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Saturday, 28th September 2024

Feelies: cool items included in the original box

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Game feelies are physical items included with video games—especially common during the era of boxed PC games—that enhanced the player’s sense of immersion. These tangible extras provided additional context, lore, or simply acted as memorable collectibles, strengthening the connection between players and the game world. Feelies were particularly widespread in the 1980s and 1990s, when adventure games and RPGs often relied on them to deliver a deeper, more engaging experience beyond what could fit on a floppy disk or CD-ROM.

Feelies came in many forms. Detailed maps of the game world were among the most common, helping players navigate while reinforcing the illusion of a living, coherent setting. Manuals and guides frequently went beyond basic instructions, offering background lore, character biographies, and hints woven into the narrative. Letters, diaries, and notes written from the perspective of in-game characters added personal touches and expanded the story outside the screen. Physical artifacts—such as coins, keys, amulets, or other symbolic objects—made the fictional universe feel tangible. Code wheels and decoders, famously used as both copy protection and gameplay elements, added an interactive layer that blurred the line between the physical and digital experience.

A classic example is the Zork series by Infocom, which became legendary for its elaborate feelies. Boxes often contained maps, strange documents, coins, and humorous in-world materials designed to pull players deeper into the adventure. Likewise, the Ultima series by Origin Systems included iconic items such as cloth maps, runic alphabets, and magical trinkets, all of which reinforced the epic fantasy atmosphere and gave players a physical link to Britannia.

Other notable examples include The Secret of Monkey Island, which featured humorous “documentation” presented as in-universe material, and Wing Commander, whose boxes often contained detailed manuals resembling military briefings. Sierra adventures like King’s Quest and Police Quest also used maps and documents to enrich their worlds, even if in a more restrained form.

These physical additions were far more than simple novelties. Feelies played a crucial role in immersion, helping bridge the gap between the player’s real world and the game’s fictional one. By allowing players to touch, read, and interact with pieces of the game universe, feelies made the experience feel richer, more personal, and—decades later—unforgettable.


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