little places in videogames that you think about sometimes

Do you ever have oddly specific memories of a location you barely spent any time in? The laundry room at your grandparents’ house? A school you visited but were never enrolled in? A friend’s place that you only stayed over at once? Maybe they’re from later in life, like a motel you slept at for the first and only time, or a weird building you drove by and then never saw again.

This is a thread for posting and microblogging about the videogame equivalents to those places — insignificant or singularly visited locations that you inexplicably remember, even if you feel like you shouldn't. Maybe it’s a totally unimportant corner of a custom DOOM map you played when you were twelve; maybe it’s lovely grove of trees you found in a Minecraft world that you don’t have access to anymore; maybe it’s a location that might exist, probably, only you can’t remember what game it’s from and maybe you actually dreamed it.

Or maybe they just feel like those places, even if you only saw them a week ago. Certain digital spaces exude that walking-at-night fantasy of going into random houses on the street and getting an intimate view into the life of a total stranger you’ll never meet. Or they might just be weird: strangely empty, surprisingly pointless, really easy to miss. Maybe it’s an extant piece of something they otherwise cut from the game, or maybe it’s just an unexplainable nothing where it feels like there should be something. Maybe it’s something even more ineffable! Post it anyway.

There are no strong categories here — I just want to see the loose stuff that rattles around in your brain. The less anybody else thinks about it, the better.

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Oh I got one. When Max Payne 1 came out, for a long time I only had the demo, until an HL1 mod forum user called LoneDeinonychus zipped up his full-game install and sent it to me over MSN over the course of 3 days, which until a few years ago was still the copy I had installed.

Anyway, the demo has the separate Tutorial level (I miss non-integrated tutorials), and that had a secret room you could get to by jumping on top of a van and then an air conditioner to get on a fire escape and climb that all the way up and jump through an opaque window. It was like, a studio apartment, and you could get an uzi there (the only uzi in the demo). For whatever reason I feel good about that room.

I thought from the first paragraph that this was gonna be about physical places you spent hardly any time in while playing video games, I got some o' those. Another all-time favourite game I had the demo of, which barely ran on my 486, was Interstate '76. One night when I was maybe 10, I guess my parents wanted to go out, so my brother and I spent the night at my brother's friend's house, and while the two of them went and played PS1, I fucked around in the dad's garage office. He had a Pentium in there, so I fucked around on it and found he had the full version of Interstate '76. I played it for hours, nobody came and found me. I always remember the smell of the sawdusty garage and the lamplight and the CRT and the night mission where you're almost out of gas and you keep driving to the next gas station and it keeps being closed so you have to go to the next one. Mems.

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So, Xenoblade Chronicles X has a central hub city, which is New Los Angeles, and while it's not a game with a lot of simulationist elements to it (so this city is very much a set) it is very concerned with sense of place, right?

So, there's a shopping center, and it's designed to evoke an actual SoCal strip mall as strongly as possible, and it has a bunch of different stores; you can't enter any of them, of course, but they really want to establish the sense that this could be a bona fide commercial area, that people can and do Go Shopping here.

One of these stores is a toy store.

The central conceit of Xenoblade Chronicles X is that the entire human cast of the game are key personnel of the "evacuate-the-Earth-before-it-gets-got" project who were kept out of stasis because they had work to do on the ark ship, before it crash-landed on the planet where the game takes place. So, there's one kid-genius character, and beyond that, there are no other human children depicted in the entire game. There are narrative reasons why people cannot have children, so no children are being born.

There is a toy store for a population containing exactly one child.

And sometimes I just think about: who shops at this toy store? Who runs a toy store for a city without children? What is it like to be inside a toy store in a city that has no children in it?

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i always found the little break room before the HEV suit in HL1 to be oddly comfortable. despite the fact that it's in this completely sterile, desolate little area, the little thermos that the scientist keeps his coffee in, and the lowpoly mug, the casserole(?) rotating softly in the microwave with the scientist who peeks in at it every so often. it's one of those areas with a kind of high amount of detail for something you would only really see a maximum of twice and could possibly entirely skip. much like a real break room everyone's just kinda doing their own thing, i imagine lunch must be a little awkward as i think there's only 1 table in that room.

another one is flipnic's biology table. as a kid i never beat it and it was always strangely fascinating to me. flipnic mixes video games and pinball in a way that i think no other game does (i'll make a thread or something about that at some point) resulting in this very strange, "unreality" version of pinball. biology is a strange table in that the ball is both large enough to dwarf hippos, and yet in another segment it's smaller than a butterfly. it's this very dreamlike logic that doesn't really make sense if you think about it for long enough. the table has an end goal of freezing over the level, breaking down a frozen waterfall then climbing to the top. that climb was incredibly frustrating as a kid who didn't know much about pinball, so i never really knew what was up there. i remember spending ages dreaming about what could be there.

i really like apartments in games. not really sure why but it's kind of comfy to view them. i recently played through DX and i ended up just breaking into other people's apartments multiple times. i tried out a mod called "the nameless mod" that's this big ol' "forum in-joke turned into a stupidly large mod" thing. and while i didn't get too far in, i found myself breaking into people's apartments and seeing how each one was individually themed to each tenant. cruelty squad is kind of like that too, with how you can find the weird guy who spouts weirdo conspiracy shit before capping his ass and finding the even weirder shit he hides in his apartment, or the landlord having a cult party. i havent played it in a while but sludge life had a number of fun little apartments too.

rats maps are also that weird kinda cozy space. there's something about badly photosourced textures, and someone just showing their room in digital form, messes and all. maybe it's because i played too much hot wheels stunt track driver as a kid, but i also love the smaller perspective. "my house" type maps for doom are also kind of like that, the idea that this is a space that someone went and tried to capture in 3d space, and that space probably doesn't exist anymore, at least not in the form the doom version was doing. it's a strange feeling.

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Yeah this is such a good example of "low fidelity" video game spaces that are actually just impressionistic. It doesn't matter how superficially sterile a place might seem, if you whack a thermos and a casserole and a weird chair and a fucked up vending machine in it it's got a vibe totally beyond what you're gonna get with a high-fidelity kitchen where a thermos and a casserole are two of the many equally-detailed things in it.

it wasn't until like 2013 that I really realised how true that is and started making shit like this:

which never came out, but i'm glad i made the trailer, which i now think is cool as a standalone creation

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That garage story is so vivid. Everyone should also post about the weird real places they've played games in.

As a kid, I was once on a ferry that had a tiny arcade room with three cabinets. One was Pac-Man, and I think the one next to it was that Simpsons beat 'em up. Taking up most of the space was a booth for Mario Kart Arcade GP: a special version of Mario Kart with some really weird shit in it, including the red ghost from Pac-Man as a racer?? I played as much as I could on the first trip and was really keen to try it again on the way back.

When we took the return trip a few days later, it was pretty late — I think around 10 PM. No more than three or four cars worth of passengers managed by a skeleton crew of staff. The ferry was big enough to feel really deserted. Anything resembling a business was closed, and the only signs of life were the periodic announcements of a tired-sounding captain. On top of that, it was dark outside. If you've ever been on a boat that isn't anywhere close to land after the sun has gone down, you probably know what I'm talking about. Besides the ship itself, there's no light that doesn't come from the moon.

But still, the arcade is available. I sit in a chair and play a surreal version of Mario Kart next to a dim hallway with a window that looks out into total darkness. Every sound echoes, and the waves periodically send the world rocking. Extremely dreamy thing to have happened.

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I don’t really have a story about a little spot in a video game (i’m more of a sucker for big vistas), but I always found Trackmania’s background environments oddly interesting. They were just set dressing but kid me really wondered what was going on over in the horizon, in a game where you don’t go there at all.
Who’s this city for? Why is there a big stadium in the literal middle of nowhere? What the fuck are all these beams for? And so on.

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Actually I probably have any number of these from Giants: Citizen Kabuto... beautiful game with a surprising lot of nooks and crannies. Really great difference in vibe between levels.

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ooh, i have a couple of these stories, all of which relate to pinball (lol)

as a kid i used to take swim lessons at this small local-run place, they had a little area that was meant to be for kids who were bored that had some bootleg console that was a cross between a master system and the wii, and a pinball table named "time warp" that had curved "banana flippers." i would usually play the table after a lesson so i remember being wet and a very intense chlorine smell whenever i played it. the texture of weirdly moist stone and cheap lollies. they got rid of that machine after a while so it was very mysterious to me. this machine that had weird flippers and appeared as quickly as it disappeared...


look at that thing. what the fuck. those things sucked to play on.

i went on holiday to a weird resort once. it was swiss themed and almost completely empty when i went there. huge open spaces that were clearly meant to have lots of people there, just... empty. i remember that they had an arcade and i ended up playing some pinball, can't remember which, and the rest of the family left to go do something else while i screwed around on the table. the game finished and i stepped out to this completely empty space. it almost felt like that bit from 21 days later, except much more lower stakes. the sound of arcade machines blaring behind me while everything else was almost completely silent. it was a strange experience.

the family used to be friends with this guy who ran a shop that repaired and sold pool tables, arcade machines and slot machines. i used to go to his shop every so often and was a playtester for machines he was repairing. i often found myself playing some half-working pinball table or arcade machine, surrounded by the guts and parts of other machines hovering around this cluttered workspace. some machines were stored far back in this dark maze of jukeboxes and arcade games that filled up at least half the shop.

it felt like this, pretty much. it was kind of eerie going through the maze of random machines and parts.

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My psyche is roughly 90% videogame places by volume, to the point that my on-and-off autobio project (someday, sigh) is just a big dreamlike collage of them.

here's a random couple off the top of my head:

There's also any austin's "odd and remarkable places" series.

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This one doesn’t come with a memory, but it’s somebody nobody particularly cares about, which means I like it a lot.

There’s this building in Oblivion (The Elder Scroll) called Nerastarel’s House. It’s in the middle of Skingrad, one of the game’s biggest cities, and it’s really easy to miss for a few reasons:

  1. Quests never involve it.
  2. NPCs never enter or exit the building.
  3. It’s always locked.

On paper, this makes it really alluring. But in the context of an Elder Scrolls game, Nerastarel’s House is functionally invisible; it’s like the faded part of a background cel for a cartoon. You could walk by dozens and dozens of times without ever thinking twice. After all, this is where Nerastarel lives, and if it’s locked, he isn’t home. I’ll just find him somewhere on the streets, right?

But let’s assume you’re a habitual thief, because nobody else is likely to see this next part. If we lockpick our way inside under the cover of darkness…

Okay, holy shit. It’s actually a haunted house, filled with skeletons and cobwebs and even a few literal ghosts. The place is decorated like one of the game’s ancient caves — it’s like nobody has been inside for centuries, which is really irregular for a random building on one of the game’s liveliest streets. I guess we found something!

You fight your way up to the top floor, which includes this cavernously empty bedroom. There’s a few things in the chest that can be vaguely categorized as “loot,” and that’s it. There are no notes, no characters, no corpses, and no prompts for further adventuring. And wait, it’s Nerastarel’s House… who the fuck is Nerastarel??

Here’s the kicker: nobody. There is no NPC in Oblivion under that name. Nobody knows him, nobody talks about him. Actually, somebody does, but only to indicate that an item in an unrelated quest can be found behind his house. That’s it! In an extremely unOblivion move, the trail ends here. There’s just nothing else. Given the single casual reference to his residence, we can assume that he was meant to exist around town, probably with an undead problem to solve (or cause). He was likely cut and, because it would be harder to remove, his house was retained… except they forgot to scrub him away.

To reiterate, this is definitely a mistake, because I can’t think of a single other instance where a character’s residence is explicitly identified without their absence being accounted for. We can assume that, if somebody hadn’t been crunching, they would’ve set up a proper noun Mystery — you’d change the name to Abandoned House or name one of the ghosts Nerastarel, maybe set up a really boilerplate quest to clear the place out, thus justifying its existence and closing the loop. It would become another sight to see in the indistinct slurry of Oblivion.

That nobody had time to do this, or that somebody perhaps thought better of it, makes this one of the only truly interesting places in the entire game. As it stands, Nerastarel is a rare case where a forgotten man’s house is haunted by something other than his own spirit. What a unique little oddity.

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there's no way i could ever find it back, but in high school we used to play doom 2 and duke nukem 3d on LAN, and the duke 3d map we played was a custom map that was like, just a bunch of grey boxes and weapons here and there. i feel like i would recognize it if i saw it! (im pretty sure we just played doom2 deathmatch on entryway lol)

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I have so many half-life 1 ones of those. There was a Gotham City map in the HL1 mod "Battle of the Millenium" which was really cool, visually anyway - sort of a The Animated Series thing going on. BOTM was a deathmatch mod where you could be Batman Beyond, Goku, Spiderman, Superman, Megaman, or... I think Spawn? I wonder if I can still find this shit.

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So, like a decade or so ago I loved playing on TF2 servers not for the objectives but to explore custom maps that people made. One of the most rememberable insignificant rooms out of all the maps I played was this area (or something like it) in a fancy version of mario_kart:

It was just a liminal space that held teleports to other places in the map. But something about the underground design of this area was striking to me as a kid.

Looking back at it, this is not how I remember the room. I remember it to be more 'running-sewer' like!! The brick textures are still cool though.

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i played a very similar map, or maybe even the same one a few times. it's the one thing i remember most from TF2 during the short time i really tried to get into it once it went free to play

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I let this sit for a few days, because my long-term memory works about as quickly as interlibrary loan. I got a couple.

  • The shitty diner, and what it turns into, from Grim Fandango. Without spoiling anything, they're related, and they have such a wonderful sense of place. You get exactly what that year's going to be like the instant Manny grabs a mop, which makes its eventual form all the more satisfying. You don't really inhabit it per se, but I always loved it for that side-of-the-road vibe. It makes perfect sense that you'd have a place like that on the route that everybody takes to the afterlife.
  • The save rooms from the Resident Evil series. I was thinking about this while playing Silent Hill f, how Resi gives you a place to catch your breath. It's always welcome when you come across one, and I'm an anxious dude to begin with, so they feel like an oasis in the desert. Plus the theme slaps. Special mention to killer7's weird side rooms with TVs that serve the same function, and even have an eventual narrative payoff. That game rocks.
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Twist: I went looking for this mod online and couldn't find it, but as a last-ditch I searched my PC for it and somehow I have it, surviving at least a decade of various hard drives giving up and getting data partially salvaged from them. Behold: the Battle Of The Millenium mod, and the map gotham_2000.

I played the shit out of this mod. Unlike most multiplayer mods, it allowed npcs, so you could play through HL1 co-op as these characters (provided you were ok to manually changelevel at the end of a map). Sven Coop maps were great in it. Kamehameha 10 alien grunts.

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A lot of my childhood videogame memories can be divided into two categories: the first group is fictitious, because I learned about most games secondhand through like, a physical book, and had to envision what they might be on the premise of a blurb and a screenshot no larger than a postage stamp; the second group is grotesque, because most of the games I did own were a complete fucking disaster. More interesting than either category on its own were the ways they’d meet in the middle.

Most of what I had was shovelware. I was (re)playing Shamu's Deep Sea Adventures for the Nintendo DS while I assume most people were starting up The Orange Box for the first time. I had a library of terrible little licensed games and was, for sad reasons that aren’t worth elaborating on, often entirely confined to my room with no other source of entertainment other than some books, my imagination, and some shit like M&M's Break' Em. This probably goes a long way towards explaining my semi-adversarial relationship with the medium today.

During these numbing stretches, I tended to treat games more like literal toys instead of prescribed entertainment. Usually, this entailed imagining that I was having some kind of fun: I would move the character around the screen and envision that something was happening, since nothing usually was. Like, I’d play a Garfield platformer and pretend a crazy (Garfield-themed?) wizard showed up to start blasting projectiles everywhere, and I’d use the normal controls to leap and hop over a bunch of glowing balls that only existed in my head.

When I wasn’t inventing the bullet hell from first principles, I was usually just looking for places I could hang out in. I wanted to exist somewhere, anywhere, that wasn’t around me. Plenty of people can attest to having a tougher childhood than mine, but I bet some of them got to practice escapism with good games, so it probably balances out.

One thing I remember playing a lot was Army Men: Soldiers of Misfortune. It was a third-person shooter on the DS, and I recall just enough of it to say that it’s probably one of the worst games I’ve ever played. But it was my first — and for a long time, only — exposure to the concept of an “explorable” environment in a ““3D”” game with an “““immersive””” camera. A dream wrapped in a nightmare. Look at this shit.

(These are still the funniest enemy pain noises I’ve ever heard. I could steal them for a game and never get caught. I should.)

Something I remember being kinda striking was that, when the enemies were dead, they usually never respawned. Unless killing them was the objective, their absence meant you could linger around until you wanted to move on. This meant that I’d often load up the first level, clear it out, and then just fill in the empty space with whatever came to mind.

I liked to pretend I “lived” in this weird brick structure. I’d go out on vague adventures by walking somewhere else and then pretending something happening there. When I was done, I’d come back, and the cycle would repeat until I finally got bored. I guess Minecraft was another game I managed to invent in this way, because I would occasionally stand in any structure that was vaguely house-shaped while imagining that I’d built it. I’d periodically restart the level to respawn all the army guys under the pretense that I was fighting to regain my territory. Heavy emotional stakes.

It’s weird to see these memories as playful nostalgic kitsch, when at the time they were inescapably dreary and claustrophobic. Obviously, you don’t do this kind of thing unless you’re pretty desperate to be doing literally anything. There were moments even at the time where I think I resented it, understanding on some level that it was like a second layer of confinement for somebody whose life could already be measured in square meters. I couldn’t leave, but I couldn’t stay, so I could only retreat inward.

Hopefully not a bummer addition to the thread — I have a lot of happier memories but I found this one interesting to ponder for a bit. It seems rare to see anyone talking about the digital spaces they associate with more negative emotions: a specific level in a game you happened to be playing right when you received some really terrible news, or a location in an MMO where a bad argument happened and somebody stopped being your friend. There’s probably a good bit of longform writing in this but it’s also pretty fun to communally microblog it to an audience of around twenty people.

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Anyway, fuck Danny Birch, who loves Anime and Games almost as much as he loves Misinformation. A bold-faced lie. Hit the road, buddy.

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