Title: Week Three: Mastery and Interactivity
1Week Three Mastery and Interactivity
FM 187 VG TOPICS IN VIDEO/DIGITAL GAME STUDIES
- Steven Malliet and Gust de Meyers, and Aphra
Kerrs essays are effective origin narratives
about the historical and economic rise of
computer games. - Key Ideas from Malliet and deMeyer
- Periodize certain important games and the
innovations they brought to the gaming culture
and business models - Forerunners of computer games are board games,
childrens hide and seek, cops and robbers - 1962 a pivotal moment when the first video as we
recognize it today emerged - Roles of the godfathers of the computer game
(23) Willy Higgenbotham, Steve Russell, Ralph
Baer and Nolan Bushnell and their particular
contributions - Higgenbotham brought interest in scientific
instrumentation to nonscientific audiences with
his creation of the abstract simulation game
Tennis for Two (23)--innovation interactivity
and limited player control --no reward system - In 1962 Steve Russell developed Spacewar at MIT
--considered the first computer game
2FM 187 VG TOPICS IN VIDEO/DIGITAL GAME STUDIES
- Key Ideas from Malliet and deMeyer (continued)
- Ralph Baer developed first in-home videogame
through cable technology-- innovation merged
television and computer gaming (console idea)
(24) - Nolan Bushnell developed Computer Space game in
1970--innovation a computer game in the pinball
tradition, first arcade game first created to
make money (not popular game) developed Pong
first game hit (arcade idea) - Videogame industry launched in 1970s standards
for platforms and genres emerge - Arcade and console vie for market dominance
- Bushnells Atari corporation dominates and runs a
near monopoly over the coin-operated arcades game
market - Kee Games innovates the ROM chip that improves
graphics and gameplay accuracy with Tank (which
introduced the kill or be killed play mode--the
father of the shoot-em-up - Midway games innovates microprocessors, and
introduces the early joystick and fake guns--its
racing simulator innovates the bonus points
system for violence--runnig over live creatures
crossing the road (GTA elevates this gameplay
element)
3FM 187 VG TOPICS IN VIDEO/DIGITAL GAME STUDIES
- Key Ideas from Malliet and deMeyer (continued)
- 1978 - 1984-- Games industry has first crisis and
see Japanese games invasion - Japans history of game machines helps it rise
quickly in computer games industry - Taito develops Space Invaders (1978), in
partnership with Midway --innovations first with
narrative structure, elevates the reward
system--endless points, endless play--aliens keep
coming, used functional sound - Namecos 1981 launch of Pac-Man pefects the maze
game genre innovations non-violent content
appeals to girls, found in arcades and family
friendly spaces, and becomes the first star of
the gaming era - Nintendo and Sega develop new genre the climbing
or obstacle game, Donkey Kong and Frogger
respectively - Ataris Adventure game innovation first
graphics-based versus text-based adventure game
it Battlezone game innovation image processing - Computing power and content development improve
simultaneously in the early 1980s
4FM 187 VG TOPICS IN VIDEO/DIGITAL GAME STUDIES
- Key Ideas from Malliet and deMeyer (continued)
- Game platforms and genres
- a) Arcades simulation games
- b) Handheld maze and climbing games
(innovation LCD screen) - c) Home consoles adventure games
- Nintendo rises to global dominance when U.S.
games market declines in 1983--oversaturation of
poor games driven by console market - Miyamoto develops Mario Brothers from Donkey Kong
- Mario Brothers Innovations (content and
technology) - a) Human-like characters (Japanese Manga cartoon
tradition) - b) Multi-player mode
- c) Level system--levels of play (analogous to
chapters) - d) New opponents, new obstacles, new goals or
quests - Super Mario Brothers
- a) Eight worlds and thirty -two levels
- b) Character movements left and right
- c) Power-ups
5FM 187 VG TOPICS IN VIDEO/DIGITAL GAME STUDIES
- Key Ideas from Malliet and deMeyer (continued)
- Although Ninendo supplanted Atari after the
crisis of overproduction of bad games in the
1980s, Atari remained competitive with the new
games leader of that era - Nintendos lead in the industry was helped by its
Gameboy handheld gaming technology - Gameboy revolution
- a) First true handheld game computer
- b) Featured Tetris (addictive and popular --
psychological hook--making order from chaos - c) Featured non-violent game
- d) Popularized the puzzle game genre
- Roberta Williams (and husband) developed first
graphically controlled adventure game Kings
Quest (w/type in commands) - Lucasfilm Games developed point and click
technology--key tech advance typed commands
replaced with computer mouse - Rise of strategy game genre (aka God game Sim
City, Civilization) - a) highly addictive play(good storytelling, user
friendly interface--the mouse point and click) - b) isometric perspective (37)
6FM 187 VG TOPICS IN VIDEO/DIGITAL GAME STUDIES
- Key Ideas from Malliet and deMeyer (continued)
- c) gamers now control who populations, not
single character - Adventure and Role-playing games helped make
console games strong in the market - Legend of Zelda console game, a major
breakthrough in role-playing adventure game
(solve puzzles, earn power-ups, but emphasis on
character development) - Street Fighter arcade game introduces the beat
em ups genre --adapted from martial arts
movies--Draws attacks from parents and civic
groups - Early 1990s sees technology advances and war of
the bits - The 16-bit, 32-bit, 64-bit, 128 processors change
console games forever--Sonic the Hedgehog and
Virtua Racing games emerge - Sony Playstation is introduced in 1994 Other
tech advances - a) Cartridges challenged with CD-ROM format
- b) Connecting game console to Internet
- c) Color comes to handhelds
- d) Networked consoles and PC games displace
arcades significantly - e) 3-D graphics introduced in 1992 ID Game
developer
7FM 150 VG VIDEOGAME HISTORY AND STRATEGIES
- Key Ideas from Malliet and deMeyer (continued)
- Castle Wolfenstein first 3-D game, highly
violent - Doom and Quake First person shooter (FPS) 3-D
- a) Inaugurates first person perspective
- b) Required high level of skill
- c) Heightened realism
- d) Heightened violence
- e) Quake was networked online
- f) Gamers play against other gamers (not
computer opponent only) - g) QuakeC-computer language uploaded to Internet
for gamers to co-create the game--birth of the
Mod phenom - 34. Sports, simulation, action adventure games
also benefit from 3-D technology advances - Electronic Arts game publisher becomes lucrative
with NBA Basketball, NHL Hocky and FIFA Soccer - Tomb Raider interjects gender difference
--heroine--less violence Lara Croft become
gamings superstar--Feminism?? - 2-D games persist strategy and RPGs/ Cut scenes
introduced (42)
8FM 187 VG TOPICS IN VIDEO/DIGITAL GAME STUDIES
- Key Ideas from Malliet and deMeyer (continued)
- 38. Playstation 2, X-Box, and Game Cube consoles
remain vital even with strong competition from PC
games - 39. Game industry leaders in the mid to late
1990s push for networked or online gaming --
their future vision MMORPGs - 40. Playstation 2 Innovation--creation of
computer console as multimedia machine
- Justin Halls Future of Games Mobile Gaming
- Considers the development of new communication
technologies that keep us connected to machines
during every waking moment. Thinks about how
mobile communication technologies affects new
modes of gaming, human interaction with machines,
and social structures. - Key concepts
- pervasive electronic play
- digital distraction
- cell phone games
- Bot-fighters and SMS gaming movement
- Counter Strike MMOG (anyone familiar with this
game) - Read page 52 on surrogate gaming --discuss
9FM 187 VG TOPICS IN VIDEO/DIGITAL GAME STUDIES
Key Ideas from Aphra Kerr, Ian Bogost Kerr on
Digital Games as Text Games as textual systems
emerged in the US during the era of rock roll
music (Nintendo equates with the Beatles, Sega,
the Stones), the Space Race and the Cold
War Games developed by playful hackers embedded
in Military industrial complex--driven by
intrinsic pleasure of experimenting not search
for profit Media discourse about games in 70s-80s
tended to reflect and influence the conservative
political climate culminating with the Reagan
Administration and its subsequent negative
associations--moral panics about health risks of
playing games effects of game content on
values, attitudes and behaviors but some
positive views games provide a safe/alternative
play environment Belief that computers are good
object associated with work education games
conversely are bad object associated with waste
of time waste of human resources
Bogost on The Rhetoric of Video Games Extends
Salen and Zimmermans work, following Johan
Huizinga, on meaningful play (all play means
something--an intricate relationship among game
design, play, and meaning)
10FM 187 VG TOPICS IN VIDEO/DIGITAL GAME STUDIES
- Bogost on The Rhetoric of Video Games
(continued) - Key Concepts
- Community of practice (a subculture of sorts
organized around a particular game and its
values, strategies, ideas and approaches to play
itself - Recuperating the nature of play from charges of
unproductive , trifle and leech on normal
childhood develolpment to useful definition of
the term--rejoin the functions of play and
learning - Possibility space the free space of movement
within a more rigid structure--rules make play
possible in the first place (the childhood
playground is example--children negotiate the
rules of play) - Procedurality process is static course of
action--games represent things through
procedurality (systems of behaviors based on
rule-based models--computational algorithms) - Rhetoric persuasive speech (Plato and
Aristotle) one example visual rhetoric (ads,
photos, illustrations) at work in videogames, but
add to that process-or procedurality - Procedural Rhetoric--new ways to make claims
about how things work videogames make persuasive
arguments with processes (for example filght
simulators--model rules of how aviation works) - a) Animal Crossing and the McDonalds advergame
11FM 187 VG TOPICS IN VIDEO/DIGITAL GAME STUDIES
- Bogost on The Rhetoric of Video Games
(continued) - Key Concepts
- 6. Procedural Rhetoric (cont)
- b) Americas Army Operations (military-entertain
ment complex) claims about US military ideology - Epistemic games (model how a profession works)
- Critical gameplay (reinforcing or challenging
dominant ideas, social norms and values, and
understanding gamings truth claims)
- Joost Raessens Computer Games as Participatory
Media Culture - Caution against buying into the rhetorics of
gaming cultures remediation of earlier
practices of interactivity and participatory
culture as somehow unique in gamings medium
specificity - Earlier moments of participatory culture,
Bertolt Brecht and Walter Benjamin (373) - Radio, film and TV had moments and expressions
of interactivity and participation - Three specific characteristics of computer games
as digital media multimediality. virtuality, and
interactivity (374)
12FM 187 VG TOPICS IN VIDEO/DIGITAL GAME STUDIES
- Joost Raessens Computer Games as Participatory
Media Culture - Some Key Words
- Self-organizing communities
- British Cultural Studies
- Frankfurt School
- Media-Effects Determinism
- Coercion (375)
- Hegemony
- Ideology
- Polysemic
- Negotiated /oppositional reading practices
- Turkels culture of simulation (read pg. 377)