You Were Expecting Someone Else 13 (The Video Games)

The curiously named Doctor Who: The First Adventure is an odd duck – a collection of four minigames each flagrantly ripped off of an existing game. In sequence you took the Fifth Doctor (or at least, he was the one on the box) through a Pac-Man-like maze to find the three segments of the Key to Time, a Frogger-style prison break, a Space Invaders-inflected battle with “Terrordactyls,” and, finally, a 3-D Battleship clone searching for the Box of Tantalus, which presumably contains a satsuma at the bottom, just a bit further down than you can actually reach. There are other snarks to make here – the fact that apparently the Doctor has nineteen regenerations total these days, for instance, and that the TARDIS on the packaging looks as though happiness did, in fact, prevail.
The interesting point, however, is that there’s a clear arbitrariness to this. This sounds nothing like a Doctor Who plot. Indeed, it doesn’t sound like much of any other kind of plot. It sounds like an excuse to stitch together Pac-Man, Frogger, Space Invaders, and Battleship(s) into a single computer game. Which, not coincidentally, it probably was. Similarly, the next two Doctor Who computer games were fairly straightforward executions of existing genres. Doctor Who and the Warlord was a standard issue text adventure, and Doctor Who and the Mines of Terror was a sequel to another game that got reskinned as a Doctor Who game midway through development. These are, in other words, not so trying to make a game about Doctor Who as they are games that Doctor Who has been cudgeled into. (Doctor Who and the Warlord, I’ll admit, may be an exception – Graham Williams is apparently among the developers. I can’t get it to run easily on anything I own, and while what I can read makes it sound like a bog standard text adventure, I also suspect there could be more to it. But it sounds unpromising.)
This leads us to an important observation to start with about video games, which is that they are not narrative devices in the same way that other popular media are. That’s not to say, as some extreme positions in game studies have, that narrative is completely extraneous to video games. It’s clearly not. But they’re only indirectly narrative objects. A video game, at its core, is about the interaction of a player and a set of rules through a specific mechanism of control. Most good games are first and foremost about exploring the implications of these controls.…