Title: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)
1Trigger HappyVideogames and the Entertainment
RevolutionStephen Poole (2000)
2- Outline
- Intro Impact/prevalence
- History
- Genre
- Videogames and Film
- Narrativity
- Refractions of Reality in Videogames
- Play
- The Symbolic Realm A Case Study
- Discussion
3Theyre here
4Demographics
- 61 of U.S. videogame players are 18
- 42 U.S. computer game players 35
- - interactive digital software associations
video and pc games industry trends survey, 2000
5Videogames are Americas favorite leisure
activity.
6Videogames were named the favorite form of
entertainment by Americans.
- 2x TV
- 3x Cinema
- 3x Books
- 6x Rental movies
- - Interactive Digital Software Associations
Video and PC Games Industry Trends Survey, 2000
7Money Talks
- Movies 7.3 billion box office receipts
- Videogames 8.9 billion
- Wall Street Journal, April 28, 2000
8who do you know?
9who do you know?
10who do you know?
By 1990, more children recognized mario than they
did mickey mouse. - Stephen Poole, Trigger Happy
(2000).
11 Genres of Games
12Platform Games
Super Mario Bros 3
13Exploration Games
- The Legend of Zelda Ocarina of Time
14Beat-em up Fighting Games
15God Game
16Strategy Games
- Final Fantasy Tactics Advance
17Sports Games
18Role Playing Games
19Puzzle Game
- Super Puzzle Fighter 2 Turbo
20Film and Videogames
21Full-Motion Video Sequences (FMVs)
- Linear narrative sequences interspersing
interactive, action oriented segments - Meta narrative
22Similarities
- incorporate diachronic visuals and audio
- advanced sound technologies are used to increase
"realism - framed visuals
- "auteurs" - powerful directors who control the
creative process Shigeru Miyamoto vs Stanley
Kubrick
23Differences
- non-linearity
- explorable environments
- interactivity between player and music music can
alert player and also react to players actions - spectator is protagonist
- current slot of plot cant refer to past
- control
- emotional/character development
24Good movies about games
- Disney's Tron - a movie about the secret life of
games. - Wargames - a teen hacker looking to play some
games almost starts world war 3. - eXistenZ - exploration of virtual reality
multiplayer role playing games
25Failure of translation from video games to film
- Street Fighter The Movie
- Super Mario Brothers
- House of the Dead
26Constructing realities camera shots
- 2d full-screengod-like objectivity
- Player-centered cams
- Player-controlled cams,creates on-screen world
rather than recording
27constructing realities types of player-centered
cams
- follow cam behind, slightly above
- flying/driving games
- chase cam lower view
- cockpit cam shows virtual controls
- aerial cams helicopter view
- shoulder cams behind, lower shoulder view (Tomb
Raider)
28A "cinematic" game Silent Hill
- Most cinematic element pre-rendered video,
rather than a part of the actual game. - The only real cinematic aspect of the real game
is it's incredible atmosphere.
29Reflections vs. Refractions
- Death-health binary vs. sliding scale
- power-ups
- extra lives
- videogame logic in causality, function, space
- Real vs. Virtual the difference is an explicit,
intentional one - Physical interaction physical feedback (shaking
joysticks) and physically interactive games like
DDR
30The Story
31Let there be light
- The backstory as creation myth
- Identity
- Rationale
32Possible Worlds Choose Your Own Adventure
- Interactive narrativity
- Delimited options
- Choices available at certain narrative junctures
33Memory videogames and interactive narratives
- Linear narratives allow for building of plot,
based upon past actions - Interactive narratives are amnesiac
34navigation beyond the canvas
35wandering beyond the canvas
- Looping scenery
- Scrolling
- Parallax scrolling
- Isometric scrolling
36Homo Ludens
37To play is human
- X-ray machines as carnival entertainment
- Mutoscope handcranked cinema
38Taming modernity work station to PlayStation
- Play as an intrinsic means of constructing
culture - Segregation of play results in an anomic and
impoverished world (Johann Huizinga, 1938) - Videogames are a means to coopting play, shift
from passive to active entertainment
39The symbol and the symbolized
40I am what I eat
- A jaundiced figure floats across the screen.
He is constantly searching for things to eat.
We are looking at a neo-Marxist parable of late
capitalism. With his obsessively gaping maw, he
clearly wants only one thing to feel whole, at
peace with himself. He perhaps surmises that if
he eats enough -- in other words buys enough
industrially produced goods he will attain this
state of perfect selfhood, perfect roundnesss.
But it can never happen. He is doomed forever to
metaphysical emptiness. it is a tragic fable in
primary colors.
41Neo-Marxist parable of late capitalism?
42The lexicon
- Symbol representation
- Icon mimetic representation
- Index contextualized represenation
- Floating signifier meaning consists entirely of
change in rest of the signs
43The Language
- Pac-man the symbol (represents consumption), the
icon (looks like mouth) - Toru Iwatani his form simply repsresents the
personification of eating -- a partially eaten
pizza
44The Language
- Dots pure symbols - things to be consumed
- Ghosts symbolic, iconic and index (eyes)
- Blobs
- floating signifiers - meaning derived from how it
affects others - Power-ups - magical liminal element in gaming,
subvert social order
45The end
- Death
- His mouth opens wider and wider, passing
into the horizon and continuing, until there is
nothing left of him at all. In his mania of
consumption, he has eaten himself
46Critical Reception
- Theoretical premises
- Research techniquees
- Structure
47Discussion Questions
Lightguns vs. Fencing What are the societal
implications of violence in videogames? How
interactive is a videogame? Is it really a
subversive form of cultural construction? How
many of us in the class play games?
Casually? Deeply? What impression of gaming do we
have? What will it take for games to achieve
respectability? If videogames "defeat"
television, what will we talk about at the water
cooler? Will the individualistic experience
fracture popular culture? Or will multi-player
games actually build recreational comunities?
48A love story
49a game about death
50And a game about politics?
- Japanese Sega CD Cover Art
51Space Invaders distant descendant