Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000) - PowerPoint PPT Presentation

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Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)

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Title: Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000)


1
Trigger 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

3
Theyre here
4
Demographics
  • 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

5
Videogames are Americas favorite leisure
activity.
6
Videogames 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

7
Money Talks
  • Movies 7.3 billion box office receipts
  • Videogames 8.9 billion
  • Wall Street Journal, April 28, 2000

8
who do you know?
9
who do you know?
10
who do you know?
By 1990, more children recognized mario than they
did mickey mouse. - Stephen Poole, Trigger Happy
(2000).
11
Genres of Games
12
Platform Games
Super Mario Bros 3
13
Exploration Games
  • The Legend of Zelda Ocarina of Time

14
Beat-em up Fighting Games
  • Virtua Fighter 4

15
God Game
  • Sim City

16
Strategy Games
  • Final Fantasy Tactics Advance

17
Sports Games
  • Virtua Tennis

18
Role Playing Games
  • Chrono Trigger

19
Puzzle Game
  • Super Puzzle Fighter 2 Turbo

20
Film and Videogames
21
Full-Motion Video Sequences (FMVs)
  • Linear narrative sequences interspersing
    interactive, action oriented segments
  • Meta narrative

22
Similarities
  • 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

23
Differences
  • 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

24
Good 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

25
Failure of translation from video games to film
  • Street Fighter The Movie
  • Super Mario Brothers
  • House of the Dead

26
Constructing realities camera shots
  • 2d full-screengod-like objectivity
  • Player-centered cams
  • Player-controlled cams,creates on-screen world
    rather than recording

27
constructing 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)

28
A "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.

29
Reflections 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

30
The Story
31
Let there be light
  • The backstory as creation myth
  • Identity
  • Rationale

32
Possible Worlds Choose Your Own Adventure
  • Interactive narrativity
  • Delimited options
  • Choices available at certain narrative junctures

33
Memory videogames and interactive narratives
  • Linear narratives allow for building of plot,
    based upon past actions
  • Interactive narratives are amnesiac

34
navigation beyond the canvas
35
wandering beyond the canvas
  • Looping scenery
  • Scrolling
  • Parallax scrolling
  • Isometric scrolling

36
Homo Ludens
37
To play is human
  • X-ray machines as carnival entertainment
  • Mutoscope handcranked cinema

38
Taming 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

39
The symbol and the symbolized
40
I 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.

41
Neo-Marxist parable of late capitalism?
42
The lexicon
  • Symbol representation
  • Icon mimetic representation
  • Index contextualized represenation
  • Floating signifier meaning consists entirely of
    change in rest of the signs

43
The 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

44
The 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

45
The 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

46
Critical Reception
  • Theoretical premises
  • Research techniquees
  • Structure

47
Discussion 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?
48
A love story
49
a game about death
  • Silent Hill 2

50
And a game about politics?
  • Japanese Sega CD Cover Art

51
Space Invaders distant descendant
  • Ikaruga
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