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The Post-Apocalyptic Dimensional Space of Native American Video Game Design

Accepted submission by Phoenix666 at 2015-06-08 13:15:58
Software

This week, Doom joined the first-ever class of the World Video Game Hall of Fame [arstechnica.com], and its reasons for being inducted now seem obvious in hindsight—particularly how the game table-flipped our expectations of things like 3D design and gun-wielding action. A few weeks before the game received that honor, game developer and educator Elizabeth LaPensée offered a less typical claim about what might have made the game so special at the time: its connection to Native American culture.

LaPensée counts Doom co-designer John Romero as a friend—along with his legendary game-designing wife, Brenda Romero—and she is intimately familiar with John’s Cherokee and Yaqui heritage. As such, she brings up a topic game historians typically don't: “Something funny happened when John Romero became famous,” she said. “He became white.”

Doom's potential connections to Native culture go farther than that, though. “I have a theory,” LaPensée said from her home in Oregon. “John Romero broke ground with Doom, but what was it that he was doing? He was expanding dimensional space in that game.” The PhD graduate from Simon Fraser University, and her family, were familiar with concepts like dimensional space well before they could be related to the alternate realities of games like Doom. She talked about the teachings she drew upon as a member of the Anishinaabe and Métis communities—along with those of other communities like the Cree—and their commonalities.

“[Our communities] have always related in multiple dimensions,” she said. “I believe that influenced John’s work and influenced games as a whole."

If traditional cultures lend themselves well to software, perhaps Lamaist monasteries could be the world's next great programming centers.


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