Introduction to Game Studies: Games in Culture
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Transcript Introduction to Game Studies: Games in Culture
Introduction to Game Studies:
Games in Culture
Chapter 4: Dual Structure and the
Action Games of the 1970s
© Frans Mäyrä & SAGE Publications
Multi-Layered Meaning Making
Behind their digital surface, many games are
‘remediated’ versions of old games.
Digital information technology adds a specific
layer of meaning to digital games.
Each generation of digital games has been
visually different from the previous - they
demonstrate the powers of latest technology.
Core gameplay is an embedded shell, which
extends beyond games’ graphics to the
significance of gaming hardware itself.
This lesson involves playing two old games
online.
Games at the Forefront of Computing
Representatives of the games industry have
emphasised the role of games in the evolution of
computing.
Non-keyboard interfaces, immersive alternative
realities and anthropomorphic characters were
introduced by games (Bushnell, 1996).
Games demonstrate how computer software can
be designed to be highly usable and enjoyable.
According to this view, games lead the way into
an information society where most people are
‘computer literate’.
Game ‘Classics’
The concept of ‘classic’ relates to a ‘standard of
excellence’, which is referred to in discussions
that compare, contextualise and make sense of
different (artistic) phenomena.
‘Canon’ refers to a body of ‘great works’ that a
civilised person is supposed to know.
This textbook introduces a certain group of
‘classic games’ but many alternative ‘canons of
digital games’ can be created.
Three Decades of Digital Games
The focus is on three decades: 1970s, 1980s
and 1990s.
There is no agreement of the exact periods in
games’ historiography.
The ‘golden age of video games’ can, in different
sources, refer to e.g. the years 1978–1981,
1978–1985, 1971–1983 or 1971–1984.
The early period is generally seen as more
influential, original and important for game
development than the years from late-1980s
onwards.
Games in the Information Society
Several thinkers have written about transition
into an ‘information society’, where the main
emphasis is on knowledge and information in
various forms.
The instability of the games industry has
displayed the risks of an information economy.
History includes the video game crash of 1977,
then 1983, and the ‘dot-com crash’ of 20002002.
Despite this, the trend appears to be moving
towards ‘experience economy’ or ‘media
society’.
1970s: Learning the Lexicon
The 1970s introduced the first video games,
both in arcades and into homes.
1970s’ digital games can appear primitive by
modern standards.
The earliest digital games relied on
experiences people had from other games.
Growing gradually more complex, the early
games introduced players with the evolving
‘grammar and lexicon’ (sets of key
conventions) of gaming.
PONG (1972): Popular and Simple
Image credits: Wikipedia; http://en.wikipedia.org/wiki/Image:Pong.png
Watch video of original arcade PONG gameplay:
http://uk.youtube.com/watch?v=LPkUvfL8T1I&NR=1
Play a simple, single-player version of PONG:
http://www.corporatedump.com/oldpong.html
More PONG remakes: http://www.pong-story.com/pcpong.htm
Secrets of PONG
The core gameplay idea is already widely
familiar from tennis, squash and other similar,
physical games.
Players know immediately what to do.
The single, turn-knob controller is easy to
handle, but hard to master.
The on-screen PONG paddle was divided into
eight segments, so that hitting the ball with the
edges would produce angle shots.
As a two-player game against a real person as
an opponent, PONG would provide infinite
variety in its gameplay.
History of Gaming Devices
The physical and electronic characteristics of
gaming devices matter considerably for most
gamers.
The earliest digital games were often created
with ‘mainframe’ computers in research
laboratories and universities.
Four main routes of mainstream game evolution:
arcade gaming consoles (‘arcade video games’)
home video game consoles (‘video games’)
home computers (‘computer games’)
handheld consoles (‘electronic games’).
Evolution of Controllers
There have been many
kinds of special controllers
developed for digital play.
Sometimes a good
controller has provided a
particular system with the
necessary competitive
edge.
Above Atari VSC/Atari 2600 (1977);
below, Nintendo Famicom/NES (1983)
Image credits: Wikipedia, www.wikipedia.org
Shooter Game: Space Invaders (1978)
Shooting galleries were popular
as fairground attractions.
Different kinds of digital
‘shooters’ have become one of
the most popular kinds of action
games.
Space Invaders by Japanese
Taito appeared as a “mixture
between pinball and a Marvel
comic”. (Sellers, 2001)
Introduced ‘high score’ which
contributed to the social playability
of the game.
Image credits: The International Arcade Museum, www.klov.com;
The History of Computing Project, www.thocp.net
Play Space Invaders
There are various Space Invaders clones
available for online play
Test one of these:
http://robotubegames.com/play_game.php?gameid=28
(select ‘Play Invaders 1978’)
http://www.spaceinvaders.de/
For original arcade game emulation issues, see:
http://www.ascotti.org/programming/side/side.ht
m and http://www.mame.net/
Establishing Game Genres
Simultaneous navigation and shooting is a test
of accuracy and hand-eye coordination skills.
This style of core gameplay was one of the
earliest conventions to become established in
digital games.
Game genres were based on groups of
conventions related to e.g. interaction available
for the players and to the game screen elements
(the ‘interface’) and game controllers.
Important for the grammar and syntax of digital
games (gameplay lexicon) to develop further.
Assignments
Alternative games history:
collect and document your own version of a
‘canon’ for the history of digital games.
Gameplay experience of a ‘classic game’:
what kind of gameplay experiences do so-called
‘classic games’ (early popular digital games)
provide for a modern player? Play a 1970s’ game
for at least two hours and provide a critical
account of your observations.