Infocom and early feelies Early video games were released as physical objects, with their packaging commonly considered
ephemera. The American company Infocom, established in 1979, used the packaging of its early games as part of its marketing efforts;
Starcross (1982), for instance, was packaged in a
flying saucer. Other games were accompanied by large items reflective of their themes, such as the mask that came with
Suspended (1983). Games published by Infocom after 1984 tended to use standardized packaging, but continued to include physical supplements.
Deadline (1982) was the first Infocom game to include such materials. Infocom's American competitors
Origin Systems and Sierra Entertainment also began to include physical items with their releases in the 1980s, including the headband shipped with Origin's
Moebius: The Orb of Celestial Harmony (1985) and the FACS brochure shipped with Sierra's
Quest for Glory. Japanese companies also began to ship physical goods with their releases. For (1987),
Namco produced a decoder for the game's
runes, while
ASCII shipped its strategy game
Fleet Commander (1988) alongside a map and miniature ships with which players could track fleet movements. Such feelies increased the production cost of games, at times resulting in tension between developers and publishing teams. Regarding the
Ultima series, Origin vice-president Dallas Snell recalled that developer
Richard Garriott would argue for high quality feelies with every installment, despite the financial burden imposed on the company; conversely, the publishing team would suggest using paper instead of cloth and plastic instead of metal. Lebling considered the cost factor the main reason for
Activision abandoning feelies after it acquired Infocom.
Feelies and deluxe editions shipped as a
pre-order bonus with
Final Fantasy VII: Rebirth (2024) Following the advent of the
CD-ROM in the 1990s, some forms of feelie began to be replaced with digital versions. Supplemental written materials, for example, were offered as emails and websites for
In Memoriam (2003). Elsewhere, deluxe editions of video games were produced that shipped with physical objects. Examples include
Spectrum HoloByte's
Star Trek: The Next Generation – A Final Unity (1995), which came with a poster and an
LCD pin depicting the
USS Enterprise, and
Vicious Cycle Software's
Robotech: Battlecry (2002), which shipped with an art book,
dog tags, a t-shirt, and the game's soundtrack. Since the 2010s,
digitally distributed video games have become more prevalent than physical releases. Where physical copies of games are released, they generally have limited supplemental materials. Most feelies are included in deluxe editions of video games. Compared to the feelies produced by Infocom and its contemporaries, these objects are generally of higher material quality. The game boxes may be shaped like in-game objects, such as the
batarang case used for the deluxe edition of
Rocksteady Studios's
Batman: Arkham Asylum (2009). Some releases contain special steel cases for the games contained therein. Other approaches to integrating video game content with merchandise have also been adopted. Some games, such as the
Webkinz series, allowed players to include their real-world purchases
stuffed animals in case of Webkinz into video games. Others, such as
Mass Effect 3 (2012), included codes for
downloadable content with merchandise and figurines. The video games scholar Carly Kocurek writes that, although these items are not identified as feelies, they "all fit the general purpose" by integrating merchandise and gameplay. Merchandise may also be offered as a
pre-order bonus. Some companies, such as
Limited Run Games (LRG), have developed a business model of publishing physical releases of games, both standard and deluxe editions, with limited production runs. These are sold at a higher price than digital releases and may include a range of feelies; for instance, LRG's re-release of
Digital Pictures'
Night Trap (1992) was issued with a
manual, fold-out poster, cassette tape, and embroidered patch. Others have sought to develop feelies to complement video games released elsewhere. The since-closed website feelies.org, for instance, produced physical items to accompany works of
interactive fiction by writers such as
Neil deMause,
Emily Short, Stephen Granade, and Robb Sherwin. ==Analysis and reception==