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‘1893’ has history, mystery
New text video game takes you inside Chicago’s World’s Fair
By Nick Wadhams
Associated Press
NEW YORK—So consumed was Peter Nepstad
by the 1893 Chicago World’s Fair that he spent
four years of nights and weekends programming its
every facet into a computer game.
The result is 1893: A World’s Fair Mystery,
whose idea is surprisingly rare for computer games—the
meticulous recreation of a real place, down to the
smallest detail.
That Nepstad, who made the game entirely by himself,
brought the fair so vividly to life is an achievement
more impressive because there is not a single piece
of animation or motion-capture video in the game.
A World’s Fair Mystery is a text adventure.
Computer gamers usually fall into two camps when
it comes to so-called “interactive fiction.”
There are those who wistfully remember it as the
greatest symbol of gaming’s promise back in
the early 1980s, the single-celled organism at the
start of an evolutionary chain still unmatched for
its simple elegance.
And then there are gamers who revile it as a tedious,
obtuse, stupid frustration whose creators seemed
intent on driving gamers into conniptions of fury.
A World’s Fair Mystery, thankfully, inspires
more feelings associated with the former category.
You play a detective on the trail of a diamond thief.
But the real character here, and the real story,
is the fair itself.
The only graphics you’ll get are still photos
that date from the fair, an event that for its time
produced something unseen anywhere in the world.
It was an amalgam of architectural styles and oddities
from the then-exotic lands of Asia and Africa, and
above all a testament to the rising might of America
and Chicago.
Nepstad’s job of re-creating the fair was
formidable, but also easy because the fair was documented
extensively with what was then a groundbreaking
new technology; Kodak’s portable camera.
Whoever catalogued the fair was about as meticulous
as Nepstad: There are pictures of every sculpture,
exhibition hall, fake village, restaurant and pathway,
and Nepstad has included it all.
The pictures provide an exact and rustic feel to
the game without robbing your imagination of room
to roam over a world that exists almost entirely
inside your head.
It’s tough not to like, partly because the
puzzles are generally logical and unobtrusive. I
got the most delight just wandering around, taking
a tour programmed into the game, looking at every
possible object and reading the bountiful description
of each.
Every time I did so, I marveled even more at how
much passion Nepstad put into the game. A technical
writer, he said he has long been fascinated by the
World’s Fair—fascinated enough to make
the game and distribute it on his own nickel. Copies
are available on his website for $19.95.
A World’s Fair Mystery suffers a few of the
old text adventures’ faults.
They went extinct in part because it was easy to
get lost unless gamers meticulously drew out maps
of the game world. A rare few players found that
enjoyable; the rest quickly fled to the far more
navigable graphic adventures that had begun appearing
in force.
But nitpicking with 1893 seems profane.
A car lover wouldn’t, for example, complain
that a 1968 Ford Fairlane gets worse mileage than
his new Toyota Prius, or doesn’t protect urban
cowfolk as well as the Hummer H2.
A World’s Fair Mystery proves convincingly
that the best games aren’t about razzle-dazzle
special effects or cheap gimmickry. They’re
about story, character, and especially here—location,
location, location.
Nepstad’s creation is a wonderful journey
back to the heady, early days of gaming, when the
best titles, though they could fit on a floppy disk,
painted beautiful pictures with words.
Don’t fret about system requirements. “I
haven’t actually been able to locate a computer
on which it wouldn’t run,” Nepstad said.
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