Double Dragon is a lot of things. It’s an 80’s style beat-um-up. It’s one of the earliest examples of two-player co-op. It’s the most successful game ever released by the Taito Corporation. It’s a reason sibling-on-sibling violence increased in 1987, due to the ability to beat your own co-player (this may be a joke; maybe).
What it is not is a single title. This is not in reference to the sequels, but the original game itself. Originally an arcade title, DD has since been translated onto no less than twenty consoles and operating systems. Almost every single one of them—by the very nature of the platform’s limitations—looked and played much differently. The NES even changes the main antagonist and gets rid of the co-op. How can this possibly be considered the same game as the arcade version?
I was the oldest kid in my family growing up. There was me, my brother, and my two step-brothers around frequently, along with a plethora of step-cousins that I saw far more often than any of my extended blood relations. Being the oldest of the kids that were around, I occasionally found myself annoyed when I was playing a game and one of the little cousins interfered.
This is a problem that pretty much everyone who has played video games in the presence of children has experienced. You want to sit down and get a game in, but your friend’s six-year-old brother or whatever wants to play. There is maybe some crying and complaining to parents and an order to let the kid play. You are resentful as you hand the controller over, so you go and stew on it, then you grow up to cynically complain about it on the internet.
It’s hard to overestimate the importance of Tetris. It influenced generations of puzzle games, sold millions of copies on multiple systems, crossed traditional gender boundaries (many of which still exist in gaming today), and continues to be one of the most popular titles of any generation of anywhere in the world. By almost any definition, it is THE video game of the 20th century.
We are currently engaged in the adolescence of an art form. Not in that there has been a discovery of pornography or cars, no. What I mean to say is that video games are no longer in their childhood. They gross more than Hollywood’s theatre release, develop mainstream celebrities [insert your favorite/most attractive], have developed a studio-like system (for better or worse), and have begun to return to their indie-roots with direct-to-consumer distribution. This evolution implies that games are important both economically and aesthetically to a large number of people. Games are as significant to our cultural landscape as baseball and misguided wars in the Middle East. The conversation about whether they are “art” entirely misses the point.