It would be a pity if this book, with so much work done, would excel only at transforming your toilet into way-back-then-machine.
I know reliving some fond memories from rpgs is cool, and i certainly felt the same way as the author of Eye of the Beholder review when first playing the game but, is that really the best you can do with such book?
I dont want to sound overly critical because i like the book very much, and i get that you want to concentrate your efforts on historical point of view.
It's just that, you have a certain level of responsibility when making a book about a dying(?) hobby that we all care so much about.
Even if looking up old RPGs will not be a particularly popular in the future, there still will be some fresh blood, some new players that, with some pushes here and there, could become new fans of the genre. I get that you don't think the book will be popular outside of certain circles but, the way the web works - you could easily be wrong.
And if there is a possibility that some 15 year old player will read your book (i would certainly be very happy to find something like this in my teens), why not make sure that along with great stories and memories, there are some hooks to make the readers play the games. Just some hooks, nothing more.
And my point is, that you CAN introduce some systemic way to present the games to newbies, without changing a single word of the reviews, without alienating hardcore rpg fans. For instance: editorial picks, a lot of ways to implement rating systems. Even some king of "worth" meter. And sure some games would come out of this worse than others, but the games that you picked are not equal in terms of worth - i hope that it's obvious. Some titles are worthy enough to play the shit out of them even today, and some are not. But the question in young reader's head could be "
Which is which?".
You could go with - 2 or 3 different ratings all at once. One for overall worth, one for accessibility and one for, i don't know, historical importance? There is a LOT you could do, with minimal layout space taken. Look at some commercially available compendium-like books. Even if they're very specialized, they still usually have some hooks for newbies, or summaries that could play the same role for beginners.
It is important enough to think about it, and i don't think you did, not really (apart from the list you proposed - "best" 80s games for begginers).
You said:
But the truth is, most pre-90's games have shit UI and most modern gamers wouldn't touch them with a 10-foot pole, even if Churchil were to make speeches on how great they are.
That is true but, are we really talking about chances of a typical modern gamer to play these games? I know i'm not.
To read, and to enjoy your book, the reader has to be a bit grognardian in nature, have a curious mind, or be interested in video games history.
Most modern gamers COULD be interested in video game history, but they are usually too lazy to try the games, shit, too lazy to even read a book.
So fuck them, it's not a book for them. But it certainly should be book for future grognards, in some way.
It may be a bit presumptuous of me but, i think that you just threw the idea of making the reader play the games out of the window, at the beginning.
I may be too idealistic ("Even if one newbie will play these games after reading your book, it's worth it" shit), but then you're obviously too cynical.
And i get it, it's hard to be a RPG fan today, and not be overly cynical.
There IS a certain level of responsibility to your work, apart from historical accuracy (mostly because of lack of similar works).
It's making sure that the reader sees, not only historical validity of said games, but their worth when taken out of historical context. So that he may enjoy them for being currently valid works of our culture - which they are (certainly some of them at least).?