I have a very good memory for places. I seem to remember the details of environments, buildings, and rooms long after I’ve been there, and usually long after whoever might have been there with me. It’s typical for me to remember a place even after I’ve forgotten the name of the location — which can be frustrating to me when I remember somewhere I’ve traveled that I found interesting but I don’t remember how to get back to it! — or even why that place was significant. I’ve found in recent years that this memory for places can sometimes spill over in to the “virtual” (if you will) realm.
One of the side-effects of living in the digital age is that the virtual can trigger in us responses that we would expect only from the material (or the “real”). This is not, of course, an effect confined to the digital age: people have been having visceral emotional reactions to fictional stories since the invention of the story. But the effect has been exacerbated and has been manifest in new ways by the rise of the digital. For me, one side effect is that there is a sort of interference with my memory of places from virtual places I have seen. (When I say “virtual” in this case, I am more concerned with environments I have seen and interacted with, not just imagined, which limits places mostly to ones from games and simulations.) People talk about being able to picture places they’ve read about as if they were actually there. I suppose I have experienced that to an extent, and perhaps my reaction to virtual places is similar. But it seems that my reaction to virtual places is stronger in me than my reaction to places I’ve seen in a film or read described in a novel.[1] I don’t claim that virtual places are necessarily just as memorable to me as real places I’ve been — but some have been quite close for me, and are places that I remember in some cases years after I have seen them.
I think the first time I realized virtual locations could be almost as memorable as real ones was when I played Dark Forces in 1996. The level designers had a definite feel for the architectural and they had a certain flare for the expansive, but, most critically, they designed levels that seemed to exist as a place and not just a hint of a place to carry the action in a convincing way.[2]
The first mission of the game, also used in the demo, was short and relatively simple, with a design that was concerned more with action than architecture. With the second mission things changed; it took place in a burned out rebel base now filled with stormtroopers, and was long on atmosphere. But the fourth mission (on a planet named “Fest”) was what really made me notice. It featured a small Imperial research facility located within mountainous terrain. The first part of the mission takes place outside in the mountains (which of course were merely appropriately shaped blocks of terrain with enough height to suggest mountains — “real” hills and mountains in games were still a couple years away). These “mountains” had plenty of verisimilitude with narrow and winding paths, deep chasms, and ledges; those mountain paths felt quite real. The next mission (to the “Gromas Mines”) was even more evocative. It looked like a mine — at least as I would expect one to appear in a science fiction movie — even if perhaps not all of it was layed out logically. The designers leveraged their game engine with this mission by including a reddish fog throughout the level.[3] Both of these levels have stuck with me for many years. (Incidentally, I watched game play footage of Dark Forces in preparing this essay and saw that my memory of those levels was actually quite good.) I remember many places in games, but I remember them as settings for something that happened in the game, the way I might remember a scene in a movie; but these two levels have stuck with me in a different way, as somewhere that was a place, or at least, almost a place. You will have to take my word for the difference, but it is there for me.
Looking back, there might have been some precedent for this effect — believe it or not, I can picture some of the stretches of road in Test Drive II pretty clearly, for example — but Dark Forces stands out to me as something that made me notice this effect.
Among the places I can think of[4], I must admit that I think the virtual places that most feel to me as if they are real are from World of Warcraft. I remember the first time I walked into Ironforge; I was somewhat in awe. Not only is it impressive for its design and its sense of scale, but Blizzard’s designers did an excellent job of making it feel like a city. The individual buildings are less distinct, but the city in the aggregate definitely seems almost real, which makes it haunt my memory, almost like some of the real cities to which I’ve been. Not everywhere in World of Warcraft seems so real, but there are plenty of places that do: Darnassus (despite its unnatural appearance), the tree Aldrassil in Shadowglen, most of Dun Morogh, much of Loch Modan, Thunder Bluff, Un’Goro Crater, Ashenvale, and the Redridge Mountains, among others.[5] Whether an urban or natural location, each of those feels real enough to me that it’s somewhere I’d like to see and explore again. These places inspired me to explore the whole world of Azeroth. I was much more interested in exploring than I was leveling, and spent a large portion of my game time trying to safely traverse places designed for much higher level characters just because I was so eager to see the world. When I was leveling, I often was doing so just so I could get to the next place I wanted to go.
These locations in World or Warcraft raise an interesting issue, though. If I wanted to I could get Dark Forces running again and revisit the places I’ve been. But for places in World of Warcraft, I may not be able to go back. I’ve not played since the Cataclysm expansion, and I’ve been reading about the many places I remember in the game that were permanently altered — and altered to be what I can only guess would be barely recognizable to me now. I can never go back. But perhaps that makes these virtual places even more real: The Gromas mines look just like they did more than 15 years ago when I first visited them, but when I visited this summer the suburb I grew up in, many of the places I remember the most distinctly there have been gone for some time, torn down — and that after only 20 years. We can’t go home in the real world, and we can’t go home in the Warcraft world, but both worlds live vividly in our memories.
I wonder what WoW players will think when the servers are shut off for good and there’s no going back for anyone? Do they feel the same way I do about those places being almost real? Will they feel a great loss, as exiles?[6]
I imagine that many people must be experiencing these kinds of memories of places they’ve never been, even if people don’t (yet, anyway) talk about it much. I can only think that as technology advances, and as the creativity it enables progresses, this might become something that more people notice. I wonder how this will affect our memories and our nostalgia.
Notes
[1] I suspect that interactivity is key to making a place seem real or almost real to me. In imagined locations from books or even movies (real or fictional) consistency is lacking; if you ask me to imagine some place that I’ve never been, I won’t ever picture it quite the same way twice. But if I’ve navigated somewhere for myself, it becomes burned in my memory.
One virtual place stands out to me as a bit of an outlier in this discussion. That place is Athkatla as depicted in Baldur’s Gate II, and it stands out for being a place that I did not experience in three dimensions (Baldur’s Gate II has an isometric third-person perspective). I would otherwise theorize that three dimensions are necessary for a place to seem almost real, but Athkatla makes me wonder. The city was drawn well though, and there was plenty to navigate. Most importantly, I could navigate it however I saw fit — so perhaps interactivity is important enough on its own.
[2] As I wrote in 1998:
Probably the most distinctive element of Dark Forces is its exceptionally good level design. Levels are interesting but consistently and believably designed. The interesting points in levels are spaced apart, level areas are large enough to be realistic, and almost all areas seem to serve some function. ... Level designers built interesting structures and locations into almost all levels.... The large open areas that appear frequently throughout Dark Forces are more realistic than the claustrophobic design seen in other games. Variety in altitude is also used well; in the fourth level it is used to create the impression of a mountainous area, for example. (Classic Games Emulation)
[3] See a screenshot of the mines from The Register’s write-up from 2012 and another screenshot from Wookiepedia’s article on the Gromas Mines.
[4] Some later virtual locations that stand out for me are some of the tracks in POD, Wipeout XL, and Wipeout 3 (and to a lesser extent Pod Racer), and Pacific City in Crackdown - especially some of the tallest skyscrapers.
[5] See Vistas of Azeroth for some illustrations. For Stormwind, see also Stormwind at Night and Stormwind Cathedral Evening. For Shadowglen, see Wow Insider’s screenshot of Aldrassil. For the Redridge Mountains, see Azeroth Remembered’s post about them. For that matter, Azeroth Remembered has a good overview of all these locations as they appeared when I played the game.
[6] I wondered if players of Star Wars: Galaxies, which was shut down for good, felt that, but most of what I could find seemed to focus on the game and social interaction, so this remains to me an open question.
Appendix
Memorable places that didn’t seem real but I can remember well for other reasons:
- Many levels in Doom. Some just because I was experiencing that kind of game so vividly for the first time (though I think I may have played Dark Forces as early as Doom.) Some because Imps jumped out of the dark and scared me — those I remember fairly well...
- The second level of Dark Forces. The Stormtroopers hiding in the burned out part of the city were startling, and the environment was disturbing. This place almost seemed real, but perhaps the action overwhelmed the place, for me.
- Places in Jedi Knight, especially large, open places and high places. The elevator in the demo level, for example, grabbed my attention. Somehow they didn’t have the same effect as the levels in Dark Forces. Perhaps there was too much drama in the place — like being on a mountain instead of being in a room. Bespin was memorable but felt too much like an arena to be real.
- Some parts of Half-Life — but in Half-Life, everything was a puzzle or a set-piece, and not a “place,” at least for me.
- Speaking, of Half-Life, some of the maps for Counter-Strike and Team Fortress Classic are ones which can be fun and nostalgic, and I can have strong feelings about how they affect gameplay, but no matter how good, they never felt quite real, I think.