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A Dromology of the Videogame

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Title: A Dromology of the Videogame


1
A Dromology of the Videogame
  • Alex Wade
  • Loughborough University
  • UK

2
The Effects of Time and Space on the Social
  • the functions traditionally distributed within
    the real space of the town are now exclusively
    taken over by the real time of the wiring of the
    human body as the inhabitant of the teletopical
    metacity can no longer clearly distinguish here
    from elsewhere private from public (Virilio,
    1997 56).
  • With the increase of ICTs there is a new
    supremacy of real-time over real-space (Virilio,
    2000/1990 7), with the ultimate outcome that the
    temporal obliterates the spatial, here no longer
    exists, everything is now (Virilio, 2000/1998
    125).
  • This is common in contemporary Sociology
    societies are stretched over shorter or longer
    spans of time and space (Urry, 1997 132)

3
Time, Space and the Social
  • Movement is no longer measured by distance
    (space) but duration (time). E.g. when boarding a
    plane, passengers are told how long, rather than
    how far they will fly.
  • There were once three terms of the departure,
    trip and arrival, now there are only two the
    departure and arrival (Virilio 2008 110)
  • no doubt there will be no longer anything but
    arrival, the point of arrival, the departure will
    itself have disappeared in the instantaneity of
    the projection (Virilio, 2008 110)

4
Speed and Technology
  • Storage capacity has increased exponentially
    while reducing its impact upon lived spaces. E.g.
    RAM Bytes, Kilobytes, Megabytes, Gigabytes,
    Terabytes
  • the reality of information is entirely contained
    in the speed of its dissemination (Virilio,
    1995 140)
  • information is only of any value if it is
    delivered fast better still that speed is
    information itself! (Virilio, 1995 140).
  • The obsession with speed helps understand the
    proliferation of information such as 24-hour
    news, conspiracy theories email, texts, social
    utilities etc.

5
Dromology
  • Dromology, brings objects surroundings towards
    the user.
  • Dromoscopy is, therefore, paradoxically, the
    wait for the coming of what abides (Virilio,
    2008 110)
  • The key feature will be control over ego-centric
    (introverted) space, not as in the past, the
    arrangement of exo-centric (extroverted) space
    (Virilio, 2000 68), such as DNA exploration,
    nanotechnology and videogames

6
Flattening Space and Time
  • For the user of digital technologies, everything
    can be satisfied in the present chronos
    consumption, communication, navigation.
  • The emphasis on the ego-centric means that the
    greatness of the universe is compressed in a
    perpetual shrinking effect (Virilio, 1995 41),
    as shown by GPS and Google Earth physical space
    is flattened onto the square horizon of the
    screen (Virilio, 1997 26), where there is no
    more delay, no more relief (Virilio, 199726).
  • Everything is flattened, speed permits all and
    prohibits nothing liberating us from the
    volume of the object (Virilio, 2008 134)

7
The Vehicle and its Environment
  • Virilio sees the evolution of the vehicle, with
    increasing speed as vital to a society addicted
    to speed. Autobahns allow for unlimited speed
  • Deserts, the most homogenous of all environments
    are not only the venue for land-speed-record
    attempts, but where the fastest technologies are
    tested and developed those of the military.
  • This is fully realised in the development of the
    USAFs Reaver Unmanned Aerial Vehicle which is
    in two deserts simulteneously.

8
Early Driving Games Sprint 2
  • Sprint 2 (1974). Pre-historic, pre technological

9
Early Driving Games Monaco GP
  • Monaco GP (1980), was one of the first games to
    project the landscape onto the player.
  • It was also the first to have a deluxe model
    which lies the player down in front of the screen
    as if they are in a car.

10
Early Driving Games Motor Mania
  • Motor Mania (1982) one of the first games to
    include a dashboard to aid the player.
  • Shrinking its passengers field of vision, the
    frame of the dashboard gives rise to an
    acceleration of the sequencing that reinforces
    the effect of the acceleration of the vehicle
    (Virilio, 2008 103)

11
Battlezone Territories Unknown
  • If the dashboard can identified with a
    victorious vision, to the point where the
    dashboard comes to seem rather like a
    misunderstood game of war (Virilio, 2008 107)
    then Battlezone fully realises this

12
Battlezone
  • Radar flattens space, in common with previous
    conceived spaces such as maps and blueprints.
  • The technology of vectors and its use as a
    graphical representation thus comes to replace
    the tactics of bodies (Virilio, 2008 107),
    replacing human input.
  • Battlezone was revised for military use in the
    form of Bradley Trainer demonstrating the link
    between entertainment and war in the MIMENET
    (Military Industrial Entertainment NETwork) (Der
    Derian, 2001)

13
Inertia of Speed
  • Pole Position II (1983), colourful, sprite based
    racing game.
  • It generates what Virilio terms real speed as
    the background moves so quickly it appears not to
    move.
  • This phenomenon is greatly desired by F1 drivers
    so that the impression is that you are moving in
    slow motion (Prost, cited Virilio, 2000 15)
  • the irresistible attraction of the course
    dissolves the time of the movement the distance
    time (Virilio, 2008 105)
  • Therefore, the image is the only high
    performance vehicle, the real time image which is
    supplanting the space where the car still moves
    from one place to another (Virilio, 2000/1990
    14

14
Vanishing Point TX-1
  • TX-1s key innovation was the use of three
    screens to simulate the view from inside the
    passenger compartment of a car.
  • the automobile forms a quadtriptych where the
    travel lover is the target of a permanent assault
    that recalls the perspective of the painting
    (Virilio, 2008 106).
  • TX-1, with its technical artistry increases the
    distance in space by providing the gamer with a
    choice at each checkpoint which leads to Time
    Extend!
  • Therefore, the greater the speed, the more
    distant the horizon . . . the future decides the
    present of the course (Virilio, 2008 106)

15
Vanishing Point OutRun
  • Definitive sprite based driving game.
  • Deluxe cabinet moved the player on hydraulics
    through two axes as well as the illusion of depth
    in the screen.
  • Extensive use of the dashboard to choose music.
  • Includes extended play from other games by
    extending time via reaching a point in space.

16
Control of Speed Operation Wolf
  • Cabinet equipped with a scale-model Uzi replica
    in first person perspective.
  • As with Battlezone the screen displays the
    logistical formation of the battlefield (health,
    ammo, enemies).
  • No control of the movement through space.
  • Although alarms sound and the screen flashes,
    there is no damage to the gamer.
  • Virilio says that this is pure war a vectoral
    image of a combat without battle, but not without
    fear, that gives rise to an extermination that
    extends throughout the world and spreads its
    victims across the field of excess speed
    (Virilio, 2008 56)
  • Airports have the tragic character of the
    extermination camps (Virilio, 2008 97) This is
    seen in the prohibition and regulation, the
    movement through lines of people, the use of
    pseudo-paramilitary personnel, and the
    humiliation of being ordered to take your clothes
    off in front of others.

17
Concentration of Speed Operation Wolf
  • Pure speed is pure war is pure control the
    movement to the ego-centric means that
    individuals, groups, races and entire societies
    has rendered every one of us a passenger on an
    aircraft, accelerating but inert.
  • As we are distanced from the spaces around us we
    take part in pure war through Call of Duty 4, as
    gamer/soldiers warring in a technology of speed,
    we are separated from interaction, present but
    disenfranchised we enter a concentration camp of
    speed where segregation and incarceration stem
    far more from the violence of displacement than
    from various police controls (Virilio, 2008 57)
  • This is professed in COD 4s subtitle Modern
    Warfare.
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