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Trigger Happy
VIDEOGAMES AND THE
ENTERTAINMENT REVOLUTION
by
Steven Poole
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Contents
ACKNOWLEDGMENTS............................................ 8
1 RESISTANCE IS FUTILE ......................................10
Our virtual history....................................................10
Pixel generation .......................................................13
Meme machines .......................................................18
The shock of the new ...............................................28
2 THE ORIGIN OF SPECIES ....................................35
Beginnings ...............................................................35
Art types...................................................................45
Happiness is a warm gun .........................................46
In my mind and in my car ........................................51
Might as well jump ..................................................56
Sometimes you kick.................................................61
Heaven in here .........................................................66
Two tribes ................................................................69
Running up that hill .................................................72
It’s a kind of magic ..................................................75
We can work it out...................................................79
Family fortunes ........................................................82
3 UNREAL CITIES ....................................................85
Let’s get physical .....................................................85
Let’s stick together...................................................95
Life in plastic .........................................................101
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Out of control.........................................................109
4 ELECTRIC SHEEP ...............................................119
The gift of sound and vision ..................................122
CinÉ qua non? ........................................................130
Camera obscura......................................................142
You’ve been framed...............................................153
5 NEVER-ENDING STORIES.................................161
A tale of two cities .................................................161
Back to the future...................................................166
How many roads must a man walk down . . . ........172
Erase and rewind....................................................176
Cracked actors........................................................181
Talking it over........................................................187
The play’s the thing ...............................................192
Tie me up, tie me down..........................................195
6 SOLID GEOMETRY.............................................199
Vector class............................................................199
The art of the new ..................................................204
Pushing the boundaries ..........................................206
Points of view ........................................................213
Being there.............................................................217
The user illusion.....................................................226
The third way .........................................................233
Brave new worlds ..................................................236
7 FALSE IDOLS.......................................................240
Dress code..............................................................240
Virtual megalocephaly ...........................................244
Gender genres ........................................................250
Character building..................................................258
Some say life’s the thing . . ...................................267
8 THE PLAYER OF GAMES ..................................271
Tiny silver balls......................................................271
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Power tools ............................................................276
Veni, vidi, lusi........................................................282
Get into the groove.................................................291
You win again........................................................298
9 SIGNS OF LIFE.....................................................307
I am what I eat........................................................308
Deep in conversation..............................................317
Time, gentlemen, please.........................................322
Say something else.................................................330
Information overlord..............................................339
Drawing you in ......................................................345
10 THE PROMETHEUS ENGINE...........................351
God’s gift ...............................................................351
Burn this.................................................................354
Bad company .........................................................356
Genesis...................................................................364
The final frontier ....................................................367
In an ideal world ....................................................371
Virtual justice.........................................................378
The moral maze......................................................382
Ashes to ashes........................................................388
AFTERWORD..........................................................398
BIBLIOGRAPHY .....................................................411
INDEX ......................................................................418
ABOUT THE AUTHOR...........................................430
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ACKNOWLEDGMENTS
Eat pixels, sucker: this book grew out of an orphaned article to which Stuart Jeffries kindly gave a home. I am grateful to everyone who agreed to be interviewed: Paul Topping, Richard Darling, Jeremy Smith, Olivier Masclef, Nolan Bushnell, Terry Pratchett and Sam Houser.
David Palfrey saved crucial passages of the manuscript from themselves. Jason Thompson phlegmatically suffered innumerable defeats at Tekken 3 and Gran Turismo, but turned the tables in Bushido Blade. He and Kate Barker also made constructive comments on the text.
Dr. Mark Griffiths and Maugan Lloyd generously provided psychology material, Gavin Rees was a most hospitable guide to Tokyo, and I enjoyed useful conversations with Caspar Field, Mike Goldsmith, AndrÉ Tabrizifar and Teresa Grant. My agent, Zoe Waldie, has been an oasis of profound calm and encouragement. Thanks also to Rev. Stuart Campbell and Chris Arrowsmith for expertly homing in on
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factual errors, and to Cal Barksdale and Danielle A. Durkin for their work on the U.S. edition.
Trigger Happy owes much to the incisive attentions of its editor, Andy Miller: il miglior fabbro.
Any infelicities or errors that remain I acknowledge mine. Readers are invited to email comments for future editions to:
trighap@hotmail.com.
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1
RESISTANCE IS FUTILE
Our virtual history
In the beginning, the planet was dead.
Suddenly, millions of years ago, arcane spontaneous chemical reactions in the primeval ooze resulted, by a freak cosmic chance, in the first appearance of what we now call “the code of life.” Formed in knotty binary strings, each node representing information by its state of “on” or “off” and its place in the series, the code grew adept at replicating in ever more complex structures. Eventually, the organizations of code became so dense that an overarching property emerged that could not be explained by reference to any of the constituent parts. This was “life” itself.
The first videogame formed in the sludge. It was a simple organism, but a father to us all. Soon enough
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(in geological terms) videogames crawled out on to the shore, developed rudimentary eyes and legs, and gradually began to conquer Earth.
Biologically speaking, early videogames were, as they are today, radically exogamous—that is to say, they did not replicate by breeding with each other, but with “humans,” a preexisting carbon-based life form whose purpose was, and still is, unknown but seemingly providential. If the videogame managed to impart particularly intense pleasure to a parasitic human during the reproductive act, the chances of its offspring surviving were enhanced. Obviously, videogames were programmed by Nature to be as promiscuous as possible: the more humans impregnated with code, the more likely that some of the next generation would survive to breed in their turn. The work of such genetic programming persists in the primeval substratum even of modern, sophisticated videogame civilization.
Over this vast meander of time, the pressures of adapting to varied conditions prompted the formation of different genera and species of organism with different habitats, social structures and breeding strategies. The fittest survived.
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But nothing could be certain in the great evolutionary game. Some seemingly successful species found it impossible to adapt swiftly enough to catastrophic changes in the environment, and died out. They were the dinosaurs. (By copying their “code” and letting it gestate under laboratory conditions, however, we can actually bring these fossils to life again, and let them roam happy, if confused, in virtual amusement parks.)
Nor was this evolution a gradual and inexorable expansion of possibilities and types. There seems to be no final goal to the random machinations of Nature. Some species of game, for example, turned at certain points down evolutionary blind alleys and failed to develop, concentrating instead, like the peacock, on attracting partners with ever more lurid visual displays. Other species merged, pooling resources and erasing previous distinctions to become the great games that we know and love.
The narrative of these manifold splittings and fusings, this world-historical struggle of the will encoded in our deepest selves, is not a mere just-so story for the young. For through the noble history of videogame species, with due homage made to the great examples that have paved the way for us, the heroic
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story unfolds of how we came to be the planet’s masters. Remember, humans, it’s not how you play the game that counts, it’s whether you win or lose.
>Player 1 Ready
0101111111010101001111101010111111110101010011 0011111100101010001000000101010100000011111100101110 1010010000101000111101001010100100101010010110111
Pixel generation
Like millions of people, I love videogames. I also love books, music and chess. That’s not unusual. For most of my generation, videogames are just part of the cultural furniture. In particular, videogames, among people all over the world, are a social pleasure. The after-hours PlayStation session is one of the joys of modern life.
Videogames are in one sense just another entertainment choice—but compared to many, a much more interesting one. And yet there seems to be a fear that videogames are somehow nudging out other art forms, and that we’re encouraging a generation of screen-glazed androids with no social skills, poetical sensitivity or entrepreneurial ambition. But new forms
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don’t replace the old. Film did not replace theater. The Internet did not replace the book. Videogames have been around for thirty years, and they’re not going away.
When I was ten years old, my parents bought me a home computer. It was a ZX Spectrum, brainchild of the celebrated British inventor Sir Clive Sinclair (this was before he went on to create the savagely unsuccessful electric tricycle called the C5). The entire computer, which was a contemporary of the American Commodore Vic-20, was about half the size of a modern PC keyboard, and it plugged into a normal television. It was black, with little gray squidgy keys and a rainbow stripe over one corner. Tiny blocky characters would move around blocky landscapes lavishly painted in eight colors, while the black box beeped and burped. It was pure witchcraft. But the magic wasn’t simply done to me; it was a spell I could dive into. I could swim happily in this world, at once mysterious and utterly logical, of insubstantial light.
Doubtless my parents imagined the Spectrum would be educational. In a way it was, for very soon I was an expert at setting exactly the right recording levels on hi-fi equipment to ensure a perfect copy of a hot new game. (In those days, videogames came on
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cassette, and I would swap copies and hints with my schoolfriends.) For many years, the myriad delights that videogames offered were a reliable evening escape, their names now a peculiarly evocative roll call of sepia-tinged pleasures: Jet Pac, Ant Attack, Manic Miner, Knight Lore, Way of the Exploding Fist, Dark Star . . . Then I decided, at the age of sixteen, to put away childish things. So I bought a guitar and formed a skate-punk heavy-metal band.
While I was away practicing my ax heroics, home computers—the ZX Spectrum and Commodore 64, as well as a later, more powerful generation comprising the Atari ST and Commodore Amiga—were gradually being supplanted by home videogame consoles. These little plastic boxes could not be programmed by the user, and the games came on cartridge rather than on cassette tape. The big players in the late 1980s and early 1990s were two Japanese giants: Nintendo, with its Nintendo Entertainment System (or Famicom) and the more powerful Super NES; and Sega, with its Megadrive. Each company was represented by its own digital mascot: Nintendo had Mario, the world-famous mustachioed plumber, and Sega had Sonic, a cheeky blue hedgehog.
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Already by this stage a great number of teenagers were more interested in videogames than in pop music. And Nintendo and Sega inspired fanatical loyalty. They were the Beatles and Stones of the late 1980s and early 1990s. Nintendo was the Beatles: wholesome fun for all the family, with superior artistry but a slightly “safe” image; Sega, on the other hand, were the snarling, street-smart gang, roughing it up for the hardcore videogame fans.
As videogaming culture grew and the games became ever more complex and adventurous (with ever larger profits to be made), the hardware companies realized that technology had to keep pace with the designers’ ambitions. The seemingly unassailable Nintendo, having seen enormous success with the 1989 launch of the handheld Game Boy, decided to soup up the SNES by adding a CD-ROM drive. CD-ROMs hold a lot more information than cartridges, so the games could be even bigger in scope. But Nintendo had no expertise in that area of hardware, so they hooked up with the Japanese audio giant Sony, manufacturer of hi­fi and inventors of the Walkman. It seemed like a marriage made in heaven.
But after various behind-the-scenes shenanigans, Nintendo pulled out of the deal. It was to lose them
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their market preeminence, because Sony wasn’t happy about being messed around with by the arrogant Mario machine, and decided to go it alone and muscle in on the videogames business themselves. Thus the Sony PlayStation was born. On its launch in 1995 it blew Sega’s new machine, the Saturn, out of the water. Nintendo, meanwhile, didn’t have a competitive console out until two years later: the Nintendo 64, which had a handful of brilliant games but was woefully under-supported by most software developers. The landscape of power had irrevocably shifted while my back was turned.
Apart from the odd blast in an arcade, I hadn’t thought about videogames again. Then, one summer, I was staying in a friend’s Edinburgh flat while watching more or less disastrous pieces of fringe theater at the rate of three or four a day. The odorous broom closet I was sleeping in had only one particularly interesting piece of furniture: a PlayStation. My friend introduced me to something called WipEout 2097, a fast, futuristic hover-racing game. My jaw dropped.
Over the previous decade, it seemed, videogames had really grown up. This was an amazing, sensebattering, physically thrilling trip. Artistically, it felt
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superior to anything I had seen on the Fringe. And so, after sacrificing most of my sleep during that Edinburgh stay to improving my lap times, I decided I needed to buy a PlayStation of my own. Perhaps one day, I thought, I might even write something about videogames.
So I bought the console. And then I had to buy a few games. Soul Blade (fighting), WipEout 2097 (racing), Tomb Raider (Lara Croft)—that would do for starters. On second thought, better add V-Rally (more racing) and Crash Bandicoot (marsupial wrangling). My research had to be dutifully wide-ranging, didn’t it? Soon, I also bought the Nintendo 64, which slotted neatly on to my shelves with Super Mario 64 and 1080° Snowboarding. Now they’re joined by a Sega Dreamcast, Sony’s PlayStation2, a Nintendo GameCube, and Microsofts’s Xbox.
It hasn’t been cheap. But my experience is one that’s shared by millions of people all over the planet. Indeed, this acceleration in videogame evolution would not have been possible otherwise.
Meme machines
Videogames today are monstrously big business. Their present status has largely to do with the shift in demographics, of which I was a part. In the 1980s,
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videogames were indeed mainly a children’s pursuit, but now games cost between twenty and fifty dollars and are targeted at the disposable income of adults. The average age of videogame players is now estimated to be twenty-eight in the United States; one 2000 survey reported that 61 percent of all U.S. videogamers are eighteen and over, with a full 42 percent of computer gameplayers and 21 percent of console gameplayers thirty-six years of age or older.
1
More and more grownups choose to play videogames rather than watch TV or go to the movies. According to the European Leisure Software Publishers’ Association, the British videogame market already grosses 60 percent more than total movie box-office receipts, and 80 percent more than video rentals. On the other side of the Atlantic, Americans named videogames as their favorite form of home entertainment for the third year in a row in 1999. Twice as many people nominated videogames as chose watching TV, three times as many preferred videogames to going out to the movies or reading books, and six times as many preferred videogames to
_________________
1 According to figures published in the Interactive Digital Software Association’s fifth annual Video and PC Game Industry Trends Survey,
2000.
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renting movies. Total videogame software and hardware sales in the United States reached $8.9 billion, versus $7.3 billion for movie box-office receipts;
2
$6.6 billion of the videogame receipts were
from software sales, retail and online. How did this strange invasion happen? How did this stealthy virus insinuate itself into so many homes?
Well, one company has done more than any other over the last six years to stake out videogames’ huge place in adult popular culture: Sony, manufacturers of the PlayStation, the unassuming gray box that reinvigorated my own interest and that of so many others. The last time they counted, Sony had sold five million PlayStations in the UK alone. “The focus for the brand,” explains Guy Pearce, Sony’s UK PR manager, “is eighteen to twenty-five. That’s the age group we aim at, and always have done.” One in every four U.S. households owns a PlayStation.
Sony’s initial stroke of marketing brilliance was to release an early game, 1995’s WipEout, with a thumping techno soundtrack featuring well-known electronic acts of the caliber of Orbital, Leftfield and the Chemical Brothers. The success of this product had _________________
2 Wall Street Journal, April 28, 2000.
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the Prodigy and Underworld clamoring to provide tracks for the sequel. Sony had a PlayStation room built in London superclub the Ministry of Sound, and got its logo onto club flyers all over the country. Soon PlayStation was happily associated with dance culture, with enthusiastic support from early adopters such as the band Massive Attack, who had bought theirs while on tour in Japan. Control of the soundtrack to the third game in the series, 1999’s Wip3out, was handed over to superstar DJ Sasha, thus ensuring another soundtrack cleverly poised between cutting-edge and mass-appeal dance music.
Sony targeted the youth market with intelligent aggression. During the 1995 Glastonbury Festival, they distributed thousands of perforated cards adorned with PlayStation logos, which could be torn up to make convenient roaches for marijuana joints—or, as Sony claimed, to dispose of chewing gum.
And then God created woman. Enter Lara Croft, the pistol-toting, ponytailed, hotpants­and-shadeswearing digital star of a revolutionary 1996 game, Tomb Raider. Much has been written about her. She has been on the cover of The Face and the subject of countless Sunday-supplement articles. The publisher of Tomb Raider, Eidos, was named Britain’s most
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successful company in any industry in 1999. It has sold more than sixteen million copies worldwide of the first three games in the series. Add a conservative estimate for sales of the fourth installment, Tomb Raider: The Last Revelation, and Lara’s getting close to becoming a billion-dollar babe.
Lara is such a recognizable icon that she now advertises other products, appearing, for example, in computer-generated television commercials for Lucozade and Nike. Generation X author Douglas Coupland contributed to the devotional tome Lara’s Book; the Germans have a monthly magazine dedicated to her. In the summer of 1999, Lara could be seen hanging from the back of buses all over London, and six months later a bus and billboard campaign giving Lara the movie-star treatment was undertaken in several cities in the United States. Jeremy Smith, managing director of Lara’s birthplace, Core Design, points out what a gift her exploding profile was to the company: “Who knows how many millions and millions of pounds’ worth of free marketing we got from the press, by them putting it in front of people who’d then think, ‘Well, wow, that looks like a great game.’ We could never have spent that sort of money on the marketing that we got from the media.” And of
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course, Lara’s contribution to the PlayStation brand itself cannot be overestimated. An exclusivity deal with Sony ensured that the next three games appeared only on PlayStation, and a next-generation Tomb Raider game will appear on PlayStation2 in 2002.
These days, videogames generate a large spin-off industry of playing cards, posters, strategy guides, clothes and plastic figurines. In the summer of 1999, sales of Bandai’s Duke Nukem action figures soared, with the majority of purchasers being women. (Duke is the testosterone-dripping digital hero of humorous shoot-the-aliens games. He sports a blond crop and mirrored shades and uses arch catchphrases such as, “It’s time to chew gum and kick ass!”) Bandai claimed to have received an “anxious” call from a woman after her local store ran out of Nukem figures. According to their press release, she claimed that 1990s women were turning away from Victoria’s Secret and Tupperware parties in favor of Duke Nukem evenings. Even if this is just a tease, it is illuminating that Bandai feels the potential female audience is large enough for them to make such a claim.
Game companies have also cultivated strong commercial links with the UK’s biggest game, soccer. Videogame companies pay stars like Michael Owen
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and Alan Shearer to endorse their soccer games. In the United States, Sega has hired spokesmen of the likes of Boston Red Sox pitcher Pedro Martinez and Philadelphia 76er Allen Iverson, and has sponsored the San Francisco Giants in baseball and the Tennessee Titans and Oakland Raiders in football. Meanwhile, Sony sponsors the Vans Triple Crown series of sports such as snowboarding and freestyle motocross.
And videogames have gradually become a marketing medium in their own right. My first experience of the PlayStation, WipEout 2097, featured neon advertisements for Diesel jeans and Red Bull caffeine drinks that flashed by as you sped around its virtual racecourses. Stockholm company Addgames released Mall Maniacs in 1999, a bizarre “virtual supermarket” game whose entire development costs were covered by retail companies paying to have reconstructed presences in the digital world. Meanwhile Sega’s Dreamcast game, Crazy Taxi, in which the player drives passengers around an imaginary American town center, sports a suspicious number of people asking to go to the Pizza Hut or Kentucky Fried Chicken, restaurant franchises given their own near­photorealistic presences in the shopping area.
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The music industry, too, is slowly waking up to the commercial possibilities of placing an artist’s song in a videogame. British rock band Ash is rumored to have earned nearly $1,000,000 in royalties by licensing just one song to the hit driving game Gran Turismo. Gremlin’s Actua Ice Hockey 2 has a soundtrack entirely by cult post-rockers Mogwai, whose faces have also been digitized and slapped onto the team members’ heads. Trent Reznor, the man behind industrial-techno outfit Nine Inch Nails, composed the soundtrack for Quake. CDs of specially written videogame music now regularly enter the pop charts in Japan, and videogame scores are now eligible for three categories of soundtrack music in the annual Grammy Awards.
Videogames now have such a potent influence on other forms of entertainment that they raise a clutch of questions about what they really have in common with the older forms. For example, David Bowie, well known as a man with an eye for the next big thing, wrote and performed (with guitarist Reeves Gabrels) an entire concept album for the soundtrack to the 1999 videogame Omikron: The Nomad Soul. At the Los Angeles press conference to announce this collaboration, Bowie said he approached the project as
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he would a film, “to provide an emotional heart to the game.” And it doesn’t stop there: the rock star’s involvement extends to being a digitized character in the game itself.
Videogames also extend their silvery tentacles into the worlds of film and books. Star Wars director George Lucas has had his own videogames division, the widely respected LucasArts, for many years; Sega put up a chunk of the budget for David Cronenberg’s movie eXistenZ; and in summer 2001, Japanese software giant Square released Final Fantasy: The Spirits Within, an $80 million computer-generated feature film based on its enormously successful Final Fantasy games, with voices provided by Hollywood stars Steve Buscemi, James Woods and Donald Sutherland. Amazingly, videogames now compete directly with movies in terms of financial returns. Over the six-week Christmas 1998 period in the United States, one videogame, Nintendo’s Legend of Zelda: Ocarina of Time, grossed $160 million, well outpacing the most popular film, Disney’s A Bug’s Life.
Meanwhile, thriller novelist Tom Clancy now writes scenarios for videogames produced by his own company, Red Storm, so that eventually his paperbased products may be demoted to the status of
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videogame tie-ins. Michael Crichton is also setting up his own videogame development studio. And in 1998 Douglas Adams—who had a hand in the first videogame based on his sci-fi comedy The Hitchhiker’s Guide to the Galaxy, a text adventure game published by Infocom in 1985—scripted the adventure videogame Starship Titanic before the appearance of the tie-in novel, which he didn’t even write himself. These guys aren’t stupid; they know which way the wind is blowing.
The major videogame console manufacturers, meanwhile, have epic ambitions for their little lumps of extruded plastic. Consoles aim to be not just gaming machines but the one-stop entertainment center in the homes of millions. One Sony insider has been overheard saying that the company’s aim with PlayStation2 is to “own the living room.”
In the late 1990s, you could already play audio CDs on a PlayStation, but that’s small beer. Sony’s PlayStation2 plays DVE movies through your TV, and various interface ports allow the connection of digital video cameras for editing home movies, printers, scanners, storage devices and much else. Playstation2 sold 980,000 units on its first launch weekend in Japan in March 2000, and by mid-2001 Sony had shipped 15
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million of the consoles worldwide. In 2002, Sony will expand PlayStation2’s capabilities further to include broadband internet access so that users will be able to browse the Web, use email, play games online against each other, and even download music and featurelength movies straight onto the machine’s hard drive. While the hard drive and modem of PlayStation2 are an optional accessory, Microsoft has cunningly built these features into its own first videogame console, the Xbox, which is also a domestic DVD player. Consoles today can offer more different types of entertainment than ever before.
Can anything stop this fun-juggernaut? Research from U.S. analysts Datamonitor suggests that sales of games consoles and software in Europe and the United States will generate over $17 billion worth of business a year by 2003. The conventional media—Hollywood, music, even books—are scared. Who can blame them?
The shock of the new
Videogames are not going to go away. You can’t hide under the stairs. Resistance is futile. Any industry with such a vast amount of money sloshing around in it is by that token alone worthy of investigation.
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Videogames are powerful, but they are nothing without humans to play them. So the inner life of videogames—how they work—is bound up with the inner life of the player. And the player’s response to a well-designed videogame is in part the same sort of response he or she has to a film, or to a painting: it is an aesthetic one.
Alain and FrÉdÉric Le Diberder, authors of an excellent French book on videogames called L’Univers des jeux vidÉo, welcome this idea with open arms. They already declare that the videogame is the “tenth art.”
3
Most people are not yet so progressive. But videogames clearly have the potential to become an art form, even if they are not there yet.
Here’s why. A videogame is put together by highly talented artists and graphic designers, as well as programmers, virtual architects and sonic engineers. Increasingly, first-class graduates in computer science from such universities as Cambridge and MIT are moving into videogames rather than academic research; there is also a large flow of animation talent _________________
3 Tradition (since the Athenian Greeks and Confucian Chinese) has held that there are six distinct arts: music, poetry, architecture, painting, dance and sculpture. The Le Diberders add TV, movies and bandes dessinÉes (graphic novels) to the list, and then declare the videogame the tenth.
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from traditional cartoons into videogame development. Musicians who might once have become television or film composers are now writing videogame soundtracks, and there is even such a beast as the professional videogame scriptwriter. There’s a huge amount of thought and creativity encoded on to that little silver disc. And aesthetics, by which I mean in the most general terms the systematic study of why we like one painting or one film more than another, cannot ignore this bizarre digital hybrid.
The original Greek meaning of “aesthetics” refers to things that are perceived by the senses. Modern videogames—dynamic and interactive fusions of colorful graphic representation, sound effects, music, speed and movement—are unquestionably a fabulously sensual form; furthermore, the simple fact is that some videogames are better than others, yet so far no serious attempt has been made to understand why. Videogames are an increasingly pervasive part of the modern cultural landscape, but we have no way of speaking critically about them. The noisy lightshows competing for attention in living rooms around the globe appear as some kind of weird, hermetic monolith: mysteriously exciting to the initiated, baffling to the non­player. But both kinds of people are
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affected by videogames in one way or another. Even if you’ve never played Tomb Raider, you can’t escape the clutches of Lara Croft.
People are always loath to admit that something new can approach the status of art. Take this rather aggressive ejaculation: “A pastime of illiterate, wretched creatures who are stupefied by their daily jobs, a machine of mindlessness and dissolution.” Such high moral bile is typical of the attacks on videogames today.
But this sentence wasn’t written about videogames; it was written seventy years ago by French novelist Georges Duhamel, about the movies. Yet today, few people would argue that filmmaking is not an art form. An art form that is dependent on new technology always makes some people uneasy. The German philosopher and musicologist Theodor Adorno expressed his wariness of jazz (dependent on a recently invented instrument, the saxophone, as well as emerging recording technologies) in similar terms during his correspondence with philosopher and critic Walter Benjamin.
Videogames today find themselves in the position that the movies and jazz occupied before World War II: popular but despised, thought to be beneath serious
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evaluation. Yet today there is a huge critical literature that has expanded our understanding and appreciation of films and jazz music. In half a century, I don’t doubt that this will also be true for videogames.
I’m not trying to argue that there’s going to be a revolution. Like it or not, the revolution has already happened. Videogames are an enormous entertainment business. The numbers, as we’ve seen, are huge. When people talk about videogames, they tend to compare them with forms they already know and love: film, painting, literature and so on. But there’s one critical difference that we need to bear in mind, and it throws a huge spanner in the works of any easy equation between videogames and traditional art forms. It’s this. What do you do with a videogame? You play it.
In his Laws, Plato defined “play” like this: “That which has neither utility nor truth nor likeness, nor yet, in its effects, is harmful, can best be judged by the criterion of the charm that is in it, and by the pleasure it affords. Such pleasure, entailing as it does no appreciable good or ill, is play.” It looks as if today’s graphically astonishing videogames do have something like “truth” or “likeness.” A casual observer would certainly note the vast improvements in graphic style
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and detail every year and conclude that videogames are increasingly realistic. Those cars look pretty real; those trees at the side of the racetrack, waving gently in the wind, look satisfyingly (arbo)real.
This turns out to be the subject of a fundamental tension in videogames, which will appear in many guises throughout this book. It’s a version of a very old question about art, concerning what Plato called mimesis (“representation”). Is it real or not? How can videogames claim to be “realistic” at all? But the peculiar nature of videogames gives the old question several intriguing and novel digital spins. The problem of mimesis in this context—the virtual representation of “realities”—informs the inner life of nearly every videogame.
Plato allows something to be a game as long as it is not “harmful” and has no “utility.” There is an increasingly vocal charge from some sections of society that videogames are in fact morally harmful. But do they have positive effects—do they have “utility?” Squabbles between psychologists as to whether videogames enhance spatio-visual and motor skills are largely unresolved. The only thing that everyone agrees on is that playing videogames makes you better at playing videogames. Their effects on our
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inner lives can only be investigated once we have a more rounded view of what videogames actually are.
What does this novel sensual fusion really have in common with films, with storytelling, or with painting? Where do videogames fit in the development of leisure technologies, of perspectival representation, of the narrative arts? Where do videogames fit in the history of play?
Playing videogames may or may not be “useful.” That’s beside the point. This book is about their charm: the life in them, and their life in us. Videogames are fun, but just what kind of fun is it?
What does it mean to be Trigger Happy?
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2
THE ORIGIN OF SPECIES
Beginnings
It all started at the Massachusetts Institute of Technology, one night in 1962. The first Soviet Sputnik spacecraft had been launched five years previously, and John F. Kennedy had just promised that America would get to the moon within the decade. Six months earlier, Digital Equipment Corporation had delivered a hulking new mainframe computer, a model PDP-1, to MIT’s electrical engineering lab—an innovative, massively expensive tool for serious scientific research. And by happy chance, there was a revolutionary achievement with that machine: the invention of the world’s first videogame.
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Well, that’s how the story usually goes.
4
But
beginnings are slippery things. Actually, the world’s first videogame was created four years earlier, at a U.S. government nuclear research facility, the Brookhaven National Laboratory. William A. Higinbotham, an engineer who had designed timing devices for the Manhattan Project’s atomic bomb and helped in the first developments of radar, worked at Brookhaven in charge of instrumentation design. He was trying to dream up an entertaining exhibit for visiting members of the public, and he hacked together a rudimentary two-player tennis game. An analogue computer showed the trajectories of bouncing balls drawn as ghostly blips on an oscilloscope, controlled by a button and a knob. It was a smash hit with the visitors for two years.
But owing to this lone pioneer’s modesty—he didn’t think he had created anything earth-shatteringly novel—the game never left the confines of the facility. “I considered the whole idea so obvious that it never occurred to me to think about a patent,” Higinbotham said wryly, years later. Luckily for the future of games, _________________
4 Both J. C. Herz (in Joystick Nation) and Alain and FrÉdÉric Le Diberder (L’Univers des jeux vidÉo) give this erroneous starting point. A thorough history is provided by Leonard Herman’s excellent Phoenix: The Fall and Rise of Videogames, to which I am indebted in this section.
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in fact, because the owner of any patent on oscilloscope tennis would have been the United States government. And so—as if, eons ago in the primordial soup, one helix of a DNA molecule had winked into existence without the other, and therefore didn’t catch on—the videogame spark fizzled and went out. If that oscilloscope could have spoken, it might have said: “There is one who comes after me.”
And so there was. Three years later a big package arrived at MIT. Until this point, computers had mostly been tedious, mute hulks that usually had to be programmed with ticker-tape or punchcards, and were strictly for esoteric mathematical applications. But the new-fangled circular, dedicated VDU screen and keyboard of the PDP-1 tempted programmer Steve Russell and his friends
5
to indulge in a little creative
slacking. They began to fiddle around with the interface, writing little bits of code that caused the display to respond in real time to physical input. A virtual typewriter and calculator. A model of the night sky. And then . . . Spacewar. _________________
5 I refer only to Russell by name for reasons of ease and fluency. These are the full credits. Conception: Martin Graetz, Stephen Russell and Wayne Wiitanen. Programming: Stephen Russell, Peter Samson, Dan Edwards and Martin Graetz, together with Alan Kotok, Steve Piner and Robert A. Saunders.
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The name’s melodrama, of course, grew out of the geopolitical tensions of the time. But despite the lurid sci-fi connotations, the game itself, which you can still play on the Internet,
6
was serene, austere, a thing of
alien beauty. Two dueling spaceships in a pas de deux against an electronic starfield, firing lazy torpedoes at each other in the silence of space, avoiding all the while the lethal gravitational pull of a central sun.
A leap of faith had been made. What these coffeeguzzling student pioneers realized was that new technology made possible a new sort of experience. The photons fizzing from the screen were conceived as manipulable packets of pleasure in themselves, rather than simply a fancy way for the computer to tell its user the result of a calculation via a dull string of numbers. Russell and his friends designed—or redesigned independently, to give Willy Higinbotham his due—the first symbolic visual interface. That, along with the work done by Xerox Parc in the 1970s, is why you use word processors and other software based around “windows” and “icons” rather than text. (Playing videogames, though, is generally acknowledged to be more fun than using Microsoft _________________
6 Java-capable browsers can just point themselves at
http://lcs.www.media.mit.edu/groups/el/projects/spacewar
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products, at least until its X-Box console arrives in
2001.)
Spacewar sprang so fully formed into the microcosmos that it took a very long time for other games to catch up. Its structure offered many of the virtues that are still essential features of videogames: simple rules with innumerable combinational possibilities; the competitive urge to destroy your opponent’s spaceship; the pleasure of mastery over a well-defined, consistent system; the challenge of reacting instantly to craft governed by inertial physics; and the sensual buzz of playing with animated patterns of light. The game is remarkably similar to Asteroids, an arcade machine that appeared some seventeen years later.
Having briefly considered trying to sell this curio, Russell and his team decided that no one would want to buy it, so they gave away the source code to anyone who was interested. Within a few years it was everywhere, a benign virus, an unstoppable meme, eating up time all over the world on government, military and scientific mainframes. And if you can’t beat them, join them: in the end, Digital Equipment Corporation used the game as a centerpiece for commercial demonstrations of their computer. In the
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same pivotal decade that saw the global war of the space race and the tectonic cultural shifts of pop music, videogames had launched a successful initial blitzkrieg on the digital plains.
The lessons of the PDP-1’s unwitting involvement in game history are twofold. First: give a man a tool, and he will play with it. Second: pretty soon, everyone will want one. Spacewar, however, never became a mainstream entertainment, because so few people had access to computers at the time.
7
The videogame
concept was there, but it had to wait ten years for cheap computer-chip technology to make possible its wider distribution.
Meanwhile, throughout the 1960s, the small community of mainframe programmers produced other highly influential game templates in tiny programs. Lunar Lander was a turn-based game with a text interface that required the player to administer rocketthruster firing without running out of fuel before meeting the surface. Hammurabi was the first God game, requiring the user to manage a feudal kingdom _________________
7 DEC sold about fifty PDP-1s in total. Even by 1971, there was only a total of about 50,000 computers in the world (The Economist, September 28,
1996). By the end of 1993, there were more than 173 million computers in use, not counting videogame consoles.
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by planting grain and assessing tax rates each year—a direct ancestor of Civilization. And later, the advent of ADVENT (1972): short for Adventure, this was the first of a lost genre of game that was hugely popular on personal computers right up until the late 1980s. It was the first computerized version of “interactive narrative”: the computer described a location and the user typed in commands—“north,” “look,” “kill snake,” “use torch”—to move around the virtual world, use objects and solve fiendish puzzles. But the world at large remained ignorant of the myriad charms of these proto-videogames. It was a closed community, a priesthood without a parish.
Most people assume that coin-operated arcade games preceded home videogame technology. In fact, in terms of conception rather than commercial distribution, the reverse is the case, for by 1967 Ralph Baer, the consumer-products manager of a military electronics company, Sanders Associates, had invented a TV-based home-tennis game and more complex “hockey” simulations. Unfortunately it took him several years to persuade other manufacturers of the commercial possibilities. At last, at the turn of the decade, Intel got their act together and invented the
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microprocessor. Videogames could now be just as clever with much smaller, cheaper brains.
Back in 1965, an engineering student at the University of Utah called Nolan Bushnell had Spacewar on his computer, and like the other techies Bushnell played it obsessively. He began to wonder whether people might actually pay to play videogames in an amusement park, but given the size and expense of computers, it was a mere pipe dream at the time. By 1970, however, thanks to the microchip, the project had become commercially feasible, and Bushnell joined pinball company Nutting Associates to develop a mass­market version of Spacewar. In 1971, 1,500 units of Computer Space, the first arcade game, were produced. The project bombed.
So much for the future of entertainment. Computer Space was just too complicated for the videogame virgins of the general public. What the hell was it for? Pinball, fine—it’s immediately obvious what to do: there’s two flipper buttons, you light a cigarette and get on with it. But this intimidating machine, with its reams of instructions and its bizarre, bulbous casing, like something out of Barbarella—it was just weird. Bushnell learned his lesson. He would have to make a videogame that anyone could just walk up to and play,
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without having to learn it first. He left Nutting, determined to go it alone.
And so Pong was born. “Avoid missing ball for high score” ran the only line of instructions on Pong’s cabinet. It was a very simple version of tennis. A square dot of light represented the ball, and two vertical lines at each side of the screen were the bats. Players only had to use one hand to rotate the paddle control, thus facilitating simultaneous beer consumption. The first Pong machine, hand-built in Bushnell’s apartment, was set up in Andy Capp’s Tavern, a California pool bar. It was soon collecting $300 a week in quarters—six times as much as the neighboring pinball machine.
Amazed at the game’s success, Bushnell founded his own company, the now-legendary Atari (named after a term used in the Japanese chesslike game “Go”), which was staffed by young, Led Zeppelin– loving, herb-smoking hippies. Atari released the first commercial Pong in November 1972. It was a huge success, and altogether ten thousand of the machines were manufactured. Four years later, Nolan Bushnell sold Atari to Warner for $28 million, staying on as chairman himself. Silicon entrepreneurialism, it seemed, was the new rock’n’roll.
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But it was not all plain sailing. When Pong first came out, Atari was immediately sued. Ralph Baer’s home-tennis game had finally been taken up by Magnavox. The first home console, the Magnavox Odyssey, had been released six months before Atari’s debut. And it was to all intents and purposes a home Pong avant la lettre. It lacked the hypnotic sonar-blip soundtrack of the arcade game, but there was no doubt that it had got there first, and Atari was forced to pay Magnavox a license fee on every game sold.
Of course, all these Pong-style games were direct descendants of the lost oscilloscope program by Willy Higinbotham, who never made a penny. Rip-offs of home tennis and multi-player arcade versions of “tennis” or “hockey,” as well as the first simplistic shooting and driving games, flourished over the next few years. But, as if punished by the Fates for not honoring its ancestor, the booming videogame industry was soon brought to its knees—and the reason was the very multiplicity of Pongs. By 1977, there were so many rival home machines that stores began dumping them at knockdown prices, and many manufacturers went bust. It looked as if videogames had been a mere fad, a fad which had now burnt itself out. The industry was on the verge of total meltdown.
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And then a little-known Japanese Pachinko manufacturer called Taito rode in to the rescue. Their extraordinary new arcade game was the seed of the modern era. Within a few months of its 1978 release in Japan, the game had caused a nationwide shortage of the coin required to play it. Twenty thousand cabinets were sold the next year in America, and over its lifetime the game grossed $500 million. It was called Space Invaders.
Art types
Videogames today are a broad church. I’m using the term “videogames” to encompass arcade games, homeconsole games, and computer games. The bewildering array of different forms and styles could lead a casual observer to think that the only thing all these games have in common is a microprocessor. In fact, all such games share crucial low-level qualities.
As with any form, videogame genres mutate and shift over history. If they never exactly die, they can sleep for a long time, while other, newer types spring up to take their place. Furthermore, few modern videogames slot neatly into very discrete categories. But I’ll start mapping out this confusing terrain by identifying certain families of videogame.
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Happiness is a warm gun
Perhaps the purest, most elemental videogame pleasure is the heathen joy of destruction. You’ve got your finger hovering over the trigger, you line up an enemy and you fire. Such is the task presented by that venerable videogame genre, the shoot-’em-up. Space Invaders (see fig. 1) was not the first shoot-’em-up (Atari’s Tank preceded it in 1974, and of course Spacewar itself involved torpedo firing), but it was revolutionary all the same. You control a laser turret that can move from side to side at the bottom of the screen. Farther up, a phalanx of fifty-five evil aliens tramps across the screen in a smug dance of death. When they reach one side of the screen, they all descend one space and go back the other way. Your task is simple: fire at will, and wipe them out.
Not so simple, though, because they are raining bombs on you. You must dodge the bombs, or let your four shields soak up the firepower. The shields, however, crumble with every blast and are soon shot through with holes, offering as much protection from the merciless army above as a white handkerchief. As you shoot off the invaders, their colleagues do not panic, they do not break formation; in their infinite, ego-less confidence they just move a little faster, and faster still. They must not reach the bottom of the
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screen. You might manage to blast the entire division away, but then another reappears in its place, lower down and more bomb-happy. The eerie bass thumping of the invaders’ progress increases in tempo, along with your heartbeat. Just how long will you last, soldier?
Fig. 1 Space Invaders: time to get trigger happy (© 1978 Taito Corp.)
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Space Invaders was the first game to feature animated characters. The serried ranks of aliens waggled their brutish tentacles across the screen; the movement, for the time, was so realistically ugly that it was all the more pleasurable to blast the critters away. Space Invaders was also the first game to feature a “high score” facility. The current highest score was constantly displayed on your game screen, sneering at your puny efforts, or encouraging you to develop your own strategies to ever greater heights. As Martin Amis put it in an early and engagingly enthusiastic book on videogames, Invasion of the Space Invaders: “To appear on the Great Score sheet is a powerful incentive in space-game praxis—a yearning perhaps connected with schooldays and the honor or notoriety of having your name chalked up on the board, white on black.”
It was also the first “endless” game. Previously, videogames had stopped when a certain score was reached, or restarted; Taito’s classic, on the other hand, just kept getting harder and harder, the aliens becoming a terrifying blur as they whipped across the screen raining bombs and hurtled ever closer to ground zero. Therein lies the game’s special tension: it is unwinnable. The player’s task is to fight a heroically doomed rearguard action, to stave off defeat for as
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long as possible, but the war can never be won. Earth will be invaded. And, of course, it was—by the explosion of videogames that followed in Taito’s trailblazing footsteps.
The late 1970s and early 1980s were the golden age of classic shoot-’em-ups, with Asteroids, Robotron, Defender, Galaxian, Scramble, Tempest et al. pushing the tension envelope of this most fiery, physically draining of videogame genres. Indeed, the extreme simplicity of the basic concept—destroying things with guns—is the reason why, for a few years, the shoot­’em-up expanded the possibilities of videogame action more than any other type of game. Throughout the 1980s, shoot-’em-ups boasted ever more dazzling lightshows and huge varieties of offensive weapons, while gradually replacing the static Space Invaders arena with larger, roamable spaces. Examples such as the Commodore 64 and Spectrum classic Uridium (easily as compelling as any arcade shooter of the time) required not just shooting accuracy but high-speed inertial negotiation of solid obstacles in two-and-a-half degrees of freedom (the extra fraction granted by virtue of the player’s ability to flip his craft onto its side and zip through narrow spaces).
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As processing power increased in the 1990s, the genre definitively broke the bounds of flat-plane representations with the emergence of the “first-person shooter,” exemplified by Doom and its multifarious clones. Doom casts the player as a marine on Mars, tramping around an invaded base from the hero’s point of view and, with the aid of a comically powerful arsenal, blasting demons back into the bloody hell from which they have erupted. This, a sub-genre that traces its roots back to Atari’s 3D tank game Battlezone (1980), ousted its two-dimensional counterparts as king of the hill, at the same time adding rudimentary quest and object-manipulation requirements which— especially as environments and programmed enemy cunning became more complex, as in the extraordinary Half-Life (1998)—edged it into the gray zone between shoot-’em-up, exploration and puzzle games.
The pure shooter, however, persists in the form of lightgun games: Virtua Cop, House of the Dead or the viscerally thrilling Time Crisis. This game has one of the simplest, most intuitive human-computer interfaces ever conceived: the player uses a molded plastic handgun (with properly aligned sights and a forcefeedback mechanism to simulate recoil) to shoot
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directly at the enemies on screen, and works a footpedal to reload the gun (after every six bullets) and duck behind objects to avoid enemy fire. Each section must be completed before the clock runs out. Though the games could hardly look more dissimilar, it is Time Crisis that is the true modern descendant of Space Invaders. Where the old enemies were alien spacecraft in two-dimensional formations, the enemies in Time Crisis are human terrorists scurrying about in virtual arenas; where you used to be Earth’s last hope, you are now a member of a U.S. government SWAT team protecting the interests of national security. But the purism and simplicity of the gameplay shows that the games are brothers under the skin. Time Crisis even manages to increase the sweating tension, because at your back you always hear Time’s winged chariot. But relax into your task and revel in the challenge, for the blissfully simple rules are still the same. Kill them all.
In my mind and in my car
Gamers of a certain age often argue that the oldies were the best, in much the same way as the pop records of one’s own youth seem so much better than the rubbish the kids listen to today. But we can’t
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rewind; we’ve gone too far.
8
True, I have a certain
fondness for Vanguard, a game I could happily clock as a nine-year-old on a family vacation in Wales (you could shoot in four directions and the beepy tunes were evil mind-limpets). Clearly, however, Goldeneye, a first-person shooter for the Nintendo 64 console which lets you play the role of James Bond, is a much better game.
One genre that certainly refutes this nostalgiatinged argument is the racing game. In most sorts of videogame, “feel” is at base more important than fancy graphics or speed for its own sake. But in the racing game, graphics and speed are part of the “feel.” Every increase in technological power enhances the genre’s unique pleasure: the feeling of hurling a vehicle around a realistic environment at suicidal velocities. Conversely, because of this intimate relationship between hardware base and software superstructure, a racing game has very often been used as a seductive showcase for new technology: the Sony PlayStation was the mouth-watering machine of the future on its release, just because of the unprecedented speed and solidity of one of its first releases, Ridge Racer. That _________________
8 “Video Killed the Radio Star” (1979) by Buggles, a deathless masterpiece of popular song, the KindertÖtenlied that on the one hand revels in modernist sonic synthesis but on the other mourns the passing of the 1970s and of youth itself.
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series of games continued to evolve until 1999’s Ridge Racer Type 4, which ran on the same hardware but looked many times slicker (see fig. 2).
Fig. 2. Ridge Racer Type 4: prettier, faster, better (© 1999 Namco Ltd; all rights reserved)
Early two-dimensional racing games, with a flat road scrolling up the screen, were little more than simple dodge games or, with gun-equipped cars, variations on the shoot-’em-up (Spy Hunter). The first, crude attempt at driver’s-eye-view perspective was Atari’s Night Driver, but the genre truly blossomed
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with Namco’s arcade Pole Position (1982), whose steering wheel and pedals controlled a bright, colorful approximation of track driving. Ever since, racing games have become better and better at true perspective, while added textures on the tarmac and solid passing landmarks enhance the feeling of speed. One of the best examples at the time of writing is Gran Turismo, with tracks modeled on Japanese suburbs, superbly atmospheric lighting effects and (crucially) wonderfully throaty engine roars. As in most racing games, players must learn to throw their cars into powerslides with abandon and not to worry too much about hitting other competitors; these vehicles might look like racing cars but they act like dodgems.
This is not true, however, of a more serious kind of racer, usually modeled on Formula One cars and real Grand Prix circuits, and in spirit more of a simulation than a pure videogame. Cars suffer real damage and braking technique is vital. Simulation, distinct from the role-playing game, is arguably not a genre in itself; rather, it promotes in certain genres (driving, flight games) the primacy of supposed “realism” over instant fun. A true videogame deliberately simplifies any given situation (imaginary or real) down to its essential, kinetic parts; a simulation is loath to simplify
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and only does so when available CPU power is already maxed out. The problem is, as we shall see, that videogame “realism” is always a fix anyway. Furthermore, simulations stomp roughshod all over one raison d’Être of certain types of videogame, which is to let the player perform amusingly dangerous and unlikely maneuvers in perfect safety. If playing an arcade-style racing game is like being a car stuntman in The French Connection or Ronin, playing a simulation is a much more earnest business. Martin Amis again: “It sounds rather like driving, doesn’t it?”
Unlike Space Invaders et al., racing games offer the perfect opportunity for competitive two-person action, either with two arcade cabinets linked together or with one home console splitting the television screen into two separate viewpoints for each player. And you need not be satisfied with racing mere cars against a friend. The racing-game genre splits into driving games (what we have seen so far) and the rest, which encompass cartoon go-cart competitions (the superb Super Mario Kart), snowboard piste challenges (1080° Snowboarding), tiny cars speeding over a kitchen table (Micro Machines) or futuristic hoverplanes thundering around a sci-fi rollercoaster of a course (WipEout).
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Racing games not based on traditional cars are usually distinguished by the appearance of power-ups: weapons scattered along the course that can be picked up by a player and used to blow his opponents off the track. But in all categories of racer, the aim is the same: get to the finish line first. If the destructive orgy of the shoot-’em-up captures the essence of humanversus­machine competition, the racing game is the purest expression of machine-mediated human-versushuman competition. There can be no arguments about who won and who lost. You were just too slow.
Might as well jump
Around 1981, a young Nintendo apprentice designer, Shigeru Miyamoto, was asked to write something to replace the innards of Radarscope, a tedious shooter Nintendo’s American arm had unwisely stocked up on to the tune of two thousand unsellable cabinets. Miyamoto quickly, if somewhat unpredictably, designed a game featuring a fat mustachioed carpenter and a giant monkey. The carpenter, under the player’s direction, had to begin at the bottom of the screen and, jumping to avoid barrels thrown by the infuriated simian, climb ladders and move across platforms to reach the top, where he could defeat the monkey and rescue a princess. It was a far cry from the alien-
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themed shoot-’em-ups that were popular at the time. But Miyamoto’s first game, called Donkey Kong (see fig. 3), became an enormous hit, and invented a new genre: the platform game.
9
The carpenter, known cratylically as Jumpman (for it was his nature, uniquely at the time, to jump) in the first game, was transformed by its sequel into a plumber called Mario, who soon became the most recognized videogame “character” of all, and most of the innovations in the platform-game genre have been made in games starring Mario, and written by Miyamoto himself. Mario Bros. (1983) introduced the plumber’s brother, Luigi, along with another paradigm of platform gaming that stuck for years: enemies are destroyed, not by means of projectile weapons, but by the cartoonish method of jumping into platforms underneath them to knock them over, then climbing up and kicking them off the screen while they were still dazed. Super Mario Bros. (1985) turned the platform genre into a sideways-scrolling quest through a world many times the size of one screen, and added powerups (by eating a mushroom, Mario increased in size _________________
9 In platform games, women are literally on pedestals, with men constantly striving to attain their level. It is an interesting example of plinth ideology; see, for the concept’s application in cognitive science, the rather eccentric AndrÉ Tabrizifar, The Transparent Head, pp. 332–35.
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and could withstand one hit from an enemy), a system whereby an extra life could be won after collecting a hundred gold coins, and a regular “boss” battle at the end of every level.
Fig. 3 Donkey Kong: get him over a barrel (© 1981 Nintendo)
Throughout its history the platform game has built the most purely fantastical sort of gameworlds. In the Mario universe, baby dinosaurs coexist with masked birds and solid clouds, potent fungi and magical crotchets hanging in the air. In an early platform hit on
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the Sinclair ZX Spectrum, Manic Miner (1983), the player controls a miner who must negotiate conveyor belts and killer spikes while avoiding robots, malign jellyfish, killer penguins and poisonous bushes to collect keys before his air supply runs out. In the most popular current platform game, and the closest approach yet to a true interactive cartoon, Crash Bandicoot 3, the eponymous orange marsupial rides on the back of a speeding tiger across the Great Wall of China or does battle with giant glassy-eyed men wielding sledgehammers.
But now the very term “platform game” is somewhat outdated; perhaps more appropriate is “exploration game,” which has been the defining point of platformers since Super Mario Bros. This is partly because such games have quite recently made a transition to three-dimensional rather than flat-plane representation—most effectively in the astonishing Super Mario 64 (1996)—and in the process the gameplay has necessarily changed. The old, simple lines denoting “platforms” are now solid ledges or columns made of brick, wood, earth or steel, and while essential features of the platformer are retained, such as the problem of figuring out a series of jumps to get from “here” to “up there,” there are hybrid factors
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from a number of other game types. The first Tomb Raider game, for example, was clearly a development of ideas in the classic 2D platformer Prince of Persia (the first game in which a character could grab on to ledges and pull himself up), yet it is also a threedimensional block-moving puzzle game with added combat elements. And Crash Bandicoot 3 is not really a platform game at all, even though it requires you very traditionally to jump on enemies’ heads and collect fruit. Apart from in the two-dimensional bonus levels, there are very few platforms. Its major influence is in fact the racing game with a dynamic obstacle course: rather than figure out complicated routes in a vertically oriented environment, you must run full tilt “into” (or sometimes “out of”) the depth of the screen. It qualifies partly as an “exploration game” because of the player’s simple desire to see what surreal beauties the designers have hidden around the next corner.
The old “platform game” is no longer a discrete game type in itself, but denotes an aspect of gameplay that may occur in many different genres. Even firstperson shooters like Turok (1997) cravenly require the player to negotiate platform elements, even though current 3D engines make such a task infuriatingly
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random rather than pleasurably challenging. What is left of the platform game, then, is just the defining physical ability that Shigeru Miyamoto gave to his original monkey-battling woodworker. Go ahead, jump.
Sometimes you kick
Ah, how good it feels to boot a friend in the head several times before applying an armlock and hurling him to the ground. Especially if he’s bigger than you. Fighting games allow players to battle each other’s characters onscreen with an array of absurdly exaggerated martial arts moves; with fists and feet or with swords and flame. Of all the videogame genres, the fighting game, or beat-’em-up, is one where the solo, or player-against-computer, mode is most pointless. It’s a two-player genre.
Early beat-’em-ups were particularly popular on the home computers of the day. Way of the Exploding Fist or Yie Ar Kung Fu (both 1985) took, as did most early fighting titles, a relatively sober approach to martial­arts gameplay, with a possible sixteen different
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moves.
10
As videogame consoles and arcade machines
became more technically accomplished, however, the temptation was to show off the graphic power with ever more visually appealing displays, and never mind the realism. Street Fighter II (1991), the first of the really modern breed of fighting games,11 featured enormous blue light trails from swishing limbs and fireball attacks, while Mortal Kombat (1992) attracted vituperative noises from the American Senate and the British Parliament for its terrifically gory “death moves,” where a victorious character would rip out his opponent’s spine and hold it bloodily aloft.
One of the attractions of modern beat-’em-ups is the player’s ability to choose to play as any one of numerous different characters, each with his or her own strengths and weaknesses but all lusciously pictured and animated. Do you want to be a blond, sandal-wearing Greek woman in a miniskirt, or a supernatural pirate with two enormous broadswords (Soul Edge)? A Croatian behemoth or a Hawaiian _________________
10 With exceptions such as Barbarian, in which your friend could be graphically decapitated with a broadsword. There was media criticism of this game—not, however, for the violence, but for the fact that it featured a semi-clad model in its advertising. 11 In terms of visual excess, that is. Street Fighter’s legacy otherwise continues in a cult sub-genre of the fighting game that eschews threedimensional, “solid”-looking characters in favor of a flat-plane, comicbook style with characteristically jerky animation.
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Sumo wrestler (Ready 2 Rumble Boxing [see fig. 4])? Bruce Lee in a gold lamÉ leotard, a pogo-happy alien cyborg or a tiny, annoying dragon (Tekken 3)? Black, Asian or Caucasian; male, female or indeterminate xenomorph? Beat-’em-ups are nothing if not politically inclusive; it is much more common for European men to play as women or as Korean jujitsu experts than as digital avatars of their own ethnic origins. It doesn’t matter who you are in real life; here, the idea of play as experimentation extends to your own genes.
Fig. 4. Ready 2 Rumble Boxing: Croatian tank Boris Knokimov (left) takes on cuddly Hawaiian Salua Tua. Rumble bumble . . . (© 1999 Midway)
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Since fighting games broke into 3D with Virtua Fighter, the physical contact of these lightbeam warriors has grown ever more convincingly thudding and solid. The stunningly graceful animations, meanwhile, are developed with a technique that films real martial artists and digitizes the results as movement code that can be applied to the imaginary game characters. This is known as “motion capture.”
But herein lies a problem. Beat-’em-ups boast ever more complex control methods, with at least three buttons beside the joystick, and baffling combinations of button hits and circular shapes made with the stick unleashing ever more spectacular and lethal activity on screen. These preset special moves, also known as “combos,” actually require the player to memorize a string of ten button-presses; there might be hundreds of such strings in a game. This is the Achilles’ heel of the genre, for you cannot design on the fly your own strings of moves that have the same speed and fluidity as the preset combos. You must learn the sequences the programmers have built in to the game—and, okay, there are hundreds of them, but that does not constitute freedom.
Not only is it (understandably) impossible to perform a move for which there is no animation, but
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motion-capture techniques mean that once an animation has started, it must finish before the next one can start. You can’t change tactics mid-move. That rules out true feints, which are critical in real fighting sports such as fencing. Oddly, beat-’em-ups such as the Tekken series have extremely complex input methods, but threaten to offer the player far less creative freedom than almost any other kind of game with a much simpler interface. Robotron gives you two joysticks: one to move, one to fire. Simple. But with those tools, there is a huge tactical potential of feints, misdirections and apocalyptic vengeance.
The excessively deterministic, combinatorial template, however, seems to be happily on the wane, overtaken by newer versions such as Power Stone for the Sega Dreamcast (1999), where the controls are very simple and the tactical gameplay is transferred to use of objects (benches, lampposts) and hilariously magical power-ups (guided missiles and the like) in the fighting arena itself; or Ready 2 Rumble Boxing, which mixes pleasingly simple controls with beautifully judged tactics. The fighting game, like fighting itself, will always be popular.
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Heaven in here
Oh yes, the computer can make us divine. Should you want to build a city from scratch, construct a substructure of water pipes, sewers, power lines and underground trains, populate it with citizens, determine tax levels, build museums, parks, houses and office blocks, and then destroy the whole imaginary metropolis by calling an earthquake on their heads— sure, you can do that. It’s called SimCity. Or perhaps you want to operate on a larger scale: create a neolithic tribe and over the course of thousands of years send them out to colonize the land, discover ironwork, sailing and electricity. Play Civilization. Compete against other gods in a polytheistic mythology? Populous. There are similar “God games” for the fields of global industry, railroad building and even amusement parks.
There are two basic attractions of games like SimCity. The first is that the virtual city itself, with its apparently autonomous population, functions as a pet. If neglected, it will pine and eventually die; if nurtured, it will flourish. A player might form some sort of emotional attachment to the gameworld. This is the principle abstracted and miniaturized with such extraordinary success by the Japanese company
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Bandai, with their keyring digital pet, Tamagotchi. Notice, however, that a SimCity or Civilization pet panders to a peculiarly narcissistic instinct in the player: if he or she does well, monuments will be erected and museums named in honor of the masterful deity. It’s a kind of fame.
The second potential pleasure of a God game is a function of the very artificiality of the soi-disant “simulation.” Now, of course, God-game variables are “kludged”—simplified and imprecise—and their reality is laughably clean compared to the infinitely chaotic and messy real world. As J. C. Herz tartly observes in Joystick Nation: “You can build something that looks like Detroit without building in racial tension.” But what they do offer by virtue of their machine habitat, and what makes them slightly different from what they would be otherwise— complex board games—is the modeling of dynamic processes. Time can be sped up or slowed down at will, and interactions of data over time can be readily visualized. In this way, for instance, fiddling with the fiscal and monetary operators of SimCity for a couple of minutes and observing the results for the next accounting period provides a remarkably intuitive way to understand the fundamentals of balancing a budget in a capitalist state.
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Now, I have conscientiously played these games in the interests of research, and I find them exceptionally tedious. Even so, God games are highly successful. Many people who aren’t at all interested in any other sort of videogame—such as the high-speed, colorful action experiences of racers or exploration games— will often confess a sneaky addiction to Civilization or Age of Empires. Some people simply prefer the challenge of fiddling relaxedly with a process to that of a high-speed test of reactions.
It seems, anyway, from the method by which God games model dynamic processes, that they are not primarily about cities or tribes or any of the putative content. They are process toys. Time is transformed from prison to Play-Doh. Perhaps the fantasy appeal is really about a chance to observe the world over a longer, more sober chronological span than that of a single human life. But if the classic shoot-’em-up or platform game is triumphantly individualistic—one hero against the hordes—the God game is quite the opposite. The individual doesn’t matter. He or she may as well be an ant (in SimAnt, the individual actually is an ant). The gameplayer doesn’t count as an individual: he or she is, after all, God. What matters is the inexorable march of the corporate machine. There
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seems to be a pernicious subterranean motive here: such games offer you a position of infinite power in order to whisper the argument that, as an individual in the world, you have none at all.
Two tribes
Armchair generals are well catered for by the God game’s sibling genre, the real-time strategy game. Its natural milieu is that of war. Again in a godlike position (single-handedly overseeing all military operations), the player is briefed by advisers (actors in video clips), and must then carry out certain missions by issuing commands to numerous small troop units on the battlefield. The player clicks on a certain unit and, for instance, tells it to move somewhere, to attack another unit, to defend itself or to scatter. The stupendously successful Command and Conquer series of games offers with every sequel more lovingly recreated “theaters of war” and conflict situations drawn from twentieth-century history, yet at the same time litters the battlefield with increasingly fantastic depositories of hi-tech weaponry for your troops to pick up and bash the Axis with.
Real-time strategy games are, at base, congruent with the traditional class of wargame played on a large
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table at the weekend by men pushing little figures around with brooms—only now the computer allows the precise calculation of thousands of variables. This swamp of numbers, terrains and troop typologies effectively disguises the complementary fact that, as videogames, their formal root is Atari’s panic-inducing arcade game Missile Command (1980), which originally grew out of a military simulation to see how many nuclear warheads a human radar operator could track before overload set in. As we noted of simulation, though, as games become ever more complex and hybridized, the essential elements of realtime strategy—control of multiple game pieces and tactical calculus—may crop up in several other genres.
Real-time strategy games do not provide the instant control and feedback of the more visceral videogame genres, yet nor are they such leisurely affairs as God games. Decisions about the disposition of troops and units must be made in “real time”: if you don’t react quickly enough, you’ll be overrun by the enemy. A certain pleasurable level of sweating tension is thereby induced. This median level of response requirement makes strategy games perfect for the burgeoning field of online play.
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Owing to different modem connection speeds, it is often difficult to play a satisfying game of Quake over the Internet against someone on the other side of the world, because that game is a very rapid-response shoot-’em-up. But a real-time strategy game such as the amusing alien wargame Starcraft (1998) is the perfect vehicle for such global connections, and moreover can handle far more than merely two players at a time. Starcraft’s American server, at one point on its 1998 launch weekend, had thirty thousand players connected simultaneously. Earth is truly humming, as you are reading this, with the smoke and crackle of imaginary warfare.
The cognitive demands made on the player of realtime strategy games are among the most complex any videogame offers, and the attraction of logical, combinatorial thinking allied to often beautiful graphics (such as in the extraordinary Commandos 2) makes for a powerful experience. Wargames, too, are the most complex and satisfying example of the videogame pleasure of control: you are in charge not just of one tank or airplane, but of an entire army. You are not to be messed with.
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Running up that hill
Perhaps the most perverse-looking class of videogame on first inspection is the sports game. After all, videogames are supposedly played in darkened rooms by people who never get any real physical exercise. But in their hovels they can be tennis demons, baseball stars or gifted golfers, or control a whole football or basketball team to world victory.
In its own sweetly abstract way, Pong, of course, was the first sports game. Subsequent refinements of the Pong engine claimed to simulate soccer with four paddles and two sets of goalposts, but the games were unconvincing. Chris Crawford understandably claimed in 1984: “I suspect sports games will not attract a great deal of design attention in the future”12 —just before higher-resolution graphics on home computers saw a new wave of sports games become highly successful. Konami’s Track and Field, Epyx’s Summer Games and Winter Games, and Ocean’s Daley Thompson’s Decathlon were all early hits on machines such as the Spectrum and Commodore 64, multi-event games that required the player to control tiny but well-animated _________________
12 Crawford, The Art of Computer Game Design, p. 28.
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pixel humans in approximations of sprinting, shotputting, ice-skating, ski-jumping and the like.
Variations on tennis, soccer (classic examples were Match Day and Sensible Soccer), ice hockey and baseball followed; graphics became more detailed, control methods more complex, and environments more colorful and detailed. The promising sub-genre of “futuristic sports,” where designers, freed from the limitations of having to reproduce a messy, real sport, could attempt to create the perfect physical game, threw up a few fine moments—most notably the wonderful Speedball, a violent, sci-fi kind of taghockey that is still considered by many to be the best sports game ever made. But the unbeatable advantage of “real” football, soccer, basketball and hockey games is that the rules are given and everyone knows them: you don’t have to spend precious time studying a manual to learn how to win.
When videogames cracked 3D representation in the mid-1990s, sports games flourished as never before. Today the world’s largest software publisher is the one that has the most impressive stable of sports games: Electronic Arts, which for the financial year 1998–99 broke the billion-dollar turnover mark. The soccer game is one of the most popular videogame genres of
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all, with one of the best being Konami’s ISS Pro Evolution (see fig. 5). In EA’s World Cup 98, not only are real players licensed, their faces digitally mapped on to computer figures, but the actual French stadia are lovingly rebuilt on the screen. Hoardings around the virtual playing field carry real advertisements; hours of soccer commentary are recorded by real TV commentators, with suitable comments retrieved from the disc to suit onscreen events; and slow-motion replays from multiple angles allow the repeated savoring of a goal.
Sports games have grown up, but in the process they have almost defected to another medium. Of course soccer videogames are in one sense continuing the heritage of mechanical games like Subbuteo, but now solid-looking players can run smoothly around the soccer field or the hockey rink and be viewed from different camera angles, just like on TV. The modern sports game is no longer a re-creation of an actual sport so much as it is a re-creation of viewing that sport on television. With a little more involvement than simply shouting at the players over your six-pack.
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Fig. 5. ISS Pro Evolution: the beautiful game (© 1999 Konami)
It’s a kind of magic
Dungeons, dragons, elves and wizards, treasure, trolls and spells. Yes, it’s the role-playing game (RPG), the synthesis of classic text-based games like ADVENT and the 1970s teenage-male leisure phenomenon, Dungeons & Dragons fantasy boardgames. The computer becomes the dungeon master and rolls all the polyhedral dice to determine the outcomes of incantatory duels.
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They are very popular, especially since, as with wargames, their relatively slow pace ensures popularity on the Internet. In April 1999, a player’s “character” in Ultima Online, with impressive quantities of treasure and magic amassed over a period of six months, was sold at auction for hundreds of dollars in real money. If you can’t be bothered to construct a new identity for yourself, you can always buy one.
We can see immediately an instructive contrast between the appeal of traditional RPGs and that of God games. If God games hold out the opportunity of transcending one’s individuality, RPGs offer the player a chance to be fully individual in a world where an individual has real power, where the inexplicable is no longer actually supernatural but domesticated and quantifiable (magic, assessed numerically, is stripped of all its magicality), and where actions always have deterministic consequences for character or events. It is a seductive simplicity. But what RPGs really have going for them is the sense (or perhaps the illusion) of being involved in an epic, mythical story, however clichÉd its details might be. In this way they also have roots in the Fighting Fantasy gamebooks written by
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Steve Jackson and Ian Livingstone (the latter is now head of videogame publishers Eidos) in the 1980s.
Modern, complex RPGs owe their shared paradigms to one game series in particular: Final Fantasy, the first game of which was released in 1987. It had detailed, colorful two-dimensional graphics, and a traditional story line involving an ancient evil once again on the loose, with rapacious pirates on the oceans and demons in the bowels of the earth; the player was required to choose four people to make up a team of Light Warriors to save the world. The systems of magic and fighting grew more and more complex with each sequel, until Final Fantasy VII (1997) not only offered sumptuous movieistic scenes to advance the plot, but updated the milieu to one of magic futurism. Yet it is still based on a remarkably old-hat “turn-based” system of combat, with roots clearly in the dice-throwing game played by unsocialized boys.
In essence, however, an RPG need not inhabit exclusively such puerile, sub-Tolkien milieus. The basis of any RPG is that the player “becomes” a character in the fictional world. On a basic level, nearly every videogame ever made is a role-playing game. You play the role of a missile turret defending Earth from the space invaders; you play the role of a
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ravenous yellow disc being chased by ghosts. In generic RPGs, however, character is not merely a pretext to the gameplay, but part of it. Character is defined by talents, strength, cunning and even certain psychological traits, measured strictly quantitatively in points. Whereas the player is constantly getting killed in shoot-’em-ups, the survival and growth of an RPG character, the acquisition of new skills, are paramount. (Because of this emphasis on character, the RPG is the nexus of developments in what is called “interactive storytelling,” of which more later.)
Donkey Kong designer Shigeru Miyamoto’s Zelda games are all RPGs. Even his phenomenal Legend of Zelda: Ocarina of Time (1998) is one, although on the surface it is a seminal 3D exploration game, because the character the player controls learns more about his past and acquires numerous new skills according to his success in the gameworld. One of the most revolutionary home-computer games of the 1980s, Elite, is usually thought of as an early 3D space game. But it is just as much an RPG too, in that success depends on carving out a career, over a period of several real-world weeks or months, as an intergalactic trader in minerals or narcotics. RPGs are the single most popular genre of videogame in Japan, and
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encompass a far wider and more creative range of subjects, from gardening to schoolday romance.
Role-playing elements are creeping crabwise into any number of other genres, as a way of bolting on a framework of narrative drive to the old repetitive game style. Even arcade-style driving game par excellence Ridge Racer: Type 4 (1999) is an RPG, in that the player is required to complete a full Grand Prix set of races with a particular team manager, who comments on your performance and reveals his or her own fictional preoccupations. And ever more complex roleplaying games will be possible with the increased storage and visual capacities of future hardware. Sega’s fabulously ambitious Shenmue (2000), which chooses the 1980s as a historical period so that the characters wear leather blousons and acidwashed blue jeans, points the way forward. And Japanese software giant Namco has set up a whole department dedicated to producing RPGs for the PlayStation2. From the genre’s trollish beginnings, wonderful things may yet emerge.
We can work it out
While playing videogames may not constitute an intellectual pursuit, they do challenge the mind in a
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more primitive, kinetic way—in much the same way, in fact, as playing sports. Yet the closest thing to sport in videogames is not necessarily a sports game. Reflexes, speedy pattern recognition, spatial imagination—these are what videogames demand. This is perhaps their fundamental virtue. If so, the king of videogame genres is arguably the most abstract, the least representational, the most nakedly challenging: the puzzle game.
At the most basic level, a videogame puzzle presents the player with a required action that cannot be performed directly. You must therefore find the intermediate steps and execute them in the right order. Puzzle elements abound in all sorts of game genres. As we mentioned earlier, Tomb Raider is in one sense a puzzle game, in that it requires manipulation of blocks in 3D space to unlock certain passages or secrets. Object-manipulation or switch-tripping puzzles abound in classic platformers like the early Mario games. Even a shoot-’em-up like Defender in one sense poses very high-speed puzzles measured in fractions of a second.
But a great puzzle game in its own right requires a combination of perfect simplicity (both in terms of rules and gameplay) and lasting challenge. Classics of this particular genre are therefore thin on the ground.
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The 1980s curio Sentinel was an intriguing attempt at a sort of three-dimensional, simplified chess: the player had to negotiate a checkered landscape, avoiding the immolating gaze of the sentinel, until he occupied the higher ground, at which point the sentinel could be defeated by having its energy sucked out. A superb, and much simpler, concept is that of Bust-A-Move (also known as Puzzle Bobble). Brightly colored bubbles hang from the top of the screen; new ones are slowly added. Your job is to fire bubbles at them in such a way that three of the same color meet; they then burst, and take any others that they were supporting with them.
But really, to understand puzzle games you only need one word: Tetris. Created by a Soviet mathematician, Alexei Pajitnov, Tetris became the subject of a fascinating intercontinental copyright war (detailed in David Sheff’s excellent Game Over), and Nintendo’s acquisition of the handheld rights to the game helped to sell thirty-two million Game Boys in one year, 1992.
The game itself is viciously simple. It’s raining blocks. Some are square, some sticky-outy, some long and thin, some infuriatingly L-shaped. In some unreal universe of fractional gravity, they float down the
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screen and must be rotated and laterally shifted so that they all fit together at the bottom. When they do, the horizontal line that they complete vanishes, and you have a bit more breathing space. Your job is to clear all the blocks away for as long as you can. Simple, but one of the purest, most addictive videogame designs in history. Where are you in the game? Nowhere. You are pure mind, engaged in a purely symbolic struggle. As in Space Invaders, you know that you can never win, that eventually the blocks will descend so quickly that the screen will be filled with a hideous jumble. Still you try, for maybe this time you will do just a bit better. Herein lies the demonic power, stripped naked of graphical tinsel and story-lined misdirection, of every videogame there is.
Family fortunes
This scoot around videogame genres is not meant to be utterly exhaustive. But it’s a working sketch, a snapshot. There isn’t room here for many videogames through the years that defy easy genre categorization, such as Deus Ex Machina, Parappa the Rapper, Skool Daze, Nights or Ecco the Dolphin.
But one useful lesson is that the videogame ecology is one rife with inter-species breeding: the
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lines between genres are gradually being erased. Just as Hamlet’s Polonius happily burbles through the permutational possibilities of dramatic genre— “tragedy, comedy, history, pastoral, pastoral-comical, historical-pastoral, tragical-historical, tragical­comichistorical-pastoral . . .”—so at the beginning of thetwenty-first century we are offered driving-RPG games, RPG-exploration games, puzzle­explorationshoot-’em-up games and more. And increasingly, large-scale exploration games in particular are incorporating “sub-games” of different styles within them, as a reward for completing certain sections. Sonic Adventure (1999) lets you play pinball or go snowboarding; Ape Escape (1999) has a mini-boxing game locked away inside.
But despite the myriad cosmetic and formal differences, all videogames in fact share similar concerns under the hood. When talking about racing games, I mentioned a particular type that seemed very serious and detailed: the simulation. Now, the concept of “simulation” is actually rather pervasive in all sorts of videogames. After all, God games and real-time strategy games seem to present recognizable, real-life phenomena like cities and armies, while exploration games model seemingly realistic human beings
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wandering through recognizable environments built of stone or wood.
But how closely can certain videogames ever hope to recreate something from the real world; and how does another sort of videogame, one that is built around a purely fantastic world, persuade us that it is in some sense real?
How can you simulate what doesn’t exist?
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3
UNREAL CITIES
Let’s get physical
You are playing a flashy, modern 3D videogame whose theme is space combat. As your craft spins and yaws around the fighting in response to frantic thumbpresses and stick-yankings, the view from your cockpit shows gorgeously rendered models of battlecruisers with scarred gray hulls, detailed planet surfaces with moving weather systems, accurately mapped constellations and galactic dust-clouds floating serenely by in the distant void. This must be the closest it is possible to get to experiencing actual interstellar dogfighting. You feel almost airsick, but exhilarated. Tracking, homing, rolling, diving, firing, cackling in triumph. It’s pretty real, isn’t it?
Actually, no. Consider this. You fight to get an enemy craft in your sights, you fire off your lasers,
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but—damn!—you didn’t aim far enough ahead of the fighter. By the time your lazy laser bolts reach their destination, he’s sailed past. Videogames have nearly always displayed lasers in this way, from the simple fire-ahead of Space Invaders or Asteroids to the rainbow-hued pyrotechnics of Omega Boost (1999). But it’s wrong. Firing laser beams is not like skeet shooting, because lasers are made of light,13 and light travels very, very fast, at 300 million meters per second. At the sort of distances modeled by videogames, where fighting spacecraft are never more than a mile or two apart, lasers will take about a millionth of a second or less to hit home. It has been demonstrated that the human mind cannot perceive as separate events things that occur less than roughly three thousandths of a second apart, so you will never have to wait and watch for your lasers to hit home because, to you, they will do so immediately.
But what of your enemy? Say he’s a nippy little xenomorph, flying at thirty thousand feet per second. That’s about twelve times faster than Concorde. Unfortunately, even if he’s two miles away, and flying directly across your sights (perpendicular to your line _________________
13 Light amplification by stimulated emission of radiation, to be precise.
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of aim) at that high speed, he will have moved a pathetic total of four inches sideways in the time it takes your laser beam to travel from your guns to his hull. So unless he is very small, he is still very blown up. Eat dust, little green man.
But perhaps our alien has very, very quick reactions. Maybe he can spot your lasers firing, and immediately engage some sort of warp drive to get him the hell out of there in time. No, again. Because he cannot see your lasers coming until some light from your firing guns has traveled to his eyes. Unfortunately, your lasers arrive at precisely the same time. As soon as he sees you fire, he’s dead.
14
And thanks to Einstein’s theory of special relativity, one of whose principles is that light appears to travel at a constant speed regardless of the speed and direction of travel of any observer, the alien is still fried the moment he sees you fire even if he is running away in the opposite direction as close to the speed of light as his little fusion engines can manage.
That’s not all. Most of the time the lasers in this epic space battle should be completely invisible. The multi-hued rain of laser fire all around, a paradigm _________________
14 This example is modified from one given in Lawrence M. Krauss’s, The Physics of Star Trek, p. 165.
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whose early apotheosis was defined by the beautifully chaotic red and green laser bolt choreography in the film Star Wars (1977)—that’s wrong too. A laser is a very tightly concentrated ray of photons that have been lined up so they are all traveling in exactly the same direction (unlike a normal light source, which scatters all over the place). Like any sort of light, a laser is only visible if it reflects off something. At a club, for instance, the low-powered circling laser beams are visible because they are reflecting off small particles in the intermingled clouds of dry ice and cigarette smoke. However, anyone who tried to smoke a cigarette in the interstellar void would have his brains sucked out through his face (in fact, he wouldn’t be able to light the cigarette in the first place, owing to the lack of oxygen). There is no dry ice, either—space is, more or less, a vacuum. Which means there is nothing that light can reflect off on its way to the target. Hence, lasers are invisible, unless they are coming straight at you, in which case you are dead.
One corollary of this, of course, is that if the cunning enemy aliens were to build their craft with perfectly mirrored hulls, they would be impervious to laser attack, because the light would just bounce off them. You’d have thought they’d have worked that one
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out in all the time they’ve had since Space Invaders, getting thoroughly vaporized time and time again.
Why, then, do videogames get it so wrong? The answer is they get it wrong deliberately, because with “real” laser behavior it wouldn’t be much of a game. It would be far too easy to blow things up. The challenge of accounting for an enemy craft’s direction and speed, of aiming appropriately off-target, and the concomitant satisfaction of scoring a fiery hit, are artifacts of this unrealism. Generally, the world-building philosophy of videogames is one in which certain aspects of reality can be modeled in a realistic fashion, while others are deliberately skewed, their effects caricatured or dampened according to the game’s requirements.
The most intriguing way in which videogames are apparently becoming more “realistic” is in the arcane world of physical modeling. Laser behavior may be a fantastical paradigm, but such games nevertheless enforce very strict systems of gravity and motion. Videogames increasingly codify such natural laws, such as those of Newtonian physics and beyond, in ever more accurate ways. This sounds abstruse and technical, but you have already experienced it if you’ve ever played or seen a game even as old as Pong (1972). Pong was modeled on simple physics: the way
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the ball bounced off the bat obeyed the basic law “angle of incidence equals angle of reflection.” Approach a stationary bat at an angle of forty-five degrees, and you’ll leave it at the same angle. Elementary stuff. Similarly, Asteroids enjoyed a smattering of physics modeling in the fact that your spacecraft had inertia: you carried on moving across the screen even when your engines stopped firing. And mastering this inertial control system (later refined and made much trickier in games like Thrust) was part of what made the game so enjoyably challenging. Now processor speeds are such that ever more tiny variables can be computed “on the fly”—near instantaneously, as and when required—to give the player a sense of interacting with objects that behave just as they would in the real world.
At the vanguard of physics modeling is a company called Mathengine. Their airy, relaxed Oxford headquarters is crammed with casual young mathematicians and physicists gazing intently at the screens of muscular computers. One displays a crude wireframe representation, in blocky green lines, of a human calf and foot. “Modeling a simple ankle joint,” the programmer confides. This sort of thing will soon have applications in, for instance, soccer games: the
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virtual players will respond to physical knocks and tackles through a system based on detailed mechanical models of the human musculo-skeletal system, rather than through predetermined animations. Motioncapture techniques, based on filming human actors and digitizing the results, synthesize “realistic” movement from the outside, and so in-game possibilities are strictly limited to those that have been filmed in the development studio. Physical modeling, on the other hand, synthesizes movement from the inside, from the interaction of fundamental parts, and so allows a theoretically infinite range of character movement.
Other Mathengine demonstrations include a ball bouncing onto a slatted rope bridge, whose resonant swings and twists differ every time according to where exactly the ball was dropped; and a string-puppet articulated elephant, controlled just as in reality by a wooden cross from which the strings hang, and which can be tilted on two axes by manipulating a motionsensing joypad attached to the computer. One begins to have an ever stronger sense of moving objects, rather than mere patterns.
Mathengine provides a software development kit for games designers and other industries that allows the developer to use “real,” very accurate and
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processor-cheap physics in his or her applications. If a game company is writing a racing game, for instance, using a kit like Mathengine’s the car can be defined as a certain mass resting, through a suspension system, on four wheels, which have a certain frictional relationship with the road. From this very simple mathematical definition, it turns out that “realistic” car behavior, such as oversteer and understeer, loadshifting and tilting, comes for free. Whereas games developers used to have to “kludge” the physics, to laboriously create something that approximated to realistic behavior, physical modeling makes it all happen as behavior emerging from a simple set of definitions.
And this process directly affects the videogame player’s experience. As Mathengine’s product manager Paul Topping puts it, “Dynamic properties are a very intuitive thing.” We are used to handling objects with mass, bounce and velocity in the real world, and we can predict their everyday interactions pretty well. You don’t have to be Paul Newman to know roughly how a pool ball is going to bounce off a cushion; you don’t have to be Glenn Gould to know that striking a piano key with force is going to produce a louder sound than if you’d caressed it. And anyone who plays tennis is
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automatically doing pretty complex parabolic calculus without any conscious thought. Appreciation of dynamic properties is hard-wired into the species—it’s essential for survival. This, then, is one of the most basic ways in which videogames speak to us as the real world does, directly to the visceral, animal brain— even as they tease the higher imagination by building a universe that could never exist.
Furthermore, just as timing a good shot in tennis is a pleasure in itself, there is a direct link between convincing videogame dynamics and gameplay pleasure. A game that is more physically realistic is thereby, Topping says, “more aesthetically pleasing,” because the properly modeled game enables us pleasurably to exercise our physical intuition. “All great games have physics in them—that’s what gives it the lovely feel,” Topping points out. And this is just as true for classic games such as Defender or Asteroids as it is for modern racers like Gran Turismo 2000. In Defender, you aim your ship to face left or right and then thrust, and the simple inertia means that you can flip around and fire at aliens while still traveling backward; the subsequent application of forward thrust takes time to kick in. Even a very simple puzzle game such as Bust-A-Move exercises the intuitive
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knowledge of Pong-style (or, in the real world, squashstyle) angular reflections, as bubbles may be bounced off the side walls to achieve tactically desirable formations that are impossible by aiming directly.
Even so, the physical systems that games can model so accurately are never totally “realistic.” Just as with the operation of lasers, videogames deliberately load the dice one way or another. If you put a Formula One racing driver in front of an accurately modeled racing game, Topping says, he would still crash the car, because of the gulf between controllability and visual feedback. And an ordinary player would find the game merely boring and frustrating. So, Topping explains, “You’re gonna fake the physics. Increase friction, make the car smaller— you choose what you model properly.”
The lesson is that even with whiz-bang math programming, a videogame in important ways remains defiantly unreal. Videogames’ somewhat paradoxical fate is the ever more accurate modeling of things that don’t, and couldn’t, exist: a car that grips the road like Superglue, which bounces uncrumpled off roadside barriers; a massive spacecraft with the maneuverability of a bumblebee; a human being who can survive, bones intact, a three-hundred-foot fall into water. We
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don’t want absolutely real situations in videogames. We can get that at home.
Let’s stick together
Naturally, the player doesn’t mind this fakery, this playing fast and loose with the laws of nature in the name of fun. But a critical requirement is that the game’s system remains consistent, that it is internally coherent. Crucially, it is lack of coherence rather than unrealism that ruins a gameplaying experience. This is largely but not exclusively a phenomenon of more modern videogames, whose increasing complexity in terms of space, action and tasks clearly places a greater strain on the designer’s duty to create a rock-solid underlying structure.
Videogame incoherence has three types: it can apply to causality, function or space. Incoherence of causality, firstly, appears, for ex-ample, in a driving game such as V-Rally (1997), where driving at full speed into another car causes a slight slowing down, but hitting a boulder at the road’s edge leads to a spectacular vehicular somersault. Another example crops up in Tomb Raider III, where a rocket-launcher blows up one’s enemies into pleasingly gory, fleshy chunks, but does no damage to a simple wooden door,
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for which one simply has to find a rusty old key. (Indeed, having traveled far from the austere nearperfection of its original incarnation, Tomb Raider III boasts many instructive examples of design incoherence.) In direct contrast, Quake III incorporates the hilarious but highly coherent idea of “rocketjumping.” You’ve got a rocket-launcher. If you point it at the floor and then fire as you jump, you’ll be catapulted much higher into the air by the recoil of your foolishly potent weapon. Eminently reasonable.
Incoherence of function is more serious. In many games one encounters “single-use” objects, such as a magic book that only works in a particular location or a cigarette lighter that can only be used to illuminate a certain room. Resident Evil typifies this lazy approach to game design, with all manner of special scrolls, gems, books and other things that are used once as puzzle-solving tokens and then forgotten about. Tomb Raider’s rocket-launcher fails on this count too, because its use is artificially restricted in the game. If a game designer chooses to give the player a special object or weapon, it ought to work consistently and reliably through all appropriate circumstances in the game, or the believably unreal illusion is shattered.
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By contrast, perfect coherence of function is great fun. It is just one virtue of Zelda 6415 that, despite the colorfully huge gallimaufry of in-game objects, they are hardly ever single-use items; it is an unprecedentedly rich and varied yet highly consistent gameworld. The titular ocarina, a clay flute, has a different function according to what tune is played on it: if Link plays certain songs he has learned (the gamer must physically play the notes using the control buttons), he may cause day to turn to night, invoke a storm, warp to a different place in the gameworld or cheer up a miserable rock­eating king. Link’s hoverboots can be used in several different places for several different results. The bow and arrow might be used to kill a far-away enemy, or (in one brilliant problem) to melt a frozen switch by firing an arrow through the flame of a blazing torch while standing on a revolving platform.
But of course a bow and arrow isn’t going to open locked doors. You wouldn’t expect it to. The hookshot, a retracting chain device with a hook on the end, may be used to kill enemies, but it is also a means to get up to hard-to-reach places, Batman-style. Even here there _________________
15 Shorthand for the remainder of this book for Legend of Zelda: Ocarina of Time.
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is a thoughtful, stern consistency based on properties of physical substances: Link’s hookshot will bounce off stone, but if it hits wood it will sink in and let him swing up. And the player can be sure that a burning stick will always light a torch, wherever it may be encountered.
The third type of incoherence is that of spatial management. Tomb Raider III adds to its heroine’s series of possible moves—which already include implausibly high jumps and rolls—a crawl, so that the player can move around in low passageways. But at a certain stage in the game Lara finds herself at the end of a low tunnel, giving out onto a corridor. Try as the player might, it is impossible to get Lara out into that corridor, owing to the game’s basic construction around a series of uniformly sized blocks. If the tunnel entrance were a full block above the corridor floor, Lara could get out. But the getting-out-of-a-tunnel animation requires her to lower herself fully down the side of the block while hanging from her hands, and the tunnel exit does not achieve the required altitude. So the move becomes impossible. This sort of inconsistency also rears its gory head in Resident Evil, where the player is not allowed simply to drop unwanted objects on the floor, but must stow them
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away in one of several chests—and, risibly, an object put in one chest may be retrieved from another chest three floors higher up in the building.
By these standards, Tomb Raider III and Resident Evil are arguably inferior to Space Invaders or Pong, both of which exhibit total consistency in the laws of the imaginary world. As Chris Crawford says in The Art of Computer Game Design, special-case rules (which roughly map on to our causal, functional and spatial incoherences) are bad: “In the perfect game design, each rule is applied universally.” This is easy to verify if you consider the situation in other types of game—chess, for instance: Garry Kasparov would be profoundly, glaringly unimpressed if his opponent sought to stave off defeat by pronouncing that, actually, at this particular juncture, the black queen was not allowed to move diagonally.
Tomb Raider III also illustrates perfectly another potential danger of trying to increase “realism” in a game—in this case by adding extra ranges of movement to a human character. Because the hero of Manic Miner lives in such a resolutely bizarre world, where flying electrified lavatories are the least of his worries, we do not worry that our character is able only to walk and to jump. But in the far more
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naturalistic milieu of the Tomb Raider series, the bolted-on possibilities of movement that are added in each sequel only serve to remind the player how odd it is that Lara can run, swim, crawl and jump, but cannot punch or kick an assailant, for instance. She cannot even sit down, although given her lecherously siliconenhanced curves, it is probably just as well, for she would never get up again.
This is not to say that expanded physical possibilities in human characters are bad—in themselves they are good—but their introduction poses other problems of design that must be attended to. In Zelda 64, for instance, Link’s inability to punch or kick is never an issue, for by the time he is first in danger he already permanently owns a sword. A sword is better than a fist, so the player doesn’t feel that anything is missing. By contrast, Lara Croft often goes about unarmed among enemies, having had her guns confiscated, and so her unwillingness to punch and kick is frustrating.
To complain about these aspects in a game, of course, is not incompatible with happily accepting that the heroine must on occasion do battle with a slavering Tyrannosaurus rex. There is a crucial difference between axiomatic principles of the fantastical world
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on the one hand—for instance, the laser behavior considered earlier, or Manic Miner’s winged cisterns— and inconsistencies in the fantastical system—such as Lara’s rocket-launcher or Resident Evil’s item boxes— on the other.
Life in plastic
Of Sweeney’s 16three certainties of life, videogames have so far largely eschewed birth and copulation. But, as if in sardonic compensation, they are triply teeming with death. And their particular reinvention of death is but one of a whole lexicon of happily irrealist principles that videogames have amassed over their history. Death in a videogame is multimodal: it means one thing for your enemies, another thing for certain other types of enemies, yet another for you. Shoot a space invader and he is gone for ever. Kill a dungeon skeleton in Zelda 64 and it is dust—but if you leave and then reenter the room, it has horribly regenerated, there to be fought all over again. But what does death mean for you, the player? If the aliens’ rain of bombs becomes overwhelming and one hits your ship, blowing it to pixelated smithereens, it is certainly bad news. But wait—suddenly a gleaming new ship _________________
16 Protagonist of T. S. Eliot’s Sweeney Agonistes, that is.
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appears at the bottom of the screen, under your control, and you can continue the never-ending battle from the point where you left off.
We are used to thinking of “life” as a single, sacred thing, the totality of our experiences. But videogames redefine a “life” as an expendable, iterable part of a larger campaign. In part this resembles the brutal calculus of war, where a human life, normally the definition of total value in peacetime, is arithmetized as being worth, say, one hundredth of the value of taking the next ridge. But videogames offer a multitude of lives to the same individual. It is instant reincarnation, though reincarnation in a body indistinguishable from the original. It is instant expiation for the sin of failure. The standard number of lives granted at the beginning of a game is three, which corresponds to the paradigmatic number of tries allowed in many other games, from a baseball hitter’s number of strikes to a javelin-thrower’s attempts at the gold, to the number of doors from which a contestant must choose in the American gameshow Let’s Make a Deal,17 or the number of “acts” or significant subdivisions of the protagonist’s story in classical _________________
17 Source of the amusing “Monty Hall Paradox” in probability theory. For an excellent explanation, see Deborah J. Bennett, Randomness (Cambridge: Harvard University Press, 1999).
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