books and behind-the-scenes videos are sometimes included with collectors' editions, providing insight into the production process. [16]

Feelies provide a physical object that can stimulate the sense of touch even as the other senses are occupied elsewhere. [22] Some feelies, such as the brochure for the Famous Adventurer's Correspondence School (FACS) that was packaged with Sierra Entertainment's Quest for Glory: So You Want to Be a Hero (1989), explicitly identify the player as a potential hero, thereby drawing them into the narrative. [c] [15] Others, such as the Goku wig included with Dragon Ball Z: For Kinect (2012), invited players to dress as game characters. [23] Such feelies may be used for role-playing purposes. [d] [24]

History

Infocom and early feelies

Microscopic Space Fleet, Hitchhiker's Guide to the Galaxy (1984).jpg
Infocard Decoder, Seastalker (1984).jpg
Feelies from Infocom games: a "microscopic space fleet" (The Hitchhiker's Guide to the Galaxy, 1984) and a decoder ( Seastalker , 1984)

Early video games were released as physical objects, with their packaging commonly considered ephemera. The American company Infocom, established in 1979, used the packaging of its early games as part of its marketing efforts; Starcross (1982), for instance, was packaged in a flying saucer. Other games were accompanied by large items reflective of their themes, such as the mask that came with Suspended (1983). Games published by Infocom after 1984 tended to use standardized packaging, but continued to include physical supplements. [1] Deadline (1982) was the first Infocom game to include such materials. [3]

Infocom's American competitors Origin Systems and Sierra Entertainment also began to include physical items with their releases in the 1980s, [1] including the headband shipped with Origin's Moebius: The Orb of Celestial Harmony (1985) and the FACS brochure shipped with Sierra's Quest for Glory. [25] Japanese companies also began to ship physical goods with their releases. For Jikuu Yuten: Debias  [ ja ] (1987), Namco produced a decoder for the game's runes, while ASCII shipped its strategy game Fleet Commander (1988) alongside a map and miniature ships with which players could track fleet movements. [13]

Such feelies increased the production cost of games, at times resulting in tension between developers and publishing teams. Regarding the Ultima series, Origin vice-president Dallas Snell recalled that developer Richard Garriott would argue for high quality feelies with every instalment, despite the financial burden imposed on the company; conversely, the publishing team would suggest using paper instead of cloth and plastic instead of metal. [26] Lebling considered the cost factor the main reason for Activision abandoning feelies after it acquired Infocom. [3]

Feelies and deluxe editions

Following the advent of the CD-Rom in the 1990s, some forms of feelie began to be replaced with digital versions. Supplemental written materials, for example, were offered as emails and websites for In Memoriam (2003). [21] Elsewhere, deluxe editions of video games were produced that shipped with physical objects. Examples include Spectrum HoloByte's Star Trek: The Next Generation – A Final Unity (1995), which came with a poster and an LCD pin depicting the USS Enterprise, and Vicious Cycle Software's Robotech: Battlecry (2002), which shipped with an art book, dog tags, a t-shirt, and the game's soundtrack. [27]

Since the 2010s, digitally distributed video games have become more prevalent than physical releases. Where physical copies of games are released, they generally have limited supplemental materials. [28] Most feelies are included in deluxe editions of video games. [26] Compared to the feelies produced by Infocom and its contemporaries, these objects are generally of higher material quality. [29] The game boxes may be shaped like in-game objects, such as the batarang case used for the deluxe edition of Rocksteady Studios's Batman: Arkham Asylum (2009). [30] Some releases contain special steel cases for the games contained therein. [8]

Other approaches to integrating video game content with merchandise have also been adopted. Some games, such as the Webkinz series, allowed players to include their real-world purchases  stuffed animals in case of Webkinz  into video games. Others, such as Mass Effect 3 (2012), included codes for downloadable content with merchandise and figurines. The video games scholar Carly Kocurek writes that, although these items are not identified as feelies, they "all fit the general purpose" by integrating merchandise and gameplay. [18] Merchandise may also be offered as a pre-order bonus. [31]

Some companies, such as Limited Run Games (LRG), have developed a business model of publishing physical releases of games, both standard and deluxe editions, with limited production runs. These are sold at a higher price than digital releases and may include a range of feelies; for instance, LRG's re-release of Digital Pictures' Night Trap (1992) was issued with a manual, fold-out poster, cassette tape, and embroidered patch. [26] Others have sought to develop feelies to complement video games released elsewhere. The since-closed website feelies.org, for instance, produced physical items to accompany works of interactive fiction by writers such as Neil deMause, Emily Short, Stephen Granade, and Robb Sherwin. [32]

Analysis and reception

Kocurek argues that, rather than be considered ephemera, feelies  particularly those included with games by default  served as "physical artefacts of a cultural form we too often think of as entirely digital" and were integrated into games' narratives. Consequently, such materials should be preserved [12] as paratextual elements of the game. [33] Peters argues that feelies offer insight into the concept of play, and research into the subject  which he characterizes as lacking  would allow for a better understanding of the texts they generate. [34] This, he suggests, is particularly important as emulation is incapable of recreating the use of feelies in original game releases. [35]

The feelies shipped with deluxe editions, Peters argues, may be understood as signifying the achievements of their owners. Such objects are ascribed a rarity and expense that, among video game collectors, is viewed positively. [36] Indeed, the cases included with deluxe editions may be used as display objects, [16] and various feelies  including figurines and props  are designed for a similar purpose. [37]

Video game journalists have expressed fondness for feelies. Writing for PC Gamer , Andy Chalk described them as bringing games "to life in ways that digital just can't replicate." [38] Adam Rosenberg, writing for Digital Trends , recalled the feelies of the 1980s with fondness, describing them as his biggest attraction when purchasing Bureaucracy (1987). [3] In Rock, Paper, Shotgun , Alice O'Connor recalled that "feelies especially could blur the edges of reality and draw the world close around you", considering them potentially one of the best parts of gaming. [39] Writing in the magazine Eye , Tom Hartshorn described feelies as creating "a layer of joyous interaction between the world we inhabit and the digital worlds we were tentatively exploring", thereby increasing players' emotional investment. [40]

See also

Explanatory notes

  1. As an example of a figurine with articulated joints, Peters (2014, 3.10) mentions the action figure of Lara Croft included with the collector's edition of Square Enix's Tomb Raider (2013). A static example, meanwhile, is the statuette of Batman included with the collector's edition of Rocksteady Studios' Batman: Arkham City (2011). Other figurines mentioned in the literature include the "disco zombie" of Plants vs. Zombies (2011) and the dismembered female torso of Dead Island (2013) (Kocurek 2013, p. 301).
  2. In a reference to a running gag in the novel, wherein main character Arthur Dent searches fruitlessly for the beverage, the packaging for The Hitchhiker's Guide to the Galaxy specifically indicated that it contained no tea (Peters 2014, 2.3).
  3. Such direct appeals to the player were also found in game narratives. For instance, Zork (1980) referred to the player character as "you", while Bureaucracy (1987) incorporated information provided by the player into the player character's background (Karhulahti 2012, p. 2).
  4. Regarding the boxer shorts and t-shirt shipped with the "Love Is Over" edition of Atlus' Catherine (2011), Peters (2014, 4.2) notes that the packaging contextualizes the latter as commonly worn by the character Catherine despite belonging to the protagonist, Vincent. Consequently, he writes, it implies the possibility of players using these garments for erotic role-playing.

Related Research Articles

Infocom was an American software company based in Cambridge, Massachusetts, that produced numerous works of interactive fiction. They also produced a business application, a relational database called Cornerstone.

Interactive fiction (IF) is software simulating environments in which players use text commands to control characters and influence the environment. Works in this form can be understood as literary narratives, either in the form of Interactive narratives or Interactive narrations. These works can also be understood as a form of video game, either in the form of an adventure game or role-playing game. In common usage, the term refers to text adventures, a type of adventure game where the entire interface can be "text-only", however, graphical text adventure games, where the text is accompanied by graphics still fall under the text adventure category if the main way to interact with the game is by typing text. Some users of the term distinguish between interactive fiction, known as "Puzzle-free", that focuses on narrative, and "text adventures" that focus on puzzles.

<i>Zork</i> 1977 video game

Zork is a text adventure game first released in 1977 by developers Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling for the PDP-10 mainframe computer. The original developers and others, as the company Infocom, expanded and split the game into three titles—Zork I: The Great Underground Empire, Zork II: The Wizard of Frobozz, and Zork III: The Dungeon Master—which were released commercially for a range of personal computers beginning in 1980. In Zork, the player explores the abandoned Great Underground Empire in search of treasure. The player moves between the game's hundreds of locations and interacts with objects by typing commands in natural language that the game interprets. The program acts as a narrator, describing the player's location and the results of the player's commands. It has been described as the most famous piece of interactive fiction.

<i>Suspended</i> (video game) 1983 video game

Suspended: A Cryogenic Nightmare is an interactive fiction video game written by Michael Berlyn and published by Infocom in 1983. Infocom's sixth game, it was released for Amstrad CPC, Apple II, Atari 8-bit computers, Commodore 64, Commodore Plus/4, IBM PC compatibles, TRS-80, and TI-99/4A. It was later available for Mac, Amiga, and Atari ST.

<i>The Hitchhikers Guide to the Galaxy</i> (video game) 1984 video game

The Hitchhiker's Guide to the Galaxy is an interactive fiction video game based on the comedic science fiction series of the same name. It was designed by series creator Douglas Adams and Infocom's Steve Meretzky, and it was first released in 1984 for the Apple II, Mac, Commodore 64, CP/M, MS-DOS, Amiga, Atari 8-bit computers, and Atari ST. It is Infocom's fourteenth game.

<i>Wishbringer</i> 1985 video game

Wishbringer: The Magick Stone of Dreams is an interactive fiction video game written by Brian Moriarty and published by Infocom in 1985. It was intended to be an easier game to solve than the typical Infocom release and provide a good introduction to interactive fiction for inexperienced players, and was well received.

<i>Starcross</i> (video game) 1982 video game

Starcross is an interactive fiction game written by Dave Lebling and published in 1982 by Infocom. The game was released for the IBM PC, Apple II, Atari 8-bit computers, Commodore 64, TRS-80, TI-99/4A, and later the Atari ST and Amiga. It was Infocom's fifth game and first in the science fiction genre. Starcross takes place in the year 2186, when the player's character is a lone black hole miner exploring an asteroid belt. It sold 90,315 copies.

<i>Enchanter</i> (video game) 1983 video game

Enchanter is an interactive fiction game written by Marc Blank and Dave Lebling and published by Infocom in 1983. The first fantasy game published by Infocom after the Zork trilogy, it was originally intended to be Zork IV. The game has a parser that understands over 700 words, making it the most advanced interactive fiction game of its time. It was Infocom's ninth game.

<i>Beyond Zork</i> 1987 video game

Beyond Zork: The Coconut of Quendor is an interactive fiction video game written by Brian Moriarty and released by Infocom in 1987. It was one of the last games in the Zork series developed by Infocom. It signified a notable departure from the standard format of Infocom's earlier games which relied purely on text and puzzle-solving: among other features, Beyond Zork incorporated a crude on-screen map, the use of character statistics and levels, and RPG combat elements.

<i>The Lurking Horror</i> 1987 video game

The Lurking Horror is an interactive fiction game released by Infocom in 1987. The game was written by Dave Lebling and inspired by the horror fiction writings of H. P. Lovecraft. The original release was for MS-DOS, Apple II, Atari ST, Atari 8-bit computers, and Commodore 64. It was Infocom's 26th game and the only in the horror genre. Infocom rated it as "Standard" in terms of difficulty. Later, it was ported to the Amiga with the addition of sound effects, making it the first Infocom adventure with that feature.

<i>Zork Zero</i> 1988 text adventure game

Zork Zero: The Revenge of Megaboz is an interactive fiction video game, written by Steve Meretzky over nearly 18 months and published by Infocom in 1988. Although it is the ninth and last Zork game released by Infocom before the company's closure, Zork Zero takes place before the previous eight games. Unlike its predecessors, Zork Zero is a vast game, featuring a graphical interface with scene-based colors and borders, an interactive map, menus, an in-game hints system, an interactive Encyclopedia Frobozzica, and playable graphical mini-games. The graphics were created by computer artist James Shook. It is Infocom's thirty-second game.

<i>Spellbreaker</i> 1985 video game

Spellbreaker is an interactive fiction video game written by Dave Lebling and published by Infocom in 1985, the third and final game in the "Enchanter Trilogy." It was released for the Amiga, Amstrad CPC, Apple II, Atari 8-bit computers, Atari ST, Commodore 64, Classic Mac OS, and MS-DOS. Infocom's nineteenth game, Spellbreaker is rated "Expert" difficulty.

<i>Deadline</i> (1982 video game) 1982 video game

Deadline is an interactive fiction detective video game published by Infocom in 1982. Written by Marc Blank, it was Infocom's third game. It was released for the Amstrad CPC, Apple II, Atari 8-bit computers, Commodore 64, IBM PC, Osborne 1, TRS-80, and later for the Amiga and Atari ST.

<i>Seastalker</i> 1984 video game

Seastalker is an interactive fiction game written by Stu Galley and Jim Lawrence and published by Infocom in 1984. It was released simultaneously for several popular computer platforms of the time, such as the Commodore 64, Apple II, and IBM PC compatibles. The game was marketed as an introduction to interactive fiction for preteen players, having difficulty rating of "Junior." It was the only game to ever use this rating, which was replaced by the "Introductory" label given to games such as Wishbringer. It is Infocom's twelfth game.

<i>Suspect</i> (video game) 1984 video game

Suspect is an interactive fiction video game designed by Dave Lebling and published by Infocom in 1984. It is the third and last murder mystery Infocom released. It was written in highly portable ZIL and released for Amiga, Amstrad CPC, Amstrad PCW, Apple II, Atari 8-bit computers, Atari ST, Commodore 64, Kaypro II, Mac, and MS-DOS. It is Infocom's fifteenth game.

<i>Moonmist</i> 1986 video game

Moonmist is an interactive fiction game written by Stu Galley and Jim Lawrence and published by Infocom in 1986. The game was released simultaneously for the Amiga, Amstrad CPC, Apple II, Atari 8-bit computers, Atari ST, Commodore 64, MS-DOS, TRS-80, TI-99/4A, and Mac. It is Infocom's twenty-second game. Moonmist was re-released in Infocom's 1995 compilation The Mystery Collection, as well as the 1996 compilation Classic Text Adventure Masterpieces.

<i>Plundered Hearts</i> 1987 video game

Plundered Hearts is an interactive fiction video game created by Amy Briggs and published by Infocom in 1987. Infocom's only game in the romance genre, it was released simultaneously for the Apple II, Commodore 64, Atari 8-bit computers, Atari ST, Amiga, Mac, and MS-DOS. It is Infocom's 28th game.

<i>James Clavells Shōgun</i> 1989 interactive fiction game

James Clavell's Shōgun is an interactive fiction game written by Dave Lebling and published by Infocom in 1989. It was released for the Amiga, Apple II, MS-DOS, and Mac. The game is based on the 1975 novel Shōgun by James Clavell. It was Infocom's thirty-third game.

A pre-order is an order placed for an item that has not yet been released. The idea for pre-orders came because people found it hard to get popular items in stores because of their popularity. Companies then had the idea to allow customers to reserve their personal copy before its release, which has been a huge success.

A feelie is a fictional form of entertainment that appears in the 1932 dystopian sci-fi novel Brave New World by Aldous Huxley. They are a type of film in which the viewer is able to feel all the sensations felt by the protagonist through the use of advanced technology such as a "scent organ", pneumatics and an electric field. In the novel's fictional universe, the masses are kept satisfied using feelies as part of a routine of "synchronized amusement". They commonly depict pornography, and resemble early cinema's focus on spectacle over actual plot.

References

  1. 1 2 3 Kocurek 2013, p. 296.
  2. Karhulahti 2012 , p. 7; Kocurek & Payne 2024 , p. 118
  3. 1 2 3 4 5 6 Rosenberg 2013.
  4. Peters 2014, 2.1.
  5. Peters 2014, 2.5, 3.4.
  6. Peters 2014, 3.10.
  7. Schmidt 2021, p. 393.
  8. 1 2 Wolf 2021, p. 287.
  9. Peters 2014, 2.8.
  10. Peters 2014, 2.10.
  11. Kocurek 2013, p. 301.
  12. 1 2 Kocurek 2013, p. 302.
  13. 1 2 Kocurek & Payne 2024, p. 119.
  14. Kocurek 2013, p. 298.
  15. 1 2 Kocurek 2013, p. 300.
  16. 1 2 3 Peters 2014, 3.4.
  17. Peters 2014, 4.1.
  18. 1 2 Kocurek 2013, p. 297.
  19. Peters 2014, 2.2.
  20. Karhulahti 2012, p. 5.
  21. 1 2 Karhulahti 2012, p. 6.
  22. Karhulahti 2012 , p. 5; Kocurek 2013 , p. 299
  23. Kocurek 2013, p. 299.
  24. Peters 2014, 4.2.
  25. Kocurek & Payne 2024, p. 118.
  26. 1 2 3 Kocurek & Payne 2024, p. 120.
  27. Peters 2014, 2.13.
  28. Chalk 2015 , p. 1; O'Connor 2022
  29. Peters 2014, 3.1.
  30. Peters 2014, 3.3.
  31. Chalk 2015, p. 10.
  32. Kashton 2011; Loguidice 2004
  33. Kocurek & Payne 2024, p. 116.
  34. Peters 2014, 1.3.
  35. Peters 2014, 5.3.
  36. Peters 2014, 2.7.
  37. Peters 2014, 3.7.
  38. Chalk 2015, p. 1.
  39. O'Connor 2022.
  40. Hartshorn 2011, p. 79.

Works cited