Magnavox Games Videogames and the Entertainment Revolution Trigger Happy User Manual

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Contents  
Life in plastic .........................................................101  
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Tiny silver balls......................................................271  
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ABOUT THE AUTHOR...........................................430  
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Trigger Happy  
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 hi-  
fi 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,  
GameCube, and Microsofts’s Xbox.  
a
Nintendo  
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, hotpants-  
and-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 near-  
photorealistic 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 non-  
player.  
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 friends5 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 mass-  
market 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 humanversus-  
machine 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 martial-  
arts 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,  
tragical-  
comichistorical-pastoral . . .”—so at the beginning of  
thetwenty-first century we are offered driving-RPG  
games,  
RPG-exploration  
games,  
puzzle-  
explorationshoot-’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  
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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 rock-  
eating 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’s16 three 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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drama.18 In a universe where guns have infinite  
ammunition and spacecraft infinite fuel, it is life itself  
that becomes a resource whose loss is survivable.  
Yet a videogame “life” is not just a resource but  
also a possible reward. Games such as Defender or  
Space Invaders offer “extra lives” when a certain score  
is achieved (usually a multiple of ten or twenty  
thousand). It resembles an ethically inverted form of  
Buddhism. In the Eastern philosophy, if you commit  
wrongs, your growing karmic debt means you are  
constantly reincarnated into a new existence in order to  
suffer anew. But whereas Buddhism’s final aim is to  
jump off the exhausting carousel of constant  
reincarnation and to be no more, life in a videogame is  
always a good thing, and killing is the morally  
praiseworthy action required to resurrect it. The fact  
that simple survival edges the player closer, as the score  
increases, to an extra life argues that—as Nietzsche  
would have growled through his mustache after half an  
hour at the Robotron controls—what does not destroy  
you makes you stronger.  
The concept of multiple videogame “lives,” then,  
bespeaks an arena of strategic experimentation in  
_________________  
18 The claim that classical drama was born from the gameplaying instinct  
is made persuasively in Johann Huizinga, Homo Ludens.  
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which a fatal mistake need not be your last; branches of  
a system can be multiply explored until all the lives are  
used up. But when that happens, the downside is grim  
indeed. The result in this final situation is not a simple  
death, but a violent ejaculation from the safety of the  
entire game universe. The petit mort of Homo ludens:  
Game Over.  
Subsequent to this distribution of multiple “lives,”  
videogames began to introduce another highly  
unrealistic paradigm, again disguised in deceptively  
ordinary language: that of “health.” Whereas in Space  
Invaders or Asteroids the player’s ship is destroyed by  
contact with one bomb, bullet or rock, later games  
further subdivide a life with a colored bar representing  
“health,” which is degraded (to use an ugly  
latetwentieth- century military euphemism) by damage  
to the player’s character. When the bar is completely  
emptied, the life is gone. Applied to spacecraft or other  
vehicles, this concept is understandable, as it could be  
thought to measure the integrity of the craft’s hull or  
other analog, flight-critical criteria. Yet from a  
doggedly literal point of view, it approaches risibility  
when applied to human characters. Lara Croft can take  
several bullets in the torso, or get savaged by a tiger,  
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while losing only an eighth of her “health.” Modern  
videogames, however, are so full of perilous situations  
that such a sliding scale, rather than simply being alive  
or dead, is crucial to the game’s playability.  
Health is also the primary means of adjudication in  
beat-’em-up games, where each combatant has an  
“energy” meter that is depleted when the opponent  
lands a punch or a kick. The player whose energy is  
reduced to zero first is the loser. Of course this is  
unrealistic in that an ax blow to the head—in Soul  
Calibur, for instance—only takes off a fraction of your  
“health.” Yet it is a causally incoherent system as well:  
a punch to the face does the same damage as a kick to  
the shin, although in real life it would be debilitating in  
a completely different way. This is another obvious  
future application for developments in physical  
modeling, when the game will “know” automatically  
that a jolt to the head will affect vision and balance,  
whereas a leg trauma will affect locomotion and  
kicking ability.  
The first steps toward this kind of more complex  
system have already been made in games like the  
fascinating Bushido Blade (1997), a more “serious”  
weapon-based game in which one well-aimed blow  
with a katana or sledgehammer will—naturally—kill  
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the opponent, while severe blows to a limb will disable  
him. The spectacle of two wonderfully animated virtual  
fighters in beautiful oriental robes shuffling about a  
cherry-tree garden on their knees because leg injuries  
mean that they can no longer stand is hugely amusing.  
The wittiest use of the “health” paradigm yet seen is  
in Metal Gear Solid (1998), an exploration game that  
initiated its own sub-genre, the “sneak-’em-up.” The  
player has access to rafts of guns and bombs, but if she  
simply runs about firing, the guards will call for  
reinforcements and quickly go in for a kill. The  
gameplay necessarily becomes stealthy: guards and  
security cameras must be avoided wherever possible. In  
the game, the player controls a soldier, Solid Snake,  
who can be made to smoke a cigarette. The game  
provides the mandatory tobacco health warning, and  
while Snake is puffing away, his health meter slowly  
goes down. If you smoke for long enough, health  
reaches a minimal sliver on the bar, but it is impossible  
in the game to commit suicide by cigarette.  
This raises an important point. The programmers of  
Metal Gear Solid have unfortunately not provided the  
option of smoking several cigarettes at once, or eating a  
whole pack, which would almost certainly kill you. It  
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wasn’t written in as a possibility, so you can’t do it.  
Remember, in a videogame you can only perform such  
actions as the programmers have allowed for. This  
recalls Heidegger’s notion of “enframing”—that  
technology, far from being liberating, actually  
circumscribes the possibilities of action. But a good  
videogame will allow predetermined actions to be  
combined in creative ways that certainly weren’t  
deliberately predicted at the design stage. In chess, after  
all, you don’t invent the forms of individual moves, you  
choose creatively among them and string them together  
in a strategy. This is the basic difference, if operating at  
a far less complex level, that we touched on in the last  
chapter, between beat-’emups, which provide many  
hundreds of individual actions but little freedom of  
combination, and something like Robotron, with two  
basic actions— move and fire—and strategy aplenty.  
Indeed, as Eugene Jarvis, programmer of Robotron and  
Defender, told J. C. Herz about someone he watched  
playing the latter game: “He was doing things I never  
envisioned, never thought of, tactics I never dreamed  
of.”  
Meanwhile, back to smoking. Metal Gear Solid  
stresses that it’s bad for you, but if Snake hasn’t found  
some infrared goggles, he needs to smoke a cigarette in  
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order to render visible a web of security beams that will  
set off alarms if he breaks them; and if he smokes while  
using the sniper rifle, his aim is steadier. In this way,  
with its alluring mix of peril and desirability, smoking  
in Metal Gear Solid, as in life, is sublime.19 In a more  
general sense, it is an example of how health can be  
traded for other benefits concerning the game objective.  
The idea of health sacrifice is a relatively new one; it  
appears in a much cruder fashion in the Tomb Raider  
games, where if Lara is in a recessed pit filled with  
spikes or barbed wire, she can avoid injury by walking  
carefully, but to get out of the pit she is forced to jump  
and therefore lacerate her legs.  
Most games featuring a health bar also provide  
some means for the player to restore her health, rather  
than face an inexorable slide toward loss of life. Pick  
up a mystical “medikit” and bullet wounds are healed,  
all injuries forgotten, stamina replenished. Medikits and  
other health-restoring devices are further examples of a  
class of items in the gameworld that usually obey none  
of the gameworld’s normal physical rules: power-ups.  
They can be items on the floor to be picked  
_________________  
19 See the intoxicating Richard Klein, Cigarettes Are Sublime (Durham,  
N.C.: Duke University Press, 1995).  
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up, or amorphous blobs of energy floating in the air to  
be driven or flown through.  
Power-ups in general enhance the abilities of the  
player’s character in the game: aside from restoring  
health or granting an extra life, they may also increase  
speed, envelop the player’s ship in a temporary shield  
(which mysteriously stops bullets from entering, but  
allows the player to shoot outward) or furnish the  
player with one of an arsenal of extra-destructive  
weapons with which to meet the next enemy onslaught.  
In their instantaneous and nakedly magical effect,  
power-ups partake of a totally different ontology from  
anything else on the screen. Their mode and effect is  
purely relational, redefining the logic of how the  
player’s character and the enemies interact.  
Out of control  
What’s the most glaringly unreal aspect of  
videogames? It’s a cybernetic thing. Cybernetics is the  
study of control systems (from the Greek kubernts,  
meaning “steersman”). And videogame control systems  
are for the most part radically removed, in structural  
terms, from what happens on the screen. I have so far  
been talking about how videogames manipulate the  
imaginative  
involvement  
of  
the  
player,  
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in the ruses and paradigms of their unreal worlds. But  
the videogame is not simply a cerebral or visual  
experience; just as importantly it is a physical  
involvement—the tactile success or otherwise of the  
human– machine interface. Some games recommend  
the use of a peripheral: an extra piece of interface  
hardware that plugs into the console or PC. For driving  
games this would be a steering wheel, complete with  
floor pedals; for Time Crisis the player buys an actual  
lightgun with which to shoot at the television screen.  
Yet most games are still controlled with curiously  
alienating devices: a standard joystick or “joypad,” or a  
computer mouse and keyboard.  
We saw one way in which this can hobble  
gameplay in the last chapter, when it was noted that  
beat-’em-ups rely on memorized combinations of  
button-presses to perform almost arbitrary series of  
martial arts moves. Sports games, too, suffer from a  
particularly limiting cybernetic dissonance. The swing  
of a golf club, for instance, is accomplished in  
videogames simply by pressing buttons at the right time  
while observing “power meters.” All manner of ball  
tricks, spins and tackle evasions are called up in a  
football game by particular combinations of buttons.  
This is clearly not ideal for convincing involvement  
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with the action. But there is no reason why such an  
arrangement should persist.  
Early sports games like Daley Thompson’s  
Decathlon actually boasted a far more compelling  
physical  
interface  
with  
the  
notorious  
“joystickwaggling” method: the faster you could  
waggle your joystick from side to side, the faster your  
character would sprint or skate. This system has been  
resurrected for Konami’s brilliant multi-player athletics  
game International Track and Field 2 (1999), except  
that the player must now press two buttons alternately  
at very high speed. But Sony’s present-day controller  
for the PlayStation, the Dual Shock pad with two  
thumbcontrolled analogue joysticks, has so far been  
woefully underused in just the types of game it could  
revolutionize in a similar way.  
An analogue joystick provides far greater sensitivity  
and range of control. The old-style digital joysticks  
only recognized “on” or “off” states of any particular  
direction; the analogue joystick recognizes degrees of  
change. You can move, for example, slightly right or  
fully right, with degrees in between, which may  
correspond to various velocities between a slow walk  
and a run, or various rotational positions of  
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a steering wheel. The cybernetic possibilities are rich  
and largely unexplored.  
A tennis game, for instance, could use one stick for  
your character’s movement over the court, and the  
other to control directly the movement of the racquet  
arm when playing a shot. Move the stick faster, and you  
play a more powerful stroke; move it in a curve, and  
you impart spin. Similarly, in a boxing game, each stick  
could be programmed to control directly the movement  
of an arm. This seems such an obvious idea that it is  
astonishing that software companies do not so far  
implement it generally. The first, and so far only, use of  
the idea occurs in the splendid gadget-festooned  
exploration game Ape Escape (1999), in which the  
player must row an inflatable dinghy downstream by  
rotating both sticks, each controlling a separate oar;  
sub-games offer direct control of skis or, indeed, arms  
in “Monkey Boxing.” Analogue control is becoming a  
new standard. The standard controller for Sega’s  
Dreamcast console only provides one analogue stick  
instead of Sony’s two, which is a bad oversight,  
although its dual triggers are both analogue. Sony’s  
PlayStation2 controller, meanwhile, boasts analogue  
response on all its buttons, opening up intriguing new  
gameplay possibilities.  
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Another fairly recent cybernetic innovation has  
certainly enhanced the “feel” of many videogames:  
force feedback. Sony’s Dual Shock controller is so  
named because the videogame can tell it to vibrate or  
“rumble” in the player’s hands. This vibrational  
feedback can be used in a driving game, to simulate the  
shuddering of braking or a skid into a gravel pit; it can  
add a physical dimension to damage done to the  
player’s character by bullet or blunt instrument; in  
Metal Gear Solid, a game that makes splendidly  
creative use of this extra mode of information, it even  
simulates the thumping of the main character’s  
heartbeat when he is looking through the scope of his  
sniper rifle—the rhythmical jittering of the control pad  
justifiably makes it difficult to aim accurately. We can  
expect that in the future controllers will provide more  
subtle gradations of vibration, as well as physically  
resisting the player’s movement and even, as  
hypothesized in Kurt Andersen’s 1999 novel Turn of  
the Century, changing temperature according to the  
action onscreen.  
Perhaps the most enjoyable recent cybernetic  
novelty is that offered by Konami’s fabulously  
eccentric Dance Dance Revolution (now known in the  
West by the inferior title Dancing Stage), in which the  
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player must use her whole body to control the game. It  
consists of actually dancing, on a pressure-sensitive  
floormat, in time to pumping techno music blaring from  
the speakers. The screen simply shows a bunch of  
symbols floating downward, and they correspond to  
squares on the floormat that must be hit by the feet at  
exactly the right moment. This speedy techno version  
of Twister provokes the thought that the best  
videogame interfaces are indeed those that are most  
intuitive (an idea that will crop up later in another  
context). No one needs to learn how to stamp on the  
floor, just as no one needs to learn how to turn a  
steering wheel or shoot a play gun.  
In general, cybernetic developments will always  
increase the possibilities of closer and more  
pleasurable interaction with a videogame. In just the  
same way that a motor-industry journalist might say  
one car “feels” nicer to drive than another, there is a  
particular pleasure to be had simply from engaging in  
a responsive control system, whether in videogames  
or in real life. It is no accident, then, that Nintendo’s  
Shigeru Miyamoto, widely regarded as the “God of  
videogames” (in Jeremy Smith’s phrase), not only  
designs software but actually designs the controllers  
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for each new Nintendo system in order to maximize  
gameplay potential.  
When I spoke to Richard Darling of British  
developers Code-masters about what makes a game  
“fun,” he echoed Paul Topping’s admiration of early  
physics-based games such as Thrust: “You’re flying  
that little space rocket around and you pick up a ball  
and it’s on the end of a pole with a weight, and the way  
it swings and the way your thrust and acceleration  
affects the swing and the motion and everything is  
extremely intuitive. It’s complex, but it’s intuitive.” But  
more than that, according to Darling, Thrust was also  
cybernetically clever:  
The control system is deep—in that anyone can pick it up and  
play it; you’ve got a thrust button and you rotate left and  
rotate right. Now if that was move left, move right and move  
forward, the gameplay would be extremely limited. But the  
fact that what you’re actually doing is thrusting, which is  
accelerating you, and you can rotate to any angle, and thrust  
at any angle, means that the learning curve in becoming an  
expert at the control system is very long.  
That was true of Super Mario Bros as well. It seems like a  
simple “press a button to jump, run left, run right” game,  
but if you analyze it, you actually accelerated left  
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and right up to a maximum speed, and when you jumped, the  
amount of time you held the button down for determined how  
high you jumped. Therefore there was an awful lot of skill in  
running along over a hole, jumping up on to a platform and  
landing on it without falling off the other side. It was actually  
an extremely skillful thing to do.  
What about total immersion? Virtual reality systems  
have been around for many years and no doubt will  
soon be affordable and efficient. Some combination of  
headset (such as Sony’s Glasstron monitors),  
motionsensitive data gloves and so on will enable the  
player to become totally immersed in a game, just as  
the science fiction movies have been telling us for  
decades. Will this, then, become the dominant means  
of videogame control? Perhaps; but if so, the spirit of  
Heidegger will rise again to warn that such cybernetic  
hegemony will necessarily narrow the field of  
possibilities. Immersive VR will be fine for  
exploration games, driving games, 3D space shoot-  
’em-ups and so on. But what happens to the  
pleasurable unreality of human-body physics? How  
will such a system enable the player to somersault like  
Lara Croft, to climb sheer walls, to swim a hundred  
feet down in icy Arctic rivers or to finish off a brutal  
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martial arts combination of smacks and punches by  
floating six feet into the air and delivering a  
roundhouse kick to the head?  
Counterintuitively, it seems for the moment that the  
perfect videogame “feel” requires the ever-increasing  
imaginative and physical involvement of the player to  
stop somewhere short of full bodily immersion. After  
all, a sense of pleasurable control implies some  
modicum of separation: you are apart from what you  
are controlling. You don’t actually want to be there,  
performing the dynamically exaggerated and physically  
perilous moves yourself; it would be exhausting and  
painful. Remember, you don’t want boring, invisible  
lasers; you don’t want a Formula One car that takes  
years of training to drive; and you don’t want to die  
after taking just one bullet. You don’t want it to be too  
real.  
The purpose of a videogame, then, is never to  
simulate real life, but to offer the gift of play. In a  
videogame, we are citizens of an invisible city where  
there is no danger, only challenge. And our videogame  
metropolis, like any city, is teeming and multifaceted.  
We have already sketched out a rough map of its  
geography. Later in this book we shall look at its  
architecture, dig below its tarmac to the pipes and  
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cables that keep it running, and stroll around in its  
forest of signs. But for the moment we want to know  
just what kind of industry buzzes behind those  
imposing towers. Is this a city of words, a modern  
Alexandria, or a city of images, a virtual Hollywood?  
Look over on that street corner: a camera crew,  
smoking under black plastic cloaks, huddled in the  
neon-flecked rain. Let’s go and ask them.  
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4
ELECTRIC SHEEP  
A specter is haunting Tinseltown. We have seen how  
successful videogames already compete in financial  
terms with the figures grossed by Hollywood  
blockbusters. And one increasingly popular term of  
praise for a certain sort of exploration videogame is to  
say that it is like an “interactive film.” On the summer  
1999 release of Silent Hill, a horror videogame in  
which you play the character of a man searching a  
deserted American town for his missing daughter, one  
journalist claimed that this game “fully exploited” the  
developments toward “fully interactive cinema.” The  
media buzz is that cinema and videogames are on  
convergent paths. If this is true, Hollywood ought to be  
worried that videogames are going to swallow it whole.  
Some of the world’s best videogame developers  
happily admit that they lean heavily on styles of action  
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and decor drawn from popular cinema. Hideo Kojima,  
the brilliant designer of Metal Gear Solid, who comes  
on like a twenty-first-century Beck, dressing up for  
interviews in garish PVC outfits and tinted shades, has  
joked that whereas most people are 70 percent water, he  
is 70 percent movies. Konami’s publicity for Silent  
Hill, meanwhile, claimed “cinematic quality” as a  
virtue, noting that its developers cited David  
Cronenberg, Stephen King and David Lynch as  
aesthetic influences.  
So what in fact makes Silent Hill like a film? Well,  
it has an impressive introductory video sequence,  
prerendered with high-quality computer graphics  
workstations, which tells the story of how your  
character suffers a car crash and wakes up in the  
ghostly small town with his daughter missing. This  
sequence is indeed very filmic, with fast cutting and  
weird camera angles. However, it’s not part of the  
game, even though one entertainment magazine that  
featured a piece on Silent Hill clearly based its  
judgment of the game’s “filmic” quality entirely on this  
video sequence.  
During the game itself, the part you actually get to  
play, the graphics are of a far inferior quality, and  
occasional scenes of scripted dialogue between  
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characters are incompetently written and amazingly  
badly acted. Some films have a “so bad it’s good”  
quality, but this hack attempt at drama is just so bad it’s  
appalling. If it’s supposed to be like a film in this way,  
it’s a film you wouldn’t ever want to see.  
However, what Silent Hill does successfully breed  
from its cinematic forebears is quite simple: a powerful  
sense of atmosphere. Tense wandering in dark  
environments is interrupted by shocks, sudden  
appearances of blood-curdling monsters. Silence is  
interrupted by grating noise, making you jump and  
increasing your nervousness. The same sort of  
atmospheric virtue is present in the Resident Evil series  
of zombie videogames, which themselves are the  
subject of interesting cross-media developments. It was  
long rumored that George Romero was to make a live-  
action film based on Resident Evil, which would have  
been apt, not only because he directed a highbudget  
television commercial for the second game in the  
franchise, but because the Resident Evil games  
themselves cheerfully lift wholesale the camera angles  
and action sequences from Romero’s own classic  
zombie flicks such as Dawn of the Dead.  
Why is it particularly the horror genre, and to a  
lesser extent science fiction, that largely provides the  
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aesthetic compost for supposedly “filmlike”  
videogames? No one has yet claimed that a videogame  
is like a good comedy film (though it may be funny in  
other ways, as is Grim Fandango, a rococo  
puzzlesolving RPG with delightful cartoonish  
graphics), or that a videogame tells a heartbreaking  
romance. The answer is that the horror genre can easily  
do away with character and plot; it is the detail of the  
monsters, the rhythm of the tension and shocks, that  
matter. Plot and character are things videogames find  
very difficult to deal with.  
The fact is that Silent Hill and Resident Evil  
resemble each other far more than they resemble any  
film you care to name. But will this necessarily always  
be the case, or could the much-hyped “convergence”  
between films and videogames become a reality?  
The gift of sound and vision  
Videogames are superficially like films in one major  
respect, which is that they communicate to the player  
through eyes and ears. Just as film crews include  
specialized audio technicians for the post-production  
dubbing of sound effects, the sound design of  
videogames too is a mini-art in itself, and development  
companies also employ composers to provide musical  
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soundtracks. At first, this looks very like film industry  
practice, but it soon becomes clear that deployment of  
the audio arts cannot always follow similar lines in the  
two media.  
The reason sound design is important in  
videogames is quite simple: if a laser makes a  
pleasing, fizzy hum, and if an exploding enemy makes  
a particularly satisfying boom, then the game is just  
more fun to play. Defender (1980) had particularly  
avant-garde sound design for its time, with its near  
sub-bass rumblings and eldritch alien buzzings offset  
by the heroic, almost melodic sound of your ship’s  
weapon fending off the vicious hordes. Purely abstract  
sonic invention such as Defender’s was partly  
necessitated by the comparative crudeness, in those  
days, of the videogame machine’s sound chip. But  
now that videogame systems can read huge amounts of  
digitally encoded sound straight off a CD, sound  
design has largely moved in a more conventional  
direction, using “samples” (digital recordings) to  
reproduce actual, real-world sounds. A modern  
development company might devote many hours to  
accurate sampling of different cars’ engine noises for a  
driving game, to make the whole audio-visual  
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experience as immersive and (deceptively) “authentic”  
as possible.  
This concentration on “real” sounds in general  
parallels what movies do. But just as a film with terrific  
abstract sound design, like David Lynch’s Lost  
Highway, is highly refreshing to the ears, so I think this  
attitude of “realism” is narrow-minded in a videogame  
context. The best audio engineering now seems to be  
constrained to highly generic videogames such as space  
shoot-’em-ups or science fiction racers, where the  
fantasy world can justifiably be accompanied by  
fantasy sound, all manner of lovingly crafted blips and  
whooshes. An instance of particularly good  
contemporary work is in the otherwise rather shallow  
shooter Omega Boost, where, if you bump into  
enemies, a grating metallic clang enhances the  
momentary discomfort, and spacecraft whoosh past you  
to fabulously alien stereo effect. The sonic mayhem  
(with these effects unfortunately competing with a  
musical score of Japanese heavy metal) effectively  
increases the level of sweating tension in the player.  
Such a strong division between games that enjoy  
“real,” sampled sounds and games with an invented  
sonic architecture, I think, is unfortunate. Surely, if  
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videogame developers were to experiment, say, with  
weird and unexpected sound effects to accompany  
supposedly “realistic” visual action, this might open up  
new avenues of strangeness and even comedy—the  
amusing disjunction of small action with epic sound,  
say—to future digital experiences. Videogames are best  
at imagining whole new worlds of their own, so why  
can’t they invent more new sounds to bring them to  
sensual life?  
Moreover, given that in real life all sorts of  
information about our environment is constantly  
flooding into our ears, videogames ought perhaps to  
think of cleverer ways to let us use this gift in their  
imaginary worlds. After all, a videogame player, unlike  
someone watching a film, needs to use information  
from the senses to decide what to do next. Any sound  
can become a clue, a spur to action. One fascinating  
new idea has been tried by Rare, which in Perfect Dark  
(2000) has engineered a quasi–surroundsound system  
that lets the attuned player know which direction  
enemies are in purely by listening to their footsteps.  
This is one example of sound design that is not  
merely decorative, but functional. Many games,  
particularly in the popular horror genre, are already  
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quite creative in using sound to enhance the player’s  
involvement. Resident Evil, for instance, shows a  
superb handling of sound effects that is directly  
influenced by its movie forebears. One room is eerily  
silent, whereas a large galleried hall is ominously and  
stressfully dominated by the solemn ticking of a clock.  
When the moans of zombies suddenly float out of  
nowhere, or the silence is broken by the piercing sound  
of a smashing window, you know you had better run.  
Silent Hill, too, does this sort of thing very well. Early  
on in the game, the player’s character is given a radio  
that seems to be broken, but it emits a nerve-fraying  
fortissimo jangling noise whenever a monster is  
approaching. The evocation of fear is deliciously  
heightened by this aural sign, as you run around  
panicking when the alarm goes off, not knowing from  
which direction the beast is going to approach through  
the omnipresent fog.  
Videogames’ musical soundtracks, too, are an  
important part of the player’s aesthetic experience. But  
oddly, in the far-off days of the Commodore 64 and  
Amiga, videogame music was far more distinct as a  
stylistic genre than it is now. The composers generally  
had to wrestle with programming languages to force the  
most sophisticated sound possible out of woefully  
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underpowered audio chips, and these strictures resulted  
in a flood of remarkably inventive videogame music. If  
polyphony—the number of notes it is possible to play  
at the same time—was restricted to, say, four notes, the  
musician might write a piece characterized by  
deliciously floaty buzzing arpeggios. And because the  
microcomputer’s sound chip didn’t have much inbuilt  
information to speak of—unlike a modern synthesizer,  
it didn’t boast banks of ready-made instrument  
noises—the composer also had to invent the quality of  
each of the sounds he used. The star of this era was the  
musician Rob Hubbard, whose excellent soundtracks  
for old games—with their airbrushed, joyfully artificial  
aesthetic that mixed robotic beats with hummable  
tunes—have now been collectively preserved on a  
commercially available compact disc.  
Nowadays, videogame soundtracks fall into  
two main classes: the compilation of licensed pop  
tracks, or the specially composed score. Slapping  
an existing pop record over a videogame, or a  
film, is a rather hit-ormiss affair: as we have seen,  
it worked wonders for early PlayStation games  
like WipEout, but it can equally be grindingly  
inappropriate, the French heavyrock songs on V-  
Rally 2 being an emetic case in point. The  
alternative of a specially written score is now  
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blessed with total sonic freedom, because videogame  
systems (apart from the poor Nintendo 64) now read  
music directly off a CD, so soundtracks are recorded  
with full banks of pro-quality digital instruments and no  
restrictions on epic breadth. Sometimes the music may  
even be recorded by a full orchestra of live musicians,  
as is the case with Outcast.  
The problem with such scores, even when—as is  
increasingly the case—they are highly competent and  
pleasing pieces of music in their own right, is that,  
unlike the videogame’s visuals, they are not interactive.  
A film score is written to accompany a predetermined  
and unchanging visual story. So it is recorded once and  
cast in stone. But videogames can change from one  
moment to the next depending on what the player does.  
One way round this is just to cut in a rather ugly  
fashion from a light-hearted piece of music to a doom-  
laden one when something bad happens onscreen.  
Microsoft has developed a system called Direct Music  
that hopes to automate this technique more smoothly.  
But all this means in practice is that the composer  
writes tiny little “cells” of music a few bars long that  
are then algorithmically combined into longer episodes  
by the processing engine. (Avant-garde classical  
musicians had exactly this idea of combining cells in  
the 1960s.)  
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The best videogame scores circumvent this knotty  
problem altogether by not attempting to be continuous,  
film-like soundtracks at all. Instead, music is used as  
another kind of atmosphere-heightening information.  
The rather beautiful title music of the Tomb Raider  
games features undulating orchestral strings with a  
lovely oboe tune. But within the game, the mood and  
instrumentation change dramatically, according to the  
fictional context. The celebrated Venice level of Tomb  
Raider II, for example, features a superb piece of  
pastiche baroque. In these games, music’s appearance  
is much rarer than it is in your average film, and when  
the speakers burst into a fast cello motif or a clatter of  
electronic percussion, you know that something  
exciting is going to happen and you look round rapidly  
for an enemy to avoid, or watch in awe as another  
fabulous vaulted ceiling stretches up above you, and  
then the music fades away again, leaving you with the  
drips of condensation from the walls or the rumbling of  
some ominous nearby machinery. When music in a  
game is this good, less is often more.  
So music in a videogame does not work in exactly  
the same ways as music in a film. In a game, sound can  
be functional, a means of providing information that the  
player then acts on. But what about the visuals? Do  
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videogames present information to our eyes in the same  
way as films?  
CinÉ qua non?  
Since the upstart videogame form shattered film’s  
monopoly on the moving image, the two media have  
been engaged in a wary standoff. As their powers of  
graphic realization have increased, videogames have  
begun superficially to look a bit more like films, while  
films have become more interested in videogames as  
visual furnishing and conceptual subject matter.  
Videogames have lovingly appropriated set-piece forms  
from the cinematic milieux of horror, action and  
science fiction (the enormous monster, the car chase,  
the space dogfight), while films have stolen ever more  
brazenly from videogames’ hyperkinetic grammar (the  
exaggerated sound effects, the disregard for classical  
gravitational laws) in executing those same forms on  
the silver screen.  
It is, of course, understandable that the mass media,  
in having to deal with the vast but to them  
incomprehensible culture of videogames, naturally  
reach for the vocabulary of film—apparently the  
nearest medium in visual terms—in order to describe  
such games as Silent Hill. But before we start positing  
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a hybrid future of “interactive movies,” it would be as  
well to take a cold mental shower by looking at what  
actually exists in film videogame crossover form.  
Disney’s Tron (1982) was the first film actively to  
engage in an aesthetic dialogue with videogames,  
arguably as a symptom of Tinseltown’s increasing  
insecurity about its silicon rival—for at the time, just  
before their first market crash, videogames were  
grossing more in America than the Hollywood cinema  
and gambling put together. Tron is still probably the  
best film of its kind. The shallow, primary-color fable  
about a gameplaying wunderkind beamed into  
cyberspace to do battle with an evil programmer was  
based around live-action interpretations of existing  
videogame formats (most notably the “light cycle”  
race), and then soon became a licensed arcade  
videogame in its own right.  
For videogame companies, film licenses are often a  
sure winner. Studios generally acquire the videogame  
rights to a film, such as Batman, Rambo, Aliens, or  
Raiders of the Lost Ark, and then produce a painfully  
substandard platform game or shoot-’em-up that might  
borrow a certain visual style from one or two of the  
film’s scenes but has nothing to do with the story line.  
In 1983, famously, Atari, having acquired the rights to  
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produce an ET videogame, was so confident of its  
success that it produced nearly six million copies. One  
fly in the ointment: the game was terrible. Gamers  
aren’t stupid. Most of the cartridges were eventually  
buried in a landfill site in New Mexico, where one  
hopes they will eventually provide some amusement for  
archaeologists in the distant future.  
Films based on videogames are even worse, as  
anyone will testify who has giggled throughout the  
truly spectacular artistic abyss that is Street Fighter:  
The Movie, starring sex symbol Jean-Claude Van  
Damme and renowned pugilist Kylie Minogue. Mortal  
Kombat was not much better, and Bob Hoskins  
displayed rather less animation than his pixellated  
counterpart in Super Mario Bros. Meanwhile, the 2001  
film of Tomb Raider, starring Angelina Jolie,  
abandoned the essence of the videogame character’s  
graceful movement through space, seeking instead to  
batter the viewer into submission with fast cutting and  
special effects.  
Postproduction computer manipulation of the film  
image is increasingly common; director George Lucas  
even prefers to modify his actors’ performances  
digitally, so that a performer’s frown in take six might  
be mapped onto his forehead in take three.  
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Interestingly, some of the first technical demonstrations  
of Sony’s PlayStation2 console in Tokyo concentrated  
on animating the muscles of a highly detailed human  
face in exactly the same way. In this purely cosmetic  
respect, it is true that videogames are converging with  
films.  
The commercial praxis of the two industries is also  
looking more and more similar. The relative simplicity  
of computer and videogame systems in the 1970s and  
1980s meant that a game was often written by just one  
person over a period of a few months. The graphics  
design, gameplay design and programming were all  
done by the same red-eyed multitasker, and some of  
them—Matthew Smith, Andrew Braybrook, Geoff  
Crammond, David Braben—became wealthy stars.  
Videogames had a relatively long period in which the  
auteur theory was actually true.  
But now all that has changed. Just as a film is a  
collaborative  
specialists—director,  
effort  
between  
cinematographer,  
many  
different  
actors,  
composer, set designer, costumier, dolly grip, best boy  
and so forth—so videogame “studios” today employ  
concept designers, animators, 3D artists, tool  
developers, programmers, composers, writers, character  
designers and a host of other experts in  
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relatively hermetic fields. The first stage in  
development of a videogame at British designers Core,  
for example, consists of the writing of several hundred  
pages of a “Game Design Document,” which is rather  
like a (nonlinear) script for a film: the game’s  
characters are introduced through drawings and verbal  
sketches; the gameplay concept is elaborated; and  
example situations are described. A top game will now  
take around two years to develop, with a budget of  
anything up to tens of millions of dollars—which is  
Hollywood blockbuster money. And the rewards can be  
equally impressive.  
Meanwhile, Japanese videogame giant Square  
moved the other way, making an entirely digital feature  
film based on its best-selling Final Fantasy games.  
Videogames and the cinema nowadays certainly look  
like close media competitors.  
Perhaps this perceived competition is one reason  
why, when videogames themselves feature in films,  
they are so often shorthand for moral or cognitive  
vacancy, or actual destructive tendencies. Russ Meyer  
shows a woman playing Pong at the beginning of  
Beneath the Valley of the Ultravixens precisely to  
indicate her anomie and lack of sexual interest in her  
partner. Meanwhile, the superb slice of 1980s teen  
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paranoia Wargames features a young geek hero who  
hacks into the Pentagon’s military computer system  
because he thinks he’s going to get to play some cool  
videogames; in fact, he nearly starts a global nuclear  
war. Generally, if a movie shows a child playing  
videogames in his bedroom, the message is that this  
antisocial kid needs to get out more.  
Other films extrapolate some hypothetical  
videogame future in order to make more or less  
successful points about man’s increasingly intimate  
relationship with technology. The abomination that is  
The Lawnmower Man typifies Hollywood’s prurient  
fascination with the oxymoronic and irremediably  
adolescent concept of “virtual sex.” More thoughtful is  
David Cronenberg’s orthographically eccentric  
eXistenZ, which pictures a biomechanical future whose  
characters jack into an animal game “pod” via a slimy  
spinal socket, and toys in a rather facile but entertaining  
way with the problems of competing realities.  
But preeminent in this filmic tradition is The  
Matrix, which, despite competition from The Phantom  
Menace, was most people’s choice for science fiction  
film of 1999. With a cunning script incorporating a  
kaleidoscope of Homeric, Christian and Gibsonian  
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references, it starred Keanu Reeves as a computer  
hacker who learns that the world is something like an  
enormous game of SimCity run by computers to keep  
us enslaved. In its exaggeratedly dynamic kung fu  
scenes, in which actors float through the air and smash  
each other through walls, The Matrix contains the most  
successful translations to date of certain videogame  
paradigms to the celluloid medium. (This film also  
reminds us that the concept of “virtual reality” is itself a  
very old idea, for Descartes conceived of a malin gÉnie,  
or evil demon, which, exactly like the computers in The  
Matrix, caused him to have the thoughts and  
perceptions he ordinarily believed to be signs of a real,  
external world.)  
The primary influence on The Matrix’s sort of  
hyperkinetic action is still a filmic one: the Hong Kong  
guns’n’kung-fu movie apotheosized by such cult  
directors and performers as John Woo and Chow Yun  
Fat. But the increasingly unrealistic dynamics of such  
films through the late 1980s and 1990s clearly owe a lot  
in turn to the rise of the videogame beat-’em-up such as  
Street Fighter, and in one such film this is explicitly  
acknowledged. The star of City Hunter, Jackie Chan, is  
at one point knocked into an arcade beat-’em-up  
machine,  
initiating  
a
comic  
sequence  
in  
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which Chan, dazed by the blow, imagines his assailant  
as different digitally generated characters from the  
videogame itself, finally winning the fight in the virtual  
world and so in the real one. Videogames repaid the  
compliment with Tekken 3 (1998), which contains,  
although the makers Namco explicitly deny this,  
playable characters that look as if they might be heavily  
influenced by Bruce Lee and Jackie Chan himself.  
For their part, films have been very successful in  
influencing the look of certain types of videogame. The  
first great film tie-in (still only one of a handful today)  
was the videogame Star Wars (1983),  
a
threedimensional space shoot-’em-up that abstracted  
elements from certain battle scenes in the film and  
turned them into simple game objectives. The most  
impressive visual aspect of these action sequences in  
the film was the shower of red and green laser bolts,  
and it is these that were most easily translated into early  
videogame graphics, while John Williams’s pompously  
brilliant score, mixed with high-pitched R2–D2  
wibbles, pumped from the arcade speakers. The game  
did not replicate the movie, but stole those parts of the  
movie (the action sequences) that could be  
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successfully reimagined as videogame forms. And the  
lure of the Star Wars franchise is such that every  
console and computer-game platform since then has  
been home to a game based on the film. They have  
covered nearly every conceivable genre: platform, 3D  
shooting, role-playing—even, lamentably, beat-’emup,  
in Masters of Teras Kasi for the PlayStation.  
One of the most seminal modern influences, not just  
on videogames but on all forms of science fiction, is the  
film Blade Runner. This is partly due to aesthetic  
considerations—the popular style of futuristic  
technoir— but for videogames it has also had, until the  
current generation of extremely powerful machines, a  
technological payoff. For the vision of neon-soaked  
streets at night in a skyscraper-studded, futuristic  
Tokyo was particularly amenable to videogames’  
limited powers of representation. The nighttime setting  
meant the processor had less to draw, could fill large  
areas of the scene with black; neon lighting is gaudy  
and luminous in a way that computer graphics can  
easily imitate; and the absence of vegetation freed the  
machine from the very processor-hungry task of  
creating a convincing tree with hundreds of leaves and  
different shades of green. A game such as G-Police,  
one of the most blatant videogame homages to the  
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visuals of the Blade Runner city yet, welcomed these  
in-built visual limitations of the tech-noir genre  
thankfully, since it had so much else on its silicon  
mind.  
As well as influencing hundreds of other  
videogames, mostly futuristic shoot-’em-ups, Blade  
Runner has also been made into a rather successful  
adventure game in its own right. But we have seen  
already that influential currents between the two media  
do not run only one way. And this turns out to be true  
even of Ridley Scott’s own remarkable film: one of the  
production designers on Blade Runner has said that his  
work was inspired by the cabinet art on—what else?—  
an arcade videogame.  
But while creative aesthetic interpollination  
between films and videogames may have positive  
results, the attempt at wholesale translation from one  
medium to the other is usually doomed. If you make a  
film based on a videogame world, you instantly lose  
what is most essential to the videogame experience.  
One problem is that pleasurably unreal visual qualities  
will be lost. Good software simulation of grass, for  
instance, can, in its necessary stylization, be more  
aesthetically interesting than a field of real grass on  
film. Jeremy Smith, managing director of Core Design,  
is very decided on this point:  
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For me, driving a touring car in a race game, I don’t want a  
photo-realistic car in there, I want a computergenerated car. I  
think it would spoil it as soon as you put a proper car in there.  
I think in that, the interaction between the movie and the  
videogame is a step in the wrong direction. These things need  
to be generated by a computer. Okay, you can get them  
looking absolutely gorgeous, with fantastic shading and all  
these beautiful effects, but fundamentally I’m still looking at  
an arcade game.  
And the difference works the other way: even Bob  
Hoskins in a padded suit is not as lovably squat as the  
real Mario.  
Yet even if you make your film entirely digitally,  
along the lines of Toy Story or A Bug’s Life, a second,  
major problem remains. In Star Wars, Episode 1: The  
Phantom Menace, the plot stops for ten minutes for the  
technically remarkable “pod-racing” scene, in which  
the young Anakin Skywalker races a turbo-charged  
hovercraft around the rocky Tattooine desert. Critics of  
the film complained that this was just like a videogame,  
but the point is precisely that it wasn’t anything like a  
videogame. Because the viewer is not in control. The  
pod-racing sequence was nothing more than an  
extended advert for the actual videogame that  
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was based on it. You couldn’t play the movie, so it was  
far inferior in terms of high-speed thrills.  
Of course, films become works of art in their own  
right by involving the spectator emotionally. But there  
is precious little emotional material in an actionoriented  
videogame for the filmmaker to latch on to. A film  
based on a game, therefore, is likely to be utterly  
impoverished in two ways: not only by failing to  
provide the fundamental attraction of the videogame  
experience, but by failing to exploit what the medium  
of film itself is best at doing.  
Videogames, in fact, have the better of this strange  
relationship, in that they are able to suck into  
themselves more aspects of the filmic art without  
compromising their raison d’Être. For one thing, more  
and more videogames now contain mini-“films” in their  
own right. Known as FMV (“full-motion video”)  
sequences, these are almost always computergenerated  
scenes that advance the plot around which the game is  
based, such as in Final Fantasy VIII or Tomb Raider:  
The Last Revelation. The visuals might be digital, but  
they are voiced by real actors and graced with filmic  
scores. They function like the proverbial carrot and  
stick: the player must successfully complete a portion  
of the game before the next “film” sequence  
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is activated, providing an opportunity to relax and rest  
those tired wrists. FMV sequences can be graceful and  
beautiful in their own right (especially in the Final  
Fantasy games, where they alone can eat up $4 million  
of the budget), but they are something of a red herring.  
These sequences are simply there to be watched; they  
cannot be played with. They are merely tinsel around  
the real gameplay.  
The question remains: what kind of cinematic  
action happens, not as self-contained intervallic  
episodes, but in the thick of videogame play itself?  
Camera obscura  
When videogames were flat, two-dimensional affairs,  
the player was furnished with a God-like objective  
viewpoint. The gameworld of Pong or Space Invaders  
is laid out flat before the eye; everything takes place in  
the same horizontal plane. You can see everything at  
once, because you can see the entire universe. The  
problem once three-dimensional games became the  
norm was that in a solid world every viewpoint is  
subjective, and no viewpoint enables you to see  
everything. So videogames began to offer the player a  
choice of windows on their worlds that could be  
switched at will, depending on the task in hand. In a  
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seemingly robust analogy with film, they are known as  
player-controlled “cameras.”  
If it can be argued that the film camera in some  
sense creates the onscreen world rather than passively  
recording it,20 such a theory can be taken rather more  
literally with videogames. For, of course, there is  
nothing really there for the videogame “camera” to  
shoot in the first place. Instead, there is a complex  
mathematical model held in computer memory that  
only ever erupts into visual “solidity” for an instant,  
before fading away and being replaced with the next  
frame. The world is drawn perspectivally from one  
moment to the next, depending on the camera settings  
the player has chosen.  
Videogame cameras (“cams” for short) have fairly  
recently settled into a group of standardized viewpoints.  
“Follow cam” is usually offered in driving or flying  
games, and sets the viewpoint to a position behind and  
slightly above the vehicle under the player’s control.  
Sometimes this is differentiated from a “chase cam,”  
the latter taking a tighter and lower  
_________________  
20 While AndrÉ Bazin famously likened the film image to a “window on  
the world” on the analogy with Renaissance theories of geometrical  
perspective, other film critics, such as Pascal Bonitzer, insisted that the film  
world could never extend outside the frame and so constituted a  
microuniverse in its own right.  
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view to enhance the feeling of speed. The same genres  
also offer a “cockpit cam,” which puts the player in the  
hotseat, right at the virtual controls. G-Police (1997), a  
helicopter gunship sci-fi shoot-’em-up, makes available  
an “aerial cam” that looks perpendicularly down on  
proceedings from a great height. Threedimensional  
exploration games, meanwhile, generally offer elevated  
cams at each point of the compass that may be switched  
at will. They will also offer the player either a  
temporary first-person viewpoint—as in Mario 64,  
where you can look through Mario’s eyes to line up a  
tricky narrow path—or a “shoulder cam,” as in Tomb  
Raider. The latter is a curious invention that provides a  
viewpoint that is very near to the character’s own, yet is  
still an external one, peeping impishly through the eyes  
of a virtual stalker over Lara’s shapely trapezium.  
Why is it important for modern 3D videogames to  
provide this multiplicity of viewing angles? There are  
two answers: one functional and one aesthetic.  
Consider a real-life experience—say, watching a tennis  
match. If you watch it from the side and near the  
ground, you will see different aspects of the game from  
someone watching higher up at one end of the court.  
The spectator watching from the latter viewpoint, the  
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classic television angle, has an averagely good view of  
all the lines and can appreciate cross-court angles. By  
contrast, the side-on spectator has a limited experience  
of these aspects, but he is much better placed to  
appreciate the varying arcs of the balls through the air,  
the niceties of topspin and slice, and the sheer length  
and speed of the shots.  
Given that viewing angles have such an effect on  
the experience of spectatorship, how much more  
important must they be when you are actively involved  
in the game? Imagine if you were asked by an eccentric  
scientist to play a game of snooker wearing a VDU  
headset wired so that your point of view was situated  
on the ceiling, looking straight down onto the table. It  
would be a completely different experience, because  
you wouldn’t be able to sight down the line of the balls  
while cueing. In fact, before the advent of efficient 3D  
realization, several videogame versions of snooker and  
pool were produced that replicated exactly this thought  
experiment, with a top-down view.  
Such games were pointless, but what is more  
interesting is that owing to this viewpoint differential  
they didn’t merely fail to replicate accurately the  
experience of snooker or pool, they actually became  
entirely different sorts of game. Martin Amis expertly  
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catches this point when he dismisses one early  
example, Video Hustler, as “like playing marbles.” A  
similar sort of disjunction might be argued to operate in  
G-Police, where the multiplicity of viewpoints on offer  
creates different game styles within the same  
environment; the aerial cam, especially, which is more  
useful than the standard perspectival cockpit cam for  
lining up bombing raids on ground targets, harks back  
to classic two-dimensional top-down shoot-’em-ups  
such as Xevious.  
Normally, of course, we don’t encounter these sorts  
of problems in real life, because our eyes are (sensible,  
prescient Nature) hard-wired into our bodies. It is only  
the creative alienation of videogames, which translates  
physical action here (on this piece of plastic, in my  
living room) into visual effect there (in this  
otherworldly arena, at once viewed through my eyes  
and mediated through the prosthetic, virtual eyes of the  
videogame camera), that throws up such novel  
perceptual conundrums.  
But ignoring for the moment the difference  
between watching the action of a film and  
implementing the action of a videogame, presumably  
this “camera” analogy between the media still holds to  
some extent? No, it does not. Videogame camerawork  
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was developed in order to enable the player to see the  
action from the most useful angle. In Mario 64, for  
instance, the player must often rotate the camera to a  
different compass point, or select a view from slightly  
farther away, in order to guide the rotund plumber  
across a particularly narrow bridge or up a series of  
tough platforms.  
Cinematic camerawork of the kind that is  
immediately noticeable or stylish, however, often  
depends for its effect on hiding something from the  
viewer, not letting you see everything. When the  
detective mounts the staircase of the Bates Motel in  
Psycho, Hitchcock deliberately chooses a very tight  
shot on his hand moving up the banister, inducing  
tension through dramatic irony, as we know what  
awaits him at the top of the stairs, although he does not.  
But there can be no dramatic irony in videogames,  
because dramatic irony depends on a knowledge  
differential between spectator and protagonist—yet in a  
videogame the player is both spectator and protagonist  
at once.  
True, some videogames attempt to replicate this  
kind of stylized shot choice, most notably Resident Evil  
2 (see fig. 6). But in a videogame, as opposed to a  
movie, this becomes a fraudulent and frustrating  
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method of inducing tension: the player can get killed by  
zombies not because the environment is cleverly  
designed but because he was deliberately hindered from  
seeing them coming until it was too late. And, crucially,  
Resident Evil 2 doesn’t let you choose the shots in the  
way Mario 64 does. As with film, shots are done to  
you. Silent Hill, meanwhile, sometimes lets the player  
control the camera when walking around the streets, but  
dive into a dim alley and the tilted overhead shot is the  
only perspective you’ll get. And this shows how a  
purely filmic notion of camerawork cannot work in a  
videogame context. Film manipulates the viewer, but a  
game depends on being manipulable.  
There is an even more fundamental formal  
distinction to be made between the structures of visual  
imagery in films and videogames. Modern film relies  
for its storytelling and conceptual effect on a highly  
sophisticated grammar of montage, a technique  
invented in cinema’s youth, and perfected by Sergei  
Eisenstein. In simple terms, it describes the process of  
“cutting together” discontinuous shots—something so  
common now in dynamic visual media that we hardly  
notice it at all.  
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Fig. 6. Resident Evil 2: claustrophobic camera angles don’t  
always help your battle against the undead (‰ Capcom/Virgin  
Interactive Entertainment)  
Here is an example from any standard television  
commercial. A car turns a corner, coming toward the  
viewer, seen from a helicopter’s altitude; in the next  
shot our eyes are at fender level and a car is moving  
away. Because we are culturally attuned to montage,  
we automatically see this as the same car performing  
one continuous movement. Yet it is easy to imagine  
that a person who had never seen film or television  
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might assume that these were identical-looking but  
different vehicles. This is how montage creates a sense  
of rhythm and motion, but such an approach would be  
fatal in a videogame, where the player has to control  
the car, and thus requires a continuous, unbroken  
viewpoint—either a cockpit cam or follow cam. This is  
essential for easy, intuitive navigation; if the camera  
cuts to a different position so that your vehicle appears  
to be going the other way, the physical videogame  
controls will suddenly be reversed in their effects.  
You’re going to crash nastily.  
Sometimes videogame camera positions change  
automatically rather than at the player’s behest; even  
so, when they do, they are not performing traditional  
montage but trying to give the player a better view of  
the action under his control. This is the case in the  
Tomb Raider games, for instance. Such changes of  
view, however, can and often do employ other  
quasifilmic techniques such as tracking and panning.  
Metal Gear Solid is given a particularly “cinematic”  
feel by touches such as these: whenever the hero backs  
up against a wall to hide from an enemy guard, the  
camera, which normally takes a functional aerial  
viewpoint, swoops in to about shin level to frame the  
player’s character and the guard walking past (see fig.  
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7). But function always takes precedence over such  
stylish touches: when the hero moves away again, the  
camera reverts to its normal view, enabling the player  
to see more of the environment. True montage,  
meanwhile, is still not used. An action movie would,  
for instance, cut from a close-up of the hero’s face to  
his point of view of approaching enemies, then back to  
a mid-shot of the hero with gun drawn, whereas such  
scenes in Metal Gear Solid’s gameplay necessarily take  
place in long shot. Metal Gear Solid is a great  
videogame with quasi-filmic visual gimmickry, but it is  
nothing like an interactive movie.  
Most of the work done by automatic videogame  
cameras, indeed, is largely modeled on a different  
medium altogether, and this brings us to the second,  
aesthetic rationale for such visual systems. The kind of  
montage seen in a car commercial does crop up in  
videogames, but only after the action has finished. This  
is the burgeoning phenomenon of the videogame  
“replay.” Gran Turismo enables the player to watch a  
race he has just driven, with virtual cameras placed at  
spectacular angles on every bend. The reins are handed  
over to the digital director. The effect is thrilling, and  
clearly drawn not from film but from the style of  
television sports coverage. Similar replays accompany  
goals scored in the soccer game World Cup ’98, and  
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slavering slow-motion reiterates the final, lethal  
combinations of kicks and punches when a fighter in  
Tekken 3 is brutally floored. Television sports directors  
have understood for a long while that, when it comes to  
the electronic mise-en-scÈne of fast movement in three  
dimensions, several heads are better than one; the  
cutting together of different viewpoints gives a better  
and more visceral understanding of the action.  
Here, however, the term “replay” is particularly  
misleading. Play is still primary; what comes next is not  
a “replay,” a playing again, but a watching. The  
carnival of camera angles in a videogame replay does  
not impinge at all on the basic functional requirements  
of in-game viewpoints. The two are properly separate  
“modes” of the game. But this is exactly what I meant  
earlier when suggesting that videogames are potentially  
a more flexible form than film. Such borrowings from  
cinematic techniques can indeed enhance the visual  
experience of a game without compromising its unique  
intensity.  
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Fig. 7. Metal Gear Solid: a low cinematic angle as Snake (left)  
hides from a guard (‰ 1998 Konami)  
You’ve been framed  
When videogame “versions” of films do work, it is by  
creating a completely different experience that branches  
off from the same scenario as its parent movie.  
Goldeneye 007 (1997), for instance, is a firstperson  
shooter that casts the player as James Bond. You are  
required to complete certain missions that are loosely  
based on the plot of the film: infiltrate an underground  
compound and blow things up; reprogram  
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a satellite; rescue Natalya from a speeding train; and so  
on. Such sections of the plot generally happen at the  
end of a mission, and they happen to the player. The  
game does not let the player change the plot: for  
instance, to the dismay and fury of many addicts, you  
cannot decide that vulnerable, annoying Natalya has  
outlived her usefulness and shoot her in order to make a  
quick getaway. The game signals failure and forces you  
to play the mission again. Such plot nuggets, therefore,  
mean little more in the videogame context than excuses  
for the action of the next mission to move elsewhere.  
But Goldeneye’s strength is that it manages to cut  
and paste all its filmic influences—the faces of actors  
Sean Bean, Robbie Coltrane and so on are digitized  
and mapped onto the in-game characters—onto a  
mode of action that is pure videogame, with the accent  
heavily on stealthy shooting, and nothing in the way of  
sipping Martinis or seducing Russian women.  
Particularly successful is the way in which locations  
from the film, such as the main satellite control room,  
have been not just represented but fully recreated in  
three dimensions in the game. This fully investigable  
architecture is what the videogame can uniquely offer.  
When watching a movie, you cannot go and look  
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round a corner unless the plot and the director take you  
that way. But in Goldeneye you can explore areas from  
every conceivable angle. Indeed, one aficionado of the  
game, on seeing the film again, commented: “I thought,  
‘I know this place—I know it better than the characters  
do.’” In the movie theater, the world is projected at  
you; in a videogame, you are projected into the world.  
This virtue of videogames is so seductive that on  
occasion it can override all other formal deficiencies.  
Games like Myst and Riven were rightly derided by the  
videogame cognoscenti for having tediously simplistic  
gameplay properties, yet they sold in their millions  
precisely because they are rather beautifully pure  
exploration games. The player wanders around  
gorgeously designed virtual environments with  
fabulously detailed landscapes, water lapping against  
jetties and mysterious dark buildings. J. C. Herz is  
exactly right in labeling the appeal of these games as  
that of “virtual tourism”: “Myst put you into a world  
you might actually want to visit, if you only had the  
money and time. . . . It was an escape destination.”  
The fundamental point in comparing this aspect of  
videogames with the movies is that, for instance,  
Goldeneye the videogame offers a different and  
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incommensurable sort of pleasure to that of Goldeneye  
the film. For the moment it is hard to see how  
videogames and movies could ever converge without  
losing the essential virtues of both. The cinema—  
especially good action cinema, which, as we have seen,  
has the closest links with videogames—is first and  
foremost a ride, like a fairground rollercoaster, part of  
whose pleasure is exactly that you are not steering, and  
you cannot decide to slow down. A videogame, on the  
other hand, is an activity. Watching someone else with  
a videogame, to non-players, is terribly boring. And  
even watching the most “cinematic” of videogames is  
still like watching a really bad, low-resolution film. A  
videogame is there to be played.  
There is one exception to the rule that videogames  
are boring to watch, and it is exemplified by the  
inventive beauty of the Crash Bandicoot games. Here it  
is apparent that, for all the talk of war between  
videogames and movies, the former have already won a  
stunning victory over one genre of film: the animated  
cartoon. The golden age of Looney Tunes was always a  
fertile ground from which videogames could reap  
certain mechanical ideas: the comedy of Mario and  
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Luigi bashing their enemies with huge mallets in the  
1980s is a direct homage to such exaggerated cartoon  
violence as that found in Tom and Jerry.  
Now, with vastly increased graphic power, the  
multi-million-selling Crash Bandicoot 3 (see fig. 8) is  
as gorgeously colored, smoothly animated and  
thoroughly entertaining as many Warner Bros.  
examples. (While it is a very simple game to play, it is  
superior to cleverer examples like Ape Escape, Donkey  
Kong 64 or Spyro 2 in terms of sheer visual splendor.)  
Crash 3 is particularly successful in replicating and  
extending the tradition of humorous cartoon deaths—  
which, like videogame deaths, are only ever temporary.  
The eponymous orange marsupial, Crash, can get  
flattened into two dimensions by a rolling boulder and  
will wobble around piteously; he can get blown up by a  
mine and jump, singed and yowling, into the air; he can  
fall down a crevasse and have his ghost hauled  
heavenwards by an angel; or he can bump into a malign  
puffer fish and suddenly balloon to twice his size.  
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Fig. 8. Crash Bandicoot 3: a cartoon you can play with (‰ 1998  
Sony Computer Entertainment)  
It is perhaps no coincidence that since videogames  
have been able to offer a detailed world of humorous  
action similar to that of the traditional cartoon, with the  
added killer ingredient of control,animated cartoons  
themselves have changed in order to survive. Cartoons  
such as South Park or The Simpsons no longer rely  
solely on pure kinetic comedy, but excel in the scabrous  
comedy of situation and character. Hence it is easy to  
see how the disgraceful videogame adaptation South  
Park (1998) totally missed the point, offering as  
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it did boring first-person shooter sequences with  
weapons such as the cow-launcher.  
If film, as Jean-Luc Godard said, is “truth, twenty-  
four times a second,” then modern videogames are lies  
that hit the nervous system at two and a half times the  
frequency. Videogames, as we have seen, have  
borrowed from movie visuals. But films, too, have  
borrowed from videogame dynamics. Such proximities,  
however, are purely cosmetic, far outweighed by the  
structural dissimilarities. Videogames, far from being  
an inferior type of film, are something different  
altogether. The comparison between the forms—  
initially so inviting because they both look like they are  
doing similar things—is in the final analysis an  
informatively limited one.  
Here is one description of the cinematic experience  
itself—Walter Benjamin’s poetic appreciation of the  
perceptually liberating effect of early film:  
Our taverns and our metropolitan streets, our railroad stations  
and our factories appeared to have us locked up hopelessly.  
Then came the film and burst this prison-world asunder by  
the dynamite of the tenth of a second, so that now, in the  
midst of its far-flung ruins and debris, we calmly and  
adventurously go traveling.  
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Videogames are still a very young medium. Yet  
videogames already—it can hardly be denied—  
constitute a type of entertainment every bit as  
revolutionary, in its form, as cinema was for Benjamin.  
If it’s adventurous traveling the chthonic prisoner is  
after, videogames can deliver in spades, for the player  
is free to wander at will around an imaginary world,  
meet interesting people and burst things asunder by the  
dynamite of the sixtieth of a second.  
Benjamin’s reference to “far-flung ruins and debris”  
is, of course, far more deeply ambivalent about the  
desirability of such a detonation. And there is more to  
say about the negative interpretation of such destruction  
in videogames. For the moment I should point out that,  
though the videogame world may currently be enslaved  
to Hollywood aesthetics, there is no reason why this  
should not change in the future. Director David  
Cronenberg has said: “In the graphic sense, many  
videogames can already be viewed as art, but overall I  
see a propensity to imitate Hollywood, which could be  
termed the ‘anti-art.’ Great videogame designers may  
have to struggle against this trend.”  
If Hollywood is home to the anti-art that  
videogames must resist, where better to continue our  
investigations?  
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5
NEVER-ENDING STORIES  
A tale of two cities  
Los Angeles is a game of SimCity played by a maniac.  
Six-lane freeways gridlocked with sports utility  
vehicles pump out untold cubic tons of exhaust fumes,  
enveloping the city in a permanent yellow smog. It’s  
more or less compulsory to drive any distance more  
than ten yards, but you’re not allowed to smoke a  
cigarette. In fact, thanks to designer Will Wright’s  
inbuilt bias toward public transport, it wouldn’t actually  
be possible to build Los Angeles in his videogame. This  
satirical dystopia is too weird to be anything but real.  
It’s also the venue for the world’s largest annual  
videogame trade show, E3. The bustling steel-  
andconcrete cathedral of the Los Angeles Convention  
Center is roaring with the combined sound effects and  
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apocalyptic music of hundreds of new games on  
display. This is where videogame companies show off  
their latest glories of manipulable son et lumiÈre, with  
hundreds of PlayStations, Dreamcasts and Nintendo 64  
consoles hooked up to television monitors running  
soon-to-be-released products. Sony’s triumphal stand  
features thirty-foot-high inflatable models of cutesy  
game characters Spyro the Dragon and Um Jammer  
Lammy (a cartoon girl who plays heavy-metal guitar,  
obviously). Nintendo’s section of the hall projects the  
playable images of Star Wars, Episode I: Pod Racer  
onto, yes, a cinema-sized screen, while a room given  
over to Perfect Dark features helpful blond women  
gliding among the gamers, dressed in black PVC and  
white jodhpurs and suggestively stroking their leather  
whips (Perfect Dark, an espionage-themed first-person  
shooter, is strictly speaking not a game about  
horseriding, but I don’t see anybody complaining).  
Elsewhere, a Planet of the Apes videogame is promoted  
with the help of a bamboo cage imprisoning semi-  
naked women in animal-skin bikinis.  
Refreshed or repeled by such marketing schlock  
and an endless supply of burgers, hot dogs, soft drinks  
and coffee over the four days of the show, journalists,  
designers, retailers and publishers scurry around the  
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vast acreage of the various videogame halls to meet and  
do business, and to play as many of the games as  
possible in five- or ten-minute bursts. People happily  
wait in line for twenty minutes to try out the most  
promising new videogames, and the constant bustle and  
electronic noise starts claiming victims alarmingly early  
on in the course of the event. The popular outdoor cafÉ  
area is regularly full of half-comatose men and women  
sprawled in plastic chairs with a small mountain of  
promotional carrier bags strewn over the ground. Many  
of them suck hungrily on cigarettes with an expression  
of bliss peculiar to the Californian tobacco aficionado,  
everywhere hounded by the law. I notice this, of course,  
because that’s where I stagger myself every few hours.  
Everybody who’s anybody in the industry turns up at  
E3. So I have gone to Los Angeles too, in an attempt to  
take the temperature of the videogame industry. And in  
one way, it’s running pretty high. This year, producers  
are more concerned than usual about the question of  
“violence”; parental lawsuits are in the air, and federal  
interference with their industry is thoroughly  
undesirable. Hence, the Dreamcast version of zombie-  
shooting game House of the Dead 2 is on  
demonstration without the game’s cybernetic sine qua  
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non, the lightgun. And as I wander the halls speaking to  
designers showing off their latest games, there is a  
marked tendency for them to make excuses. Yes, they  
say, this is a cutting-edge first-person shooter where  
you can put bullets through people’s heads and blast  
their limbs off individually in gushes of beautifully  
animated blood, but that’s not the point. You see, it’s  
basically a really good story.  
Storytelling is the second oldest profession. Epic  
poetry, drama, the novel and the cinema have all  
become expert in their different ways at the craft of  
telling a story. Why should videogames, then, be any  
different? Modern videogames have plots; they use  
voice actors for different “characters”; there is usually a  
main protagonist who must accomplish specific tasks;  
the games boast self-contained, carefully scripted  
“movies” in them.  
So far, so once-upon-a-time. But as we’ve seen,  
videogames have an important quality that militates  
against easy conjunctions with other media such as  
film. That quality is interactivity. Of course, in one  
sense books themselves have always been highly  
interactive, depending on the reader’s imagination to  
flesh out their worlds in color and detail, but, unlike a  
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film or a book, a videogame changes dynamically in  
response to the player’s input. Surely this must mean  
something drastic for the traditional concept of a story,  
authored jealously by one godlike writer? Two extreme  
responses, for example, might be: videogames are so  
radically different from stories that there can be no  
comparison; or videogames have the magical, catalytic  
ingredient that will change our very conception of what  
a story is.  
Now some theorists, such as the designers I met in  
L.A., cleave to the latter view. They see in the unique  
quality of videogames a potential revolution, a  
liberation from the shackles of old, “linear”  
storytelling. How? Well, according to a speculative  
essay by Chris Crawford, “because the story is  
generated in real-time in direct response to the player’s  
actions, the resultant story is customized to the needs  
and interests of the audience, and thereby more than  
makes up for any loss in polish with its greater  
emotional involvement.” (But the telephone directory  
is “customized to the needs and interests of the  
audience” about as much as anything could be, yet it  
still doesn’t make me cry or laugh. There has to be  
something more to the idea of storytelling than that.)  
Interactive narrative, or interactive storytelling, it is  
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argued optimistically, is the entertainment medium of  
the future.  
Well, the proselytizers are right in at least one weak  
sense, because it’s certainly not the entertainment  
medium of the present. Not only has no convincing  
example of this new creature called “interactive  
storytelling” yet been spotted in the wild, no one is  
even sure what it might look like. Like Albrecht DÜrer  
and his confident rhinoceros, perhaps they’ve stuck the  
horn in the wrong place. Still, “interactive storytelling”  
sounds like a fascinating idea. That disyllable “active,”  
in particular, makes us feel very modern. Intrapassive  
storylistening doesn’t sound like half so much fun.  
So how do videogames use stories? What kind of  
stories are they? And most importantly, is interactive  
storytelling the glorious future of videogames, or is it  
an imaginatively seductive entry in some fabulous  
illustrated bestiary?  
Back to the future  
The word “story” itself covers a multitude of sins.  
Think of the cinema concept of the “back story.” A  
back story happened in the “past,” and it determines the  
conditions and sets up the concerns of the present  
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action. For instance, the back story of Blade Runner is  
the invention, programming and rebellion of the  
replicants; the “present” story is Deckard’s attempts to  
find and kill them. Some movies in fact are all about  
attempts by the characters in the present to find out  
what the back story actually is—for instance,  
Hitchcock’s Vertigo, or The Usual Suspects (What went  
on at the wharf? Who is Keyser Soze?).  
For the purposes of talking about videogames, the  
“back story” is the diachronic story, and the story that  
happens in the fictional present is the synchronic  
story—an ongoing narrative constituted by the player’s  
actions and decisions in real time.21  
Now synchronic and diachronic modes of story in  
other media are very often combined in the same  
narrative. For example, in the Oedipus Rex of  
Sophocles, the synchronic (present) story is about  
Oedipus as the King of Thebes trying to find out why  
his city is cursed. The diachronic (background) story,  
gradually revealed through Oedipus’s dogged  
investigations, is that in the past Oedipus himself killed  
his father and slept with his mother. (This is the  
_________________  
21 Of course, even what I am calling a “synchronic” story unfolds over  
time, but since that period is far shorter—usually, in the fictional videogame  
universe, a few hours or days—I will let the term stand.  
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model, indeed, for all detective fiction: whodunit is the  
diachronic story, while the process of investigation is  
the synchronic story.) In general, because a story in any  
medium must limit itself to a finite period of time, and  
cannot tell the entire history of the universe leading up  
to the events it describes, it must nearly always refer to  
some diachronic story—old Hamlet was murdered  
while asleep in the garden; a Jedi turned to the Dark  
Side and the Empire grew22—in the process of  
elaborating the synchronic one.  
What does this mean for videogames? Well, it turns  
out that the delicate balance of story types is skewed in  
videogames: it is very heavily weighted toward the  
diachronic. Perhaps surprisingly, videogames have  
nearly always had a back story, however simple.  
Robotron acquits itself diachronically with a post-  
nuclear fable about evil machines and saving the last  
human family; Doom’s back story is that the moon has  
been invaded by aliens; Donkey Kong is predicated on  
a princess’s kidnapping.  
_________________  
22 The theoretical problem with George Lucas’s prequels is exactly that  
they plan to elaborate synchronically what was so suggestively mythical in  
the back story of the original Star Wars films: how Anakin Skywalker  
became Darth Vader.  
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Some diachronic stories, even in old games, are  
very complex, dipping freely into the myth kitty by  
basing themselves on Arthurian legend (Excalibur),  
Celtic sagas (Tir Na Nog and Dun Darach on the ZX  
Spectrum), Norse sagas (Valhalla), or Tolkien’s Middle  
Earth (The Hobbit), not to mention science fiction and  
fantasy derivatives of these basic templates. But notice  
that these kinds of stories are, formally speaking,  
mostly more like folktales than novels. And folktales,  
according to Russian theorist Vladimir Propp, adhere to  
one of a handful of simple formulae. They are highly  
plot driven and predicated on strong actions; what there  
is of a purely “literary” character can be readily  
stripped away. That’s ideal for computers. (It is hardly  
surprising, though obscurely disappointing, that no one  
has tried to make a videogame out of Nabokov’s Pale  
Fire.)  
But what kinds of synchronic stories do such games  
have? Very little to speak of. The “story” of what the  
player actually does during the game would be merely a  
list of movements (up, down, run, shoot, open door,  
jump)—hardly something you’d want to sit down and  
actually read. At its most sophisticated it will be a  
highly skeletal version of a quest narrative. You look  
for something; you find it. The situation is  
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even thinner with more action-oriented games whose  
diachronic stories are less rich with suggestion: the  
story of what a player does during a game of Robotron  
will just be a tedious list of movements and shootings,  
or more generously a higher-level, but still highly  
abstract—and uninvolving to anyone who is not the  
player—cyclical narrative about patterns of attack and  
rhythms of success and failure.  
If these games can be said to have a “story” at all, it  
is untranslatable—it is a purely kinetic one. The  
diachronic story of a videogame, however complex, is  
merely an excuse for the meat, the videogame action;  
while the synchronic story, as a story, is virtually  
nonexistent. This is not a criticism of videogames, not a  
sign of their impoverishment—it is simply pointing out  
that, in general, they are doing something totally  
different from traditional narrative forms.  
But since a diachronic story is by definition  
unchangeable—remember, it happened in the past—it  
surely must be the synchronic story, the thing that the  
videogame player is able to change at will, which is  
essential to the possibility of “interactive storytelling.”  
But we have just decided that many videogames so far  
don’t have synchronic stories at all. So what’s going  
on?  
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Well, Robotron and Valhalla are pretty old games.  
Things on first inspection look somewhat different with  
the modern multimedia extravaganzas. Gamers familiar  
with epics such as the Final Fantasy series will quickly  
voice this objection. For every so often in such games,  
an FMV (full-motion video) sequence—the computer-  
generated “movie” nugget—pops up and moves the  
plot along. The narratives of the FMV sequences and  
the actual gameplay are contemporaneous: that is, the  
FMV is a synchronic story line, and a very involved  
one it is too. The same thing occurs in Metal Gear  
Solid23—where the highly entertaining plot is as tightly  
scripted and twisty as most Hollywood action movies—  
in Zelda 64 and, to a lesser extent, in the Tomb Raider  
games. Here are games that do have synchronic stories.  
Do they constitute some form of interactive  
storytelling?  
As we touched on in the last chapter, the thing  
about FMVs is that they are completely predetermined.  
The player must watch them, cannot take part in them  
interactively. These sequences are also known as  
“cutscenes”—appropriately, because they signal a  
_________________  
23 Although here they use the game engine’s normal graphics, rather than  
the superior rendering of FMV. FMVs are just the most popular type of cut-  
scenes.  
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discontinuous break between gameplaying, which still  
has no story to speak of, and watching, which bears all  
the narrative load. In general the player runs around  
fighting, solving puzzles and exploring new areas, and  
once a certain amount of gameplay is completed, he is  
rewarded with a narrative sequence that is set in stone  
by the designer. This alternation of cut-scenes and  
playable action delivers a very traditional kind of  
storytelling yoked rather arbitrarily to essential  
videogame challenges of dexterity and spatial thought.  
Why “arbitrarily?” Well, it is as if you were reading  
a novel and forced by some jocund imp at the end of  
each chapter to win a game of table tennis before being  
allowed to get back to the story. Actually, with some  
games it’s worse than that: it’s the other way around.  
You really want a good, exciting game of Ping-Pong,  
but you have to read a chapter of some crashingly dull  
science-fantasy blockbuster every time you win a game.  
Where’s the fun in that?  
How many roads must a man walk down . . .  
Several videogames, however, are a little more  
sophisticated (in a purely narrative sense), in that they  
decide which FMV sequences to play at any particular  
time according to what the player has done so far. This  
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is a small step toward narrative interactivity—but only  
a small one. In the space-combat game Colony Wars,  
for example, every few missions the player gets an  
FMV sequence detailing how the war is going: if  
gameplay has gone badly, a player’s side is in disarray;  
if gameplay has gone well, a player’s side is making  
victorious incursions into the enemy’s solar system. But  
note that this overarching synchronic story is an  
extremely simple one: one side wins, the other fights  
back, somebody emerges as the war’s victor. The plot  
in fact only branches in two directions at any given  
point, and there are only a handful of possible endings  
to the saga, depending on the player’s overall skill.  
One reason for this is that it would be prohibitively  
expensive and time-consuming for a studio to make the  
bank of hundreds or thousands of different cut-scenes  
needed to create satisfyingly complex stories by  
stringing together permutations of a handful of them.  
This problem of data intensiveness is likely never to be  
overcome. It is not a question of data storage, but data  
creation in the first place. It is simply impractical to  
write and pre-render that much FMV video.  
The amount of work involved is not peculiar to the  
videogame form, either. Imagine an author writing an  
“interactive story.” Let us say this story will be  
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composed of only nine short chapters; at the end of  
each chapter (except the last), the reader will be offered  
a choice of eight different directions in which the story  
might go. That sounds pretty simple. Eight, nine—  
they’re pretty small numbers. Unfortunately, if each  
possible plotline is to be truly independent of all the  
others, the number of chapters required by such a  
scheme is eight to the power of eight, or sixteen  
million, seven hundred and seventy thousand, two  
hundred and sixteen. Show me a writer who wants to  
work that hard and I’ll choke on my Martini.  
If you begin to adulterate this hyper-purist concept,  
though, and allow the different story paths to cross each  
other or converge, so that they can “share” chapters  
with each other, the numbers do get more manageable.  
But that in turn throws up its own unique storytelling  
problems. And they have already been encountered in  
prose writing. As noted earlier, the popularity of the ZX  
Spectrum and Commodore 64 computers in the early  
1980s coincided with the rise of the Fighting Fantasy  
gamebooks by Ian Livingstone and Steve Jackson, as  
well as the American Choose Your Own Adventure  
series (by various authors).  
Each numbered story nugget of a few hundred  
words ended with something between two and four  
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choices; you made your choice and went to the next  
appropriate numbered section to see what happened.  
The Fighting Fantasy titles, such as The Warlock of  
Firetop Mountain, Citadel of Chaos and Forest of  
Doom, were generally darker and nastier, based on  
Dungeons & Dragons and with many more gory ways  
to die. Global sales eventually totaled more than  
fourteen million. (Ian Livingstone, now chairman of  
Eidos, in 1998 released the Tomb Raider–style  
videogame version of one of the early gamebooks,  
Deathtrap Dungeon. Steve Jackson, meanwhile, was  
involved in the design of God-game supremo Peter  
Molyneux’s Black and White [2000].)  
Now these books are entertaining children’s  
pastimes, but as examples of “interactive storytelling”  
they too are instructively limited. To keep the numbers  
manageable, very many sections of story in these  
gamebooks are shared by different plotlines. Yet, if an  
episode can be reached by means of several different  
previous ones, there is no way it can ever refer to its  
past—because it has no way of knowing what its past  
is, which is to say what particular route the reader took  
to get there. You end up with a species of story that is  
totally amnesiac, that has no sense of its own history.  
Try to think of a film or a novel in which at no point  
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does a character reflect upon previous events within the  
synchronic story. Not easy, is it?  
A second problem with shared story nuggets is  
increasing familiarity. The reader of a particular  
Fighting Fantasy book, after just a few “plays,” would  
soon learn to avoid number thirty-four if it was an  
option, because the Ganges demons lived there, and the  
game would end horribly. In such a situation, the  
player/reader’s own memory is taking advantage of the  
book’s amnesia to the detriment of the story-telling  
experience. A very similar sort of situation obtains in  
the sort of videogames that reward the wrong choice  
with instant death. You get killed in Tomb Raider, you  
reload the game and this time you don’t run heedlessly  
down the path because you know about the spike-filled  
pit that killed you last time. Or you get shot to pieces in  
Metal Gear Solid and next time you remember to creep  
nervously past the security camera. If you know the  
consequences of your choice in advance, it is no longer  
a choice. A corner of the imaginary world has been  
cordoned off.  
Erase and rewind  
Knowledge gained through a previous play throws up  
a deep problem with the whole notion of “interactive  
storytelling”: what the fact of videogame  
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replayability—in that you can always try again—  
means to narrative. One problem is that great stories  
depend for their effect on irreversibility24—and this is  
because life, too, is irreversible. The pity and terror that  
Aristotle says we feel as spectators to a tragedy are  
clearly dependent on our apprehension of  
circumstances that cannot be undone. If Oedipus, on  
learning of his unintended parricide and philomatria,  
were able to go back and undo his deeds in another  
“play” of the story, there would be no tragedy, for he  
would live happily ever after. If Raskolnikov were able  
to undo his murders there would be nothing for  
Dostoyevsky to write about. The argument is, of  
course, equally true of farce. If Basil Fawlty had  
surreptitiously banked his horse-racing winnings so that  
Sibyl couldn’t commandeer them, he wouldn’t have  
been driven to such hilariously doomed attempts to  
keep the cash, and we wouldn’t laugh at him. But in a  
videogame we can go back and change our actions if  
they turn out to have undesirable consequences.  
Secondly, some choices just make better stories  
than others. If you are the hero in a videogame version  
of Oedipus Rex and you think, “To hell with it, I don’t  
_________________  
24 This argument is suggested by Alain and FrÉdÉric Le Diberder in  
L’Univers des jeux vidÉo.  
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care why my city is cursed, I’m off to the hills with  
Jocasta to live out my days in luxury,” you’re not going  
to get much of a story out of the game.  
Some kinds of irreversibility, indeed, are actually  
anathema to good videogame design. A good  
exploration game, for example, should never let the  
player get irreversibly “stuck” in a space from which  
there is no escape (because, for example, he or she  
hasn’t collected the right key yet), forcing her to switch  
off completely and reload. Although this is a feasible  
real-life situation for behatted and whipped  
adventurers, it is merely frustrating and boring in a  
videogame. The Tomb Raider games are admirable  
examples in this respect, as the level designers have  
always been careful to provide a way back to the more  
open environment: when the player gets stuck, she can  
be confident that there must be some way out that  
hasn’t been spotted yet.  
The fact that the videogame form is predicated  
strongly on such types of reversibility is one  
explanation, then, why the action tells no very  
compelling synchronic story. On the other hand, the  
FMV cut-scenes that move the plot along in the more  
ostensibly “cinematic” types of game are full of  
irreversible factors that are out of the player’s  
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control—and it is precisely because of these  
irreversible factors that a videogame story can become  
involving. The death of a certain character in Final  
Fantasy VII is often cited as an example of  
videogames’ power to induce emotional reactions—  
and if a player does so react, this is clearly because the  
death occurs in an FMV scene, and is irreversible: the  
player does not get a chance to resuscitate him.  
Similarly, the player’s discovery in Zelda 64 that Link  
is not, as he thought, a real Kokiri elf is potentially  
poignant only insofar as the player can do nothing  
about it.  
Such storytelling as so far exists in videogames,  
then, is not really very interactive. The player may  
interact with the environment in which the story takes  
place but may not change the story at will. A good  
theoretical reason for this is pointed out by Olivier  
Masclef, the cheerfully erudite project director for  
Outcast (1999). “You need to have talent to write a  
story,” he says with a grin. “I’m not saying  
[videogame] players don’t have any talent—but it’s not  
their job.” Over Diet Sprite and watery coffee in the  
Los Angeles Convention Center, he tells me about the  
way in which his own game approaches these  
problems.  
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Outcast is a fine example of the sort of quasi-  
“cinematic” narrative sweep that a videogame with a  
three-million-dollar budget can create. The player’s  
character awakes in a strange alien world, and is  
identified by the inhabitants as a long-awaited prophet.  
He must win the trust of people in the game while  
embarking on a quest to find five religious artefacts.  
While exploring the game’s gorgeously rendered  
organic-looking planets, the player may ride a  
twolegged camel, slap a robed elder, and now and then,  
of course, shoot enemies with very big guns. Masclef  
enthuses that such a game should ideally be like being  
“thrown into a big, exotic movie.” The appeal of this  
sort of epic videogame is “to be an action-movie hero.”  
The game’s specially written two-hour musical score  
was recorded by the Moscow Radio Symphony  
Orchestra; twenty hours’ worth of character dialogue  
was provided by sixteen different voice actors; as a  
reward for finishing the game, the player is given a full  
half-hour cut-scene to watch. There’s a lot of story  
going on in this game, but how much of it is the  
player’s business?  
Our blond Belgian expert insists that a designer  
cannot simply leave the whole story up to the player.  
“A totally open world is okay,” Masclef muses, “but if  
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you don’t have high levels of dramatic changes,  
everything starts to seem the same. So above the  
nonlinear play you have a totally linear story line.”  
This, he thinks, is one way to address our theoretical  
concerns about nonlinearity (that is, reversible,  
interactive stories). Nonlinearity, Masclef agrees, leads  
to non-urgency: the player has no particular reason to  
do one thing rather than another. “You’ve got to hook  
the player again. So when, say, ten percent of the game  
is completed, we throw in a preplanned event that  
changes things in a certain way. Generally [the story] is  
scripted and possibilities are locked in time.” This,  
then, is the traditional solution thus far in videogame  
history: the drama is provided by the prescripted story,  
the virtual exploration is interactive, and never the  
twain shall meet.  
Cracked actors  
But what makes Masclef’s game more sophisticated  
than most is its approach to character. Now, of course,  
stories involve people (or at least intelligent, sentient  
life forms), and so any videogame with narrative  
pretensions must be populated with people other than  
the main character (the one under the player’s control).  
These are known generally as NPCs, or non-playable  
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characters. And just as it is largely the interactions  
between people that make a story interesting, so a good  
storytelling videogame ought to simulate believable  
exchanges between characters.  
Character interactions can happen in cut-scenes as  
much as the designer likes, but a greater feeling of  
being immersed in the videogame world would  
naturally result if other characters reacted to the  
player’s actions in a real-time, organic sense. Outcast is  
one game that is just beginning to scale this  
computational mountain. It is a problem of AI, of  
artificial intelligence: how do you make the  
computergenerated characters behave in a convincingly  
lifelike fashion?  
Masclef’s solution was found in the AI theories of  
Marvin Minsky. Outcast’s “Gaia” computational  
engine uses Minsky’s concept of “agents.” These are  
little mental homunculi with specialized jobs: one  
agent is for hunger, another agent is for curiosity,  
another is for fear, and so on. Weave enough of these  
agents together and you have a fairly crude model of a  
consciousness, but one that leads to surprisingly  
complex sets of behavior. In Outcast the effects,  
though rudimentary, are enjoyable to see. As Masclef  
describes it: “Say you make a big noise. If its agent of  
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curiosity is bigger, the creature will investigate; if its  
agent of fear is bigger, he’ll run away.” Meanwhile, if  
the player accidentally or deliberately kills a friendly  
alien, the rest of them have their agents of helpfulness  
instantly adjusted downward: they will be far less  
inclined to help the player in his quest, or even to talk  
to him. Sure you can have a little fun with the  
rocketlauncher, but then Outcast quite surprisingly  
makes you feel guilty for having done so. Joyous  
deathdealing À la Quake this is not. In order to regain  
your friends’ trust after such an aberration, Outcast  
sentences you to the equivalent of community service:  
giving money to beggars, for instance, or helping with  
agricultural work.  
In the future, Masclef would like to see computer  
algorithms such as the agents expand and take on an  
ever larger role. “We’ve developed very clever AI for  
the behaviors and the life cycles of the characters, but  
sometimes the player doesn’t see it,” Masclef says.  
“Speech is one of the things that is not generated on the  
fly [in this game]. They speak this funky English—  
why not generate it on the fly? And then other  
characters’ responses would be a continuum depending  
on your reputation and actions in the game.”  
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What a huge challenge for programmers. But the  
results would be worth it. It’s all very well to try to  
script every possible interaction, but then—as we have  
seen—the game’s story engineer has to write an awful  
lot to approach any semblance of interactivity. The  
artificial intelligence algorithms that are present  
embryonically in Outcast, however, while being very  
hard to set up initially, result thereafter in interesting  
and believable behavior “for free.” The videogame  
designer, like a deity, sets up laws of behavior for his  
creatures, and then lets the processor do all the  
calculation to create the actual behavior at any given  
point in the game. Algorithmic processes solve our  
problem of storytelling data intensiveness at a stroke.  
In a certain crude sense, this has been the case for a  
long time. For instance, the enemy machines in  
Robotron are programmed with simple movement  
algorithms that tell them either to hunt down the player  
or go straight for the other humans on screen. But now  
that such movement rules are being combined with  
simulations of curiosity or fear, and if in the future they  
may even be accompanied by rules for communication,  
the illusion of other “life” in the gameworld will be  
vastly enhanced.  
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A fascinating corollary of this arm’s-length  
approach—set it up and let it roll—is that what happens  
in the videogame, though not random, then becomes  
highly unpredictable. This idea is seconded at Core  
Design’s development studios, during the early stages  
of work on a beautiful PlayStation2 game that requires  
the player to herd eccentric cartoon wildlife. Never  
mind the humans; every creature in the forest, from  
insects to deer and cows, has its own specific web of AI  
algorithms. And this complexity leads to very rich and  
varied possibilities of behavior. “We may have written  
the game,” a programmer insists with amazed pride at  
his creation, “but we don’t know what’s going to  
happen.”  
These developments are analogous to Mathengine’s  
work on the physical modeling of dynamic properties.  
And just as convincing feelings of bounciness, heft or  
inertia in virtual objects increase the aesthetic pleasure  
of the game, so will more convincing simulations of  
other wills, whether enemy or ally. The Holy Grail now  
for story-led videogames is nothing less than the  
physical modeling of personality.  
Yes, this sounds like a tall order. But note that we do  
not need to believe in the cognitive science project  
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of “Strong AI” in order to become excited by these  
possibilities for videogames. “Strong AI” is the  
position, much postulated in science fiction from Blade  
Runner and Terminator to The Matrix, that one day  
computers will be able to think for themselves. Now,  
just as with physical modeling, with NPCs you only  
ever need as much realism as is appropriate to the  
game. Remember, an accurate simulation of Formula  
One racing would be a bad game, and simplifications  
and elisions are part of the process of good game  
design.  
Some simplifications, however, are more  
impoverishing than others. And as much as the  
behavioral possibilities of videogame NPCs (whether  
flesh, fish or fowl) are increasing, dramatic interactions  
are still going to be pretty one-sided unless the  
videogame player is allowed greater freedom and  
creativity in the exchange.  
Outcast requires the player actually to “speak” to other  
characters in the game; their responses vary from the  
helpful to the belligerent. Yet how are the player’s lines  
chosen? You cannot simply say anything you like.  
Instead, you call up a menu screen that offers you a  
handful of possible conversational gambits, and you  
simply choose one with the joystick or keyboard. It is  
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clear that, even if Olivier Masclef’s ambition to have  
the computer generate the characters’ responses  
automatically is fulfilled, the process will never feel  
like a conversation to the player as long as he is  
constricted by having to choose from a set of  
predetermined speechlets.  
Superior though Outcast may be, the player can still  
only choose between conversational options that are  
offered to him by the computer. Whether these choices  
are predetermined by the designer or computed in real  
time by the processor is irrelevant. The fact remains  
that the player still cannot do something that the game  
is not prepared to allow.  
Talking it over  
How could such freedom even be possible? To let a  
player “say” anything he or she liked in a videogame  
conversation, the machine’s processor would need, in  
short, to be able to parse natural language, to  
understand and respond to whatever was said to it in  
English (or American, Japanese, German, Finnish and  
so on), either via a keyboard interface or by analyzing  
speech waves. This is such a massively difficult thing  
to get a computer to do that it actually constitutes one  
minimal requirement of Strong AI: the Turing Test.  
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And, needless to say, it hasn’t been achieved yet.  
There are anecdotal reports of “bots”—little mobile  
computer programs that roam the Internet25—fooling  
people in chat rooms, but given the depressing level of  
conversational aptitude in such places, that is hardly  
surprising. But a computer that speaks your language,  
like HAL in 2001: A Space Odyssey, is still—so far—a  
pipe dream.  
In fact, videogames deliberately turned their back  
on the most promising avenue for success in this field  
in the late 1980s, for that is around the time when the  
classic text-based “adventure” game was replaced by  
versions with pictures alone and no typing required.  
(This move was made for two largely commercial  
reasons: firstly, videogame manufacturers reckoned  
pretty moving pictures sold better than boring old  
words; secondly, videogames were increasingly played  
on consoles, such as the Nintendo Entertainment  
System, which didn’t come with keyboards.) The  
adventure game, remember, is a puzzle game whose  
static problems are solved by rudimentary textual  
“conversation.” The computer says something like,  
“You are in a dark cavern. There is a door to the east,  
_________________  
25 The term “bot” is also used for the speechless but artificially  
“intelligent” enemies in games such as Quake III.  
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but it is locked. An orc appears, snarling hungrily.” The  
player would then type in unlock door. go east, thus  
getting out of the way of the monster and calling up the  
computer’s stored description of the next environment.  
The input language available to the adventuregame  
player began as a very rudimentary set of verbs:  
ADVENT’s commands involved little more than  
directions, compass points, attacking, picking up and  
dropping things. Yet by the full bloom of the  
microprocessor revolution of the 1980s, the parsing  
engines of adventure games had reached a higher level  
of sophistication, able to respond accurately to  
prepositional and pronoun constructions, and inviting  
simple speech exchanges with NPCs. Players of the ZX  
Spectrum version of The Hobbit might remember  
frustratedly trying to use a wizard’s muscle with the  
command: tell gandalf “break door.” At such times, of  
course, the bearded one was singularly unhelpful.  
Richard Darling specifically remembers one  
program, Eliza, which was the fruit of early attempts  
to pass the Turing Test. It was originally written in the  
1970s but cropped up on several home  
microcomputers in the 1980s: several versions of it are  
still available on the Internet. It played the part of a  
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virtual psychotherapist. The user had a rudimentary  
conversation with it by typing answers to its questions,  
and Eliza would then respond to those answers and ask  
for further elaboration. “Eliza was one of the really  
exciting events throughout the computer industry,”  
Darling recalls, “because you could type to it and it  
wrote back to you. It’s interesting, I think, that in the  
games world, AI hasn’t to me actually exceeded that  
excitement level.”  
With current videogame hardware thousands of  
times faster and more sophisticated, great strides could  
have been made toward in-corporating more fluent  
language engines in games, and even steering them  
toward something approaching true conversation. But  
that evolutionary path was not taken. “Unfortunately,”  
Richard Darling says, “I think we’ve gone through a bit  
of a dark age as far as communication AI is concerned,  
but we’ll hopefully come out of that soon.”  
Instead, the kind of static puzzles that used to be  
typical of adventure games persist in what some call  
“action adventures” (they belong in our genre of  
exploration games). How does this work? Well, a game  
such as Resident Evil, for example, is built on exactly  
the same kind of puzzles that were the meat and drink  
of text adventures in their heyday. A nasty  
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plant monster bars the way: go find some weedkiller  
that you can splash on it. You must collect three books,  
or some crystals, or combine some herbs, or get more  
ammo for your gun. The only difference is that instead  
of typing in commands, you directly control the  
movement of your character, select items and use them  
by pressing specialized buttons on the joypad.  
Resident Evil is in this way somewhat less  
sophisticated than Zork or Snowball, or any number of  
classic text adventures. Nostalgia aside, the comparison  
is instructive because of the ways in which each game  
executes aspects of a story. Adventure games on first  
sight seem to be very close to traditional stories. They  
were, after all, in the same medium: text. And their  
descriptions of locations and scenes (often very well  
written) stimulated the mental imagination in exactly  
the same way that the prose of a novel does.  
Yet even they did not tell an “interactive plot”:  
locations were all prescripted, and though you had  
certain freedoms to explore, you were still exploring a  
determinate, linear world. And just as with more  
modern games, the uses and combinations of objects  
available were only those that had been deliberately  
foreseen by the designer. Resident Evil, on the other  
hand, imitates a different medium altogether: as we’ve  
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seen, it tries to be like a film, making use of certain  
horror-movie camera angles and so on. And its most  
evocative language is the incoherent moaning of  
zombies.  
The play’s the thing  
So what might the future hold? It is clear, for one thing,  
that mainstream videogames will never go back to the  
keyboard. (Games played on personal computers rather  
than on keyboard-free consoles such as the PlayStation  
account for only about 10 percent of the total sold  
worldwide.) The text adventure, therefore, is dead as a  
dodo. But future games will probably start to  
incorporate accurate voice recognition and eventually,  
no doubt, sophisticated language parsing, so that you  
can actually “talk” to other characters in the videogame  
world. Richard Darling agrees. “And then with AI  
systems as we are now, that could be a huge leap in  
excitement levels, where you could actually  
communicate with AI people in a way that you believed  
to be pretty close to realistic.”  
Sega’s beautiful and fascinating oddity Seaman  
(2000), for the Dreamcast system, is an admirable first  
step to reclaiming this higher path for videogames.  
Described as a “voice recognition pet,” it requires the  
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player to rear a hilariously bizarre fish with a man’s  
head (straight out of Monty Python’s The Meaning of  
Life) that swims around a digital aquarium. The player  
can speak into a microphone peripheral that plugs into  
the joypad, and Seaman answers back. For the moment,  
however, only half the job is done, for Seaman’s  
responses are still all pre-scripted. Dynamic voice  
synthesis and language creation in response to a  
player’s conversation is still, it seems, a long way off.  
When it happens, it will certainly be a wonderfully rich  
form of interaction. But I don’t think it will achieve the  
dream of interactive narrative. What it will  
revolutionize instead is Olivier Masclef’s ambition of a  
“dramatically interesting virtual world”: it will bolster  
the illusion of actually being a character in an  
imaginary social context. Yet for the game to be able to  
surprise and move the player with its story line, it must  
necessarily still keep certain plot developments out of  
the player’s control. (“Could there be a truly  
interactive, democratic art form?” David Cronenberg  
wonders. “My films certainly aren’t democratic—their  
creation is more like a dictatorship.”)  
Like  
Tom  
Stoppard’s  
Rosencrantz  
and  
Guildenstern, the future gameplayer might be an actor  
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in a drama over which he has no control—for only  
then, as we have seen, is it a drama. The author, pace  
Roland Barthes, is not quite dead yet.  
Pending some future computational revolution,  
then, in which a machine might be programmed to  
simulate a real human author, with a real author’s  
consciousness, creativity and life experiences, truly  
interactive narrative is going to be out of reach. These  
are the (very difficult) minimum requirements, and they  
go beyond even the requirements of Strong AI. There  
are heuristic “story-writing” programs already, but their  
output, although impressive in its syntactical  
sophistication, is worthless in literary terms. There is as  
yet no reason to think that solving the data  
intensiveness problem by applying algorithmic  
processes to the actual plot, rather than to character  
behavior, will result in anything a human gameplayer  
would be interested in, emotionally or otherwise.  
But this should not be surprising, or even  
disappointing. Because stories will always be things  
that people want to be told. If everyone wanted to make  
up their own story, why would they buy so many  
novels and cinema tickets? We like stories in general  
because they’re not interactive.  
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Tie me up, tie me down  
So should videogames totally abandon their current  
model of prescripted story line interrupting interactive  
play? Not necessarily. While it certainly does not  
amount to “interactive storytelling,” it can still work  
remarkably well on its own account, under the same  
circumstances as any good story: when it is well  
written.  
A good videogame story provides a powerful  
external motivation (external to the actual gameplay  
mechanics) for continuing to try to beat the system. A  
well-scripted game, such as Metal Gear Solid, keeps  
you playing because fundamentally, as E. M. Forster  
remarked of the primary appeal of the novel, you just  
want to know what happens next. It helps that Metal  
Gear Solid’s cut-scenes of vocal dialogue are generally  
well acted, and the multiple twists and turns of the  
thriller plot are highly enjoyable, dropping little hints as  
to the true nature of your mission and the organization  
you work for, keeping you guessing as to how it will all  
turn out.  
But Metal Gear Solid’s true brilliance lies in its  
touches of humorous self-consciousness. It knows  
it’s a game. One of your opponents, a pink-  
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bodystockinged martial arts cyborg called Psycho  
Mantis, comments sarcastically on the other  
videogames you play (by reading the memory card in  
your console, which contains data saved from other  
games). And a helpful character will tell you at one  
point to pull your controller out of the PlayStation and  
put it in the other socket, so that Psycho will no longer  
be able to predict your movements and kill you quickly.  
Such clever devices ensure that the player is a happy  
slave: though he has no freedom to change the story, he  
has a lot of freedom in the gameplay itself, where many  
different creative solutions can be found to the game’s  
problems. The unique pleasure of a videogame, after  
all, the one that no other medium can offer, is always  
going to be what happens between the episodes of the  
story.  
The videogame industry knows just how successful  
this approach can be—and, increasingly, professional  
scriptwriters are being hired to work on high-budget  
productions for exactly these reasons. In the future,  
videogames will no doubt have much better stories, but  
it seems unlikely that we will be given much more  
freedom to change them than we already have in games  
like Perfect Dark, Zelda 64 or Metal Gear Solid. And  
above all, there will still need to be interesting  
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tasks for the player to perform. Sega’s Dreamcast game  
Shenmue, for example, looks absolutely gorgeous and  
has a suitably epic story line, but the gameplay is  
somewhat limited.  
What we want in general from a videogame story is  
not interactive narrative at all, but a sophisticated  
illusion that gives us pleasure without responsibility.  
Sure, it might be nice to feel like we really are  
infiltrating a terrorist compound in Alaska, or going on  
an exotic quest to find an archaeological artefact, and if  
prescripted story scenes can enhance this feeling of  
involvement, then they serve a useful purpose. If we  
can further choose to do certain things, and so see  
certain episodes of the story in a different order, then  
fine—but we don’t want to have to make crucial  
narrative decisions that might, in effect, spoil the story  
for us. We want to have our cake and eat it too.  
A great deal of cake, not to mention roast chicken,  
salads and pizza piled high on hundreds of trestle  
tables, was consumed at Sony’s 1999 E3 party, held in  
the lots of Sony Pictures in Culver City. This is where  
the throngs at the Los Angeles videogames fair went to  
wind down one evening—at least, those lucky enough  
to secure invitations. Before the stage was taken for a  
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live performance by slacker-country rocker Beck, Ken  
Kutaragi, the engineering genius at Sony Japan who  
designed the PlayStation and its successor, gave an  
intriguing speech that concentrated on the advantages  
of “new worlds” and “characters.” He was cheered to  
the echo by the audience.  
Kutaragi’s concentration on “character” rather than  
storytelling was informative. Developments in Los  
Angeles and elsewhere show a new pragmatism among  
videogame designers: concentrating on what they alone  
can provide, rather than chasing the fashionable dream  
of interactive narrative, or uncritically seeking  
convergence with the cinema. Instead, especially in  
their concentration on character, videogames are  
carefully strip-mining our conventional notions of  
narrative and storytelling for what can be usefully  
simulated in their own, utterly different, medium.  
But how do videogames build the worlds that their  
characters inhabit?  
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6
SOLID GEOMETRY  
Vector class  
The world is made of glowing green and red lines. You  
are seated in a cockpit, grasping a sculpted black lever  
in each hand, thumbs hovering over the twin red fire  
buttons on top. You are in a tank. Audio rumblings and  
sonar-like pings go off around your ears as the other  
tanks on the battlefield seek to destroy you. It’s kill or  
be killed. It’s a dream of perfect destruction. You’re  
playing Battlezone.  
This arcade game, released by Atari in 1980, in  
which the player must shoot other tanks and flying  
saucers while surviving as long as possible, was a  
milestone in the history of videogame imagery, and in  
the construction of videogame space itself. It was the  
first really successful “first-person” game, where the  
screen showed the action from a perspectival point of  
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view, as if you were actually there. (There had been  
previous attempts at perspective in games, notably in  
Night Driver, which used moving white blocks on a  
black screen to evoke cats’ eyes and side bollards on a  
road, and in Star Raiders [1979], a rudimentary 3D  
space shoot-’em-up, but Battlezone provided an  
environment where the player had complete freedom of  
movement over the ground in any direction.) And  
Battlezone was also the defining moment of a style of  
graphic representation whose influence is still felt, even  
in the most modern games of the new millennium.  
The ghostly images of enemy tanks and flying  
saucers were drawn in vector graphics. Whereas a  
television screen or a modern computer monitor is a  
“raster” display, consisting of hundreds of horizontal  
arrays of dots that are drawn one at a time, so that a  
diagonal line on screen always looks “stepped,” vector  
screens enabled a perfectly straight line to be drawn  
between any two points on the screen. Battlezone’s  
universe was one of sharp-edged perfection.  
But the most immediately noticeable thing about  
the game now is that its tanks and mountains are drawn  
only in luminous outline. You can see right through  
everything. This method became known as “wireframe  
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3D.”26 Where two planes of an object meet, a line is  
drawn, but the planes themselves have no surface, no  
solidity. Every object is drawn from simple geometrical  
objects such as triangles and rectangles. These are  
generally known as “polygons.”  
Wireframe 3D caught on after Battlezone, and  
several arcade classics borrowed this technology while  
making the leap from pervasive green to full color,  
most notably Star Wars and, in excelsis, Tempest,  
whose abstract pyrotechnics drove one of the greatest  
shoot-’em-up games ever conceived.  
The peculiar ascetic attraction of wireframe  
graphics (whose apotheosis coincided with the last days  
of vector displays, but persisted after they had gone, as  
raster monitors now had sufficient pixel resolution to  
draw pretty straight-looking diagonals) enabled the  
player to concentrate purely on the action in a defiantly  
alien, unreal and still featureless arena. For many  
people growing up on these machines, the pinpoint  
glowing geometries of these worlds became a new  
metaphor for the terrain of the imagination—the  
_________________  
26 The first 3D wireframe computer animation had actually been created  
nearly two decades previously, by Edward Zajac, an engineer working at  
Bell Labs, as part of an experiment to see whether an orbiting satellite could  
be stabilized so that one of its surfaces always faced Earth.  
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structures of logical thought incarnated in a beautiful  
dance of electrons.  
Martin Amis wrote that Battlezone has “the look of  
op or pop art and the feel of a genuine battlezone.” This  
intriguing comparison is instructive in its shortcomings.  
For unlike op art, which produces an illusion of  
movement in the abstract, static image, Battlezone has  
partly representational ambitions (that is a tank, that is a  
flying saucer), and produces an illusion of movement  
by stringing together simple static images at high  
speed. Battlezone’s defining aesthetic (owing in part to  
technical limitations at the time), on the other hand, and  
in contrast to pop art, is one of purely imaginary  
surfaces. Where pop art glories in colorful flat shading  
and razored curves, Battlezone evinces contempt for  
color, for material, for substance itself. Such qualities,  
it murmurs seductively, are illusory anyway. The edge  
is everything: the frontier where one plane meets  
another, where turret joins body, where missile meets  
flank.  
The look of Battlezone or Tempest was at the same  
time shockingly weird and comfortingly familiar, not  
from Warhol or Riley but from a much nearer and more  
disturbing medium. It was as if high school  
mathematics lessons had come to life, benignly. No  
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doubt Battlezone and its ilk had some influence on  
William Gibson’s seminally incandescent descriptions  
of the Matrix (whence the 1999 film got its title). In  
Neuromancer,  
Gibson  
describes  
this  
computersimulated world, where corporations are  
represented by “green cubes” or a “stepped scarlet  
pyramid,” where the landscape consists of “lines of  
light ranged in the nonspace of the mind, clusters and  
constellations of data. Like city lights, receding . . .”  
Battlezone was the first game to draw with those  
familiar schoolroom objects, polygons—and in that, it  
prefigured the firework geometries of cutting-edge  
games in the late 1990s and beyond.  
Battlezone was at once fantastically complex, in the  
demands of reaction and strategy it placed on the  
player, and reassuringly simple. Here was a universe  
devoid of clutter, eternally shiny and new. Early dreams  
of virtual reality were always expressed visually in  
wireframe graphics for these very reasons (see Tron),  
and now that videogame graphics have moved on to fill  
in the wireframe skeletons with textured surfaces, and  
to smooth their hard-edged outlines, the wireframe  
aesthetic can be seen as one of the great futurist dreams  
of the late twentieth century.  
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Modern videogames themselves understand the loss  
and even grieve it, in witty ways: Metal Gear Solid, for  
instance, provides the player with a delicious “VR  
Training Mode,” in which strategies for the game  
proper are practiced in a wireframe world, and moving  
among these glowing green rectilinear constructions  
feels, in a funny way, like a sort of homecoming.  
The art of the new  
From Space Invaders to the creation of space itself.  
For many years the Holy Grail of videogame graphics  
engineers was a system of true three-dimensional  
action, a “virtual” space that the player could inhabit.  
The problem of representing three dimensions on a  
flat plane (in this case, the television screen) had  
already been worried about by painters for thousands of  
years. The earliest attempts at perspective that we know  
of are found in scenery painting for the Dionysian  
theater at Athens in the fifth century B.C. (the Greeks  
called it skenographia), and foreshortening and shading  
developed with increasing sophistication up to and  
through the medieval period. But an exact theory of  
perspective in painting was not codified until circa  
1420, when Filippo Brunelleschi systematized a  
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mathematical method for what became known as  
“scientific perspective.”  
You know it already. Objects in the distance  
decrease in apparent size according to strictly defined  
ratios. Parallel lines converge at one or more  
“vanishing points.”27 Scientific perspective is  
universally familiar today, at least in the West. It is  
everywhere, and it just looks “right.” When a child is  
taught to draw railway lines converging as they roll into  
the distance, she is learning scientific perspective. We  
are familiar with Escher’s unsettling distortions of it.  
And scientific perspective is the kind on which most  
modern 3D videogames are constructed. In games such  
as Doom, where the screen supposedly shows the  
player’s point of view in an imagined, putatively solid  
environment, the computer calculates—precisely  
according to the rules first devised by Brunelleschi and,  
later, elaborated by Alberti in his On Painting (1436)—  
the appropriate size and shape for all objects on the  
screen, depending on their distance from and angle to  
the hypothetical “viewer.”  
_________________  
27 This familiar term was not, in fact, coined (by Brook Taylor, in Linear  
Perspective) until nearly 300 years after the discovery of scientific  
perspective by painters.2  
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But along the way, videogames have rehearsed  
other histories of pictorial representation, and come up  
with imaginative and original visual strategies  
themselves. Moreover, as has been made abundantly  
clear in the mid- to late 1990s by the industry’s  
numerous abortive attempts to convert old  
twodimensional game paradigms into 3D space,  
videogame possibilities often depend totally on the  
form of representation chosen. It is hard to imagine a  
workable true-3D Asteroids or Defender. The critical  
problem is this: you can’t see behind you. Of course,  
you can’t in real life either, but then in real life you  
don’t often find yourself piloting an arrow-shaped  
spaceship and blasting big rocks. The latest reiteration  
of Asteroids (1998), in fact, finally recognizes this  
problem. The ships and rocks are reimagined as “solid,”  
multifaceted objects, but the playing area is a good old  
two-dimensional plane.  
So what is the story of videogames’ visual  
refinement? What shapes of world have sprouted from  
the silicon, and what might the future still hold?  
Pushing the boundaries  
The very earliest videogames, such as Spacewar  
and Pong, represented objects on a flat plane, the  
boundaries of which were those of the screen. The  
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environment had no characteristics of its own: it was  
not terrain, but simply a function of the relations  
between objects (such as the perilous gravitational field  
surrounding the sun in Spacewar) or a means by which  
time could pass while one object traveled across the  
screen (the ball in Pong), so that everything did not  
happen simultaneously.  
This was a mode of space purer than any that exists  
in the real universe. Its laws produced no frictional  
resistance, and it offered no decorative matter to  
distract from the task in hand. It was a pure dream of  
unhindered movement and harmonious action. More  
modern games have diluted this primal passion in a  
mania of hyper-representation. Certainly it is clear that  
as soon as more advanced graphic systems become  
available in the history of videogames, it is space that  
gets filled up, terraformed, converted into a game  
object itself. Perhaps in the end there was something  
disturbing about the alien vacuum.  
In the early flat-plane games, the boundaries of the  
TV screen limited the play arena to a fixed, small size,  
and thus limited the type of action available to game  
designers. (Just as in real life, a game of football  
requires more space than a game of tennis.) The screen  
was a prison. But it didn’t take long before ways were  
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invented to gild the cage, and then burst its bars  
completely.  
“Wraparound” screens were soon developed, as in  
Asteroids (1979), where the player’s ship could, rather  
than bouncing off the screen edges, travel off one side  
of the screen and magically reappear on the other,  
providing increased fluidity of action. Now space was  
curved. Your disappearing ship would sail “over” the  
top and zip around the (imaginary) back  
instantaneously  
before  
coming  
“under”  
and  
rematerializing at the bottom. Topologically, the spatial  
arrangement of Asteroids, though it looked flat, was  
actually equivalent to the surface of a torus (a doughnut  
with a hole in the middle). While this curvature  
afforded  
the  
player  
greater  
freedoms  
of  
maneuverability, it also cunningly increased the sense  
of entrapment. For anyone who has watched their  
Asteroids ship career repeatedly across the screen time  
after time at full speed knows that there is no escape,  
however far you travel, from the implacable boulders.  
The superficial limits of the screen were further  
eroded by the invention of scrolling. The term was  
borrowed, with semi-conscious irony, from that  
precodex literary technology, the scroll, which may be  
unfurled horizontally or vertically, according to the  
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dispensation of characters, in order to uncover more  
text than is currently viewable on the open section. We  
are now all familiar with the process of smoothly  
scrolling down a word-processing document or Web  
page: videogames got there first.  
Early scrolling games were mostly of the vertical  
shoot-’em-up genre. Rather than sit waiting for aliens  
to come knocking at one’s defenses, as in Space  
Invaders (1978), the player was in constant motion,  
rushing forever upward on a long, linear strip of space,  
dodging and fighting enemies along the way. But most  
revolutionary was a type of space delineated by the  
combination of horizontal scrolling with a variation on  
the wraparound concept.  
This idea in fact featured in one of the earliest  
scrolling games, Defender (1980 [see fig. 9]), for many  
reasons a classic of radical design, in which the player’s  
ship is free to fly left or right, or simply to hover,  
spitting lasers at the evil hordes. When the ship is in  
motion, it remains in the center of the screen;  
everything else scrolls by to give the illusion of  
movement. But fly far enough in one direction and the  
player approaches the original starting point, from the  
opposite direction. Horizontally, then, the play area is  
finite but unbounded.  
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Videogames had, with such forms as Defender’s,  
somehow acquired a new dimension of action. It is  
certainly not the same space as in the old, static,  
onescreen games. Yet nor is it three-dimensional, for  
the player cannot fly “into” or “out of” the screen. The  
game demands, moreover, that the player watch two  
representations of the same space: one on the main  
playing area, and one on Defender’s innovatively  
complex radar, a small subscreen that shows a wider  
section of the game universe at any one time so that  
attacks can be planned and threatened humans rescued.  
The arrangement of space on the primary screen is  
rather as if we found ourselves in the center of a large  
circular strip, onto which is projected the battle action;  
when we scroll sideways, we are metaphorically  
turning our heads to investigate another area of the  
scene.  
This spatial arrangement is indeed the perfect,  
unforeseeable fusion of two pre-cinema visual  
technologies: the Cyclorama of the 1840s, in which the  
viewer stands inside a circular drum painted with a  
continuous image; and the Kinematoscope, patented by  
Coleman Sellers in 1861, in which a series of  
photographs arranged around the inside of a revolving  
drum presents the illusion of movement to an observer  
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Fig. 9. Defender: swoop low over the mountains and defend the  
human race. The radar (top) shows the whole level space in  
miniature (‰ 1980 Williams)  
focusing on a fixed area of the interior. Defender  
marries the endless, wraparound vista of the Cyclorama  
with the flickering animation of the Kinematoscope,  
although the vista itself is different in purpose. It is not  
the visual depiction of the cycloramic space that is  
important in the videogame—Defender’s space is still  
mostly unindividuated—but the strategic opportunities  
it offers, the chance to come up behind the enemy.  
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Later games, such as R-Type (1988), took  
advantage of spare power to create an inventive  
impression of depth with “parallax” scrolling. Imagine  
the viewer inside the circular strip described above,  
only now it is not one but several concentric circular  
strips, revolving at decreasing speeds as they increase  
in distance from the viewer. In a train, the observer  
notes that trackside posts flash by in an instant, while  
distant scenery rolls past in a more leisurely fashion. In  
order to imitate this effect of moving perspective, the  
game screen background now acquires several different  
flat planes, so that objects in the foreground plane  
sweep by more quickly than objects in the middle-  
distance plane, which in turn pass more quickly than  
objects (mountain ranges, clouds and the like) near the  
horizon. The term “parallax” itself was, fittingly for a  
family of games that usually featured alien worlds,  
borrowed from astronomy.  
It is important to emphasize again at this point that  
innovations such as wraparound and scrolling did not  
at once render earlier forms obsolete. The limitations  
of a fixed, bounded screen, for instance, are  
reimagined as positive gameplay virtues by the tense,  
claustrophobic design of Robotron (1982), in which  
the player’s post-apocalyptic hero must do battle in a  
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confined space with twenty, fifty or a hundred  
bloodthirsty automatons in order to save the last nuclear  
family on Earth. As the game’s designer, Eugene  
Jarvis, explained to J. C. Herz: “It was kind of about  
confinement. You are stuck on this screen. There’s two  
hundred robots trying to mutilate you, and there’s no  
place to hide . . . You can’t run down the hallway. You  
can’t go anywhere else . . . A lot of times, the games  
are about the limitations. Not only what you can do but  
what you can’t do.”28  
Points of view  
In 1980, Battlezone’s scientific perspective was still  
only one of many competing modes of representation  
available to the videogame designer. Games continued  
to perform on two-dimensional planes, scrolling in one  
or more directions, for years. In 1982, however, another  
new mode, which came to be known as “isometric  
perspective,” was popularized by Zaxxon (see fig. 10),  
a
shoot-’em-up  
that  
scrolled,  
not  
simply  
_________________  
28 Jarvis’s point is further backed up by the fact that nine years after  
scrolling and perspectival representation were invented, along came Tetris,  
an ultra-simple affair that featured neither, but almost instantly became the  
world’s most popular videogame. The modern success of Grand Theft Auto,  
too, has not been limited by its “old-fashioned,” top-down viewpoint.  
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vertically or horizontally, but diagonally up and to the  
right. “Isometric” means “constant measurements.” In  
architectural parlance, “isometric projection” is the  
name given to a type of drawing in which all horizontal  
lines are drawn at an angle of thirty degrees to the  
horizontal plane of projection. In other words, parallel  
lines do not converge, and equal emphasis is given to  
all three planes. In videogame terms, this means that an  
illusion of solidity is created while preserving an  
external viewpoint. You could see three sides of an  
object rather than just one. And now, crucially, the  
game screen was not just a neutral arena; it had become  
an environment.  
By means of simple jagged lines, Defender had  
created an illusion of planetary surface by sketching a  
mountain range; below the level of the mountains it  
was safe to drop off rescued humans. But the  
mountains worked only to delimit functional areas of  
the arena in this way; they were otherwise  
metaphorically “behind” the player and did not have to  
be negotiated. Later derivatives of the scrolling 2D  
shoot-’em-up, such as Scramble, did require the  
navigation of tortuous tunnels, but this design only in  
effect limited the play area, which remained as fluid  
and empty as ever. The player’s ship in Zaxxon,  
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Fig. 10. Zaxxon: isometric perspective and terraformed space  
(‰ Sega 1982)  
however, while having as usual to deal with enemy  
aircraft, could also explode if it crashed into any of the  
numerous barrels, pylons and buildings poking up out  
of the ground. Movement was now nearly in three  
dimensions, with the introduction of controls to vary  
“height” above the ground. Only the fact that motion  
was automatically one-way (a function of the scrolling)  
inhibited complete freedom of movement.  
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Isometric perspective was not a brand-new  
discovery. It is very similar, for instance, to the form of  
“parallelism” (representation in which parallel lines do  
not converge) found in ancient Chinese art, whose high  
viewpoint and oddly elongated (to the modern eye)  
diagonals are reproduced by Zaxxon and its siblings. In  
this case it is irrelevant that isometricity doesn’t  
resemble the way we see things in real life.29 In  
videogames, isometric perspective enjoyed a phase as  
the most technologically sophisticated means of  
building a 3D world, for example on games such as Ant  
Attack, Highway Encounter and Knight Lore for the  
ZX Spectrum.  
Foreshortening implies a subjective, individual  
viewpoint, so its absence in isometric graphics, along  
with the elevated position of survey, conspired to give  
the user a sense of playing God in these tiny universes.  
God could not yet move around—he was still glued to  
his chair—but he could see everything, he was in  
control, and he saw that it was good.  
_________________  
29 At any distance, that is. In fact, according to modern psychologists, when  
scrutinizing objects that are very close in our visual field, convergence  
doesn’t operate, and what we “see” actually resembles parallelism more  
closely.  
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Isometric perspective still prospers in the huge  
genre of strategy gaming. In SimCity and Civilization  
or Command and Conquer, the player controls  
numerous units (people, tanks, factories and so on)  
within a vast playing area. Construct this world in  
scientific perspective, without an omniscient overview,  
and you’d be totally lost among the details. In such  
games, you don’t need to peer behind at the hidden  
surfaces of an arms factory, for instance, because it is a  
functional counter in the gameplay, defined solely by  
its use and potential.  
Scientific perspective is not just one alternative  
mode of representation among others; it is not just an  
arbitrary artistic “convention,” but is wired into true  
theories of physics and biology. And its lure was  
irresistible to videogame designers who were searching  
for ever more elaborate ways to convince the player  
that he or she was not merely watching, but was really  
in that world.  
Being there  
People usually say that the first true “immersive”  
3D game was Wolfenstein 3D, released by iD in 1992.  
This did indeed kick-start a blossoming genre, the first-  
person shooter, where the screen displays the  
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supposed viewpoint of the player’s character wandering  
around an enemy-infested arena with a battery of  
projectile weaponry.30  
Yet Battlezone, more than a decade previously, was  
in effect a first-person shooter, and the first-person  
viewpoint had even been crammed into a game released  
for the Sinclair ZX81 home computer, 3D Monster  
Maze, in which the player had to negotiate a black-and-  
white maze (drawn in a very low-resolution  
approximation of wireframe) while avoiding a  
marauding Tyrannosaurus rex; the entire game, a  
beautifully terrifying experience for any nine-year-old  
of the day (me, for instance), ran in a mere 16 kilobytes  
of code, which wouldn’t be nearly enough to run even  
the joystick drivers for modern games.  
Yet it was Wolfenstein that first situated the player  
in “rooms,” connected by doors, with walls receding  
realistically into the distance and other humans  
wandering around to be killed. (In this case they were  
Nazi officers, so no compunction need be felt about  
blasting them to their doom.) Wolfenstein’s illusionism  
was rather crude: there was no texture to the floors or  
ceiling to aid the impression of forward  
_________________  
30 With wry names. In the follow-up, Doom, the most potent weapon was  
known by the acronym BFG: “big fucking gun.”  
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movement—only the walls of the room moved; and the  
enemy soldiers were constructed by bit-mapped sprites,  
which means they were basically flat drawings. When  
the enemies got nearer, they grew perspectivally by the  
simple means of enlarging every pixel in the drawing,  
so that they looked fuzzy and “blocky.” But another  
innovation Wolfenstein made has been copied by every  
first-person shooter since: at the bottom of the screen is  
a representation of hands clutching a gun, drawn  
foreshortened so that the gun appears to be pointing  
“into” the screen. This was a clever effort to try to cross  
the barrier between onscreen action and the player’s  
physical situation— those are my hands, so my head  
must be in this world too—and the animations of recoil  
and reloading have become ever more impressive.  
But the purpose of this gun onscreen is purely  
cosmetic and psychological, rather than operational. It  
is not used for aiming, for while Wolfenstein and Doom  
have the gun pointing straight into the center, other  
first-person shooters, such as Goldeneye, have it  
coming into the screen at an angle (usually from the  
right, which sadly compromises believability for  
lefties), so it is impossible to judge its precise direction  
and range. Of course, anyone actually using a gun  
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points it dead ahead along the central axis of vision,  
rather than across the body; the videogame gun,  
however, is moved over to one side so as not to obscure  
the center of the screen, where most of the action takes  
place, and a separate aiming cursor (usually small  
crosshairs) is provided for accuracy of shooting.  
The makers of Wolfenstein went on to release the  
far more successful Doom, which added floor and  
ceiling textures as well as external locations, and then  
Quake, which further enhanced the illusion of a solid  
environment with solid, polygonal monsters. Suddenly,  
videogame space was inhabited, occupied by the  
enemy.  
And it was all done with geometry. The triangles  
and oblongs of Battlezone are the same objects that  
make up a level of Half-Life (1998), only in the latter  
they are massively more numerous, and the surfaces are  
filled in. So why did polygons become the ubiquitous  
virtual bricks of videogames? Because, whatever the  
interesting or eccentric devices that had been thrown up  
along the way, videogames, as with the strain of  
Western art from the Renaissance up until the shock of  
photography, were hell-bent on refining their powers of  
illusionistic deception.  
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Wireframe 3D was a nice start, but now it’s old hat.  
Real tanks don’t look like that. In two dimensions, you  
join the dots; in three dimensions, you join the lines. It  
was time to color in the surfaces, and in the early 1990s  
game types such as aircraft combat simulators, driving  
games and more tank games began to do this, while  
polygonal animated human forms first appeared in  
videogames with the martial arts game Virtua Fighter.  
Remember: a polygon (“many sides”) is any flat shape  
drawn with straight lines. A triangle, a square, an  
icosahedron—they are all polygons. Easy to draw.  
Easy, with a powerful chip, to draw an awful lot of  
them.  
The bloody, rotting zombies in House of the Dead 2  
(see fig. 11) are constructed from many differently  
shaded and shaped triangles, which foreshorten and  
morph when the figure moves exactly according to the  
rules of scientific perspective. The play of virtual light31  
off these baroque constructions gives them the  
appearance of solid objects in space in a way that flat  
graphic drawings (sprites) never accomplished. Shading  
of light and dark on a flat, static surface (for instance,  
in a painting) is sufficient to suggest depth  
_________________  
31 Another coinage by William Gibson, in his novel of that name (New  
York: Bantam Books, 1994).  
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and form, but videogames have the added challenge  
that they move, and 3D videogames allow objects to be  
seen from more than one angle. So the demonic form is  
defined as a mathematical solid, and then the  
computing engine can calculate all the shading and  
foreshortening automatically.  
Fig. 11. House of the Dead 2: be afraid of geometry (‰ Sega  
1999)  
The fact that solid forms can be described by simple  
geometry (geometry literally means “measuring the  
world”) is an idea as old as Western civilization. In  
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the Timaeus, Plato’s eponymous speaker reasons that  
the entire universe is made up of simple geometrical  
shapes that can be represented by the first four  
numbers: one is a point, two is a line, three is a triangle  
and four is the simplest non-spherical solid, a triangular  
pyramid. Numerological essays in cabbalism spring  
from the same idea, and from medieval times onward  
religious thinkers hoped that applying geometrical  
analysis to the universe would enable them, in Stephen  
Hawking’s retrospectively apt phrase, “to know the  
mind of God.” In the thirteenth century, Roger Bacon  
praised the religious power of the developing tradition  
of “geometric figuring” in painting; making the figures  
in religious scenes as lifelike as possible, he argued,  
could induce in the pious a sense of actually witnessing  
the events depicted.  
Artists began to experiment with geometrical  
analyses of that most important form, the human body.  
Engravings by artists such as DÜrer and SchÖn show  
how an understanding of corporeal proportion is aided  
by reducing the body to simple geometrical building  
blocks. But this method was not just a device or a  
trick. The Dutch artist Crispyn van der Passe, for  
instance, produced in 1643 a large encyclopedia of  
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geometric figurings for such common subjects as stags  
and birds, and argued that the fact that all animals are  
reducible to simple Euclidean forms is attributable to  
divine Providence. The geometrical method revealed to  
the artists a deep, Timaean truth about the nature of the  
universe: as Ernst Gombrich describes it, “The regular  
schema which we call an abstraction was therefore  
‘found’ by the artist in nature. It belongs to the laws of  
its being.”  
On the one hand, then, polygonal videogames are  
using a very old tradition of illusionistic construction;  
on the other hand, they have revolutionized it. Because  
these polygons move. Every videogame, you see,  
constructs not only a space but a space-time. All 3D  
games are in this sense four-dimensional. And now the  
polygons become animated—literally, given a soul. A  
machine soul. Virtua Fighter 2 looks as though the  
figures in SchÖn’s etching have suddenly come to life,  
participating in an epic ballet of crunching tibia. The  
pious geometrical idealism of the ancients has been lost  
along the way, replaced by the banally unphilosophical  
late twentieth-century idealism of the perfect body:  
fighting men with horrifically overdeveloped trapezoid  
muscles; fighting women with long legs, wasp waists  
and unfeasibly pert breasts.  
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But though human beings do not actually look like  
this, they do move like this, and the tangible solidity of  
one leg sweeping in front of another, of a fist slamming  
into a chest, is a magic wrought by Plato’s four  
numbers.  
Just as Timaeus argues further that the four  
numbers (or atoms) that make up the cosmos  
correspond to the four elements in ancient Greek  
cosmogony (earth, wind, fire and water), so modern  
polygons can be made to draw every kind of substance  
on the videogame screen: rocky outcrops, sure, but also  
lakes, blazing torches, grass, even snow. And games no  
longer have the chunky, android look of those in the  
polygonal vanguard, like Virtua Fighter 2. Usefully, the  
more sides you can afford to devote to a polygon—  
which can also be thought of as drawing a polygon with  
more and more basic tri-angles—the more curved it  
looks (because the straight lines connecting each point  
are so short).  
The more polygons a processor can draw on the  
screen at any one time, therefore, the more rounded and  
“organic” will seem the environments and the  
characters within them, as in markedly more “realistic”-  
looking games such as Zelda 64, Tomb Raider: The  
Last Revelation or Quake III: Arena. And  
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polygons’ very ubiquity will lead to their immolation.  
Sony’s PlayStation2 draws about seventy million  
polygons per second, which is roughly equivalent to the  
total number of pixels on the screen.32 Hardware is thus  
getting very close to being able to provide so many  
polygons that to all intents and purposes they will soon  
vanish, collapsing back into the original cosmic  
building blocks. They will become, in effect, the  
modest, invis-ible atoms of videogame reality.  
The user illusion  
But even with modern videogames’ zillions of  
polygons—and their weird mathematical progeny:  
voxels, non-uniform rational B-splines and other  
computational flora33—they still need to make use of  
tricks and misdirections borrowed from painting in  
order to achieve the dream of fooling the player into  
believing in an imaginary world.  
These are tricks that persuade us we are looking  
into the screen or canvas, rather than just looking at it.  
_________________  
32 The number of polygons drawn per second is a theoretical maximum, of  
course, ignoring shading and lighting effects, and we are assuming a screen  
resolution of a million pixels at a frame rate of 60 fps.  
33 Voxels is short for “volumetric pixels”—tiny graphic building blocks  
that are already three-dimensional; B-splines are curved surfaces described  
not by polygonal approximations, but by clumps of polynomial equations.  
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In the real world, we perceive depth because we have  
two eyes: each receives a slightly different perspective  
on the scene and our brain blends them into a  
stereoscopic image. But a flat representation such as  
that in paintings or videogames can still offer a lot of  
information about depth, partly through scientific  
perspective, and partly through other “indirect” means,  
taking advantage of the fact that in binocular vision at  
distances of more than about fifty feet, we do not  
perceive depth directly anyway. The fact that we  
routinely rely on cues other than the direct perception  
of depth is easy to demonstrate if you close one eye and  
look at people a hundred yards away. You don’t  
immediately think they are midgets.  
Videogames use many of the same tricks that  
painters have used over the centuries. One hoary old  
device much used in the Renaissance was a  
checkerboard-patterned floor of alternating light and  
dark squares receding “into” the painting’s background.  
This is exactly the same trompe-l’oeil that crops up to  
enhance the sense of movement in games like WipEout  
2097.  
As well as scientific perspective, there are artistic  
traditions of overlapping contours, aerial perspective,  
dispensation of light and shade and interpretation of  
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relative size. Most of these are self-explanatory, apart  
from the term “aerial perspective.” This was coined by  
Leonardo da Vinci; it has nothing to do with geometry  
but describes the effect of distance upon color. Because  
light of different wavelengths is scattered in different  
ratios by traveling through the atmosphere, distant  
objects appear blue (bright distant objects, on the other  
hand, appear red, because more light from the blue end  
of the spectrum is lost—hence the spectacular colors of  
sunsets). It is also, familiarly, the case that distant  
objects do not appear so sharply defined in outline.  
Once videogames, then, had learned to render  
distant mountain ranges, castles, bridges and so on in a  
bluish fuzz, as is done so expertly in Goldeneye, the  
illusion of distance within the game-world was  
immediately enhanced. Sony’s PlayStation2 console  
now automatically computes such blurrings if desired,  
to provide a spectacular illusion of “depth of field,”  
allowing the videogame designer to introduce many  
pleasing effects of focus.  
Fuzzy blue things are less processor-hungry than  
sharp multicolored things, too. With finite processing  
resources, videogames also have the option of  
shrouding the playing area in fog so that the player’s  
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range of vision (and thus what the computer has to  
draw) is markedly limited. Objects or monsters can  
loom out of the mist with stylish effect, passing  
smoothly from blued-out fuzz to sharp delineation.  
Often, fog and general darkness make an effective  
means to heighten tension in horror-related gameplay,  
for instance in Silent Hill (see fig. 12), a good example  
of how technical limitations can be turned to positive  
aesthetic effect.  
Some technical limitations, however, run deeper.  
The mode of scientific perspective, whether in  
videogames or traditional art, inevitably involves some  
choices and compromises about how to display visual  
information. One of the well-attested problems of  
representation in scientific perspective is that of  
marginal distortion. Projective geometry speaks of a  
“picture plane” in front of the viewer. Imagine it as a  
window looking onto a garden.34 Light rays from  
objects are said to subtend angles at the eye: this simply  
denotes how many degrees of our visual field they take  
up. But objects also have “plane projections,” which is  
their apparent size on the picture plane—the  
_________________  
34 The term “perspective” itself actually comes from the Latin for “to look  
through”—to look through something like a transparent picture plane, or  
window.  
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size you would draw the snoozing cat on the garden  
wall if you traced her outline on the window.  
Now usually, any object B that subtends a larger  
view angle than object A has a correspondingly larger  
plane projection. This is common artistic sense: it looks  
bigger, so you draw it bigger. But there are certain  
cases where view angle and plane projection do not  
tally. The simplest instance is a drawing of a sphere  
that is to one side of our vision. It subtends a smaller  
view angle than a sphere directly in front of us, but it  
has a larger plane projection. According to true  
perspective, therefore, it should have an elliptical, not a  
circular, outline. This is how we see, but it would “look  
wrong” to draw it thus. (Consider how odd a  
photograph looks taken with a “fish-eye” lens, even  
though it represents our field of vision more accurately  
than standard equipment.) Renaissance painters already  
knew that these sorts of compromises had to be made.  
A book on the subject argued that “il ne faut pas  
dessiner n’y peinder com[m]e l’oeil voit.”35  
_________________  
35 “One should not draw or paint exactly as the eye sees.” Bosse, TraitÉ des  
pratiques gÉometrales et perspectives (1665).  
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Fig. 12. Silent Hill: fog and snow heighten the tension (‰ 1999  
Konami)  
In general, painting avoids the confusions of  
marginal distortion by two methods: combining several  
slightly different viewpoints (especially in large  
canvases), or keeping the angle of vision relatively  
narrow. The reason such discrepancies occur is that in  
real life we never actually keep our viewpoint “fixed”  
in one place for any great period of time; our eyes dart  
and flit over the scene in a series of saccades, building  
up an overarching picture out of fragments. If we were  
to concentrate attention on our sidelined sphere by  
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looking directly at it for a fraction of a second, we  
would confirm that its outline really is round and not  
elliptical.  
Videogames presented in a first-person viewpoint  
thus far have failed to overcome these problems, and  
their hyperbolic claims to a sort of “realism” must  
therefore be qualified. Perspectival limitations are far  
more salient and noticeable in first-person shooters,  
which unlike most paintings are predicated on fast,  
aggressive responses. To avoid marginal distortions, for  
instance, videogames, like paintings, keep the angle of  
vision artificially narrow. But this has the side effect of  
removing from the player’s arsenal one of his most  
valuable real-life abilities in a hunting or evasion  
situation: that is, to apprehend things, especially sudden  
movement, with peripheral vision. Furthermore, the  
clumsy apparatus with which the gameplayer has to  
wrestle in order merely to look in different directions—  
moving a mouse or joystick—can never compete in  
terms of speed or intuitiveness with our natural, almost  
unwilled eye movements. As the field of view in a  
Quake-style videogame is artificially restricted  
vertically as well as horizontally, it takes a conscious  
decision and a mechanical fiddle just to glance down at  
the floor directly in front of you, to  
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make sure you are not going to tread in some fatal ooze,  
break a trip wire or fall down a satirical pit.  
While videogames are still played out on flat  
television screens or monitors, therefore, and while the  
interface remains so doggedly mechanical, a critical  
level of realism will never be achieved, and the  
experience of playing Quake and its siblings will  
always be more like remote-controlling a robot with  
tunnel vision rather than being there yourself. Of  
course, remote-controlling a robot (or a dune buggy, or  
an orange marsupial) can be fun and interesting in  
itself, but this is a large obstacle to greater immersion  
of the player in the virtual world. Only coin-op arcade  
games such as Sega’s fabulous Ferrari 335 Challenge  
(1999) have the resources to address this problem by  
using three large screens, with the two outside ones  
angled towards the player, thus giving an excellent  
illusion of wide-angle vision.  
The third way  
One creative and novel way, however, in which  
videogames have expanded the three-dimensional  
horizons and given the player a feeling of having more  
“room” to move around, is with the so-called  
“thirdperson” 3D style. Most famously exemplified by the  
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Tomb Raider games (see fig. 13), this is a perspectival  
construction in which the player can see the character  
under control, and the representational viewpoint itself  
is a completely disembodied one.  
Disembodied? I mean that the view we are given  
corresponds to no actual pair of eyes in the gameworld.  
The point of view from which we see Lara Croft is  
constantly moving, swooping, creeping up behind her  
and giddily soaring above, even diving below the  
putative floor level. We are spying on Lara even when  
she is alone in the caves. The player can choose to  
zoom in to a point just behind her shoulder, nearly  
sharing her point of view, in order to guide her more  
accurately across a chasm, but she remains oblivious.  
Tomb Raider plays a lovely joke in one level, indeed,  
which features a figure who imitates in detail all of  
Lara’s movements. You assume it’s an enemy, and try  
to shoot while dodging, panic-stricken, around the  
room, until suddenly it clicks. Lara is standing in front  
of a giant mirror. And of course only she is reflected,  
because the pair of eyes through which you are  
watching her in the digital world is invisible.  
The important aspect of Tomb Raider’s  
representational style, in fact, is that the modus  
operandi has been borrowed not from painting but  
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from the cinema: the player’s point of view is explicitly  
defined, as we saw, as that of a “camera,” whose  
movements can often be controlled as if the player were  
a phantom movie director, floating about on an  
invisible crane.  
The external view of the player’s character,  
although putatively less “realistic,” is very often more  
desirable in gameplay terms than the fashionable  
firstperson view. Just as old-school blasters like  
Asteroids or Defender are only playable games in two  
dimensions, because the player is given an overview of  
the action surrounding his ship, so Tomb Raider  
enables the player to navigate far more easily and  
intuitively around the playing areas, because she can  
see immediately how close Lara is to a side wall, or just  
how far away that nasty spiked ditch is, in order to  
navigate its edge safely.  
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Fig. 13. Tomb Raider 3: the third-person perspective—we watch  
Lara watching her surroundings (here, an imaginary London  
wharf) (‰ and ™ 1998 Core Design Limited; all rights reserved)  
Brave new worlds  
This brief history of the construction of space in  
videogames has suggested two things. One is that  
videogames have to some degree repeated histories of  
representation in art, on jittery, caffeine-fueled  
fastforward. But it is immediately apparent that so far,  
they have only reached a surprisingly early stage in  
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that development, for by the eighteenth century in  
painting the classical ideal of beauty based on some  
cosmic mathematical order was already being  
challenged, and the shortcomings of perspective were  
already being identified. Videogame scenery, being an  
artifact of computers, is clearly still in thrall to the god  
of mathematics. Of the myriad post-perspectival ways  
of seeing such as impressionism or cubism, there is as  
yet no sign in the apprentice draughtsmanship of  
videogames.  
One can imagine, for instance, a far more  
ambitious game along the lines of Tomb Raider, in  
which adventures in different times and places would  
be rendered in the appropriate style. Tomb raiding  
among the freshly built pyramids would draw the  
world in the statuesquely side-on, information-stuffed  
mode of ancient Egyptian art; Lara’s exploits in early  
twentieth-century Paris would present objects as  
fabulous collages of their shapes apprehended under  
different viewing angles; Machiavellian derring-do at  
the court of the Medicis would most likely occur in  
doomy chiaroscuro, with something disturbingly  
offkey about the relationship between foreground and  
background; and if Lara were shrunk to subatomic  
size, she could journey among the full eleven  
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dimensions that we are currently assured constitute  
reality.  
There is no question that such a game could be  
built; it is a question of whether there exists the vision  
to build it—and, of course, whether anyone would  
want to play it. Such a mixture of styles in our  
hypothetical game, of course, would—and this is the  
second thing we have learned—necessitate a mixture  
of different sorts of gameplay. The Egyptian level  
might be a sophisticated melding of role-playing with  
platform genres, whereas the cubist level would imply  
more of an abstract puzzle game. And this is one of the  
main ways in which videogame representation differs  
from that in painting. No artist would now deliberately  
draw in the inaccurate perspective of the thirteenth  
century, a mode of representation that has really been  
superseded and replaced by a correct mode of  
endeavor. But as we have seen, videogames may still  
use isometric perspective, or wireframe 3D, or flat  
scrolling, depending on the type of gameplay  
experience they wish to offer. In this way, videogames  
are fortunate in that their entire artistic history in terms  
of spatial representation is, as yet, still available in the  
present. Two-dimensional videogames live on, for  
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example, in software for the Gameboy, the most  
successful videogame system ever made.  
The choice of spatial mode, of course, which  
includes the choice even of whether or how far to be  
representational at all (Doom versus Tetris), is bound  
up intimately with the question of what kind of game  
the designers intend to make. One result of the  
increasing detail and color available with newer  
technologies is that this decision is becoming  
increasingly weighted towards the representational:  
videogames are becoming ever more creatively iconic.  
A development studio these days first builds a  
world, then populates it with characters. So who are  
these virtual people, and what do they want from us?  
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7
FALSE IDOLS  
Dress code  
Chiba City: a sprawling, industrial town in the humid,  
rainy Japanese spring, where downbeat pockets of  
hardware shops, Pachinko parlors and lean-to noodle  
shacks are carved up by multilane highways. Cars don’t  
stop to admire the view; they are always going  
somewhere else. Usually to the south, to Makuhari,  
Japan’s own vision of the future now. Makuhari is a  
coastal district reclaimed from the sea and built from  
scratch within a decade: lowering steel-and-glass  
skyscrapers, webs of swirling concrete walkways, and  
acres of space on ground level—liminal expanses of  
perfectly clean and geometrically patterned paving that  
in Los Angeles would be instantly carved up into  
parking lots, but which here have precisely no function  
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except a symbolic one: to emphasize and celebrate the  
area’s gigantism of scale.  
Makuhari, in its odd flatness of texture, its  
aggressively  
rectilinear  
architecture  
and  
its  
constellation of rosy aircraft-warning lights winking  
from the buildings at night, looks just like a city out of  
a videogame. It is a shrine to techno-optimism.  
Walking around, you feel that for all its perfection it is  
still somehow provisional, that Makuhari is in fact  
waiting for the foot-dragging future to arrive before it  
can flower in its full sci-fi glory. It was this district of  
Chiba that led William Gibson, in his Sprawl novels, to  
posit the city as his physical setting for the tales of  
corporate cyber-rapacity coexisting uneasily with a  
radical hacker underground.  
Fittingly, Makuhari is also the location for the  
biannual videogame industry festival, the Tokyo Game  
Show. For more than twenty years, Japan has been the  
leading center of videogame development in the world,  
both technologically and artistically. So the Tokyo  
Game Show is the calendar’s most important event. A  
lot of what’s big in Japan now will trickle down into  
Western gaming paradigms in a year or two. And the  
Japanese have a very particular approach to the design  
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of character in videogames. So I’m going to brave the  
crush and see for myself.  
Inside Makuhari Messe, the vast national exhibition  
center (whose undulating roof gives it the appearance  
of eight hi-tech railway stations shoved together), more  
than a hundred and sixty thousand Japanese men,  
women and children have come over the two public  
days of the exhibition in March 1999 to see and play  
the newest videogames, the ones that will be launched  
in the next six months. Each hardware or software  
company has its own stand in the enormous, roaring  
halls, all competing with their neighbors to attract the  
gamers’ attention with gigantic neon signs, hundred-  
strong ranks of TV monitors with consoles lined up  
underneath them, constant blasts of game sound effects  
and music, and professional software “spokespeople”:  
glamorous Japanese women dressed in skin-tight PVC,  
silver miniskirts or Lycra bikinis, who smile, hand out  
leaflets and pose for batteries of photographers. (The  
show presents an award to “the most excellent  
companion lady.”)  
Just as in Los Angeles at the E3 show, the big  
companies advertise themselves with their videogame  
mascots—the stars of their top games. But whereas  
Sony, for instance, contents itself in America with  
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huge inflatables of Spyro the Dragon and Crash  
Bandicoot, in Japan it offers a live stage show, with a  
rock band fronted by performers in the cuddly, furry  
costumes of Um Jammer Lammy and Parappa the  
Rapper. These two forms of entertainment marketing  
have quite different functions: Sony’s American  
inflatables point backward inevitably, merely  
illustratively, toward the games from which they are  
taken; the prancing figures in Japan, however, imply  
that game characters have a continuing inner life  
elsewhere.  
In fact, game characters are everywhere. For the  
Tokyo Game Show also features a contest for visitors:  
come dressed as your favorite videogame idol. Young  
Japanese men and women wander round as black-clad  
soldiers (many bandanna’d Solid Snakes this year after  
the huge success of Metal Gear Solid), scary-masked  
orcs from dungeon RPGs, or blond S&M princesses  
with fishnet stockings and leather harnesses. These  
game fans pay costume obeisance to their virtual heroes  
and heroines with a lack of self-consciousness that is  
remarkable to Western eyes. Game characters are also  
available everywhere in the form of Action Man–style  
figurines, or on collectors’ cards. They feature in  
posters, on T-shirts; in Japan, a videogame  
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character can be an idol as much as a pop star or an  
actor in the West. One of the major criteria, therefore,  
for a game’s success in Japan is that it contains good  
characters.  
Here, by the way, is another important difference  
between videogames and films. The star of a movie is  
chosen from a pre-existing pool of actors; you can dress  
them up in black Prada, shave their hair or teach them  
kung-fu (ideally all three), but at bottom you know  
what you’re getting. The star of a videogame, though,  
at least of that type of videogame that incorporates  
characters at all, is invented: built completely from the  
ground up. A false idol indeed. Yet in another way a  
hyperreal one: for whereas a novelist, who also invents  
characters, will normally only need (or desire) to  
provide a few salient features of a person’s appearance  
and let the reader’s imagination do the rest, a  
videogame  
character  
must  
be  
determinedly  
individuated, given a complete, solid visual form.  
Virtual megalocephaly  
Of course this is also what happens in comic strips. In  
Japan, videogames have very strong aesthetic and  
commercial links with manga (comic books) and  
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anime (animated cartoon films)—the massive Japanese  
toy and videogame corporation Bandai, for instance, is  
a major sponsor of animated programming. Whole  
books have been written about “Japanimation” alone.  
But the most pertinent aspect of these comic forms for  
our purposes is their peculiar style of character  
drawing, which has a very strong influence on Japanese  
videogames. Anime in particular makes use of a bizarre,  
so-called deformed style for its people: they have huge  
heads and eyes, and tiny torsos.  
In the early days of videogames, technological  
considerations more or less forced designers into  
exactly the same style. The most influential early game  
to feature a fully humanoid, animated “character” was  
Shigeru Miyamoto’s Donkey Kong, with its  
eradefining mustachioed hero, later to be christened  
Mario. Because of the low resolution offered by  
videogame systems back then, character designers  
only had a limited amount of pixels—the little squares  
of light that make up the visual image—to play with.  
Miyamoto gave Jumpman (as he was then) a hat,  
simply because the technology couldn’t enable  
animated hair; he wore dungarees just to differentiate  
his red arms from his blue body and legs. As  
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Miyamoto says: “Mario was born of rational design in  
the days of immature technology.”  
More generally, both with Mario and with later  
characters, such considerations meant that, since the  
face and eyes are the richest physical loci of  
“personality”—we concentrate on them in real life  
when talking to people; we commend portraits when  
they get the “look” and expression right—it was natural  
to devote more resources and more space to them over  
the more purely functional parts of the physique.  
Videogame  
characters  
thus  
grew  
up  
megalocephalic: with big heads and short bodies. This  
was also useful in terms of rich gameplay because most  
games of the era that featured “characters” were two-  
dimensional platformers (or side-scrolling character-  
based shoot-’em-ups such as Metroid). So a squat body  
for the main character allowed more vertical “room” to  
play with in the screen area—and as we observed in the  
last chapter, the type and amount of space available  
heavily influences gameplay possibilities.  
What is interesting, however, is that this deformed  
style persists even in modern videogames, where it is  
perfectly possible with increased graphic muscle to  
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produce proportionally more realistic avatars of human  
characters. When Japanese fans got their first look at  
Final Fantasy VIII there was palpable outrage, because  
it seemed the characters had been “Westernized”: no  
longer the cute, deformed people of FFVII but  
longerlimbed and more “adult”-looking.  
This is a widely held aesthetic preference among  
Japanese gamers; in fact, it can be traced back to  
physical distortions of the human form in Japanese  
woodblock prints of the Edo period (1603–1868).  
Jeremy Smith, managing director of British developers  
Core Design, confides that feedback from the Japanese  
audience suggested that they wanted Lara Croft, virtual  
idol extraordinaire of the Tomb Raider series and the  
most high-profile icon of Western gaming, to be more  
“mangafied”—that is, for her body to conform more to  
“deformed” standards. But Lara remained herself—  
still deformed, of course, but in a somewhat more  
subtle, and stereotypically Western, chesty-and-  
waspwaisted fashion. By contrast, the most successful  
Western games by far in Japan at the time of writing  
are the Crash Bandicoot series. Crash is a cartoonish,  
wide-eyed, spiky-haired orange marsupial with an  
enormous head and toothy grin. He is already  
“deformed,” and fits in nicely.  
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But what is it about the deformed aesthetic that  
makes it so desirable? To most Western eyes, such  
characters look merely childlike and childish: “cutesy.”  
But remember that unrealism in videogames need not  
be a handicap; it can be a positive, deliberate pleasure.  
The Japanese preference for “deformed” physiques, in  
this case, is a logical extension of this idea to the  
human form itself. Unearthliness is part of the charm.  
This idea in turn explains another peculiarly  
Japanese phenomenon: that of virtual “girlfriends” and  
“dating” videogames, in which the (almost always  
male) player tries to woo a deformed anime-style  
female character with massively enhanced breasts,  
eyes and legs. Several of these games, which in  
general do not cross over into the West at all, were on  
display in Makuhari, including one schoolday-romance  
RPG named Little Lovers: She So Game; the  
company’s stand was decorated with large display  
boards on which were pinned life-size schoolgirl and  
sailor uniforms. Writer Robert Hamilton has supposed  
that young Japanese men, to go by the weighting of  
magazine sales (those sorts of glossy fanzines that  
Hamilton nicely terms “devotional” literature) actually  
prefer deformed anime and videogame idols to human  
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media stars for this reason: desire that can never in  
principle be reciprocated is thoroughly safe and free of  
any possible disappointment.  
This phenomenon is known in Japan by the term of  
disapprobation  
nijikon  
fetchi—literally,  
“twodimensional fetish,” though it more generally  
covers devotion to any form of manga, anime or  
threedimensional videogame characters. An interesting  
symptom of this preference can be seen in the reception  
of the famous Japanese “virtual idol” Kyoko Date, a  
thoroughly digital pop singer who was created in 1997  
by software engineers collaborating with Japan’s  
leading modeling agency, Horipro. It sounded like a  
great idea. But Date’s first CD failed to meet sales  
expectations. Why? Because she was not deformed; she  
was overly realistic. Kyoko Date was built piecemeal  
from existing humans: a singing voice from one star, a  
talking voice from another actress, motion-captured  
dance routines and a combination of facial features  
mapped from photographs of famous models. Date thus  
actually looked too human.  
The limitations of motion-capture animations  
(applying computerized sensors to the body of a human  
performer and then applying them to the videogame  
character) in  
a
dynamic gameplay context  
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are that they are too overdetermined and prescripted  
(just like preset “combo” moves in beat-’em-ups, and  
just like prescripted “narrative” interactions in story  
games). With Kyoko Date, we see further that motion  
capture is also aesthetically impoverishing, as it limits  
the achievable virtual movements and gestures to those  
that are physically possible in real life. But if all you  
are getting is “realistic” movement, far better to watch  
an actual human dancer. Humans will always be much  
better at that sort of thing. And it is just not what  
videogames—or computer representation in general—  
are best at doing.  
Gender genres  
The phenomenon of nijikon fetchi raises questions  
about gender in videogames. Here, too, there are  
instructive comparisons to be made between Japan, the  
epicenter of videogame creativity, and Europe or  
America. It seems that Japanese developers create more  
games that women like to play. Demographics are to  
some extent determined by aesthetics.  
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Statistical insights into videogaming in Japan are  
richly furnished by the 1997 CESA36 Games White  
Paper. It reports that attendance at the 1997 Tokyo  
Game Show was 82 percent male (while very heavily  
male-oriented, then, this still means nearly a fifth of  
attendees were female), while the median age of  
attendees was 25 to 29, and the most common  
occupation was that of “office worker.” (Videogames,  
then, are not just for kids in Japan any more than they  
are in Britain or the United States.) Meanwhile, the  
extent to which Japan is leading the West in terms of  
videogames’ status as a mainstream entertainment  
medium is shown by a poll of 6,000 people, of whom  
more than a third (35 percent) currently played  
videogames. Another fifth used to play them and  
probably will start again in the future, while an eighth  
had “never played before, but would like to try  
depending on software.” Less than a third of the  
population (31.7 percent) responded that they had  
“never played before and had no wish to do so.”  
Now, Japanese women who are interested in  
videogames have notably different preferences than the  
men. When asked to rank their favorite titles, more  
_________________  
36 Japan’s industry body, the Computer Entertainment Software  
Association.  
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than three times as many women as men nominated the  
PokÉmon (“Pocket Monster”) series (12.7 percent  
versus 3.9 percent). These games, unleashed upon the  
British and American market in the 1999 Christmas  
season, are cartoonish virtual bestiaries, in which  
lovable monsters may be reared, played with and  
battled against each other. Generically, they are more  
like God games (in the sense that they are “process  
toys”) than action games. On the other hand, ten times  
as many men as women enjoyed the horse-racing  
simulation Derby Stallion games (8.6 percent versus  
0.8 percent), which are straight-ahead recreations of  
(televised) horse racing, complete with virtual betting.  
Women also preferred Crash Bandicoot, the Super  
Mario games, Tetris, Parappa the Rapper, IQ (a puzzle  
game) and Donkey Kong. Men, on the other hand,  
preferred RPGs such as Dragon Quest, driving game  
Gran Turismo and beat-’em-up Tekken (the last two  
being nominated by no women at all). One must be  
wary about easy inferences from such results: you  
could argue that women prefer nurturing-style games  
rather than violent ones, but there is a highly vocal  
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“Game Grrlz” movement in America that proves that  
women can frag37 with the best of them.  
What we can infer so far is just that these Japanese  
women simply have different aesthetic tastes: their  
preferred videogames are in general more quirky or  
brain-taxing than the straight-ahead genre preferences  
(driving, fighting, dungeon games) of the men. But  
notice also that, apart from abstract puzzle games such  
as Tetris and IQ, all those nominated by women feature  
good characters: Crash, Mario, Parappa the singing  
dog, or personable imaginary beasts. These women’s  
preferred games are also notable for having relatively  
simple initial skill-set requirements: Tetris, especially,  
can be picked up in a matter of seconds. But of course,  
simple controls and rules do not preclude rich and  
complex gameplay, regardless of the player’s gender.  
Now, Tekken 3 and Gran Turismo are wonderful  
games in their own right, and plenty of women like  
them. One cannot denigrate their visceral fascination  
just because it seems to appeal, in general, more to  
_________________  
37 In multiplayer first-person shoot-’em-ups such as Quake III or Half-  
Life: Team Fortress, a player does not “kill” an opponent but “frags” him.  
The term derives from the Vietnam war practice of mutinous soldiers  
“accidentally” killing their superior officers with fragmentation grenades.  
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men. But Brenda Laurel of Purple Moon Software, an  
American development studio that produces  
videogames aimed at young females, does exactly this:  
“Girls’ objection to computer games isn’t what you’d  
expect. It’s not that they’re too violent, it’s that they’re  
too boring. They’re extremely bored by them.” Are  
they? Not according to Game Grrl Nikki Douglas, who  
retorts: “What exactly is boring about creative strategy  
and 3D virtual environments? . . . I’ll tell you what  
boring is—it was waiting for those little cakes to come  
out of the Easy-Bake oven.”38  
There is probably some kernel of truth in the claim  
that, since until recently almost all videogame  
designers have been men, the products will have  
appealed more to men than to women; just as,  
conversely, what is known in the publishing trade as  
“women’s fiction,” written by women, sells more to  
women than to men. Yet even here it is impossible to  
factor out the undoubtedly huge effect of marketing—  
“women’s fiction” is targeted at women; “men’s  
videogames” are targeted at men (with often  
_________________  
38 The traditional gender debate in videogames is fought out at great length  
in the collection of articles edited by Justine Cassell and Henry Jenkins,  
From Barbie to Mortal Kombat: Gender and Computer Games.  
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depressingly adolescent, sexist advertising)39—from  
any posited “innate” preferences. Now that many more  
women are involved in the videogame design process  
worldwide, we may see in the near future that this fact,  
allied with better marketing, will erase it completely.  
According to some American statistics, in fact, the  
perceived “gap” has already vanished. In 1999 in the  
United States, nearly 43 percent of gamers were female.  
Nearly half of online gamers are female. This in  
particular suggests that the social aspect of online  
gaming appeals particularly to women users. Nolan  
Bushnell suggested to me that “the ‘game’ for women  
is in fact the chat rooms. As a percentage of connected  
people women dominate the conversation of the  
Internet.” That might miss the bigger picture of  
videogame usage among women, but it does tally with  
the online statistics.  
Yet it still seems as though many women are  
dissatisfied with the available games. “Despite the  
growing numbers of female gamers, the gaming  
_________________  
39 Nintendo’s British advertisement for the greatest videogame ever made,  
Zelda 64, ran on television during Christmas 1998. Its slogan was: “Are you  
going to get the girl, or play like one?” In a just world, the agency  
“creatives” who came up with this moronism would be forced to play  
Tekken all day with my sister, and suffer a comprehensive thrashing every  
time.  
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industry as a whole is not meeting their needs and not  
taking their interests and preferences into account.  
Given the enormous buying power that women have  
and will continue to have, this is a shortsighted  
mistake,” according to one writer.40  
So what kinds of games do women prefer? The  
Japanese women polled preferred games with good  
characters—the lovable personalities of Crash or  
Parappa. But since many men also liked these games,  
we can really infer nothing about the difference  
between men and women. The informational arrow is  
pointing the other way: it tells us about the commercial  
success of certain aesthetic decisions made by game  
designers themselves. A game with good characters  
could appeal to everyone; but a game with characters  
that are bad (boring, unlikeable, stereotyped) won’t on  
this evidence appeal to women any more than it does to  
men.  
So what of future developments? By far the most  
radical suggestion is that those women polled by CESA  
simply seem to have some higher—and at present  
unfulfillable—expectations. This is borne out by the  
survey section entitled “The Image of Desired  
_________________  
40 Doctor K, of the Website for female videogamers,  
http://www.womengamers.com/.  
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Home Video Game Software,” in which respondents  
were asked what kind of games they would like to see.  
Girls of 7 to 12, for example, would like “a chatting  
game,” while 16- to 18-year-olds envisage “a game in  
which a user creates various stories and can be a  
leading role.” As with so much else, the potential  
success of both types of posited game of course  
depends on massive advances in computer artificial  
intelligence. (These Japanese women, it seems, would  
also prefer to use skills they already possess—say,  
those of conversation—in a videogame context, rather  
than learn a complex and hermetic set of rules that  
applies to one game, or one genre only.)  
But dissatisfaction with current videogame abilities  
isn’t monopolized by women. Male gamers, too, always  
want the next game to be better than the last one, to be  
doing something that was technologically unimaginable  
six months ago. This often means that they appear to be  
happy with a faster, prettier driving game. But is that  
really what they want, or is it just what the developers  
feed them?  
The only thing we can be sure of for the moment is,  
reassuringly, that quality will out—that “gender”  
differences are dissolved in the face of a truly great  
game, such as Mario 64 or Final Fantasy VII (the latter  
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was ranked overall favorite by equal proportions of  
men and women CESA respondents). Videogame  
developers in the future will appeal to more men and to  
more women only as long as their games mature  
aesthetically.  
Character building  
Let us return to one clear aesthetic preference of the  
female (and many of the male) CESA respondents: for  
videogames which have good characters. What exactly  
does this mean, and why are good characters desirable  
in a game? How does a false idol induce real worship?  
It is a commercial fact that successful game characters  
really do shift units, especially those, like Mario, that  
pop up in a whole series of different games over the  
years. Already by 1990, an American survey  
determined that the virtual Italian plumber was  
recognized by more American children than Mickey  
Mouse. By 1995, Mario games had sold a total of 120  
million copies worldwide. A star character in a  
videogame also enables spin-off merchandising: Pac-  
Man duvet covers and television series; Lara Croft  
utility-wear; Solid Snake figurines.  
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A really successful character is not just a  
moneymaker for software developers, either: as we’ve  
seen, it enables hardware companies to sell consoles.  
Witness the fact that Nintendo’s N64 machine was  
delayed for a whole year while the finishing touches  
were put to the game Super Mario 64. Good characters  
become extremely valuable “properties” in the industry.  
Sega’s Megadrive took off on the back of Sonic the  
Hedgehog, and the massive financial success of British  
publisher Eidos is largely thanks to Lara Croft.  
The first videogame “character” of all was Pac-  
Man (1980). Before this epoch-making game, the  
player controlled spaceships, gun turrets or other  
mechanical devices. Suddenly, though, the player of  
Pac-Man controlled a being: an animated, eating thing.  
The game’s designer, Toru Iwatani, says that he got the  
idea for Pac-Man’s form after eating a slice of pizza,  
and seeing the shape that was left. Then: “I designed  
Pac-Man to be the simplest character possible, without  
any features such as eyes or limbs. Rather than defining  
the image of Pac-Man for the player, I wanted to leave  
that to each player’s imagination.”  
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Fig. 14. Lara Croft: a beautiful abstraction (‰ and ™ Core  
Design Limited; all rights reserved)  
Now at first sight there is a world of difference  
between Pac-Man and a modern videogame character  
such as Lara Croft (see fig. 14). That is certainly true if  
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you regard them as traditional static pictures. But as we  
must keep reminding ourselves, videogames are a  
kinetic art form: many of their pleasures can only be  
realized through time. And on a very basic level, Pac-  
Man and Lara do in fact share one important attraction.  
If you swing the joystick to move Pac-Man around his  
maze, he opens and shuts his mouth automatically  
while on the move. If you press a button to make Lara  
walk forward, she walks in a fluid, hip-swinging  
motion that is the result of hundreds of frames of  
painstaking digital animation.  
These are both examples (one ancient, one modern)  
of how characters give us videogaming pleasure:  
through a joyously exaggerated sense of control, or  
amplification of input. All you do is hold down a  
button, and you get to see this wonderfully complex,  
rich behavior as a result. This is one very basic  
attraction of all types of interactivity, and it also seems  
to be a near-universal pleasure among humans in the  
modern industrialized world. Why do people enjoy  
driving cars? Amplification of input: you just lower  
your foot and suddenly you are moving at exhilarating  
speed.  
This kind of attractiveness is true of all good  
characters in modern videogaming: a few simple  
controls result in absorbing, complex movements.  
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Witness the beautiful bounces and skids of Mario in  
Mario 64, or the graceful, arcing somersaults and  
handstands of Lara in Tomb Raider III. Good  
characters are good largely by virtue of having a wide  
range of physical abilities, and by having those physical  
abilities particularly well animated. Just as we can often  
be surprised in the flesh by the beauty of a person  
whom we have previously seen only in photographs—  
because part of a human being’s attractiveness lies in  
the choreography of facial is of much less visual  
interest when frozen in time.  
For a start, characters such as Crash Bandicoot or  
Sonic (see fig. 15) obviously borrow very heavily from  
the cartoon styles of Warner Bros and others: Sonic  
was allegedly created (after a honcho at Sega ordered  
that someone design them a character to compete with  
Nintendo’s Mario) by a deliberate crossing of Felix the  
Cat with Mickey Mouse, while Crash obeys the cartoon  
tradition of animals that look nothing like their real-life  
counterparts. Both Crash and Sonic have big heads,  
saucer eyes, cheeky grins and small bodies. In this  
sense they are deformed, Japanese-style; yet such a cute  
stylization is also used in Western cartoons. Perhaps  
they are attractive because their large heads and  
limitless curiosity remind us of children.  
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Fig. 15. Sonic the Hedgehog: cat and mouse (from Sonic  
Adventure, ‰ Sega 1999)  
More  
proportionally  
humanoid  
“good  
characters”—such as Lara Croft, Jin Kazama from  
Tekken 3, or Solid Snake from Metal Gear Solid—  
work (on this purely static, visual dimension) in a  
slightly different way, in that they borrow from  
cinematic conventions of costume and coolness. It is  
almost certainly no coincidence that Metal Gear  
Solid’s cigarette-loving, husky-voiced hero shares one  
of his names with Kurt Russell’s character in Escape  
from New York, Snake Pliskin. Jin Kazama in Tekken  
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3 is an idealized amalgam of body-building action  
grunts such as Schwarzenegger and martial arts movie  
heroes.  
A good videogame character is one that the player,  
because of a fulfilled combination of dynamic and  
iconic criteria, likes—just as we like cartoon characters  
such as Sylvester the Cat or Cartman. But since the  
character is under our control, if we like him (or her)  
we must also feel somehow protective, and anxious lest  
we cause the character harm through our own manual  
inadequacy. And so a good character, as well as being  
aesthetically pleasing, constitutes one very strong  
motivation for playing the videogame well: you want  
Mario to overcome his surreal obstacles; you want Lara  
to escape from those pesky dogs; you want Sophitia to  
hack Rock to bits. Jeremy Smith of Core Design  
remembers how Tomb Raider nearly featured a man:  
The original script and graphics that were done, it just was  
Indiana Jones, and I said, “Christ, you can’t do that—  
we’ll be sued from here to Timbuktu!” And they said,  
“Yeah, I suppose you’re right. We’ll work on it.” And  
then literally two weeks later we had another project  
meeting and there was this babe there. I said, “It’s a  
woman—what are you doing?” and they said “No, it’s  
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gonna really work.” Well, at that point, it really didn’t make  
any difference. It was only when they really started to  
develop Lara—she was animated and her hair was moving—  
it was like, “Wow, you could actually quite relate to this!”  
One apotheosis of this sort of emotional manipulation is  
in the classic puzzle game Lemmings, in which you  
must guide hundreds of stupid, suicidal little furry  
creatures home, reacting quickly to stop them falling  
off high ledges or being sliced in two by imaginatively  
sadistic machines. The lemmings are only about fifteen  
pixels high, but the way their hair is bouncily animated  
and their naive faith in a safe world mean you’ve got to  
save them.  
This protectiveness functions the same way whether  
the character is abstract and cartoony or humanlike and  
filmic. And of course we must still insist that the latter  
type of videogame character is not supposed to be  
“realistic” any more than a deformed anime character  
is. Part of the very attraction is a certain glossy  
blankness—what Smith enthuses over as “that  
computer look.” As videogame graphics become ever  
more sophisticated, the designers of the next generation  
of Tomb Raider games on PlayStation2 will  
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surely be careful never to let Lara become too  
individuated. If she were to look photorealistic, too  
much like an actual individual woman, what  
seductiveness she possesses would thereby be  
destroyed. Smith agrees:  
We feel that we can make Lara significantly different to the  
way she is now, without making her sort of real-life, by only  
going up to say twelve to fourteen hundred polygons. You  
don’t need to go any higher than that— because you’ll  
probably lose some of that feel for her, for how she is now.  
With PlayStation2 technology we’ll be able to smooth her  
off, without changing the aesthetics that work. We can give  
her great facial expressions, and we’ll be spending a lot of  
time on clothing technology and working out the physics of  
clothes—a cloak, a shirtsleeve . . .  
But she’ll never be thoroughly realistic. For Lara Croft  
is an abstraction, an animated conglomeration of sexual  
and attitudinal signs (breasts, hotpants, shades, thigh  
holsters) whose very blankness encourages the (male or  
female) player’s psychological projection and is exactly  
why she has enjoyed such remarkable success as a  
cultural icon.  
A
good videogame character  
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like Lara Croft or Mario is, in these ways,  
inexhaustible.  
Some say life’s the thing . . .  
. . . but I prefer playing videogames. Time to dive  
once again into the bleep-ridden throngs of Makuhari,  
because it’s not just in terms of character design that  
the Japanese industry is instructive. We can also learn  
from the esoteric flora and fauna of its videogame  
biosphere that never make it to the West. Talking about  
them one night after the show in a local sushi bar,  
Japanese student Gavin Rees offers this observation:  
“The Japanese do not make the distinction between  
‘form’ and ‘content’ that we do in the West.”  
How so? Teruichi Aono, a professional Shogi (a  
board game also known as “Japanese chess”) player,  
has written about the Japanese art of flower-arranging  
that “the feeling is not so much that this flower or that  
is in itself beautiful, but that a world of elegant beauty  
is to be found, for example, in the skillful gathering and  
arranging of flowers and pampas grass.” In the tea  
ceremony, too, the rules for which it can take ten years  
to learn, the point is not so much the content (the actual  
drink) as the form (the highly traditionalized methods  
of preparing it): “The actions performed in  
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carrying out the ceremony are as intricate as they are  
because the point is to feel the beauty involved in each  
and every movement.”  
So, the point is not the flowers themselves; the  
point is not the tea. Form is its own content. And the  
Japanese words that describe such an aesthetic—ma  
(timing) and aida (balance)—are also used of forms of  
play such as Sumo and judo wrestling.  
Within the adult age group, both sexes of  
respondents to the CESA survey nominate game ideas  
that illustrate the highly idiosyncratic Japanese  
approach to concepts of simulation. Videogame  
“simulations” in the West, as we saw in Chapter 2, are  
generally highly complex games of combat flight or  
Grand Prix driving. They simulate fast, dynamic  
processes. In Japan, however, “simulation” is a much  
more inclusive, and at first sight wildly eccentric,  
genre. At the 1999 Tokyo Game Show, videogame  
companies were offering new products in the wildly  
popular genres of fishing simulations (you wind a  
plastic rod connected to the console and catch virtual  
fish), gardening simulations (you water virtual plants)  
and train-driving simulations (you can drive a train  
round an accurately modeled 3D representation of the  
Yamanote line on Tokyo’s subway system).  
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And the remit of videogame “simulations” in Japan  
is sure to expand. Adult Japanese women, for example,  
want “a simulation game of being a housewife, giving  
experience of leading a happy married life including  
housework, having/raising children, sex”; “a simulation  
of buying a house”; “a game in which the user raises a  
human baby”; “a job simulation game”; “a game in  
which the user can date actors/singers”; “a simulation  
game of overseas travel”; “a game of cooking in which  
the user finds ingredients, cooks and becomes a master  
chef”; or “a climbing game in which the user tries to  
reach the summit. On the way rivers, valleys, birds and  
little animals appear.”  
Now, this looks a little weird, to be sure; but just as  
with the deformed anime tradition, we must be careful  
not to imagine an unbridgeable cultural chasm where  
none exists. Again, in fact, this phenomenon of  
burgeoning “simulation” genres is a logical progression  
of facets in Western videogaming, albeit one powered  
by a characteristically Japanese conceptual tradition.  
Most Japanese people live in cramped  
accommodation in sprawling cities. The idea of  
escaping to a rural idyll and lazily casting off by a  
babbling stream is largely an unattainable fantasy,  
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except for the wealthy. Yet in a culture where the form  
of an activity is held in such high esteem for its own  
sake, being able to recreate that form in a videogame  
context is, it seems, a decisively valuable pleasure.  
This is not so different from a Western driving  
game. Most of us will never be able to hurl a Dodge  
Viper at two hundred miles an hour through the Tokyo  
suburbs. But we can play Gran Turismo, and as the  
form of the videogame becomes an ever more accurate  
analogue to the form of the real activity (with our  
provisos about playability), that is a better and better  
consolation. The gallimaufry of Japanese simulation  
games are attractive because they can provide the  
dynamic form of an activity even though the content  
(the physical paraphernalia of that activity: actual fish,  
or a real garden) are missing.  
Now, of course, irrespective of their varying  
approaches to character design or formal realism,  
Japanese videogames are still, fundamentally, games.  
And Japanese people like to play as much as anyone  
else. One of their biggest leisure pastimes, in fact, has  
much to tell us next.  
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8
THE PLAYER OF GAMES  
Tiny silver balls  
After the luminous hi-tech orgy of Makuhari’s  
videogame exhibition, let’s stop off at a Pachinko  
parlor in Akihabara, or “Electric Town,” the Tokyo  
district that constitutes a paradise on earth for devotees  
of denki seihin, or consumer electronics. In the West,  
we have slot machines built around spinning wheels  
inscribed with cherries and numbers. In Japan they  
have Pachinko, a simple yet intriguing game played  
with tiny silver balls. It appeared in Japan in the 1920s,  
and is in some ways a forerunner of videogames  
themselves.  
This particular arcade in Akihabara, one of about  
eighteen thousand in Japan as a whole, is nearly full,  
over its four floors (nearly four hundred machines), of  
Pachinko aficionados: power-suited, black-clad and  
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stylish businesswomen on their lunch hour, lean elderly  
men in tatty suits dropping cigarette ash into the  
machines’ integral ashtrays. Lined up in endless rows  
like workers on a factory conveyor belt, the players are  
nevertheless all alone, gazing intently at the machines  
in front of them. The air is electric with a thunderous  
clacking: the result of thousands upon thousands of  
silver balls hitting each other in a mesmerizing dance.  
The name Pachinko is supposedly derived from  
pachi-pachi, a Japanese term describing the clicking of  
small objects or the crackling of fire. The game is set  
up vertically: behind a covering pane of glass, hundreds  
of small pins are set perpendicularly into a board. When  
the knob is turned, a stream of tiny silvercolored steel  
balls shoots out of a funnel at the lower left-hand  
corner, spraying up to the top and thence downwards,  
where they bounce off the pins (thus making the  
clattering noise). Lower down the board are a few  
special slots; if a ball bounces off the pins in the right  
way and falls into one of these, it sets off a  
computerized slot-machine-style set of three “wheels.”  
If these wheels come to rest at a desired combination,  
the player wins something. What is the prize? Uh, more  
tiny silver balls. They gush out of the bottom of  
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the machine into a big plastic basket. From there they  
can be scooped back into the machine for more plays,  
after the initial hundred have been used up.  
Now if you amass a great many balls, and you have  
the self-discipline not to shove them straight back in the  
machine, you can go to the back of the shop and  
exchange them for real stuff, like a toaster or a  
microwave oven. In fact, most Pachinko parlors operate  
a shady back room where balls can be converted into  
cash. But this is, strictly speaking, illegal, for in Japan  
Pachinko is not officially regarded as a “gambling”  
game.  
The final monetary exchange is cleverly disguised,  
mediated by the tiny silver balls. But this deferral of the  
transaction is potentially endless, as a player will often  
reuse all the balls he has won and end up with nothing  
physical to show for the session—in which case  
nothing has been “won” at all save an unquantifiable  
gameplaying pleasure. The transaction—the verifiable,  
quantifiable content, from an accountant’s point of  
view—is secondary to the experience of the form, the  
pleasure of playing the machine exquisitely well.  
Pachinko is a primarily aesthetic experience.  
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With Western slot machines, the bottom line is how  
much money the thing spews out at the end. With  
pinball, with which Pachinko obviously has a lot in  
common mechanically, the object of the game is to  
amass a different kind of currency—the social capital  
(in French sociologist Pierre Bourdieu’s terminology)  
of the arcade or bar: a high score. (Remember, the first  
successful arcade game was sited next to a pinball  
machine in a bar.) But Pachinko is purer than either of  
these alternatives. Players do not eye each other’s piles  
of balls. They are fixated on their own machines,  
seemingly hypnotized.  
This hypnotic effect of Pachinko is in part caused  
by the startling beauty of the showers of silver balls  
bouncing around the board. If you remember studying  
Brownian motion under a microscope at school—the  
jiggling, dodgem-like movement of tiny particles  
bouncing off others—the Pachinko balls offer the same  
kind of random-seeming fascination. In fact, neither  
Brownian motion nor that of Pachinko balls is random;  
they are both governed by physical laws that are, at  
least in principle, deterministic. But they are  
unpredictable, given the impossibility of measuring  
accurately each system’s initial conditions (they exhibit  
chaotic behavior).  
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Some Pachinko experts roam the halls with a gaze  
so intuitively attuned to the game that they can pick out  
machines whose pins are slightly bent from the constant  
battering of balls. These, they know, will pay out more  
often. But to minimize this advantage, parlor operators  
go around at closing time with a hammer, knocking all  
the bent pins back into line. So the Pachinko system  
can never be rationally mastered.  
A lot of videogames rely in part on exactly the same  
teasing unpredictability as Pachinko. It is thoroughly  
deterministic, but a feeling of randomness is generated  
by our imperfect knowledge. “We may have written the  
game, but we don’t know what’s going to happen.”  
You’re never sure what’s coming next, which is partly  
why you want to try again.  
Pachinko further prefigures another deep pleasure  
of videogames in its method of control. The player  
holds a single, very sensitive knob; as it is turned  
clockwise the tiny silver balls are shot out from the  
funnel at increasing speed. The challenge for the player  
is to manipulate the control in order to find the optimal  
ball speed—the rate at which the greatest number of  
balls falls into the target slots. Unlike a slot machine,  
then, where you merely pull an arm or hit a button and  
then  
wait,  
Pachinko  
marries  
its  
teasing  
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randomness with a continuous control over one  
important variable of the system. So do videogames.  
That one variable is the behavior of the player’s own  
character (animal, humanoid or mechanical), battling in  
an otherwise unpredictable virtual world. As the  
Pachinko control is analogue, furthermore, the tiniest  
variation in its position can produce large effects in the  
chaotic system. And this is comparable to the “deep  
controls” that Richard Darling enthuses over in games  
like Super Mario Bros.  
Thirdly, and again as with videogames, Pachinko  
assaults the player’s senses with the balls’ clacking,  
constant electronic music and a dazing miscellany of  
colored, blinking lights and computerized animations.  
You play Pachinko for twenty minutes and you come  
away empty-handed—yet you know you’ve had some  
weird kind of fun. And it was Pachinko machines that  
were Taito’s original business before they created  
Space Invaders.  
Power tools  
So far we have seen that videogames have  
some things in common with films, with  
paintings or with stories, without ever being  
quite the same sort of phenomenon. But the  
example of Pachinko should remind us that  
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videogames are also part of a different lineage. The  
arcade, which today is normally a fluorescently lit  
space crammed with the latest monster videogame  
cabinets and their ever more inventive control  
mechanisms—lightguns,  
life-size  
kayak  
oars,  
motorized snowboards, electronic drumkits, big plastic  
horses—has changed little from a sociological point of  
view in around a hundred years.  
Back in the late nineteenth century, penny arcades  
also lured in a cross-section of visitors from all walks  
of life, especially in America, where they boasted  
coinoperated phonograph machines, candy dispensers,  
kinetoscopes and even X-ray machines (the latter were  
phased out as public amusements after it was shown  
that repeated use led to death, by what we now know as  
radiation poisoning). The next generation of  
technological fads was led by the mutoscope, a  
quasicinematic device that was, however, controlled by  
a mechanical crank, so that the viewer was able to  
choose the speed at which the film was played, to stop  
it or even to send it spinning backward.  
Videogames are clearly part of a project that began  
more than a century ago, and whose aim was to  
domesticate the machine. Automatic textile-processing  
technology, for example, had only seventy years  
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previously been causing an unimaginable upheaval in  
the lives of millions, forcing people out of work and  
instigating the formation of resistance groups such as  
the Luddites.41 The lesson was quickly learned. By the  
1890s, the fruits of applied science were deliberately  
offered to the public in a markedly different way: not as  
labor-replacing devices, but simply as entertainments.  
Progress, the arcades argued, could be fun.  
High technology today is thoroughly domesticized.  
The process is complete. Many living rooms are  
furnished with a television, video recorder and hi-fi  
system—not to mention, in twenty million European  
homes, a PlayStation, whose very name continues the  
proselytizing argument: it is the antithesis of a  
workstation, a place where one taps seriously away at a  
beige PC on spreadsheets or word-processing software.  
A PlayStation puts the kind of computational power  
that was the stuff of science fiction just a few decades  
ago to the sole purpose of entertaining the user. Not  
only can it be argued that videogames played a  
significant part in quelling the fear of technology, they  
have made technology our friend, our playmate.  
_________________  
41 For an excellent history, see Kirkpatrick Sale, Rebels against the Future.  
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In this, videogames are again part of a larger  
tradition: this time, that of the technological  
prostheticization of play in general. Tennis, for  
example, has been transformed over the past few  
decades by material racquet technologies and  
stringdampening. Serious chess players routinely use  
computer analysis and million-game CD-ROM  
databases to prepare for matches, or to work on  
correspondence games. Golfers may avail themselves  
of carbon-fiber clubs and balls coated with space-age  
Kevlar, so that they fly more truly through the air. The  
whole running shoe industry is predicated on a promise  
that an extra air pocket, say, will somehow make you  
run faster. And serious running is now itself in part a  
game of numbers made possible only by timing devices  
that count in the thousandths of a second.  
Role-playing videogames began as a technological  
prostheticization of the Dungeons & Dragons board  
game, with the computer taking over the onerous  
duties of numerical calculation. Many videogames  
have arisen in this way, building on preexisting game  
formats. Time Crisis, for instance, the lightgun game,  
is at heart nothing more than a technologically  
enhanced version of fairground duck-shooting with  
airgun pellets, except that whereas the latter retains  
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some pretense of monetary exchange—you might shoot  
enough ducks and win a cuddly toy—Time Crisis  
finishes the job begun by Pachinko, and offers nothing  
but purely sensual and psychological rewards for your  
cash. Another lightgun game, Point Blank, explicitly  
acknowledges this heritage by including a number of  
fairground-style shooting ranges to play at.  
Fairground games in general, which are tests of  
skill packaged in a fizzingly son et lumiÈre  
environment, are obviously another set of precursors to  
modern videogames. So, too, are fairground rides, in a  
different way, for they offer a very convincing illusion  
of danger: on a rollercoaster, you feel you must be  
plummeting to your death, but you know it is safe.  
Shigeru Miyamoto has said he is constantly playing on  
his audience’s “desire to realize something exhilarating  
but impossible in real life.”  
A good example of this is Gran Turismo, which we  
touched on at the end of the last chapter. Now, not only  
will we rarely have the chance to race a Dodge Viper  
around Tokyo at two hundred miles an hour, but it  
would be extremely dangerous to do so. Doing the  
same thing in a videogame, however (practicing the  
same form) ensures that if we crash, we do not die or  
get burned to death, but only lose the race and live to  
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try again. (The relative safety of high-speed collisions,  
moreover, turns most racing videogames further into  
digital versions of the fairground dodgems.) So the  
rollercoaster and the videogame both offer the  
pleasurable, adrenaline-surging experience of danger,  
with none of the risk.  
Other technologies have enhanced (or at least changed)  
games and sports, and videogames have enhanced (or at  
least built upon) the basic concepts of board games and  
fairground attractions. But though you can play chess  
with bits of mud, or soccer with scrunched-up  
newspaper and a few sweaters, you cannot play a  
modern videogame except by means of a machine.  
It can be argued that all art forms are dependent on  
a certain level of technology. Writing in English, for  
instance, cannot take place without an alphabet, which  
is itself literally a technology (the word comes from the  
Greek meaning “knowledge of a skill”). But in the  
modern sense of technology as a physical device or  
gadget, videogames clearly belong in the lineage that  
was started only relatively recently, with photography,  
in which the execution of the artwork (or form of  
entertainment) is impossible without certain complex  
apparatus.  
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Videogames’ special virtue of interactivity, though,  
vastly increases this technological dependence until it  
attains a quality of symbiosis. You are perforce a happy  
accomplice. For though you can appreciate a  
photograph or watch a film quite happily without being  
able to operate a camera or movie projector, you cannot  
play a videogame without using the technology  
yourself.  
Now as far as we can tell, human beings have been  
playing games for a very long time. We have so far  
looked back a mere century and considered  
videogames’ place in a technological history. But one  
would expect that some or other aspect of play is  
represented in game forms throughout civilized time.  
Veni, vidi, lusi  
The earliest games that we know of from ancient  
records are of two basic kinds: contests of, say,  
spearthrowing through rolling hoops, and board games  
of chance. The first is clearly socially useful, as a  
hunter society does well to the extent that accurate  
spearthrowing ensures a plentiful supply of food for the  
community. In modern industrial civilization, such  
aptitudes are no longer essential for survival, but  
humans for some reason still derive pleasure from  
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refining them. They are exactly those skills exercised  
by modern target videogames such as Time Crisis 2.  
Games of chance, meanwhile, seem to have  
originated from a belief that divine will could be  
glimpsed through seemingly random machinations; the  
I Ching, for example, is a book of wisdom in which  
hexagrams are consulted according to a random  
sequence of twig manipulations. But most “games of  
chance” are not totally aleatory: a player in an ancient  
game such as backgammon or dominoes must still use  
skill to decide which piece to play next, or where to put  
the counter. Over time, these simple forms of game  
seem to have evolved gradually so as to make more  
long-term cognitive demands of the player. Skill is  
transmuted into strategy.  
“In the history of civilization,” writes game  
historian Brian Sutton-Smith, “games of strategy seem  
to have emerged when societies increased in  
complexity to such an extent that there was a need for  
diplomacy and strategic warfare.” He describes one of  
the earliest examples: mancala, or wari, which was an  
ancient Egyptian strategy game. Each player controls a  
number of counters on the board, and the game  
involves using numerical and strategic judgment to  
capture the opponent’s pieces. Mancala is clearly a  
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direct forerunner of the twentieth-century board game  
Risk, and in turn, technologically prostheticized and  
expanded, of real-time strategy videogames such as  
Command and Conquer: Tiberian Sun.  
Here is an account of the “judicial duel” in  
medieval English law:  
Though sometimes fought to the bitter end, the judicial duel  
shows a tendency to assume the features of play. A certain  
formality is essential to it. The fact that it can be executed by  
hired fighters is itself an indication of its ritual character, for  
a ritual act will allow of performance by a substitute. . . .  
Also, the regulations concerning the choice of weapons and  
the peculiar handicaps designed to give equal chances to  
unequal antagonists—as when a man fighting a woman has to  
stand in a pit up to his waist—are the regulations and  
handicaps appropriate to armed play. In the later Middle  
Ages, it would seem, the judicial duel generally ended  
without much harm done.42  
This process, whereby combat is sublimated into a  
play form, leads all the way to modern beat-’em-up  
videogames such as Tekken Tag Tournament or Soul  
Calibur, where the abstraction is complete. Here, too,  
_________________  
42 This description is taken from the cultural history of play by Johann  
Huizinga, Homo Ludens.  
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the fighting is performed on the player’s behalf by a  
digital “substitute”; here, too, unequally skilled human  
players may have a sporting match by tweaking the  
videogame’s built-in “handicap” device. Not only has  
bloody violence been transformed into a choreography  
of light, but the animus between contestants that gave  
rise to the judicial trial is now but a folk memory  
underlying cheerful competitiveness. So the physical  
and jurisprudential content has leaked out over the  
years, but the form endures.  
The very fact that such forms still induce pleasure  
when played as videogames today seems to  
demonstrate that, though they initially grew out of  
practical concerns, ancient games could never have  
been wholly functional exercises in the first place. In  
other words, whatever other purpose they served,  
games must always in part simply have been fun.  
Even such apparently purist, abstract videogames as  
Tetris have some similarities with older forms of play.  
Tetris itself is from one angle a dynamic jigsaw, in its  
demands of shape-matching; its designer, Alexei  
Pajitnov, on the other hand, has said that his original  
formal inspiration was pentominoes, a family of  
puzzles involving twelve differently shaped blocks,  
each made up of five squares, from which the player  
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must construct larger shapes—except the videogame  
challenge is again a dynamic one, introducing time  
pressure on the player.  
And children have always made up their own  
“exploration games,” playing, for instance, in a  
deserted house and imbuing it with magical qualities.  
Now the technological prosthesis afforded by a  
videogame such as Tomb Raider or Zelda 64 allows  
such activity to be far more complex and cognitively  
challenging, so that the gamer really can, in Walter  
Benjamin’s phrase, “calmly and adventurously go  
traveling.” Again, Shigeru Miyamoto has said that he  
draws his inspiration from childhood memories of  
exploring the Kansai countryside around his home,  
finding caves and hidden paths through the woods.  
History also tells us that seeing people at play has  
often angered those in power. In Saint-Omer in 1168,  
gameplayers were pilloried; in Basel in 1386, a  
backgammon player who had ignored an injunction to  
avoid the game had his eyes put out; the same  
punishment was common in fifteenth-century  
Amsterdam; and in Germany players might have limbs  
judicially amputated or be executed by drowning.43  
_________________  
43 For more on the bloody history of gameplayers’ persecution, see Alain  
and FrÉdÉric Le Diberder, L’Univers des jeux vidÉo.  
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Martin Amis astutely pointed out in 1982 that the  
burgeoning criticism of videogames even then was  
simply a repeat of “the heated debates about snooker  
and pool earlier in the century.”  
Games are not serious, runs this argument, they are  
somehow intellectually degrading. Play, anthropologist  
Johann Huizinga happily concedes, is at base  
“irrational.” Though certain games might require a very  
high-level exercise of reason (chess), there seems to be  
no rational excuse for playing in the first place. One is  
simply spellbound. But games, rather than being a  
wasteful offshoot, are central to the formation of  
culture. Huizinga believes that play underpins all forms  
of ritual, and even religion itself. Ancient Greek  
mythology, for example, has a tradition of  
“theromorphia”—imagining people as beasts, like Zeus  
as a swan—and Huizinga argues that this can best be  
understood in terms of the play attitude. (This is, by the  
way, another play tradition that finds its way into  
modern videogames, for instance in the beat-’emup  
game Bloody Roar 2, where the humanoid fighters turn  
into monsters in order to inflict ever more ridiculous  
damage upon each other.)  
Huizinga’s overarching contention in Homo Ludens  
is that play is indeed essential to civilized  
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society. His final, polemical chapter holds that the  
modern world (he was writing in 1938) is anomic and  
impoverished precisely because games have been torn  
from their organic place at the heart of community and  
neatly cordoned off into such spheres as that of  
professional sports. If this is true, we should not be  
surprised that at the beginning of the third millennium,  
the eternal human need for play has sprouted once more  
in radical, electronic form, and will very soon constitute  
the world’s largest entertainment industry.  
This might even be a cause for optimism.  
Videogames allow for, are often specifically built for, a  
form of social play activity. Indeed, a great many  
gamers, including me, find videogaming at its most  
pleasurable in such a context. At its smallest level,  
social videogaming involves two, three or four friends  
racing cars against each other or beating each other up  
through colorful digital surrogates on the screen. The  
videogame console is mediating and providing the  
visual forms for such contests, but the pleasure is  
largely a social one. Richard Darling of Codemasters  
agrees. “One of the most enjoyable times that people  
have when they’re playing games tends to be good  
multiplayer games—like Super Bomberman and Micro  
Machines,” he says. “There’s so much more fun in  
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beating your friends and competing with your friends  
than doing the same thing with computer-controlled  
opponents.”  
This is similar to the pleasure of playing doubles in  
tennis, or playing a rubber of bridge; perhaps it is  
closer, however, to that of board games, which have  
always been advertised as social tools, fun for friends  
and family. Indeed videogames might be seen in this  
way as the logical next step from board games. The  
history of the board game sees a gradual moving away  
from the physical apparatus of the board, and an  
increased focus of attention on the players themselves,  
from the totally board-dependent games like chess and  
checkers, to games such as Monopoly or Risk where a  
lot of the action (alliance-forming and back-stabbing)  
takes place off the board, to Trivial Pursuit, where the  
board does little more than keep track of the score.  
Videogames extrapolate from this trend ad infinitum,  
because there is no physical stuff being moved around  
at all, just patterns of photons.  
But the social aspect of board games and certain  
sports is multiplied innumerable times in the  
burgeoning phenomenon of online videogaming. Now  
there is a possibility of social play that is far greater  
than at any time before in human history. Users can  
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connect games such as Quake III, Half-Life or Starcraft  
to an Internet server and play in real time against  
hundreds or thousands of other people all over the  
globe. Sega’s Dreamcast, of course, now incorporates a  
modem to facilitate precisely this activity.  
Richard Darling sees immense possibilities for this  
phenomenon in the future, especially when it is widely  
available to more people than can afford thousanddollar  
PCs.  
With Dreamcast and PlayStation2, you’ll be able to put the  
disc in, turn it on and choose multiplayer, automatic  
connection to the network. Everything will be easy to choose  
and set up, and you can just play against other people. And  
although they’re other people who you won’t know initially,  
it won’t take long before online communities emerge where  
there are other ways of communicating—online chat maybe,  
or voice discussions back and forth.  
Or maybe, if it gets mass-market enough, the fact that  
you’re connected online doesn’t mean you have to be  
playing with people in South Africa, the United States,  
Zimbabwe or whatever—you could potentially log onto a  
Touring Cars multiplayer site and choose to play against  
people in your hometown. It might be that there are  
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enough people for you to arrange with friends at work to all  
log on at eight o’clock in the evening and play selectively,  
just against each other. So it doesn’t have to be the way  
Internet communication is portrayed in the media, with  
people who are rather sad and lonely communicating with  
strangers on other continents.  
Videogames, clearly, are embedded in a deep and  
long tradition of play, and they borrow formally from  
many other games. Yet each borrowing is accompanied  
by a radical transmutation. From dominoes to  
pentominoes to Tetris; from spearthrowing to Time  
Crisis; from whist parties to thirty thousand people  
logged onto the Internet playing a science fiction RPG:  
the videogame format takes something old and makes  
of it something startlingly new. But what kind of fun do  
videogames offer that is uniquely their own?  
Get into the groove  
There must be a reason so many of the people I know  
who enjoy videogames describe racing a good lap in  
Colin McRae Rally or clearing waves in Defender as a  
“Zen” experience. This is understood to be shorthand  
for a kind of high-speed meditation, an intense  
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absorption in which the dynamic form of successful  
play becomes beautiful and satisfying. How exactly  
does such an experience come about?  
One highly influential attempt at a logical  
interpretation of “fun” has been made by psychologist  
Mihaly Csikszentmihalyi, with his concept of “flow.”  
Csikszentmihalyi was interested in the fact that  
musicians, rock climbers, chess players and other  
people engaged in very complex tasks reported an  
experience of ecstasy or bliss, losing track of time and  
losing the sense of self. He decided that, although on  
the face of it each activity was markedly different, all  
his subjects must be having the same sort of experience,  
which he termed “flow.” In this state, “action follows  
upon action according to an internal logic that seems to  
need no conscious intervention by the actor.” And  
“there is little distinction between self and environment,  
between stimulus and response, or between past,  
present and future.”44  
Now this sounds like fun. It sounds a lot like the  
“Zen” experience of playing a good videogame.  
Interestingly, Csikszentmihalyi notes that flow  
_________________  
44 Quoted in SatÔ Ikuya’s fascinating history of bosozoku, or motorcycle  
gangs in Japan, who also apparently experience “flow” during their races:  
Kamikaze Biker: Parody and Anomy in Affluent Japan  
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experiences are attained when there is a perceived  
match between the demands of the activity and the  
subject’s skills. Now why else would many videogames  
such as Metal Gear Solid let you change the difficulty  
level? Clearly it is boring to play a game that is too  
easy, and frustrating to play a game that is too hard.  
The same is true of, say, tennis or chess: playing  
someone who is far less competent than you is not  
much fun, as it’s too easy to win (you don’t need to  
play to the height of your abilities); playing someone  
far better than you is not much fun either, because you  
just get stomped on (you are made painfully aware of  
the inadequacy of your abilities). So pleasure seems  
subjectively to be optimal when the demands of the  
game and your skill levels are closely matched.  
In a non-dangerous activity, I think the game’s  
demands ought always to be pitched slightly higher  
than the player’s skills. The only way to improve one’s  
chess, for example, is regularly to play slightly stronger  
opponents. Because an important component of  
pursuing a flow activity over time is the simple  
pleasure of getting better. A pianist will attempt pieces  
that are just beyond the current level of her technique,  
and by practicing them she will improve her technique  
to match their demands.  
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Pleasure increases up to a point according to  
difficulty. So it seems very likely that one crucial  
component of videogaming pleasure is in fact a certain  
level of anxiety. This sounds counterintuitive but is  
supported by simple experiments that report increased  
heart rate and adrenaline levels among videogame  
users. And my own experience is that even when  
demands and skill are generally matched, there are  
periods during the game when I am aware of a  
temporary, small mismatch between them—the game is  
asking slightly more of my skill than I feel confident of  
being able to deliver, and a large part of the game’s  
pleasure lies in overcoming these regular challenges.  
Now what about the “feelings of complete control”  
that are said to accompany a flow experience? I think  
there is, again, something wrong with this way of  
putting it. We have said that videogames provide a  
particular pleasure of control, especially when they  
offer rich controls whose interaction allows for a great  
deal of variation, and when the controls result in  
amplification of input. How does this compare with the  
case of playing a piece of music at the piano? Here, too,  
the interaction of controls (keys and pedals) is a “deep”  
one, offering a potentially infinite array of sonorities;  
here, too, amplification of input is at work,  
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in that small movements of the fingers result in  
beautiful music.  
But musicians know that there is another  
phenomenon at work, which is also appropriate to a  
discussion of videogame playing: muscle memory.  
When a pianist attempts a new piece, most of her  
attention is focused consciously on playing the right  
notes according to what is printed on the manuscript  
page, and working out precise fingerings for  
particularly difficult passages. But there is a point at  
which these visual instructions are no longer needed,  
when the player has so thoroughly learned the music  
that she does not consciously think about where to put  
her hands next. People also call this “getting the music  
under your fingers.” It is only now, when the  
mechanics of playing have been assimilated, that the  
player can concentrate on performing the music.  
The point is that the pianist begins really to play the  
music, and thereby enters into a “flow” state, at  
precisely the stage when she is no longer consciously  
controlling the individual movements of fingers. It is as  
if the fingers themselves know what to do. That is what  
we mean by “muscle memory.” The same thing  
happens when you drive a car or touch-type. But this is  
not a mysterious process for which we need to invoke  
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flow or anything else: cognitive scientists have shown  
that practicing complex sequences of finger movements  
actually rewires neuronal connections in the brain until  
they become automatic. A reduction in self-  
consciousness is naturally pursuant upon the  
observation that my critical “self” is no longer  
controlling my mechanical finger movements, so that I  
feel to that extent absorbed into the music itself. And  
exactly the same process operates in videogames.  
So here are two important observations about  
videogame pleasure. Firstly, when you are really “in the  
groove” of a well-designed, fast-moving action game  
such as Robotron, Gran Turismo 2000 or Time Crisis 2,  
one of the reasons you feel so fluidly involved is that  
your muscle memory has taken over the mechanical  
business of operating buttons, joysticks, trigger or foot  
pedals. This clearly has important implications for  
videogame designers. A videogame with a clunky or  
overcomplex control system, such as G-Police—or,  
even worse, RC Stunt Copter45—is not as much fun to  
most players precisely to the extent that  
_________________  
45 A good candidate for the title of most pointlessly difficult videogame of  
the decade, this “simulation” of a radio-controlled helicopter boasts such  
counterintuitive and oversensitive controls that even seasoned videogame  
critics switched off in sheer frustration.  
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it is so much harder to get past the initial mechanical  
demands.  
Secondly, the optimal match of demands and skills  
that we looked at earlier is the other factor that  
contributes materially to the pleasurable loss of  
selfconsciousness, because if the brain is having to  
process a lot of information very quickly to keep up  
with the videogame’s challenges, it is clearly going to  
demote other considerations, such as keeping track of  
clock time or noticing that a foot has gone numb, right  
to the back burner until the challenges have been  
overcome.46  
Videogames share deeply embedded aspects with  
many other sorts of games through history, yet they  
also share two components of pleasure with other  
common activities, such as piano playing, that are not  
usually considered “games” at all. (The videogame  
combines aspects of play and performance that nudge it  
in one sense nearer the family of sport. There are now  
regular world videogaming championships at  
_________________  
46 Now that we have established this highly physical aspect to videogaming  
pleasure, by the way, it provides another nail in the coffin of the “interactive  
storytelling” dream. Nolan Bushnell, the father of videogaming, made this  
incisive point to me: “The big problem with interactive storytelling is a  
basic conflict. When telling a story one wants the listener to abandon his  
body and space and be swept along in a new place, time or world. When  
you ask a person to make a decision, you push that person back into his own  
body.”  
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which contestants from all over the world compete for  
prizes of hundreds of thousands of dollars.) But now we  
have uncovered some sources of videogame pleasure, it  
remains to be seen just how that pleasure is  
manipulated. How, in other words, does the machine  
play the man?  
You win again  
Videogames give you their full attention. They don’t  
ignore you or say they’re busy; they concentrate with  
rock-solid focus on what you “say” to them through the  
mechanical interface. (Like psychotherapists, only at a  
smaller cost and with more quantifiable fun— Eliza, as  
we have seen, did actually take the role of a therapist in  
a text-based “conversation” with the player.) The game  
is extremely interested in you.  
Videogames also exemplify perfectly a general  
aspect of play: the temporary perfection, unattainable in  
the physical world, of absolute order. Nolan Bushnell  
says much the same thing: “There is a completely  
controllable and understandable universe that is  
predictable. Much more controllable than real life.” A  
videogame obeys a certain set of predictable rules of  
action, even if half the fun is finding out their  
unpredictable effects in particular situations. Martin  
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Amis quotes the science fiction writer Isaac Asimov,  
invoking both the above motivations: “Kids like the  
computer because it plays back . . . it’s a pal, a friend,  
but it doesn’t get mad, it doesn’t say ‘I won’t play,’ and  
it doesn’t break the rules.”  
Considerations such as these may bring the player  
to the table, but what keeps him playing? Well,  
psychologists have applied the term “reinforcement” to  
denote the fact that, in general, any behavior that is  
rewarded will be repeated in anticipation of more  
reward. “The rat gets crunchy food, while the  
videogame player gets higher scores and free games,”  
explain the authors of Mind at Play, an early book on  
videogame psychology. But such rewards must be  
balanced. Videogames deliberately provide only partial  
reinforcement, because their rewards (attaining the next  
level; getting a new gadget, car or weapon to play with)  
are only intermittent; the gamer keeps hoping another  
one is just around the corner. In fact, this is another  
way of discussing the demand/skill match we talked  
about earlier. If a game provides continuous  
reinforcement, then it is too easy and boring. If, on the  
other hand, it is too hard, there will be no initial  
reinforcement and thus no reason to keep playing.  
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How do videogame designers achieve such a  
delicate balance? Such considerations are very  
important to Richard Darling. He argues that what  
makes an action game (driving, sports or shooting) fun  
is precisely this: “The player’s efforts being rewarded  
by achievements.” It’s not so simple, however; Darling  
continues:  
And those achievements need to appear to be worthwhile to  
the players, they need to be visible and valuable. Of course,  
people’s perceptions of what’s needed to make a game fun  
have been stretching and stretching as games have got better  
and better. A long time ago you had Space Invaders, where  
basically you move from one level to the next level and  
you’re very excited because you’ve achieved the next level.  
In fact, the next level was exactly the same as the last one but  
a little bit harder, but you’re still very pleased: your score’s  
gone up, you’ve moved to level two, and the same thing  
happened when you moved to level three, four and five. That  
had a simple reward system whereby you achieved a certain  
goal in the game and reached a discrete target and you got  
rewarded by a score and a level change.  
In principle it’s the same now, it’s just that people’s  
expectations are much greater than just wanting the score  
to be ticking up. If you move from one level to the next  
you want a new experience, new gameplay features, new  
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things to be cropping up. So really our goal is to make sure  
that there’s enough there to start off with so that people find  
our game exciting and interesting, but then the more they  
play the more they achieve, and they can’t constantly be  
getting new rewards for all those achievements.  
This is what the psychologists call “partial  
reinforcement.” Yet presumably the videogame still has  
to keep something back to reward successful play?  
It’s always a big argument in game design, yeah, because the  
problem is, you see, when you release a game like that you  
get some people phoning up or writing in saying, “Why  
didn’t I have the Lister Storm [a model of racecar in  
Codemasters’ TOCA 2] from the beginning? I’ve paid my  
money for the game and I can’t drive a Lister Storm!” You  
know, you need to do X, Y and Z before you’re going to get  
the Lister Storm, or the Jaguar XJ220. And they feel  
frustrated, so there is some pressure to open the game up and  
say, “Look, you choose which car you like, race on  
whichever track you like,” and make the whole game  
available from when you turn it on. But if you did that a lot of  
people wouldn’t actually have any desire to drive the Lister  
Storm because there’s no great progression in getting there.  
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In other words, there would be no great incentive to  
play the game and to get better at it.  
But the videogame must not be too difficult: there  
must be some initial reinforcement for the player to  
want to keep going. Darling agrees: “You need to be  
given rewards in a short enough timespan in order to  
encourage you to carry on and improve yourself.”  
Sailing between these two perils is no easy business.  
It’s a very difficult balance to strike. The way we’ve started  
to go in recent games is to have selectable levels of  
difficulty—but you still need to hold back rewards, I think, so  
that certain rewards are only available if you’ve chosen the  
expert level of difficulty. But at least somebody who’s  
choosing the standard level can actually feel they’ve  
completed the game.  
There are more cunning methods of doing it which we  
have tried in some games, which is to actually make the game  
adapt to how good you are. So, for example, in a racing game  
if you’re driving along and you crash, and the pack goes  
ahead of you, you won’t necessarily notice if they all slow  
down a bit so you get a chance to catch up to them, and you  
feel like you’re still in the game— whereas a good player  
wouldn’t have crashed in the first place, and so the cars  
wouldn’t have slowed down, so you can have a competitive  
time either way. But it’s very difficult to keep it fair. For  
example, a good strategy to beat a game like that might be to  
deliberately hold back  
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and stay at the back of the pack so all the computer cars slow  
down, and then on the last straight just put your foot down  
and cruise past them and win. You’ve got to be very careful  
with the logic of what’s happening to make sure that a better  
driver will always do better.  
One problem that videogame designers are very  
aware of is the wide spectrum of gameplaying skill  
among their potential customers. But, with careful  
programming of difficulty settings and reward  
distribution, they can make a product that is optimally  
challenging and satisfying to all. Darling regrets, for  
instance, that TOCA 2 probably appealed only to the  
upper 50 percent of gameplayers in skill terms, and that  
a “novice” who had just bought a PlayStation and tried  
to play the game would have quickly become frustrated  
and disillusioned. Obviously, it makes good  
commercial sense for his team to be working on this  
problem with the next installment in the series:  
“Anybody’s achievement should be rewarded even if  
it’s a hopeless achievement compared to an expert.” To  
be sure, this is a happy form of democracy.  
This peculiar motivational system of pleasurable  
rewards is something that sets videogames apart from  
any other kind of game we know. If you get better at  
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Trivial Pursuit, Risk, tennis, dominoes, chess or  
football, your increased sense of power and selfrespect  
is the only reward on offer. The game remains the  
same. (The transaction of capital in the coin-op arcade  
game seems to be a positive if still strictly extrinsic  
phenomenon. The psychologist authors of Mind at  
Play, Geoffrey and Elizabeth Loftus, wrote that paying  
money for a videogame actually increases the pleasure  
one derives from it. This is due to “cognitive  
dissonance”: faced with incompatible beliefs, the brain  
acts so as to reduce the conflict. Videogames take your  
money and give you nothing tangible in return . . . they  
must really be fun!)  
But whereas chess or football remains the same  
kind of game no matter how good you are, modern  
videogames, as Richard Darling points out, change as  
you get better. Attaining a new level in Tomb Raider III  
means having a whole new virtual world to explore,  
moving from India to the rain-soaked rooftops of  
London. Collect enough coins in Ape Escape and you  
can play an entirely new mini-game on skis. Many  
videogames even keep something back after you have  
finished them, in order to encourage you to play the  
game again, only this time under new rules. Metal Gear  
Solid, for example, rewards the player with a  
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“stealth” suit, so that you can have enormous fun  
playing through the environments as an invisible,  
death-dealing hero. Beat-’em-ups such as Tekken 3 or  
Soul Calibur, meanwhile, cleverly spread rewards  
between their two-player modes (two humans fighting  
each other’s digital surrogates—the genre’s raison  
d’Être)—and their solo modes (player versus machine),  
in that success in the latter unlocks new characters that  
can be pitted against each other in the social context.  
Videogames in this sense are meta-games: the  
manipulation and achievement of such visual, dynamic  
and cybernetic rewards is another, higher-level game in  
itself. A well-designed videogame, such as Zelda 64,  
can approach the condition of a work of art simply by  
virtue of the way such rich, protean transformations in  
the game’s very structure are linked together for the  
gameplayer’s pleasure. The ways in which you can see  
more stuff and do more stuff are a joy, a reward in  
themselves. Perhaps they mirror the process of the rich  
and speedy acquisition of skills and experiences that we  
all went through as small children.  
This idea suggests another course of action as we  
plunge deeper into the videogame metropolis. Along  
the way, we have measured the city’s space, heard its  
stories and read its history. We have seen how we  
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interact with videogames. So what exactly are the nuts  
and bolts of this process? When we talk to videogames  
and they talk to us, what language is this conversation  
in?  
By its signs shall you know a city.  
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9
SIGNS OF LIFE  
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. He is the pure  
consumer. 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 roundness. But it can never happen. He is  
doomed forever to metaphysical emptiness. It is a tragic  
fable in primary colors.  
You may well have played this game: it’s called  
Pac-Man. Videogames, like anything else, can be read  
in many different ways. A videogame may not be a  
“text,” but it is true that videogames talk to the player  
in a special sort of language, one that the experienced  
user knows by heart. And this isn’t a verbal language,  
it’s a graphic one. Videogames talk to us with signs.  
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It is one of the fascinations of videogames as a  
form, indeed, that they constitute a kaleidoscopic,  
prestissimo exercise in semiotics, which is the  
everchanging interaction of signs. More than  
advertising or the Internet, videogames, in their  
immense speed and complexity, have to that extent  
become the most sophisticated systems of  
communication of meaning that the culture has yet  
seen. Now if that sounds like an overstatement,  
videogame action does not have overarching “meaning”  
in the way a novel or a film does; it is untranslatable,  
like music. Our scrutiny should instead be focused on  
the fast-moving low-level “meanings” that enable us to  
understand the videogame system.  
We have seen how videogames distort reality for  
their own purposes, creating in the process a world of  
deliberate unrealism. But how does it hang together?  
And how does it speak to the player?  
I am what I eat  
Consider the playing screen of Pac-Man (see fig. 16).  
What do we see? A maze-like structure of tubular  
walls, the paths lined with dots of two distinct sizes;  
four jelly-like blobs with what look like wide eyes; a  
disk with a slice taken out of it. Above the maze are a  
line of text and two sets of numbers; below it are more  
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disks and what looks like a brace of cherries. Now,  
considering this image solely as a picture, why do some  
paths in the maze have dots while others are empty?  
Why is there one disk inside the maze and others,  
slightly smaller, outside it? And what has all this to do  
with fruit? It is confusing, arcane. The game screen is  
inscrutable when approached as simple representation;  
it demands to be read as a symbolic system.  
Take that little disk. That is Pac-Man himself, the  
character under the player’s control. He doesn’t look  
like a man, he looks like something you’d stick on the  
rim of your glass of gin and tonic. (Toru Iwatani in fact,  
as we learned, was inspired by partially eaten pizza.)  
Nevertheless, the crude yellow shape is agreed to stand  
for Pac-Man. It is therefore a symbol. A symbol is a  
sign whose meaning is determined by social  
convention, like a number, a theater ticket or the word  
“starling.” Charles Sanders Peirce, besides leading a  
notoriously libertine life, also found time to invent most  
of modern semiotics. He defined a symbol thus:  
“Symbols, or general signs . . . have become associated  
with their meanings by usage. Such are most words,  
and phrases, and speeches, and books, and libraries.”  
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Fig. 16. Pac-Man: a parable of late capitalism, and a complex  
web of signs (‰ 1980 Namco Ltd; all rights reserved)  
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But we know that an important part of any  
videogame character is its dynamic form, and, sure  
enough, Pac-Man’s animation lets him partake of  
another kind of sign. As he moves around, the missing  
“slice of pizza” expands and contracts, resembling a  
schematic mouth in profile. It actually looks like a  
mouth that is opening and closing. In this way, Pac-  
Man is also to some extent an icon. Peirce defines an  
icon thus: “Likenesses, or icons . . . serve to convey  
ideas of the things they represent simply by imitating  
them.”  
The third type of sign that we need to know about is  
the index. Imagine if Pac-Man’s maze were a schematic  
map of an actual maze. In that case, it would be an  
index—basically, a pointer sign. In Peirce’s terms:  
Indications, or indices . . . show something about  
things, on account of their being physically connected  
with them. Such is a guidepost, which points down the  
road to be taken, or a relative pronoun, which is placed  
just after the name of the thing intended to be denoted.”  
Pac-Man is both a symbol and, to a lesser extent,  
an icon. That’s not unusual: in fact, many if not most  
signs are actually combinations in varying ratios of  
two or all three of these basic types. A map, for  
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instance, is an index, in that it shares in and points to  
deep structural features of the landscape it describes,  
but it is also an icon, in that it simply looks like the  
terrain as seen from the air. The illuminated first letter  
of a medieval manuscript is both a symbol, in that it  
functions as a component of language, and an icon, in  
that it is an illustration. An Egyptian hieroglyph is an  
icon, in that it is a pictogram, but it is also a symbol, in  
that it has an agreed meaning.  
So, Pac-Man is a symbol. “His form,” the  
character’s creator has noted, “simply represents the  
personification of eating.” And indeed, Pac-Man is a  
game about eating. The dots littering his world are so  
perfectly symbolic as not to represent any object. They  
are there to be munched; that’s all.  
While we’re on the subject of eating, note that  
the very theme of the game is at once infantile and  
politically loaded. It has been argued that Pac-Man  
was the first arcade game to be a substantial success  
with female gamers precisely because of this  
philosophy of consumption: eating is figured not as  
something to be wary of, but something to be  
celebrated, something (literally) empowering.  
However, it seems equally reasonable from this  
distance to read Pac-Man—a game from a country,  
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Japan, that at the time was just beginning to claim a  
role as a global financial power—as a satire on a  
different kind of consumption: late-twentieth-century  
capitalism. Hence our parable at the start of the chapter.  
For Pac-Man, consumption cannot end; no conceivable  
quantity of dots is enough. He will continue to search  
them out and eat them until he dies.  
What about those jellyfish with eyes? They are  
symbols, but they are also more iconic than Pac-Man  
himself, in that their eyes are relatively well-defined.  
Pac-Man has no eyes at all, but the jellyfish blobs,  
which are according to the game actually “ghosts,”  
have eyeballs with mobile pupils. Now, the ghosts are  
actually some of the most semiotically advanced items  
in the game—partaking of all three modes of sign—  
because their eyes also function indexically. Where the  
eyes are looking is where the ghost is going to go next.  
The eyes “point”; they work as an index. This is a  
particularly important sign for the player to be able to  
read, as for most of the game she must avoid contact  
with the roaming ghosts on pain of death. (Pac-Man’s  
death animation, by the way, slots admirably into our  
political theory of the game: his mouth opens wider and  
wider, passing the horizontal and continuing, until  
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there is nothing left of him at all. In his mania of  
consumption, he has eaten himself.)  
What about Pac-Man’s little cousins below the  
playing area? By videogame convention, these  
represent the number of lives he has in reserve. While  
the Pac-Man in play is almost entirely symbolic,  
therefore, the smaller ones function both symbolically  
and indexically. As a group, they constitute an index of  
“how many,” in the same way as counting beans. This  
is an indexical function, remember, because the number  
of yellow disks is congruent with, or “points to,” the  
number of tries a player has left. There is a similar mix  
in the large dots (one might even call them blobs) near  
the corners of the maze. Like their smaller brothers,  
they are symbolic (of pure, abstract food), but their  
increased size also functions indexically. They are  
bigger in circumference, and hence they are bigger in  
utility—better for you. Pac-Man earns ten points every  
time he eats a regular dot, but fifty upon eating a blob.  
The blobs have a further function: as power-ups.  
When Pac-Man eats a blob, he may for a short while  
turn and chase the ghosts that have thus far been  
pursuing him. We can now say that in semiotic terms,  
power-ups actually function as second-order signs—  
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signs about signs. The blob itself is an agreed symbol  
for “power-up” according to Pac-Man’s game design,  
but the power-up itself has no independent existence.  
Funnily enough, this is one context in which a phrase  
from postmodern theory is particularly appropriate: a  
power-up is a “floating signifier.” The power-up’s  
meaning consists entirely in a change of the potential  
relations between the rest of the signs in the game over  
a predefined period of time.  
This sounds forbiddingly abstract, but it is a very  
familiar paradigm in film, especially in science fiction  
cinema. For example, during the finale of the film  
Aliens, Ripley gets into a mechanical exoskeleton in the  
ship’s loading bay in order to fight the beast more  
effectively. She has acquired a power-up. Now the  
relations of force between the heroine and her foe are  
redefined. But the difference is that in Pac-Man, the  
power-up is not an external tool or weapon but merely  
an idea, a temporary enhancement of the character’s  
own essence.  
A power-up can also be a simple gift of more time:  
an extra life. Now, Pac-Man gives you an extra life if  
you reach a score of 10,000. So at certain times,  
anything edible on the screen could become a powerup  
if it pushed your score over the magical figure.  
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Look at the cherries below the playing area, for  
instance. They seem iconic (like fruit), but in fact they  
are indices: they indicate that shortly some cherries will  
appear temporarily in the middle of the screen. If Pac-  
Man eats those, they earn him 100 points, or ten times  
the value of a single dot. Now imagine that your score  
is 9,900, there are only three dots left in the maze, and  
there is a cherry sign below it. Rather than complete the  
level by eating the dots—worth a measly 30 points—  
you would be better advised to wait for the cherries to  
appear in the center, because they will then operate  
symbolically as a power-up, giving you an extra life. In  
that situation the cherries signaling below the maze  
would be a third-order sign. They would be (deep  
breath) an index denoting the future appearance of a  
symbol about other symbols.  
Now, all right, hang on. Pac-Man is a videogame,  
no? It’s not rocket science. It has chirpy music, bright  
colors. You trundle around the maze eating dots and  
getting your own back on the ghosts. It is fun. It would  
be lunacy to suggest that someone playing Pac-Man is  
consciously doing all this semiotic calculus.  
But this analysis does help in two ways. First, it  
demonstrates that videogames are complex systems  
rather than just simple toys. Secondly, and more  
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importantly, it does in fact explain at one level what it  
means to play a videogame. Because it helps to  
reconstruct something the player is doing  
automatically—there can be no doubt that to play the  
game well she must understand how all the signs on the  
game screen interact, in just the ways we have  
described. Human beings are very good at reading  
complex systems of signs without having to describe to  
themselves what they are doing.  
Now Pac-Man is twenty years old. We have seen  
how videogames have progressed since those days. We  
might expect, then, as videogames have increasingly  
enjoyed the power to build ever more convincing cities  
of the unreal, that their systems of semiotics, being the  
bricks and mortar of those edifices, have themselves  
become ever more complex and interesting. At first  
sight, though, it seems as if that isn’t necessarily true.  
Deep in conversation  
From the playful web of signs in Pac-Man, modern  
videogames seem to have, in their increasing powers  
of graphical photorealism, become ever more  
pervasively iconic. Compare Pac-Man with the  
player’s characters in Soul Calibur (see fig. 17);  
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whereas Pac-Man is abstract, largely symbolic, Voldo  
(left) is a triumph of iconic or pictorial representation.  
Now what does this do for the player’s sense of  
involvement with the game? The unique feature of  
videogames, after all, in terms of the structure of their  
consumption as a medium of mass entertainment, is  
that we are not merely spectators but participants. And  
we participate by identifying with “our” character on  
screen. A gameplayer whose ship has just exploded  
does not say ruefully, “The ship just exploded”; he  
says, “I died.” So might it be true that we cannot  
“relate” to characters who are pictorially too well  
defined? J. C. Herz thinks so: “Characters in Mortal  
Kombat have fingers and stubble. You watch them.  
Pac-Man has one black dot for an eye, and you become  
him.”  
We might interpret this claim by suggesting that a  
game concentrating on the interplay of symbols is a  
richer experience than one involving mostly icons. A  
game of Snap, for instance, consists entirely of  
comparing icons (the pictures on the playing cards),  
whereas a game of chess is symbol manipulation in  
excelsis. The requirement of the player to treat game  
objects not merely as pictures but as symbols represents  
a greater cognitive challenge.  
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Fig. 17. Soul Calibur: fabulously iconic fighting (‰ 1998, 1999  
Namco Ltd; all rights reserved)  
This is not to say, of course, that iconic arts such as  
photography and cinema do not stimulate the  
imagination at all. Of course they do (or can). But there  
is a difference in the faculty exercised. Looking at a  
photograph, one may invent a story around the scene,  
give the subjects inner lives and histories. The same  
thing operates in cinema, where we are required to  
reconstruct stories that have been fragmented through  
cuts and flashbacks, or to deduce the thought  
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processes of a character by reading an actor’s face. This  
process is hermeneutic: it is about interpretation.  
But the imagination that videogames require of the  
player is a different process: it is pragmatic. It can be  
subdivided into two parts: “imagining into” and  
“imagining how.” “Imagining how” because at every  
moment this operation precedes the dynamic challenge  
of being able to predict how one’s actions will affect  
the system, and therefore what course of action is  
optimal; “imagining into” because one needs to  
understand the rules of the semiotic system presented,  
and act as if those rules, and not the rules of the real  
world, applied to oneself. The requirement is to project  
the active (rather than just the spectating)  
consciousness into the semiotic realm. The videogame  
player is absorbed by the system: for the duration of the  
game, he lives among signs (another way of describing  
the dissolution of self-consciousness in the videogame  
experience).  
The person playing Pac-Man, then, may be said in a  
sense to be having a conversation with the system on its  
own terms. Just as human conversation involves a two-  
way transfer of and reaction to symbols (words), so a  
symbolically rich videogame, or other symbolic games  
like chess, shares the same structural basis,  
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exercising the pragmatic imagination. And indeed, we  
can say that a videogame is better as its symbolic  
conversation becomes more interesting.  
The aesthetic importance of symbols to videogames  
is played on in the commercial sphere too, in marketing  
imagery. The four “action” buttons on the right of the  
PlayStation control pad are identified purely by abstract  
symbols: circle, square, triangle and X. These symbols  
have become so closely identified with the PlayStation  
and PlayStation2 hardware that Sony can release  
advertisements that identify themselves as such only by  
having the four symbols somewhere on the page. One  
particularly inventive image, “Lovely Buttons” (press  
advertisement, 1999), simply shows a young man and  
woman in tight Tshirts, staring with blank sexual  
confidence into camera. Upon closer inspection, what  
appear to be their protuberant nipples are actually tiny,  
solid PlayStation symbols poking through the fabric.  
The advertisement carries no other information, textual  
or otherwise, to identify the brand as Sony. The  
symbols are all.  
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Time, gentlemen, please  
Remember that a videogame is not a static “text”; it is a  
dynamic form. And since videogames operate through  
time, another constituent of good symbolic  
conversation is obviously going to be its rhythm, or  
how the symbols combine over time.  
The importance of rhythm is exemplified most  
nakedly in a style of videogame that was hugely  
popular at the 1999 Tokyo Game Show, which relies  
completely on it, combining a handful of symbols with  
complex temporal interaction. As we saw earlier,  
Konami’s  
Dance  
Dance  
Revolution  
shows  
combinations of four arrows floating down the screen;  
when they reach the bottom line, the player must step  
on the corresponding arrows of a sensory floormat  
beneath the feet, in time to the banging techno music  
from the loudspeakers. Hundreds of young Japanese  
men and women were lining up to show off their skills  
at this game, practicing their moves groovily in line.  
The best of them combined the moves required by the  
game with their own creative gestures and twirls.  
Beatmania, meanwhile, consists of five large  
buttons (styled like half an octave of a piano keyboard)  
and a mock DJ turntable; similarly, various  
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combinations of these must be manipulated in time with  
their corresponding symbols floating down the screen.  
Other “rhythm games,” as they are known, include  
Parappa the Rapper, in which the player must help a  
paper-thin rapping dog undergo musical training from  
an onion; Guitar Freaks, playing on the Japanese  
penchant for heavy metal by requiring the user to strum  
a simplified rock ax; and Drummania, in which the  
player sits on a stool and hits electronic drum pads in  
time with symbols.  
All these games show funny, colorful digital  
animations on their screens: pulsating cartoon embryos  
for a rave track; anime heroes performing six-string  
heroics—but these icons are completely irrelevant to  
the gameplay. But even these simple games boast a  
unique structure of semiotic interaction. Notice, for  
instance, that the symbols on the screen in Dance  
Dance Revolution are also functioning indexically,  
because they are pointing to the symbols that need to be  
stepped on by the player, and the symbols themselves  
(arrows pointing in four directions) are quite special in  
that they are utterly content-free—they do not stand for  
anything else in the context of the game.  
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Dance Dance Revolution and Beatmania are very  
literal applications of videogame rhythm. But rhythm is  
also important in games that are not explicitly  
predicated on musical interaction. Giving the keynote  
speech at the 1999 Game Developers’ Conference in  
San Jose, Shigeru Miyamoto emphasized this point  
exactly: “I feel that those directors who have been able  
to incorporate rhythm . . . in their games have been  
successful.” We can break this idea down into three  
components.  
First, nearly all action games rely on the player’s  
basic ability to use tactical timing, by which I mean  
pressing a certain button to produce an action at exactly  
the right time. Many old platform games such as  
Miyamoto’s own Super Mario Bros, for instance,  
demand great accuracy in jumping and in controlling  
your character’s skids so he doesn’t fall off platforms.  
A racing game such as Sega Rally demands tactical  
timing in manipulating the joypad or wheel so that the  
player’s car rounds a corner in a controlled skid. A  
beat-’em-up such as Soul Calibur rewards tactical  
timing if we begin our attacking move just at the  
moment when our opponent is in a vulnerable stance.  
Tactical  
demands of highspeed reaction: in this  
way, we rapidly take account of  
timing  
also  
incorporates  
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the sudden appearance of grenades flying toward us in  
Time Crisis 2, and we “duck” by lifting our foot off a  
pedal before they hit. The expansive exploration game  
Shenmue, meanwhile, utilizes a “Quick-Time Event”  
system for certain periods of gameplay, which in  
contrast to the game’s breathtaking visual  
sophistication is a revealingly crude instance of symbol  
manipulation through time. This occurs, for instance,  
when the hero is pursuing another character down a  
crowded Hong Kong market street. At regular intervals  
a symbol corresponding to one of the console buttons  
will flash on the screen; if the player fails to hit the  
corresponding control very quickly, his character will  
trip over a cart of tomatoes and thus lose his quarry.  
As the period of time in question expands from  
tenths of a second to whole seconds, tactical timing  
bleeds slowly into a second component of videogame  
rhythm: strategic timing. A classic example of this is in  
the shoot-’em-up Defender. The player’s basic weapon  
is a laser. To shoot down alien craft and swoop to  
rescue falling humans is a question of tactical timing.  
But you also have a limited supply of “smart bombs,”  
which instantly destroy everything in the screen area.  
Now as you only have three of these precious devices  
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to start with, you must use them to your best advantage,  
in the situations where they will be most effective. That  
is strategic timing. The fact that destroying things earns  
you more points, and at certain scores you win another  
smart bomb or an extra life, makes a correct calculation  
even more potentially rewarding. As Martin Amis puts  
it: “The score is actually part of the game, and the  
shape of many a ticklish gamble is determined by  
whether your score is, say, 20,980 or 29,980.”  
Strategic timing is also required by the beautifully  
balanced beat-’em-up game Bushido Blade 2. Unlike  
most of its genre, this game incorporates one-hit kills:  
understandably, a well-aimed sledgehammer blow to  
your opponent’s head will result in a pretty shower of  
blood and his instantaneous collapse. Two-player bouts  
of this game, then, are great fun because there is so  
much tension involved, and strategy determines which  
of three stances you hold your weapon in, and where in  
the three-dimensional arena you choose to fight.  
Strategic timing is also needed in more seriousminded  
driving games such as F1 World Grand Prix 2, where  
you must decide when to pull in your tired car for a pit-  
stop. And strategic timing is obviously crucial in the  
genre of God games or process toys, where fast  
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reactions are subordinated to the intelligent deployment  
of resources over time.  
The third way in which time and rhythm operate in  
videogames is at a high structural level, where I’ll call  
it “tempo.”47 This describes, for instance, the ebb and  
flow of anxiety and satisfaction through the  
gameplaying experience. As games have become more  
complex and longer experiences, tempo plays an ever  
more important role in their pleasure. A game of  
Robotron or Defender, for example, induces a  
reasonably constant high level of stress for the ten or  
twenty minutes that it lasts. However, Tomb Raider III  
or Zelda 64, which can be played without restarting for  
hours on end, need to afford the player some breathing  
space at intervals, where there is no immediate danger,  
just as much as they need to invoke moments of  
extreme anxiety. This concept also involves Richard  
Darling’s comments in the last chapter about the  
distribution of rewards throughout a videogame. They  
can’t be constant (continuous reinforcement gets  
boring); they can’t be spaced out too far (not enough  
reinforcement). And neither rewards nor periods of  
relative relaxation must be spaced regularly, or they  
_________________  
47 I am not using this word in its technical musical sense, where a closer  
analogy might be “rubato.”  
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become predictable, and the element of pleasurable  
surprise is lost.  
A videogame designer must therefore consider the  
large-scale distribution of such aspects of his game and  
organize them to the best effect—then it will have good  
tempo. A brilliant example of this aspect of design is  
Resident Evil. Perhaps the greatest reason for the  
game’s success is its virtuosic tempo: periods of  
wandering through deserted environments with a  
gnawing sense of unease are interrupted by startling  
high-adrenaline events, such as a vicious dog monster  
crashing through a window (see fig. 18). Tempo in this  
game relies on creative alternations of suspense (not  
giving you what you expect, holding back) and shock  
(giving you what you don’t expect). As with its visual  
style, Resident Evil’s tempo is also drawn from a movie  
template. The tempo of Alien, for example, works in  
exactly the same way: periods of nervous movement  
through the Nostromo’s service ducts punctuated by  
sudden, horrific appearances of the slimy xenomorph.  
One final comment we can make on the timing of  
videogames’ symbolic interactions is that just as games  
have graphic resolution—the number of little dots or  
pixels on the screen from which the image is  
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Fig. 18. Resident Evil: a shocking moment (‰ 1997 Capcom)  
built up—they also have temporal resolution, which  
describes the fluidity or otherwise of the image’s  
movement through time. Now if a videogame suffers  
from “jerky” animation, in that there are too few frames  
to the second, the player’s absorption into the  
temporally based semiotic conversation will be injured;  
it is analogous to having a conversation with a friend  
who pauses briefly after every word he utters. Even  
worse, in a high-speed driving or flying game, a low  
temporal resolution is just not giving the player enough  
information to make apt decisions. If you only  
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see the road in snapshots every twenty yards, you  
cannot drive very accurately.  
However powerful a computer processor, its  
resources will always be finite, so there will always be  
a trade-off between temporal resolution and graphical  
resolution. You can have very richly defined pictures  
that move jerkily, or slightly less detailed ones that  
move smoothly. Quake III: Arena, for example, is a  
beautiful example of how very high temporal resolution  
really sucks the player in. So frame rate should never  
be sacrificed to visual detail.  
Say something else  
Modern videogames adore the icon. They draw ever  
more beautifully detailed worlds and characters. But  
they are not necessarily any less semiotically complex  
than Pac-Man, once you get behind the pictures. Nearly  
all signs are mixtures of the semiotic modes. In an  
iconic game such as Tomb Raider, it becomes clear that  
game objects such as doors and keys, while being good  
three-dimensional “pictures” of their referents, actually  
operate mostly as symbols. For they are not granted  
“realistic” physical attributes. As noted earlier in the  
book, a wooden door may not be blown up by a rocket-  
launcher, and a key may not be filed down to fit  
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a different lock. A Tomb Raider door, therefore,  
operates as a symbol for “exit” or “threshold,” a means  
of policing movement between predefined spaces, and a  
key operates symbolically a little like a minor powerup,  
a second-order sign denoting “ability to use door.”  
There are also clearly artificial symbolic  
conventions in the gameplay of the Tomb Raider world:  
for instance, if a stone block is a slightly different shade  
of brown or gray from its neighbors, that tonal contrast  
is operating as a symbol for “pushable”—the player  
knows that Lara is able to push the block out of the way  
in order to climb up onto it, or to uncover a hidden  
passage. The “medikits” that Lara finds scattered  
around, meanwhile, are iconic in that they look like  
little leather bags with a red cross painted on them—but  
their function is purely symbolic. We are not meant to  
imagine that Lara really sews up her bullet wounds  
with the contents; they are conventional power-ups,  
restoring Lara’s health in the time-honored, blatantly  
artificial manner. For all its heightened graphic  
naturalism, then, the mechanics of the game still  
operate, just as in Pac-Man, as a symbolic system. The  
“realistic” skin hides a semiotic cyborg.  
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The virtue of Tomb Raider is that, although the  
variety of symbolic interaction that it offers to the  
player—manipulating keys, doors and switches—is  
quite rudimentary and uninteresting, the way the player  
is required to interact with such symbols in the three  
dimensions of space is what makes the game a  
pleasurable challenge. Lara is a very nicely designed  
videogame character, as we have seen, because of the  
rich  
range  
of  
physical  
animations—rolling,  
somersaulting, running, climbing—she is capable of,  
and these acrobatic moves must be strung together with  
exquisite tactical timing to move her around the  
environments in which she operates.  
But a game such as Zelda 64, historically a  
contemporary of Tomb Raider III, is even more  
entertaining, because it combines requirements of  
spatial navigation and tactical timing with a far greater  
semiotic richness, which consists in the much wider  
variety of sign combinations and the cognitive  
challenges they pose to the player. In the Forest Temple  
of Zelda 64, for example, a good deal of complex fun is  
had with the nature of an icon itself.  
The environment is a crumbling old country house,  
full of dark nooks and shadows. Gilt-edged paintings of  
ghosts hang on the walls. The paintings are icons  
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within the gameworld. But the ghosts inside suddenly  
come to life with a demonic chuckle. The player  
realizes that he must shoot them with an arrow before  
the painting turns blank and the ghost flees to the  
painting behind him. So the pure icon has suddenly  
become a symbol to be fought.  
A different part of the same Temple, meanwhile,  
sees the player facing another ghost portrait. Suddenly  
six stone blocks fall from the ceiling; each side of each  
block is painted with a different section of the ghost  
portrait hanging on the wall. The player’s task is to  
move the blocks around within a strict time limit so that  
their arrangement recreates the painting, at which point  
the ghost is drawn into the open to be fought. So the  
painting, which as before starts out as a pure icon, then  
becomes an index, pointing at the desired arrangement  
of the blocks on the floor. And finally it becomes a  
symbol again, as the ghost turns into a real enemy. The  
fact that all this sophisticated semiotic play happens in  
a matter of seconds provides an enriching experience  
beyond simple puzzles of space and movement.  
The masterful semiotic playground that is Zelda 64  
also expands the language available to the player by  
means of its titular ocarina, a clay pipe that emits  
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melodies according to which button on the controller is  
pressed, keyboard-style. Once you have learned certain  
melodies, you may cause day to turn to night, or invoke  
rain, or talk to your friend in the forest. The game helps  
the player by showing the tune on a stave, in traditional  
symbolic musical language, and also indexically  
showing, or pointing to, the particular button-symbols  
that will cause each note to sound. And the melodies  
work symbolically as a whole, in that they are just  
summarily agreed to be certain causal mechanisms in  
the gameworld.  
This idea of a magical musical “language” is  
immensely intriguing. The Pied Piper of Hamelin, of  
course, had the same gift, as did Orpheus, charming the  
dolphins with his lyre—it is a recurring theme in  
folktale and myth. Zelda 64, in fact, only scrapes the  
surface of its possibilities, as the effective melodies are  
already written into the game. But there is no reason  
why future videogames may not, with very clever  
programming, develop this idea, and have the  
environment react organically to musical themes that  
the player makes up.  
The ocarina is an example, at base, of a power-up.  
Many power-ups, like this one, take the form of  
physical objects in the gameworld—gadgets—but  
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functionally they remain the same sort of animal as the  
large blobs in Pac-Man: they are second-order signs  
effecting changes in the possible symbolic relationships  
of the game. The ocarina works in this way by  
expanding the player’s symbolic language. Another  
Zelda 64 gadget, for instance, the hookshot (a sort of  
retractable grappling hook), enables the player to reach  
previously inaccessible areas by swinging up.  
Now in general one wants to say, “The more  
gadgets the better.” The more ways in which a player is  
required to learn how to use a new gadget and thus  
expand her semiotic conversation with the game, the  
longer the game will be refreshing and surprising,  
delivering a sense of childlike discovery. The brilliant  
yet underrated Ape Escape (see fig. 19) is furnished  
with many such exceptionally imaginative gadgets: a  
monkey radar, which when waved in the direction of a  
rogue simian flashes and hoots, enabling the player to  
examine his prey close-up; a hula hoop, which when  
spun round the waist enables the player’s character to  
run extremely fast; a rotor, which when spun enables  
you to float up to previously inaccessible areas. But  
Ape Escape’s crowning achievement is the  
radiocontrolled car, which—bizarrely at first—offers  
exactly the same experience as working a real radio-  
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controlled car. When you are first given this gadget,  
you just play with it, as you would with a real one. The  
form is identical. Herein lies one secret of the  
videogame’s enormous potential: it is the universal toy.  
(Indeed, 1999’s RC Stunt Copter is a videogame  
simulation of playing with a real radio-controlled  
helicopter, while No ClichÉ’s Toy Commander lets you  
play with something like fifty different types—toy  
planes, tanks, race cars and so on—spread over an  
imaginary house.)  
But wait a minute: Ape Escape’s radio-controlled  
car, after all, doesn’t really exist. It is racing round a  
virtual world, and an anime-styled orange-haired  
punkboy is holding the car’s controller box on screen.  
That’s alienation without the pain. In fact, the tangible  
connection between the controls in your physical hands  
and the action of the little toy on screen is a clever  
semiotic trick that fools you into ever-increasing  
absorption into the cartoon world. A similar trick is  
worked by the videogame paradigm of the sniper rifle,  
introduced by MDK (1997), perfected by Goldeneye  
(1997) and then cropping up everywhere—for example  
in Metal Gear Solid (1999) and Perfect Dark (2000).  
This gadget zooms in on an area and lets you view it in  
close-up, usually for the purpose of delivering  
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Fig. 19. Ape Escape: monkeying around in the ice age (‰ 1999  
Sony Computer Entertainment)  
an exquisite head shot to a bad guy. A virtual  
environment that reveals more detail when viewed  
telescopically is naturally more convincing than one  
which only works on one informational scale.  
The exception to the rule that more gadgets are  
better is the bad case of the single-use object, which we  
came across earlier. The single-use object—for  
instance, a jewel that must be fitted into a crevice but is  
then forgotten about—is basically a rudimentary  
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power-up, but as we saw it’s also a special case of the  
dreaded “functional incoherence.” By contrast, Metal  
Gear Solid superbly combines a large number of  
gadgets with a delicious freedom as to how they are  
used and reused in various situations. You may use a  
simple cardboard box to hide in, or to get yourself  
transported unwittingly by the enemy in a truck. When  
you meet your sharp-shooting nemesis, Sniper Wolf,  
for the second time, you can choose to battle her with  
the sniper rifle, or throw gallantry to the wind and fire  
off some Nikita guided missiles instead. If your aim is  
shaky, you can pop a tranquilizer, or smoke a cigarette.  
If you need to make some alarm beams visible, you can  
smoke a cigarette or use your infrared goggles— and so  
on.  
A great game, we can say for the moment, will  
probably have one or both of the two semiotic virtues  
identified. The first is to set challenges that involve  
complex, rich interactions of signs. And the second is  
continually to expand the player’s own vocabulary, to  
present the gift of freedom in negotiating those semiotic  
thickets.  
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Information overlord  
Now as signs are basically vehicles of meaning,48 a  
videogame will, for its own part in the conversation,  
need to erect highly efficient, semiotic systems as it  
tries to present ever greater quantities of raw  
information to the player. That information can be  
broken up into different signs in different areas of the  
display.  
Consider the screen of G-Police (see fig. 20). It  
shows a perspective construction of solid-looking  
buildings, roads, cars and other aircraft. In visual terms,  
this highly iconic construction is far closer to the film  
Blade Runner than it is to the videogame Pac- Man. But  
arrayed around the edges of the screen are ghostly,  
transparent figures that constitute a knotty system of  
signs that the player must read and react to in order to  
play the game competently. These figures are the  
game’s “HUD,” or head-up display, which recreates an  
actual military technology whereby instrument readings  
are projected on to the cockpit window directly ahead  
of the pilot so that he doesn’t have to look away for  
information.  
_________________  
48 Or actually, on readings such as the Saussurean one, constitute meaning  
by virtue of their arrangement  
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Fig. 20. G-Police: the information superhighway (‰ 1997 Sony  
Computer Entertainment)  
Look at the screen. Top right is a number  
surrounded by a segmented, shaded ring. The number, a  
symbol, denotes the “health” of your gunship: when it  
reaches zero, the craft is destroyed. Similarly, the  
words at bottom right are symbols for the available  
weapons. But most of the gameplayer’s information is  
also provided indexically: the shaded parts around the  
health number vanish in strict ratio to the decreasing  
number, with an overlaid symbolic order of rainbow  
color, whereby green denotes maximum health,  
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gradually turning to red for minimum. The shaded  
brackets at either side of screen center, meanwhile, are  
indices: at left for craft speed (colored above the middle  
for forward speed, below the middle for reverse); and at  
right for engine thrust. Again color is overlaid  
symbolically, with a bright yellow for high forward  
velocities or accelerations, red for low ones, descending  
into blue and purple for reverse.  
The signs at bottom left, meanwhile, furnish  
symbols (numbers) for altitude, but again provide the  
same information indexically, as an arrow pointing to  
subdivisions of a meter that rises and falls. Top center  
is the player’s radar, which works as a triumvirate of all  
three semiotic modes: symbolically, because each  
(green or red) dot is agreed to stand for a civilian or  
enemy craft; indexically, because the red triangle  
“points to” the next mission objective; and iconically,  
because the whole arrangement is a simplified “picture”  
of local space.  
If it remains largely true that the interplay of  
symbols constitutes the richness of the gameplay  
itself,49 there is a complementary truth that indices  
_________________  
49 Although some videogames—in particular racing games like Ridge  
Racer Type 4—can happily demote symbolism to a rather incidental  
property, if they provide enough interest solely with icons (beautiful  
scenery), indices (road signs and rev counters) and rhythm.  
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enjoy a greater importance in the business of providing  
feedback to the player on the basis of which he can  
determine his next action. It is more intuitively and  
speedily understandable to “read” an indexical shape  
such as the remaining health segments than to read the  
numerical symbol, especially since the index provides,  
as the number does not, an instantly comprehensible  
representation of current health or speed as a ratio of  
the possible maximum. The reason is exactly the same  
as why your car’s dashboard features an indexical  
speedometer: an arrow pointing to a certain point on a  
circular dial. A bald numerical display, such as that  
used by the odometer, is simply not instantaneous  
enough in its communication of critical data.  
G-Police provides a polyphonic display of signs,  
and so, as already noted, it is a shame that its control  
system is too complex for fluid execution of the  
player’s wishes. The badly designed language that the  
player is given erects a barrier between him and the  
world of the game.  
Even in games that are less stuffed with  
quantitative information than G-Police and its  
simulation-style comrades, indices are still of great  
help in telling the player how to organize symbolic  
interactions. The best example is in exploration games  
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that provide a map of the current environment. In Zelda  
64, the player must find a map: it is an object in the  
gameworld that functions as a power-up. Once  
acquired, it can be viewed to help you find your way to  
new areas: it is graphically designed so as to look like a  
real parchment map (it’s an icon); it “points to” the  
salient structural features of the environment (it’s an  
index); and it is marked with symbols that are agreed to  
stand for various crucial features: a treasure chest, the  
monster’s lair. But here the player must switch between  
the map “screen” and the gameworld. By contrast, the  
dinosaur-hunting first-person shooter Turok 2  
intelligently enables the level map to be overlaid on to  
the iconically constructed environment, as if it were a  
transparency; thus, the player is reading all possible  
modes of sign at once.  
Videogames have become so clever at displaying  
information in imaginative yet instantly intuitive ways  
that they have started to exhibit a kind of aesthetic  
techno-nostalgia. They are so far ahead of the race,  
compared to the dull and workmanlike interfaces of  
“serious” software or most Internet pages, that they can  
fool around and have a bit of visual fun. This is most  
obvious in the panoply of support screens— option  
screens to set the player’s preferences, to  
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choose game modes or to save and load game data or  
preplay mission briefings—all the prerequisites to play  
(which Shigeru Miyamoto calls a game’s “labor”) that  
surround the action at the heart of even the simplest  
modern game.  
G-Police 2: Weapons of Justice (1999), for  
example, is full of glowing green grids that sketch out a  
virtual graph paper background to screens full of  
weapon and mission information; text spells itself out  
letter by letter accompanied by rapid high-pitched  
beeping. Control panels are given a metallic, quasisolid  
sheen by the old effect of bas-relief, which renders the  
illusion of raised and hollowed surfaces with simple  
lines of highlight and shadow. The effect of all this is  
deliberately retrogressive, harking back to an early  
1980s era when such visual asceticism was in fact the  
technological cutting edge, for instance in the moody  
green-and-gray bas-relief of the brilliant shoot- ’em-up  
Uridium for the Commodore 64. The modern Omega  
Boost, too, plays with screens full of crude, dancing  
alphanumeric characters, green wireframe data screens  
and deliberately fuzzy, old-school voice synthesis in its  
mission clips.  
It is clear that videogames must differentiate  
themselves from the interfaces of “serious” software:  
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no one wants to come home, turn on a game and feel  
like they’re still working at the office PC.50 But the  
particular aesthetic phenomenon of techno-nostalgia is  
also working a very clever, stealthy trick. Just as  
Hamlet’s deliberately archaic play-within-a-play  
enhances the audience’s suspension of disbelief, in that  
the surrounding onstage action looks by comparison far  
more “real,” so the blatantly archaic technological  
design in some parts of the videogame make the  
cutting-edge visuals in the thick of the action seem  
even more novel and exciting.  
Drawing you in  
Modern videogames, as we have seen, glory in their  
graphic richness: spacecraft with scarred hulls, fighters  
with stubble, trees with individually swaying branches.  
But this does not necessarily reduce the player’s  
involvement in the game. What spoils “identification”  
is simply a lack of symbolic richness to suck you in. If  
a game with a beautiful graphic iconic construction also  
enjoys symbolic richness—as in Zelda 64—it is a  
_________________  
50 This is also the reason that, videogame journalists and hardcore system  
fetishists aside, PC-based videogames are far less popular than  
consolebased ones—quite apart from the fact that the latter hardware is five  
times cheaper.  
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good game. Conversely, a game built entirely from  
abstract visual symbols can be a bad game if those  
symbols do not interact in interesting ways. Tic-Tac-  
Toe, played by arranging the abstract symbols X and O,  
is a boring game for exactly this reason, as well as the  
more general competitive reason that it is always a  
draw. Beatmania, however, combines a mere four  
symbols in compelling rhythmic ways and so is a good  
game.  
But a good videogame character—a well-designed  
and attractive icon such as Sonic or Lara—can vastly  
increase our enjoyment of the game. So how can these  
two apparently contradictory claims be reconciled—on  
the one hand, that iconicism is irrelevant to gameplay;  
and on the other hand, that beautiful icons increase our  
enjoyment?  
Well, the hermeneutic (in videogames, mostly  
iconic) and pragmatic (mostly symbolic) imaginations  
are not mutually exclusive. For instance, when reading  
a detective novel (hermeneutic), you are very likely to  
try to figure out how (pragmatic) the hero should  
proceed in his case. And the same is true of modern  
videogames. They just require more sophistication on  
our part to “read” them properly: hermeneutic  
imagination for the gorgeous pictorialism, as well as  
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pragmatic imagination for the symbolic interaction. The  
semiotic demands of videogames are becoming greater  
all round.  
One irregular videogamer, an habituÉe of Pac-Man  
and Tetris, told me on playing Tomb Raider for the first  
time: “I found I was looking at Lara rather than  
worrying what was going on in the game.” This is  
revealing: iconic modern games certainly hit you first  
with their pictures. But that’s no bad thing, because if  
you like the icons, you are more likely to want to get to  
grips with the symbols. Good videogame characters  
please us visually and thus function as our motivation  
for continuing the struggle. They catch our interest  
simply because we like them, and would prefer to see  
them succeed.  
In this way they are playing on our hermeneutic  
imagination—but of course we also need to exercise  
our pragmatic imagination when controlling them in  
order to help them overcome their problems. And here  
again we notice the desirable limits of videogame  
“reality.” Remember that there is a limit on how  
purely, accurately iconic we want videogame  
characters to be: Lara Croft must always remain no  
woman in particular, for that is her charm. And we  
don’t really want in a videogame to kill and mutilate  
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very “real”-looking people; for the game to remain  
innocent, visceral fun, they must remain partial  
symbols, retain that “computer look.”  
Modern videogames are in this way more seductive  
than ever, as thanks to their visual enhancement they  
challenge us doubly. The same gameplayer who  
couldn’t help just watching Lara for a while also mused  
that she found it more disturbing when Lara died than  
when Pac-Man died, because she saw the character  
drown in a “realistic” fashion. Modern games have the  
potential, as yet largely unfulfilled, to deliver a richer  
overall experience to the player.  
The history of videogames’ iconic powers, their  
increasing ability to draw a pretty world, has opened up  
new potential for semiotic richness. But good graphics  
cannot work alone: what matters in modern gameplay  
terms is the interaction of all three types of sign. A  
gorgeous game with nothing interesting to do is just a  
bad piece of software.  
As videogames deliver richer visual experiences, it  
seems, ever more people will be willing to pick them  
up and play. A good modern exploration game such as  
Tomb Raider: The Last Revelation (Lara’s last outing  
on the original PlayStation) depends very heavily in  
this way on its iconic attractiveness. Jeremy Smith of  
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Core enthuses over the possibilities offered by the next  
technological standard:  
There are far more things you can do with Lara’s hair, and  
with her clothing . . . The leaves that you’re going past or the  
vines are all moving and animating, and there may be water  
dripping off them on to a pool which is making a ripple  
effect. PlayStation2 can do this camerablurring where you  
can home in on the central character and the view-distance at  
the back is blurred. Can you imagine the possibilities that  
that’s going to open up? It’s going to give you a depth of  
field that’s so huge it’s just like opening up a whole new door  
into gaming. Games are gonna have great depth—depth and  
atmosphere. Superb!  
It certainly looks as though the more able a game is to  
draw an atmospheric, beautiful world—as in the frankly  
stunning Shenmue—the more willing the player will be  
to shuffle off his or her chthonic shackles and swim  
happily into that world, where he or she can then get to  
grips with its symbolic play.  
What have we decided? That underneath the flashy  
graphics, cinematic cut-scenes, real-time physics,  
mythological back stories and everything else, a  
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videogame at bottom is still a highly artificial,  
purposely designed semiotic engine. And its purpose is  
not to simulate real life, but to offer the gift of playing a  
game. When we are at play, whether in front of a  
videogame screen, in a chess cafÉ, at the bowling alley  
or in the park, we are citizens of an invisible city, built  
of signs.  
We should not find that so surprising, because man,  
after all, is the symbolic animal. And this is exactly  
what videogames celebrate, challenge and feed. It’s no  
dumb accident that they appeared: once the technology  
was lying around, they simply had to happen. As Nolan  
Bushnell, the father of commercial videogaming, puts it  
dryly, videogames arose out of a natural wish to “make  
computers do fun things.” In this sense, they are an  
historically inevitable evolution of the play drive. To  
play a videogame is only human.  
To win, of course, is divine.  
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10  
THE PROMETHEUS ENGINE  
God’s gift  
In the beginning, heaven and earth were married. Gaia  
(earth) and Uranus (the heavens) then gave birth to the  
Titans, the twelve gods of earliest times. They had  
dominion over all the cosmos. The youngest Titan,  
Kronos, married his sister Rhea, but he knew that he  
was fated to be supplanted by one of his children. In  
order to protect himself, he hit upon the strategy of  
eating them all, one by one, as they were born.  
However, when the last child, Zeus, fought his way  
from the womb, Rhea, sick of her wasted efforts, tricked  
her husband and gave him a stone to eat instead, hiding  
Zeus away in Crete. When Zeus grew up, he forced  
Kronos to disgorge the stone along with  
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all his other eaten children. The Titanomachy ensued: a  
ten-year war between Zeus and his siblings on one side  
and the rest of the Titans on the other that shook the  
universe to its foundations.  
There was one Titan battling on Zeus’s side:  
Prometheus. His name means “he who thinks ahead.”  
His insistence on using guile rather than brute force  
was laughed off by his fellow Titans, and so  
Prometheus abandoned them to their fate and made his  
ingenuity available to Zeus’s faction. Thanks to  
Prometheus’s strategic talent, Zeus won. He and his  
brothers and sisters took their thrones on Mount  
Olympus. The rest of the Titans, defeated, were  
consigned to the hell of Tartarus, while Prometheus’s  
half-brother Atlas was forced to hold up the sky for all  
eternity.  
Prometheus, alone of his kind now free, created  
men out of clay. Zeus, ever ready to pull the ladder up  
after himself, was afraid that men in turn might seek to  
challenge his kingly position, and called for them to be  
utterly wiped out. The Titan, however, loved his  
creations so dearly that he stole a spark from the forge  
of Hephaestus and carried it down to men, hidden in a  
stalk of fennel. Pyrotechnia, the art of fire, the source  
of all knowledge, was now man’s. Prometheus  
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continued to improve the brutish lives of his creations  
by teaching them writing, astronomy, agriculture,  
sailing, medicine, mining and the interpretation of  
dreams. He also fooled Zeus into accepting the worst  
portion of meat from sacrificed animals: gristly bone  
was the gods’ due, while men kept the edible flesh.  
For these and other indiscretions, however,  
Prometheus was punished. The malignant Zeus had him  
chained to a rock, where a monstrous eagle gobbled at  
his exposed liver every day for thirty thousand years. In  
the Athenian drama usually attributed to Aeschylus,  
Prometheus Bound, the immortally pain-racked hero  
sums up his story: “I gave a gift to mortals, and in that  
giving yoked myself to fate—to this! I filled a hollow  
reed with fire, stolen from heaven. I gave it to mortals.  
It sparked them, taught them cunning, filled their need.  
For that, now, I pay this price, chained, staked, wide  
open to the sky.”  
After an age of suffering, Prometheus was finally  
freed when Hercules shot the eagle-monster with his  
bow. From the surviving fragments of Aeschylus’s  
sequel, it appears that Prometheus and Zeus were then  
to enjoy something of a reconciliation. More than two  
thousand years later, however, Shelley rewrote the  
ending in Prometheus Unbound, where Prometheus,  
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the champion now of human imagination and sexuality,  
defeats the tyrannical god and casts him forever into  
the abyss. For the moment, man’s inheritance is safe.  
For what had Prometheus done in the first place?  
He had given humans a power-up.  
Burn this  
The gift of fire. Like most children, I used to find  
battery-powered flashlights fascinating toys. I’d  
smuggle a flashlight into bed and turn it on after lights  
out, beaming whirling patterns onto the ceiling for what  
seemed like hours. The quality of light just before the  
batteries ran out was my favorite: a barely visible  
golden specter, loopingly scrawling its message in a  
hieroglyphic tongue. It was a mystery. The fiery glow  
of a tungsten filament powered by a couple of chunks  
of lead and acid somehow translated into this sensuous  
show.  
The ancient Chinese, we are told, first invented  
fireworks—made fire a plaything. For centuries,  
fireeaters traveled with circuses, making dragonish art  
from the destructive gift. To this day they give a  
thrillingly organic flavor even to such celebrations of  
technology-dependent entertainment as Manumission,  
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the Babylonian techno palace on Ibiza. Lately,  
electricity has become the preferred fire—eminently  
biddable and plastic—of the moderns. Electric light  
freed us from the tyranny of the dark, hastening the  
march of technology. The movies came along and  
“broke our prisons asunder”: reality was recorded and  
recreated anywhere, through light.  
Then there was television: a tumultuous inferno of  
electrons, arcanely marshaled and beaming more reality  
into each lucky home. Through the gift of fire in its  
latest incarnation, everyone was to have their horizons  
expanded, their minds cultivated, their hopes nurtured.  
That didn’t last. The fire became not an illuminating  
flame but a cauterizing one, dulling the nerves. You can  
shout at the television, but it will just keep on pumping  
out its moronizing radiation. You can switch channels.  
You can switch it off.  
And now videogames—the television screen  
reclaimed for our control. What potential—if  
television replaced the log fire or the wireless as a  
focus of domestic attention, the videogame reengineers  
the television’s relentless blaze as a colorful zone of  
play, a new world to explore, a rich and strange place  
to pit your wits against the dazzling inventions of  
others. The pixels dance to your tune. You’re not  
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watching, you’re doing. And when videogames are at  
their best, what you’re doing is something vastly more  
creatively challenging than watching a docusoap or a  
quiz show. Your reasoning, reflexes and imagination  
are tested to exhilarating limits. That hunk of molded  
plastic, that PlayStation or Dreamcast, is a magic box  
that allows you to play with fire. A Prometheus engine.  
Bad company  
Fire is not necessarily an unqualified good. It can burn.  
Back in 1982, U.S. Surgeon General Dr. C. Everett  
Koop declared that videogames were evil entities that  
produced “aberrations in childhood behavior.” Then,  
videogames were abstract pixellated contests of timing  
and skill, but now they offer superbly detailed  
animations of blood and gore while you shoot an  
opponent’s head off in Kingpin or mow down  
pedestrians in your car in Carmageddon. The latter  
game was grudgingly granted the equivalent of an NC-  
17 rating in 1997 by the British Board of Film  
Classification, on the condition that the victims’ blood  
was changed in color from red (too human) to green  
(acceptably zombie).  
People are worried by such exultantly bad-taste  
imagery. Such scientific investigation as has been done  
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into the possible negative effects of videogames is so  
far inconclusive. Patricia Greenfield’s 1984 study,  
Media and the Mind of the Child, concluded that there  
was no such evidence, but then videogames were not  
nearly so graphically detailed as they are now. In more  
recent times, arguments that videogame playing  
temporarily increases aggression in children51 are  
countered by other studies claiming evidence for the  
“catharsis” hypothesis—that videogames provide a safe  
and beneficial outlet for aggressive feelings in a non-  
destructive context,52 or that they contribute positively  
to a child’s cognitive development.53 The jury’s still  
out.  
Despite the absence of scientific consensus, there is  
a rising level of moral concern that parallels the outcry  
over “video nasties” in the 1980s. Questions were  
asked in the British Parliament on the 1993 release of  
_________________  
51 These arguments are given a witty and readable overview by Mark  
Griffiths in “Video Games and Children’s Behavior” in Elusive Links.  
52 This is the view, for instance, of G. I. Kestenbaum & L. Weinstein in  
“Personality, Psychopathology, and Developmental Issues in Male  
Adolescent Video Game Use,” in Journal of the American Academy of  
Child Psychiatry 24, pp. 325–37 (cited by Griffiths, op. cit.).  
53 Marsha Kinder writes in Playing with Power in Movies, Television and  
Video Games (p. 115) that she has observed her son playing videogames  
and argues that they enrich his development: “I have noticed that the better  
Victor becomes at videogames, the more interested and skillful he is at  
drawing cartoons.”  
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Mortal Kombat. Grand Theft Auto (1997), a game  
in which the player steals cars, runs over lines of Hare  
Krishnas and shoots cops, was described by the British  
Police Federation as “sick, deluded and beneath  
contempt,” and in the summer of 1999 a member of  
Parliament wrote to the prime minister asking if  
anything could be done to limit sales of the  
horrorthemed game Silent Hill, whose story centers on  
the disappearance and torture of a young girl.  
In the United States, the increasing number of  
school massacres is leading many to blame  
videogames directly for childhood violence. In spring  
1999, Eric Harris and Dylan Klebold, two Columbine  
High School teenagers in Littleton, Colorado, shot  
twelve students and a teacher before committing  
suicide. The media quickly reported that they were  
avid players of videogames Doom and Duke Nukem.  
The previous year, fourteen-year-old Michael Carneal  
had killed three students and injured five others at his  
school in West Paducah, Kentucky. After the Littleton  
incident, the parents of those three murdered children  
filed a $130 million lawsuit against twenty-four  
videogame and Internet companies. The plaintiffs  
claimed that Doom, apparently one of Carneal’s  
favorite games, “trained Carneal to point and shoot a  
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gun in a fashion making him an...effective killer  
without teaching him any of the constraints or  
responsibilities needed to inhibit such a killing  
capacity.” The suit was summarily dismissed in May  
2000 by a federal court judge, but the scapegoating of  
videogames continues.  
Now it is true that videogames have had a  
worryingly  
close  
relationship  
with  
the  
technologies of killing. Remember the glowing  
neoplatonism of Battlezone? It was a thing of  
beauty, but it also became quite grimily implicated  
in real-life destruction. Atari was commissioned to  
build an enhanced version of Battlezone for the  
American Defense Department’s Advanced  
Research Project Agency (DARPA), as a simulator  
for real tank drivers. This was only the start of a  
growing  
symbiotic  
relationship  
between  
videogames and the military. American warplane  
company Lockheed-Martin invested in the  
technology  
of  
arcade  
videogames,  
thus  
accelerating their development. The U.S. Marines  
have made their recruits practice Doom, as the  
game’s codesigner Jon Romero acknowledged:  
“Soldiers played Doom to feel like they were in a  
war situation, where you have oneshot kills.” The  
U.S. Navy now uses a custom hack of Microsoft’s  
Flight Simulator to help pilots learn to fly  
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a T-34C Turbo Mentor, the aircraft used for primary  
flight training.  
But what does it mean to say that a videogame can  
train you to kill? I think it means rather less than critics  
want it to. When I was in school, my favorite sport was  
fencing. I was trained to wield my preferred weapon, a  
saber, with great speed and precision. The swords we  
used were blunted, and we all wore protective clothing  
and face-masks. But I was perfectly equipped, if I so  
chose, to sharpen my blade and use it to hack limbs off  
my classmates with a few swashbuckling moves. There  
is no doubt that my potential capability to kill was  
enhanced by my fencing activities. But that had no  
causal, motivational effect of the type that is implied by  
the idea of “training.”  
Similarly with videogames. In Time Crisis, for  
instance, the player wields a plastic gun that responds  
very accurately to light—you aim the gun at the screen  
and shoot the enemy. A person who is very good at  
Time Crisis will probably be a good shot with a real  
gun. But no convincing explanation is available as to  
why such an otherwise well-balanced individual would  
want to make the move from play to murder. The  
soldiers who practice teamwork with Doom are not  
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motivated to kill by their experience of playing that  
game; they are ordered to do so by their superiors.  
Fencing, of course, is a sport whose kinetic form is  
derived from a long, bloodthirsty history of actual  
sword fighting, combat and duels. But we class it as a  
morally neutral sport because its content is nonviolent:  
the risk of injury is very low (far lower than with  
boxing), and the intent of the fencer is not to kill or  
maim but simply to win. The same is true of  
videogames. When I am playing Time Crisis 2 or  
Perfect Dark, my intent is not to kill. For there is  
nothing to kill; there are only patterns of light on the  
screen. Similarly, the consequences of my actions have  
no moral content either, because no one dies.  
So to blame videogames directly for childhood  
violence is absurd, unless one is prepared also to  
legislate against laser tag, paintball, martial arts and  
even bodybuilding—in fact, every type of recreation  
that could theoretically increase one’s ability to kill  
another human being but has no direct causal  
connection with murderous activity.  
On the other hand, videogames may be one of a  
complex of causal factors, any one of which in  
isolation does not produce a killer but which in  
combination become lethal. Clearly, for instance,  
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videogames might be said to have an influence on  
reallife violence in the same way that films or any other  
media do—by having a particular style that may be  
imitated. The Columbine murderers are thought to have  
dressed in black trench coats in emulation of Keanu  
Reeves in The Matrix. It is possible that Michael  
Carneal killed his schoolmates deliberately in the  
manner of a Doom deathmatch. But it would be wrong  
to conclude that those teenagers would not have killed  
if they hadn’t seen that film or played that game. It  
seems far more likely that they would simply have  
picked another wardrobe statement off the rack from  
television or the cinema.  
Modern media, including videogames, offer a vast  
library of imagery. But the intent to commit violence in  
the first place is not caused by that imagery; most of the  
time, stylistic imitation is safely indulged in a play  
form, such as when children of past generations  
pretended to reenact scenes from their favorite cowboy  
shows. Anthony Burgess’s A Clockwork Orange does  
not argue that Beethoven and bowler hats cause  
murder; they merely provide a convenient style to wrap  
around Alex’s sadistic fantasies. Famously, Stanley  
Kubrick withdrew his film of that novel after reports of  
“copycat” crimes. But if you are going to  
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kill, you can find stylistic inspiration anywhere: in a  
detective novel, a film, a painting by Hieronymus  
Bosch, a heavy-metal album or a videogame. They  
won’t, however, implant the murderous desire in the  
first place.  
A videogame can even be seen as positively  
valuable if it enables the formal imitation of dangerous  
or criminal activities in a safe and consequence-free  
environment. Sam Houser, president of Rockstar  
Games, which published Grand Theft Auto 2 in 1999,  
quotes the New York Police Department as happily  
approving of the joyriding and cop-killing in his  
notorious product: “We’d rather they did it in your  
game than on the street.”  
And yet, precisely because of their huge  
commercial and cultural successes, videogames cannot  
be immune from ethical considerations. We have, after  
all, been discussing them as art.54 So let’s return to one  
of our primary themes: our old friend, the reality of the  
unreal world.  
_________________  
54 “Ethics and aesthetics are one and the same.” Wittgenstein, Tractatus  
Logico-Philosophicus.  
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Genesis  
In a dance of fire are new worlds born. At British  
videogame developers Core Design, they have a  
special, home-grown software tool designed exactly for  
the purpose of building new worlds: it’s called, not  
inappropriately, Worldbuild II. After the artists have  
drawn hundreds of pencil sketches of imaginary  
landscapes, the topographical features of each area are  
fed directly into the computer. Acetate plans go up on  
the walls. Now begins the process of making it an  
explorable environment.  
As in many things, ontogeny (the development of  
an individual) recapitulates or mirrors phylogeny (the  
evolution of a type). At its early stages, the human fetus  
bears certain physiological resemblances to our fishy  
ancestors. And in the early stages of gestation of a  
modern virtual world, it resembles the cutting-edge  
arcade games of two decades ago: the pure, abstract  
geometry of Battlezone. The digitally created “land” is  
a wireframe model made up of hundreds or thousands  
of polygons; the worldbuilder simply has to drag  
individual bits up or down with the mouse to create the  
shapes of what will become molehills, mountains,  
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valleys and rivulets. Block by block, the ground is  
raised and lowered; edges are smoothed off.  
Only then, when the landscape is shaped in three  
dimensions, do the artists start to color it in, choosing  
from a palette of colors and textures (endless pages of  
sun-bleached grass, clover patches, subtly different  
shades of rock) that are simply painted on to the  
wireframe model. Meanwhile, other artists have been  
fashioning animals out of their digital version of the  
Promethean clay. A cow is fashioned from a  
geometrical skeleton, painstakingly animated through  
hundreds of frames, and then “skinned”—not flayed,  
but given a skin, a colorful cartoon cowhide that is  
wrapped over the wireframe model. Now the  
worldbuilder simply chooses the incantatory menu  
option “Place Object”: the cow is sucked out of its  
virtual womb, fully formed, and dropped into the field.  
With no apparent signs of confusion or disorientation,  
the bovine simply starts padding around the grass,  
enjoying a nonexistent sun. Inside the game: life, of a  
sort.  
A world can’t be built in isolation. Every facet of  
the videogame development process is organically  
interrelated with the requirements of the others. For this  
game, an artist explains, “The early levels are all  
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meadows and open spaces to get the player comfortable  
with the character.” The terrain is designed expressly to  
optimize gameplay.  
One theory of how the universe came to exist is a  
provocative idea called the Strong Anthropic Principle,  
which suggests that the universe is designed exactly the  
way it is, with the forces of nature and relative charges  
of fundamental particles balanced exactly this way, for  
the sole purpose of allowing intelligent life forms such  
as ourselves to observe it. We are the whole point of  
creation. In videogames, the Strong Anthropic Principle  
is not speculation but fact. As Lara Croft’s creator has  
explained: “The whole Tomb Raider world is utterly  
dependent on Lara’s size and animations. The distance  
she can jump, reach, run forward and fall are set  
variables. In this way, her world is designed for her to  
exist in.”  
How strangely comforting. We are everywhere  
alienated from nature in the real world, but for a time  
we can feel oddly at home in this unreal universe,  
where our strengths can always overcome our  
difficulties. We prefer the fantasy because it is fair.  
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The final frontier  
This is a particular kind of utopianist terraforming,  
where a person’s capabilities are never insufficient. But  
what about the purely visual imagination of videogame  
worlds? Whereas the Battlezone universe was in its day  
shockingly new, today’s environments are much more  
instantly recognizable. They draw on only a few basic  
templates. There is the blasted, neonlit Blade Runner  
cityscape; the dank metal corridors with exposed  
piping, steam vents and unpredictable lighting are  
straight from Alien; steel catwalks and pools of orange  
molten metal ring that Terminator bell. Cute,  
unthreatening worlds in primary colors come straight  
from animated cartoons—hardly surprising, then, that  
there is an exodus of talent from traditional animation  
into the videogame industry.  
There is a certain amount of interbreeding among  
these types, of course. Just as we saw earlier that many  
games opt for interfaces of a deliberately  
technonostalgic design, so the very environments in  
games like Quake III, Turok: Rage Wars, Tomb Raider  
III or Unreal mix hi-tech steel and electric light with  
architecture of a deliberately archaic grandeur: vaulted  
stone archways and sweeping staircases. In this way  
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they aim for an effect of vertiginous scale such as that  
created so masterfully by Giovanni Battista Piranesi’s  
etchings of nightmare dungeons in his Carceri  
d’invenzione (see fig. 21), which had an enormous  
influence on the aesthetics of Romanticism and, later,  
Surrealism.  
In this way, such videogames are part of a long  
tradition of imaginary architecture. But they are still  
some way behind in inventiveness, because part of  
Piranesi’s visualized nightmare is that the fabric of  
space itself is warped: the perspective is deliberately  
ambiguous, worryingly off-key. As Ernst Gombrich  
asks in Art and Illusion: “The rope hanging from the  
pulley—where does it lead? How is the drawbridge tied  
up? What is the angle of the bannister near the lower  
edge?” The artist used his illusionistic craft to create a  
gnawing sense of unease in the viewer. In videogames  
so far, on the other hand, everything is fanatically,  
obsessively “true” in three dimensions. There is no  
room for interesting fuzziness or spatial ambiguity.  
The spatial aesthetics of videogames are still stuck in  
the conservative line of the eighteenth century, because  
geometrically, it seems, truth is easier than interesting  
fiction. Yet why should a game not let the player wander  
around Piranesi’s own dungeons? Of course,  
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such skewed spaces would initially be very confusing  
to the gameplayer, but by building in a sufficient degree  
of intuitive predictability in other aspects—the way,  
say, that inertia or gravity works—the game could still  
present an enjoyable challenge without becoming  
thoroughly alienating. It would anyway be impossible  
to construct a world that was thoroughly different in  
every way from the real one.55  
Or why should a videogame not let us move  
through Escherian space, with its baffling perspectival  
contradictions? Escher’s prints depend for their power  
on a single point of view, deliberately chosen to  
maximize the illusion. With a moving point of view  
such as a videogame provides, designers would need to  
write very clever algorithms to adjust the illusion  
according to every movement of the player so that the  
house of cards did not fall.  
This wouldn’t be easy. But designers ought to have  
the courage to play with the very fabric of their  
unreality, to create ever newer kinds of space rather  
than settling permanently on scientific perspective—  
itself, as we have seen, a tissue of illusionistic  
distortions.  
_________________  
55 “It is obvious that an imagined world, however different it may be from  
the real one, must have something—a form—in common with it.”  
Wittgenstein, Tractatus Logico-Philosophicus.  
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Fig. 21. Piranesi’s Carceri d’invenzione: a dungeon master’s  
perspective on the unreal (Rosenwald Collection; photograph ‰  
1999 Board of Trustees, National Gallery of Art, Washington)  
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In an ideal world  
But a good illusion must be cogent. The fabulous,  
unreal world that we are given to play with must seem  
to be perfectly real on its own terms. A strange new  
world is a thing of awe, but of course there is also a  
certain pleasure to be had from playing in recognizable  
environments. Tomb Raider II famously included a  
“Venice” level, in which Lara pilots a speedboat and  
spectacularly crashes through the windows of an arched  
walkway above the water—although it wasn’t modeled  
on a real part of Venice. TOCA 2, however, lets you  
drive sporty sedans around accurate models of British  
racing circuits like Brands Hatch or Silverstone.  
Metropolis Street Racer (2000), following the lead set  
by Driver but exploiting the greater graphical muscle of  
the Dreamcast system, goes even further by  
synthesizing information from street maps, thousands  
of photographs and hundreds of hours of video in order  
to let the player drive around faithful recreations of  
one-and-a-half-square-mile sections of actual cities: the  
Shibuya district of Tokyo, central San Francisco, and  
tourist London. If you played this game a lot, and then  
went for a spin in the real Shibuya, you’d know your  
way around. It’s that good.  
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Such videogames at the moment, however, fall  
squarely into the high-velocity driving genre, and for a  
good reason. Because games as yet have only made a  
few faltering steps toward a necessary goal of the  
future: the fully interactive environment. If you were  
walking a character around that virtual Shibuya, it  
would soon become apparent that all the complex parts  
of a building—shop doors, drainpipes, windows—are  
not real objects modeled by the program. They have no  
symbolic function: they are simply pictures thrown on  
to a flat surface. You could not go into a shop or shin  
up the drainpipe.  
Providing a fully functional rendering of such a  
hugely complex environment as a real city is still  
beyond current videogame abilities. Even at its  
blisteringly high speed, Metropolis Street Racer cannot  
give the player total freedom to drive around: there is a  
set circuit, with many streets cordoned off by invisible  
barriers. But it will happen eventually, even in complex  
exploration games. The problem as things stand is that  
certain arbitrary simplifications have to be made. All  
right, say in the London levels of Tomb Raider III, you  
can open that door but this other door’s just a dummy,  
just painted on for atmosphere. But that’s our old  
enemy,  
functional  
incoherence.  
Anything  
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that looks like a door, I should be able to open unless  
it’s locked, or break it down if it’s made of rotting  
wood; if its hinges are visible I should be able to blow  
them off with a shotgun. Anything that looks like a  
window, I should be able to smash, with my bare fists if  
necessary. Conversely, give me a spade, and I should  
be able to dig ditches or plant flowers if I’m feeling  
particularly green-thumbed.  
Let’s see no more spatial incoherence either. If I  
can climb this wall, I should be able to climb up that  
tree. If I can see a small hole, I should be able to curl up  
and squeeze through it instead of banging my head on  
the rocky outcrop. And forget about causal  
incoherence, too. If you’re going to give me massive  
weaponry to fight mutant dinosaurs in Turok 2, then it  
should be open to me to shoot the angelic children I am  
supposed to save. Even if that leads to drastic  
punishment, it should logically be an option.  
Because if I can’t do any of these things, it doesn’t  
feel real. It becomes sinkingly clear that this is an  
environment with artificial, illogical restrictions on my  
actions. This is the problem that game designers will  
have to solve in future: the more behavioral options that  
are given to the player, and the more gadgetry on offer,  
the harder it will be to make sure that the  
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videogame environment as a whole is perfectly  
coherent.  
If this cannot be accomplished at the moment for  
recreations of large “real” environments like Tokyo,  
owing to the data intensiveness problem, that in itself  
should be a good reason for videogames to develop  
their architectural imagination in much more creative  
ways. Even when it is possible to recreate a real  
environment, we still don’t want it to be too real. Sam  
Houser describes the design process of skateboarding  
game Thrasher: Skate and Destroy (1999) in this way:  
“All the levels in the game are based on real-world  
locations. The testers saw one level and said, ‘Wow,  
that’s China Banks!’—which is a big place in San  
Francisco which is now banned, but it’s one of the  
world-famous meccas that any skateboarder knows  
about.” But even so, the virtual China Banks was  
deliberately not made completely accurate, because  
then the gameplay would have been boring. “It’s quite  
hard to take a real-world location that in skateboarding  
may be good for one rail that everyone rides, but  
you’ve got to make the whole level fun,” Houser  
explains. So the digital China Banks features a host of  
invented extra curves and ramps. It’s even better than  
the real thing.  
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Even games that do not try to build a recognizable,  
real-world place are still rather repetitively reliant on  
the same hoary old visual references. Littered around  
Core’s studios during the development of Tomb Raider:  
The Last Revelation, for instance, are photographic and  
illustrative source books such as An Introduction to  
Egyptology, from which the artists are liberally stealing  
and fusing visual ideas both for the architecture of the  
tombs and for Lara’s assailants, such as a huge golden  
dog. The resulting environments are at once familiar  
and strange (see fig. 22). There is a great deal of visual  
and spatial invention in this game, but it consists of  
clever combination, not of imagining a world anew  
from the ground up.  
Videogames should try more often to break free of  
such recognizable templates, the clichÉs of the torchlit  
stone tomb, the fairy dungeon, the biomechanoid  
spaceship interior, the sunny meadow, the Dunederived  
hi-tech desert metropolis. The abstract, voidal spaces of  
early videogames were in some senses far more  
interesting than the third-hand patchwork worlds of the  
majority of current exploration games. But there,  
modernist abstraction was a happy by-product, born of  
technological necessity. As a free choice, it’s obviously  
much harder to make. Some of the most  
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original environments so far in modern gaming have  
been seen, ironically, in some of the worst products,  
those triumphs of virtual tourism over symbolic  
richness Myst and Riven, whose pleasurably organic  
topography extrapolates inventively from the real,  
natural world.  
Another straightforward conclusion: videogames  
need to play to their strengths. Shigeru Miyamoto said  
exactly the same thing in September 1999: “The beauty  
of interactive media is it is different from other types of  
media, so we need to concentrate on those differences.”  
In this instance, that means recognizing that whereas  
film—at least naturalistic, “live-action” film—is tied  
down to real spaces, the special virtue of videogames is  
precisely their limitless plasticity. And only when that  
virtue is exploited more fully will videogames become  
a truly unprecedented art—when their level of world-  
building competence is matched with a comparable  
level of pure invention. We want to be shocked by  
novelty. We want to lose ourselves in a space that is  
utterly different. We want environments that have never  
been seen, never been imagined before.  
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Fig. 22. Tomb Raider: The Last Revelation: Egyptian  
architecture reimagined (‰ and ™ 1999 Core Design Limited;  
all rights reserved)  
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Virtual justice  
Terry Pratchett, the videogame-loving author of the  
Discworld novels (whose universe, like that of a good  
videogame, is bizarre but consistent), explained to me  
just why he enjoys games in these terms: “For me, it’s  
the fun of exploration, and new challenges. I like the  
big-screen feel of the Tomb Raider series and, for  
example, Half-Life . . . I like hidden areas, secret  
rooms, non-player characters who can help you. This  
gives you a real sense of involvement. What impressed  
me about Tomb Raider was the breadth of the scenery,  
and the . . . claustrophobia, the sense that you were  
really there.” And what does he want from the  
videogames of the future? Simple, really. “Give me the  
speargun, the revolver and the shotgun, and turn me  
loose on an unknown world.” But it’s much better when  
there are plenty more things to do in a videogame than  
just spraying bullets around. Pratchett agrees: “That’s  
what I liked about Tomb Raider—it wasn’t defined by  
shooting.”  
Yet particularly in first-person games, there is still  
room for massive symbolic improvement. Interesting  
steps have been made recently by games such as  
Rainbow Six or Hidden and Dangerous, where the  
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player’s ability to switch control between several  
soldiers with different mission duties enhances the  
demands of strategic timing and also, since the  
environment may be seen from several different  
viewpoints in rapid succession, increases the sense of  
that environment’s solid existence. Games such as  
Omikron: The Nomad Soul or Eden, meanwhile, create  
ever more stunning Blade Runner and Judge Dredd–  
style cityscapes whose furniture and surfaces are  
increasingly interactive in new symbolic ways.  
Currently, the third-person game—for instance  
Tomb Raider, Metal Gear Solid or Zelda 64—has the  
edge over the first-person game such as Quake III,  
which shows a perspectival viewpoint as if you were  
actually in the digital environment. Although it might  
initially look as if the latter genre should be the more  
involving, since the illusion is that you are really there,  
it is almost always less symbolically rich. This  
limitation derives directly, in fact, from the artificially  
narrow view angle in such games, and also from the  
observation that without stereoscopic vision (our two  
eyes receiving slightly different images in real life) it is  
much harder to judge depth. Therefore, symbolic  
interoperation through space is severely limited.  
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The fun of Turok: Dinosaur Hunter was thus  
compromised by passages that required the player to  
make precise jumps, platform-style—yet in a game  
where you can’t see your own feet, such jumps are  
impossible to judge properly. Equally, however, there  
are problems in the other direction: third-person games  
present the rather chancy challenge of aiming weapons  
in three-dimensional space without giving the player  
true line-of-sight. Tomb Raider relies on an alienating  
auto-aiming system, where you just stand there hoping  
to hit the enemy, while Zelda 64 enables you perhaps  
too easily to “lock on” to a monster, and swings the  
camera right behind the player’s character. These  
examples confirm that gameplay requirements must  
always take account of the particular virtues and  
limitations of the chosen spatial style and  
representation.  
The example of precision-jumping in Turok  
partakes of another formal phenomenon that needs to  
be seriously questioned: unfair challenge. By this I  
mean either a procedure that, as in Turok, is  
maddeningly hard to perform simply because the  
player is not given enough (visual and spatial)  
information, or more generally a difficulty that is not  
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organically related to and coherent with the rest of the  
virtual world.  
One good example of this, again, is in the Resident  
Evil games: the quite arbitrary restriction on inventory  
that we saw in Chapter 3. How much stuff you can  
carry is illogically determined—a herb takes up as  
much space as a shotgun—and you can only drop items  
in special chests. This rule results in incredibly tedious  
item-swapping and back-tracking between item  
boxes—a task of absolutely no symbolic interest. It’s  
like filing, or stacking supermarket shelves. Such unfair  
challenges are purely the result of laziness and lack of  
imagination: it’s a very easy way to make the game  
harder. Similarly, many levels in Tomb Raider II were  
made arbitrarily more difficult simply by dropping in  
more guys with machine guns to take a pop at Lara.  
Making the game harder by thinking up new and  
interesting gameplay challenges is clearly a more  
demanding job, but it’s going to be far more rewarding  
to the player.  
A more widespread example is the knotty issue of  
saving games. Most modern videogames that are not  
predicated upon pure adrenaline-fueled action require a  
total of between twenty and sixty hours’ play to be  
completed. Sensibly, the player is not expected to do  
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this all in one go; the current position in the game may  
be saved to disk, or to a “memory card.” But often, the  
process of saving is made into another thoroughly  
arbitrary hurdle. Tomb Raider III, for example, only  
allows the player to save when he or she has collected  
the appropriate power-up, a blue save-crystal, and they  
are frustratingly few and far between.  
Again, it’s an easy (for the designers) but  
incoherent way to make the game more challenging.  
Saving a videogame should be just like pausing a  
videotape. The save-crystal (or, in Resident Evil, the  
typewriter ribbon) is also an unwarranted extra rip in  
the fabric of the game universe. For this power-up  
doesn’t mean anything in the fictional gameworld. The  
fact that I have to stop playing now because I’m going  
out has nothing whatsoever to do with Lara’s universe.  
After all, Lara doesn’t know who I am—she doesn’t  
even acknowledge my existence. That is precisely why,  
for some, she is inexhaustibly desirable.  
The moral maze  
Desire and fear: our twin primal responses to fire, from  
the moment Prometheus first unveiled his spark to  
humans’ dumbstruck eyes. Fires burn in hell, yet also  
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in purgatory and in heaven;56 heretics are burned at the  
stake, yet a bonfire is a means of celebration. Many  
ancient cultures, such as the Zoroastrians or Assyrians,  
worshiped fire as a god. Fire is the perfect  
representative of the Romantic sublime: at once  
beautiful and terrifying.  
Videogames so far have not moved far beyond the  
twin poles of attraction and repulsion—these reptilian  
emotions, age-old reflexes buried deep in the brain. But  
this too might change. In the future, for example,  
videogames should be cleverly designed so as to make  
you live with the consequences of your actions. Take  
Goldeneye. The game’s mission structure is rather  
artificially limited: if you accidentally (or deliberately)  
allow your Russian hacker-babe sidekick Natalya to be  
fatally shot, you are forced to play that mission again  
and again until she emerges unscathed to join you in the  
next operation. It would surely be much more  
interesting, however, if the game just continued anyway  
no matter what you had done, so that you had cause to  
bewail your failure to protect her ever more strongly as  
you struggled to reprogram the satellite yourself (this  
would then be a difficult, but not  
_________________  
56 For example, Milton’s “Heav’nly fires” in Paradise Lost xii.256;  
Shakespeare’s “the fires of heaven” in Coriolanus I.iv.39.  
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impossible, task). The old-style scrolling shooter Metal  
Slug already has a rudimentary version of such a  
“consequences” system: if your plane is shot down, the  
game doesn’t instantly stop; instead, you get captured  
and have to fight your way out of prison.  
This idea could eventually induce a gnawing sense  
of personal guilt that is not evoked by novels or films,  
where we pity or regret the fates of characters who  
remain distinctly “other people.” Outcast, as we saw,  
has made some steps toward this system of moral  
causation, yet it simply requires the player to rebuild  
his or her reputation after an act of foolish violence, so  
mistakes can in effect be erased.  
Enriching this idea, if attempted, will not be a  
trivial design task. It would only come to work  
properly if the paradigm of replayability were  
abandoned, for as Alain and FrÉdÉric Le Diberder  
argue, if you are able to wind back to a stage before  
your error, you have not made a moral decision but  
simply explored a branch of a system. So videogame  
creators interested in a new moral architecture would  
need to somehow create a template for action that  
doesn’t stop, yet still offers the adrenaline thrill of  
physical danger or swordplay and firefights. One way  
to do this has been suggested by the fascinating though  
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flawed Soul Reaver (1999). The player’s character is a  
vampire called Raziel. When he dies, you do not start  
again from the last safe point; instead, you shift into the  
“spectral realm,” the same environments with a twisted,  
Boschian air, where you continue playing and find  
previously nonexistent pathways to new areas.  
In order to increase the player’s possible emotional  
involvement, moreover, non-player characters who may  
be wounded or killed will need to be more fully  
characterized (dynamically and iconically), so that the  
player comes to care about them as ends in themselves,  
rather than just selfishly regretting their demise because  
it spoils the game. The Final Fantasy series of role-  
playing games, while not to everyone’s taste, is  
certainly at the forefront of this sort of approach, yet its  
major scenes of emotional drama are still prescripted—  
presented simply for the player to watch. The  
inevitability of the prescripted FMV fatally draws the  
sting of the emotional event, for the player knows it  
could not possibly have happened otherwise, which in  
principle prevents basic guilt from blossoming into the  
more refined emotion of regret. We may be guilty about  
things that we simply couldn’t help, but we only regret  
things that could have happened differently.  
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In videogames, regret is an easily vanquishable  
phantom; it operates merely as a fleeting wound that  
may be quickly salved. If I had timed that jump  
correctly, Lara wouldn’t have been impaled on the  
spikes. So I will do it again, properly this time. In 1983,  
in Mind at Play, Geoffrey and Elizabeth Loftus wrote  
the following about classic arcade games: “Computer  
games provide the ultimate chance to eliminate regret;  
all alternative worlds are available.” This is still true for  
the I-died-so-I’ll-try-again paradigm, while the new  
story-based games don’t even evoke true regret in the  
first place.  
More emotionally involving is the brilliantly  
manipulative Metal Gear Solid, which slyly made me  
feel guilty for killing a woman sniper by playing a  
rather well-written dying scene for her and her  
opponent. But notice that it makes no sense to wish  
that you hadn’t killed Sniper Wolf—that is, properly to  
regret your actions—because it is a task that the game  
demands be fulfilled before you can progress. This  
videogame balances adroitly on the twin horns of the  
emotional dilemma by having the main character,  
Solid Snake, bitterly decry the violent means he is  
forced to deploy—which, however, are exactly the  
symbolic gadgets (plastic explosive, grenades,  
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machine guns, guided missiles) that one so enjoys  
playing with.  
Metal Gear Solid, then, toys with the player’s  
emotions in largely non-interactive ways, as a film  
does. The future challenge is this: if videogames choose  
to try to expand their nuances of emotional impact  
interactively, they will need to become irreversible; yet  
that means having a game system that is able to create  
an interesting and evocative story even out of really  
dumb decisions by the player, a huge and perhaps  
insurmountable challenge.  
To begin to guess how videogames might become  
more sophisticated in the future, remember what they  
are already really good at. Games will never be as good  
as films at telling stories visually. They’ll never be as  
good as books at weaving cerebral tapestries of ideas  
and human lives. But videogames are already extremely  
good at providing an exhilarating blast of the animal  
emotions. Fear and triumph—that is why you play a  
videogame at the moment. Jeremy Smith of Core  
Design points out that these fundamental pleasures can  
be traced right back to the beginning of the form. “Why  
did we all play that stupid tennis game that used to burn  
lines on our screens?” he asks, chuckling. “Because it  
was  
actually  
just  
good  
fun  
to  
try  
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to beat your opponent or beat the computer at flicking  
this ball back.” Modern games, vastly more visually  
thrilling though they are, must still answer the same  
need. “We play videogames because they’re fun to  
play. You’re not playing it to further your education,  
you’re playing it as a means of leisure,” Smith  
emphasizes.  
“And the games business now over the last six or  
seven years has gone from being a geeky, sad  
anorakperson in their bedsit playing games, to being a  
completely accepted culture of life. You can watch  
videos, listen to music or play a videogame—and at the  
moment I think playing videogames is top of the list.”  
Ashes to ashes  
The jewel in the crown of what videogames offer is the  
aesthetic emotion of wonder.  
A beautifully designed videogame invokes wonder  
as the fine arts do, only in a uniquely kinetic way.  
Because the videogame must move, it cannot offer the  
lapidary balance of composition that we value in  
painting; on the other hand, because it can move, it is a  
way to experience architecture, and more than that to  
create it, in a way with which photographs or drawings  
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can never compete. If architecture is frozen music, then  
a videogame is liquid architecture. Indeed, the United  
Nations has funded the development of a “virtual tour”  
of Notre Dame cathedral, which uses the engine (the  
computer code which draws 3D environments) from the  
first-person shooter videogame Unreal. And new  
technology pushes this virtue further: the PlayStation2  
game Dark Cloud (2000) actually allows the player to  
build his or her own world, and then to explore it by  
walking among the constructions. This revolutionary  
type of videogame certainly provokes and feeds the  
imagination.  
Meanwhile, of course, we may still wonder at the  
spaces designed by others. Personally, I have found  
some of the breathtaking environments in Tomb  
Raider’s worlds—particularly in the second game,  
featuring the huge rusted ship sunk into a vaulted  
cavern at the bottom of the sea—to be moving in the  
aesthetic as well as dynamic sense. (Notice, by the way,  
that this sort of pleasure also depends on the game  
enjoying a properly designed tempo—you can only  
look around and smell the flowers, as it were, when  
there is no immediate threat in the game.)  
Such videogames at their best build awe-inspiring  
spaces from immaterial light. They are cathedrals of  
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fire. Now, it is true that the great cathedrals of Europe,  
at Rome, Chartres or Cologne, purposively evoke  
wonder not as a purely aesthetic end in itself, but as a  
means to lead the spectator to humble contemplation of  
his or her impotence in the face of the grandeur of God.  
Videogames, on the other hand, represent the latest  
stage in the secularization of wonder that has been  
abroad since the fine arts were divorced from religion  
and aesthetics was invented. Some people deplore this  
development;57 others argue intriguingly that wonder  
has always been equally a secular instinct, providing  
the motivation for empirical scientific investigation.58  
Wonder has always been a spur to action, whether  
creative or pious. Our wonder at the alien potency of  
fire once led us to invent a beautiful story about a  
renegade god whose gift to men brought him tortuous  
retribution. In a later age, wonder at the fiery vault of  
the heavens led us to refine and systematize the science  
of astronomy. There is no reason in principle  
_________________  
57 See the baleful jeremiads of Roger Scruton’s An Intelligent Person’s  
Guide to Modern Culture (South Bend, Indiana: Saint Augustine’s Press,  
2000).  
58 This is the argument of Philip Fisher’s fascinating Wonder, the Rainbow,  
and the Aesthetics of Rare Experiences (Cambridge: Harvard University  
Press, 1999).  
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why the wonder induced by videogames should not  
enjoy a similar motivational power. Early videogame  
designers were inspired by imagery from comics, films  
and paintings. Now that videogames enjoy a general  
popularity and pervasiveness easily comparable to  
those media, we should be prepared to discover that,  
just as Percy Bysshe Shelley was moved by wonder to  
write odes to the forces of nature, so future videogames  
might plant seeds of inspiration in people who then  
become painters, architects, animators or videogame  
designers themselves.  
That is the good news, the utopian possible future.  
But here is the bad news, the embryonic dystopia: how  
videogames might darken our inner lives. As an  
industry, videogames will have to choose which side  
they’re on. Because videogames’ powerful creative  
potential incurs a weighty responsibility too. To  
illustrate this, let me tell you one last little story about  
the difference between reality and simulation. It is a  
theme that we’ve seen in many different contexts:  
physics, artistic perspective, Japanese fishing games; it  
has been at the heart of some of the major arguments.  
But it is not just a nice intellectual puzzle.  
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Earlier, I described the way in which a videogame  
such as Time Crisis enables you to simulate the form of  
killing while being happily dissociated from the  
morality of the acts represented, because there is no  
actual killing going on. This in itself is an innocent  
phenomenon with respectable sporting forebears. But in  
the specific military context, it becomes a real danger.  
For modern hi-tech wars are increasingly fought and  
seen through videogame-type graphic systems. One has  
only to think of the disturbingly gleeful American  
generals of Desert Storm showing off their smart-  
missile videotapes, or of the television commentators  
on the bombing of Belgrade cooing over grainy film  
images of tracer bullets and explosions— for all the  
world as if they were watching fireworks and no one  
was actually dying.  
Military aircraft and tanks used by NATO now  
have weapons of such range that it is not at all usual to  
make direct visual identification of a target; instead,  
icons are tracked on computerized displays and  
weapons are locked automatically. Since attacks in  
Desert Storm and Serbia were fought at the greatest  
distance possible in order to minimize American  
casualties, these procedures directly caused numerous  
widely reported instances of friendly fire: Allied tanks  
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were incinerated from afar; hospitals were bombed.  
Relying on pixels rather than eyes is perilous, because  
computers can malfunction, and pixels can lie.  
Moreover, if the modern pilot has been trained on  
souped-up videogame systems, we should not be  
surprised if, when he is performing exactly the same  
actions in exactly the same computerized context but in  
a real war zone, he fails utterly to realize that his  
actions now have a very real moral content. Behind the  
clean glowing lines of his computerized head-up  
display is an ugly mess of fire and blood. But he’s just  
playing a game.  
This constitutes a lethal failure of imagination. And  
it is in this way that I do think videogames must have a  
type of moral responsibility. Of course, we cannot  
blame videogames for the deaths of Serbian civilians,  
yet videogame-seeded technologies have contributed to  
the potentially alienating culture of simulation that  
allowed them to be killed so easily, so cleanly. I think  
the duty of videogames, therefore, is an imaginative  
one—an aesthetic one.  
The situation at present is not thoroughly black.  
The future is in the balance. Some videogames, for  
instance, have woken up to the favors they have  
exchanged with war technology, and are blushing.  
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Metal Gear Solid is an anti-war wargame that features a  
plot about treacherous goings-on in DARPA itself—  
the very defense agency that commissioned a version of  
Battlezone for its tank gunners all those years ago.  
Metal Gear Solid is also remarkable for its imaginative  
emphasis on stealth, and at the game’s end the player is  
actually awarded a higher grading the fewer guards he  
or she has had to kill. Carmageddon, by contrast, which  
has the player driving around city streets mowing down  
pedestrians in showers of gore, is a very dull game.  
And in each of these cases, the aesthetic judgement is  
also an ethical one.  
All this is not to say that we can’t still want  
destructive fun, to blow things asunder in beautiful  
showers of light. But videogames have irrevocably lost  
their innocence. Gone, thankfully, are the days of the  
early 1980s when a game like Custer’s Revenge could  
be released for the Atari VCS console. The player  
controlled a pixellated, tumescent Custer, and the aim  
was to dodge arrows and rape an Indian woman by  
repeatedly pressing the fire button.  
A relative maturity of the type which Metal Gear  
Solid displays is becoming more pervasive, evident in  
watered-down form even in very simple high-speed  
arcade shooting games such as Silent Scope or Time  
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Crisis 2. The player in such games is always cast, not as  
a violent gun-toting maniac, but as a law-enforcing  
agent of national security. The fictional calculus of  
letting innocent hostages die versus killing terrorists  
thus in some small way palliates the violent form.  
Meanwhile, the arcade racing game Thrill Drive  
displays a message to the player warning that in “real  
life” he or she should drive carefully and respect other  
road users. Interestingly, the game that tries so hard to  
be a “realistic” simulation of careering down packed  
motorways at 200 mph feels the need to remind the  
player that it is only a digital fantasy—it’s not real,  
after all. Videogames will become more interesting  
artistically if they abandon thoughts of recreating  
something that looks like the “real” world and try  
instead to invent utterly novel ones that work in  
amazing but consistent ways—because, as we have  
seen throughout this book, a “realistic” simulation is  
always built on a foundation of compromise anyway.  
And this will also be an ethical improvement, for one  
can revel unashamed in the joy of destruction all the  
more if what is being incinerated could never possibly  
exist.  
A hint of what might be the ruling approach in the  
future is provided by the fact that the central  
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processing chip in Sony’s PlayStation2 console is  
called an “Emotion Engine.” This is more than just a  
good marketing coinage; it also implies a more  
thoughtful approach—not toward something like an  
interactive novel, of course, but certainly toward  
videogame software that will take more chances to  
make the player stop and think. Videogames’ loss of  
innocence can only be a good thing, aesthetically, as  
developers increasingly try to create new ways of  
seeing and playing in their imaginary worlds.  
Prometheus gave man the tools of creation. In an  
alternative version of the Prometheus myth, Zeus takes  
his revenge on the god by persuading Hephaestus to  
fashion a woman, Pandora, who lets fly the world’s  
evils out of a jar. From then on, men decide to turn their  
gifts against each other, by waging war. But one thing  
is left in Pandora’s receptacle: hope.  
Whether our digital fire is turned to destructive or  
creative purposes is still up to us. Let’s say to  
videogame designers: don’t bore us, don’t alienate us;  
feed our sense of wonder. Videogames etch  
memorable, high-speed imagery onto millions of  
retinas in the industrialized nations. They are rewiring  
our minds. This is both an opportunity and a danger. If  
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videogames continue to plough clichÉd visual and  
formal ruts, they will furnish the anomic mental  
landscape of an impoverished and unimaginative future  
generation, not only of artists but of people in general.  
Which is why it is so important for videogames to  
continue aiming at creative revolution, in any number  
of wonderful and strange directions. The story of the  
inner life of videogames is not just a disinterested  
analysis; it’s a challenge, a gauntlet. For it is an  
inevitable consequence of their extraordinary success  
that videogames will shape the worlds that we all  
inhabit tomorrow.  
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AFTERWORD  
Sony’s long-awaited PlayStation2 console, which  
launched in the U.S. and Europe in late 2000, did not  
represent the instant big bang that some were  
expecting, and only served to demonstrate the point that  
an increase in processing power does not instantly  
entail better gameplay. It took until the summer 2001  
launch of state-of-the-art driving game Gran Turismo 3  
for PlayStation2 really to take off in sales terms. After  
the death of Sega’s Dreamcast console in the spring,  
when the venerable Japanese hardware giant cut its  
losses and reinvented itself as exclusively a software  
designer, 2001 became notable mostly for excited  
anticipation of more new consoles—Microsoft’s Xbox  
console, which launched in the U.S. on November 15,  
2001, and Nintendo’s GameCube, which arrived three  
days later. And yet, despite all the next-generation  
hype, the most successful videogame phenomenon of  
the new millennium was running on hardware by now  
nearly twelve years old: the Game Boy.  
This phenomenon was PokÉmon, the game of  
nurturing and training pocket monsters that became an  
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extraordinary worldwide success. Over six days in  
August 2000, the PokÉmon Yellow game sold a million  
copies across Europe. A survey of British teenagers  
found that they were more likely to recognize Pikachu,  
the cute yellow mascot of the PokÉmon franchise, than  
Tony Blair, the cute pink mascot of the British  
government. Worldwide, PokÉmon grossed $15 billion  
over the year, and Nintendo continued to manufacture  
2,000 GameBoys every hour. With their crude, two-  
dimensional graphics, the PokÉmon games nonetheless  
managed to fascinate an enormous number of people in  
a way that any number of cutting-edge 3D engines  
failed to do. This is entirely attributable to two virtues  
of good games identified in Trigger Happy: a  
sophisticated engine of semiotic play, and a collection  
of welldesigned and likeable characters.  
One of the few left-field successes of 2000 was a game  
that, essentially, rendered the PokÉmon concept in a  
more humorous, adult and pseudo-“realistic” style. The  
Sims, the new work from Will Wright, the author of  
SimCity, requires the player to manage a household full  
of gorgeously animated people who seem to have their  
own autonomous wills. They flirt, fight, clean up,  
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or sulk all by themselves as the player watches. Your  
job is to change their environment to their advantage  
and help them succeed in the careers you choose for  
them; but you can also set up deliberately fraught love  
triangles and chuckle over fights in the chintzy living  
room.  
The Sims, by genre a God game, computerizes  
exactly the kind of voyeuristic fascination that led to  
the television programs Big Brother and Temptation  
Island becoming such a huge success on both sides of  
the Atlantic, with the added attraction that you can  
meddle directly with the environment. As an openended  
process toy that attempts to simulate complex social  
interactions and affords the player great freedom in her  
actions, it also became very popular among women:  
numerous testimonials on the internet and in  
newspapers described how women who had always  
previously been bored by videogames found themselves  
thoroughly addicted to the management of their Sims  
household.  
The Sims also, however, exemplifies the rule that  
any attempted “recreation” of the social world inside a  
videogame is predicated upon a set of moral and  
political assumptions. In this game, consumerism is the  
preferred religion: much of the gameplay centers on  
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buying new things for the Sims’ house in order to  
increase its inhabitants’ happiness (such as a large  
mirror, which will boost their charisma, or a new oven,  
which will help them cook meals for their housemates  
and so become more popular), and in helping them  
climb the slippery pole of a career as a politician or  
scientist. More money makes a Sim happier; social  
dissidents are not allowed. Once more, we reach a  
stratum in videogame design where certain gameplay  
possibilities have been ruled out by the assumptions  
buried deep in its structure.  
This will, for the forseeable future, continue to be  
the case. Even in the splendidly ambitious Republic, a  
forthcoming game that promises to simulate  
revolutionary politics in a life-sized eastern European  
city, there is a fundamental assumption, according to  
one of the designers at London’s Elixir Studios, that  
everyone  
is  
cynically  
self-interested  
and  
powerhungry. That still represents a certain angle, a  
necessarily partial explanation of how the world  
works, although it seems a more potentially fruitful  
and provocative starting point than the Sims  
philosophy. Simplification in videogame design, as  
this book has insisted, is not only inevitable but  
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desirable. But you must choose your simplifications  
carefully.  
Though true artificial intelligence, as discussed in  
Chapter 5, is still very much in its computational  
infancy, it remains one of the key buzzwords of the  
videogame industry. Every bog-standard driving game  
or first-person shooter that comes along claims to have  
revolutionary AI in its computer-controlled opponents.  
What this still means, though, is quite the opposite: the  
computerized opponents are dressed up in a kind of  
artificial stupidity. Given that a silicon chip can  
perform precise calculations far faster than a human  
can, it ought always to beat a human player in games  
requiring quick, accurate responses. So its skills have to  
be ramped down in order to simulate typically human  
failings, rather than ramped up in order to simulate  
human cleverness.  
The best videogame AI so far appeared in 2001’s  
extraordinary Black and White, a God game that allows  
you to nurture and teach a creature who evolves  
uniquely according to your style of play: his behavior  
and physical appearance come to mirror the balance of  
your moral decisions through the game. One of very  
few products that sought to push the envelope of  
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videogame concepts, Black and White nevertheless still  
comes up against the inherent problem of reversible  
systems identified in Chapter 10. Although your moral  
decisions have global effects in the gameworld—let  
your worshippers drown, or destroy them with fireballs,  
and the remaining population worships you ever more  
fervently out of fear, while the environment changes to  
reflect your evildoing—they are, in the end, reversible.  
Start being nice, and everything will eventually be all  
right again. Some gamers found, indeed, that the  
designers had failed to make being an evil god  
sufficiently interesting—most eventually chose the path  
of good after toying with wickedness. That also  
testifies, however, to the excellent iconic and dynamic  
design of the little people who worship you: as in  
Lemmings, they are so cute that it hurts to see them  
suffer.  
Black and White’s amiable, soft-spoken creator,  
Peter Molyneux, claimed bullishly to me that his  
creature AI was “the best in the world, anywhere”—  
including the university research labs that he is  
regularly invited to visit. While it is still light-years  
from the simulation of a communicative consciousness  
inside a machine, it represents a major step on the path  
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to providing a more dramatically interesting, and even  
emotionally involving, virtual world.  
Another innovative aspect of Black and White is in its  
cybernetics: every aspect of play is controlled with the  
mouse, using a highly intuitive “gestural system.” With  
this, you can stroke your creature, teach him how to  
play with balls, or smack him if he takes an unhealthy  
interest in his own excrement.  
As detailed in Chapter 3, systems of control are  
crucial to the success of videogames, and such  
imaginative new control engines can open up novel  
gameplay possibilities. There was a certain  
disappointment, then, as Nintendo unveiled the  
controllers for its new GameCube system—they feature  
nothing more than a now-standard set of buttons plus  
two analogue sticks. More cybernetically creative was a  
concept display by Sony at the September 2000 ECTS  
trade fair, which featured an ordinary web-cam plugged  
into a PlayStation2. Thanks to internal processing of  
the web-cam’s visual image, the player could wield a  
big foam sword or other object and have its movements  
accurately mirrored in real time by the object’s on-  
screen sibling.  
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While such cybernetic innovations hold out tantalizing  
possibilities for the future, one aspect of videogaming  
that drew ever greater interest during 2001 was  
massively multiplayer action, either over wired  
networks or online. Full-time gamers, such as Britain’s  
Sujoy Roy, can now earn $300,000 a year by traveling  
the world playing Quake III in organized tournaments.  
Networked videogaming is already huge among the  
PC-owning population, and with each new  
nextgeneration console—PlayStation2, GameCube and  
Xbox—now offering internet connectivity, it is only  
going to get larger. Professional gamers’ leagues are in  
place in Britain and America, as well as much of Asia.  
Far-sighted individuals such as Edward Watson,  
manager of The Playing Fields videogame bar in  
London, see no reason why in the future such  
videogames should not be officially recognized as  
sports in their own right. “Take away what’s physically  
happening,” Watson told me, waving his arm around  
the neon-lit basement den of The Playing Fields, “and  
you couldn’t tell the difference between what’s going  
on here and a professional sports tournament. The  
tactics that can be employed in a videogame are as  
varied as those that can be employed in any game.”  
Indeed,  
action  
videogames  
of  
this  
type  
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might eventually come to represent a revolutionary  
democratization of the nature of sport. Laurels are no  
longer determined simply by the tyranny of genes.  
Women and men, able-bodied and otherwise, can  
compete on a level playing field, a digital city of play  
where all are equal before the games begin.  
Trigger Happy was written from the assumption that it  
made sense to talk about videogames in artistic terms—  
not in order to argue that games already constitute a  
fully fledged artform, but in order to point out the  
potential for such an eventual blossoming. It is clear,  
however, that so far, videogames are still struggling to  
emerge from their arrested adolescence.  
Over the last eighteen months there have been ever  
more examples of this aesthetic stasis: the incoherent  
behavior of complex systems in driving or exploration  
games; the simplistic and eventually tedious semiotics  
of shooting or platform-jumping, and the slavish  
plagiarism of the same old cinema aesthetics—slimy  
biomechanoid spaceship interiors, moodily lit  
warehouses, rocky dungeons and sandy dunes.  
American McGee’s Alice (2001) was one of a few  
brave attempts to extend the visual vocabulary of  
videogame environments—with its surreally colored,  
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interestingly warped chessboard spaces—but its  
combination of a first-person viewpoint with precise  
platform-jumping gameplay was staggeringly inept.  
Like so many games, it was great to look at but a pig to  
play.  
The eagerly awaited follow-up to Goldeneye,  
Perfect Dark (2000), a sci-fi first-person shooter, was  
compromised as a single-player game by numerous  
faults identified throughout this book. Play was  
bookended by a panoply of badly written and nastily  
animated narrative cut-scenes; the lazy sci-fi fetishism  
of its character design, in PVC-clad heroine Joanna  
Dark, was a blatant and doomed attempt to steal the  
thunder of Lara Croft; incoherencies of function and  
space abounded; and the game’s inadequate temporal  
resolution—owing to a wrongheaded choice to  
privilege visual detail over frame-rate—made it  
unplayable at higher difficulty levels.  
On the other hand, Warren Spector’s brilliant  
firstperson game Deus Ex (2000), was a rare example  
of a designer offering the player enormous creative  
freedom.  
Using  
an  
RPG-like  
system  
of  
“nanoaugmentations,” the player can effectively choose  
among various skill sets in order to allow her to play  
the game in the way she prefers. Nearly anything  
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seems possible: you can specialize in computers and  
hacking and infiltrate the enemy installations that way,  
or you can become an expert lockpicker, or a lethal  
sniper, or just rock in, all guns blazing. No strategy is  
privileged over another. The terms of the semiotic  
conversation in Deus Ex are unusually and laudably  
broad.  
Among other aesthetic gems was the extraordinary  
style of Jet Grind Radio (2000), Sega’s in-line skating,  
graffiti-spraying game. While its detailed, Tokyo city  
environments are built in standard “realistic” polygonal  
fashion, the lovable teen-tearaway characters are given  
heavy black outlines to resemble hand-drawn cartoon  
figures. This “cel-shading” technique, as it became  
known, provides a glorious fusion of traditional anime  
style with high-powered computer rendering. Together  
with its excellent soundtrack of Japanese hip-hop, Jet  
Grind Radio had one of the most coherent design  
personalities of any videogame in history.  
Meanwhile Rez (2001), also developed by Sega,  
was perhaps the first real work of abstract art that  
videogamers experienced running on next-generation  
hardware. Harking back once again to the futuristic  
wireframe aesthetic of Battlezone, but this time in  
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glorious detail and color, it cast the player as a  
cybernetic infiltrator in a Neuromancer-style matrix of  
coruscating firewalls, defense programs and virus  
detectors. Success by the player effected greater  
polyphonic sophistication in the real-time synthesized  
soundtrack, and at the same time caused the ghostly  
environment gradually to fill in its polygons and  
become a solid world. The player was in this sense  
encouraged to replay the aesthetic history of 3D  
videogames in real-time, in a riotous blaze of semiotic  
play.  
With the advent of the next generation of hardware,  
videogame designers have, in principle at least, a  
broader canvas to work on. But they could easily  
continue to paint the same old compromised clichÉs in  
prettier colors — and, as in any cultural form, most of  
them probably will. The initial winter 2001 line-up of  
games for Microsoft’s Xbox and Nintendo’s  
GameCube, for example, was dominated by the same  
old kinds of game — snowboarding, martial-arts  
fighting, first-person shooters — just with prettier  
graphics. Even so, there were shards of hope among the  
predictable cash-ins, with the lovingly designed if  
shallow ghostbusting game Luigi’s Mansion, and  
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Shigeru Miyamoto’s wonderfully curious herding game  
Pikmin (both on Nintendo’s GameCube), plus the long-  
awaited release of Hideo Kojima’s extraordinary Metal  
Gear Solid 2: Sons of Liberty, which enhanced all the  
anti-realistic tricks of its precursor while pushing the  
visual design into a breathtakingly stylized, quasi-  
cinematic style, and expanding the player’s tactical  
freedom even further.  
But the relative rarity of such aesthetic invention by  
the end of 2001 only served to emphasize that the  
innovators and artists in this creative industry need to  
find their own paths. And so this book’s challenge  
remains the same. Videogames can only continue to  
thrive and evolve into a truly revolutionary  
entertainment medium as long as they concentrate on  
what they do best: build us ever more coherent  
constructions of ever more aesthetically wondrous  
worlds.  
London, November 2001  
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Afterword (2004)  
Extra final chapter from the 2004 US edition of Trigger Happy  
Over the last four years, as the new generation of videogame hardware — Sony’s  
PlayStation2, Microsoft’s Xbox, and Nintendo’s GameCube — came to maturity, there  
were a handful of standout videogames. One of the most heavily anticipated was  
Japanese master Hideo Kojima’s Metal Gear Solid 2 (2001), and it represented an ultra-  
refined concept of the much-hyped though problematic “convergence” with cinema.  
As we saw in Chapter 4, the marriage between Hollywood and videogames is an uneasy  
relationship at best. Since this book was first published, newer examples have only  
confirmed the problems. Two Tomb Raider films (2001; 2003), starring the admirable  
Angelina Jolie, destroyed all the dynamic, gymnastic grace of the digital heroine in a  
mash of fast-cut editing, while ropey computer-graphic special effects and insultingly bad  
scripts ensured a thoroughgoing cinematic farrago, of which the second iteration was  
even worse than the first. Meanwhile, Japanese videogame-makers Square spent a  
reported $80 million on a movie of their long-running Final Fantasy. The new-agey  
computer-animated feature that resulted, Final Fantasy: The Spirits Within (2001), was so  
poorly received that Square had to shut down their newly created film studio almost  
immediately.  
By contrast, in Metal Gear Solid 2, a filmic narrative was conceived and executed within  
the game’s structure itself. It boasted a great number of gameplay set-pieces that were  
engineered with extraordinary inventiveness and attention to detail (for example, nearly  
every surface in the gameplay environment was represented sonically as well as visually,  
and Snake could alert guards by splashing noisily through puddles or clanking over gates,  
as well as slip up on bird droppings), but what caught most critics’ attention was the great  
number and extended length of the cinematic “cut-scenes”, which were not interactive  
but didactic storytelling interludes.  
Despite the still-unsatisfactory nature of this kind of mélange of watching and playing,  
Metal Gear Solid 2 succeded through sheer conceptual brio. It climaxed in a riot of  
hugely entertaining postmodern self-referentiality and a noble if somewhat confused  
disquisition about genetics, memory and war. It seemed as though, in the scorched-earth  
apocalypse of his own private cinema, Kojima was insistent upon pushing videogames to  
one kind of expressionistic extreme.  
Meanwhile, Rez (2001) constituted a glorious fusion of sound and vision, as the relatively  
simple shoot-’em-up mechanics were married to a pseudo-interactive system that altered  
the dance-music soundtrack according to your actions. (It was only pseudo-interactive  
because the sound effects invoked by button-pushes were always artificially “quantised”,  
ie shunted to the nearest musically relevant subdivision of the beat, in order not to create  
an arhythmic cacophony.) The game’s designer, Tetsuya Mizuguchi, claimed that the  
psychedelic artistic style was influenced by the Russian painter Kandinsky, but Rez’s  
vision is as much influenced by the aesthetic history of videogames themselves, as a  
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world of blocky wireframe 3D skyscrapers gradually morphs, over the game’s five levels,  
into a lushly solid representation of a green Earth, in a parable of human and machine  
evolution.  
The arrival of true artifical intelligence predictably failed to happen, although large steps  
were made by Peter Molyneux’s Black & White (2001), a game in which the player’s  
teachable pet monster took on certain physical characteristics according to moral  
decisions made by the player acting as the gameworld’s god, and then by Halo (2002). A  
brilliantly engineered sci-fi first-person shooter, Halo placed you in a war movie, and  
through the illusion that both your enemies and your comrades were intelligent, created  
an extraordinary sense of involvement. In contrast to most previous games of the genre,  
no battle in Halo ever went the same way twice. You blinked in disbelief at the cunning  
of your enemies. You laughed when one of your men kicked a prone alien and said:  
“How does it feel to be dead?”. You shouted at them to get out of the way of enemy  
grenades. And when you let them die, you felt bad.  
You also felt bad if you failed to help your friend in the exquisite fairytale of a game,  
ICO (2002). Playing a small horned boy who meets a luminous, ghostly girl in a vast  
castle, you try to help her escape, holding hands and conversing in nonsense language.  
Through its jaw-droppingly gorgeous environment — beams of light penetrating  
cavernous, gloomy stone interiors; bleached grass in sunny, verdant courtyards; distant  
battlements of the enormous castle appearing on the horizon in a bluish haze — the game  
constituted the best example yet for the emotional impact of architecture, the invocation  
of aesthetic wonder.  
And then, on a wave of controversy, came Grand Theft Auto: Vice City (2002), a  
gleefully amoral gangster game that was widely criticised for its violence — you could, if  
you so chose, beat up passers-by in a baseball bat. But punishment did exist in this  
universe: kill innocent people and the police, shortly followed by the FBI and the army,  
would hunt you down, and the player also had the option to drive ambulances and save  
citizens, or merely to race cars against local hoodlums. In its fictionalisation of Miami in  
the 1980s, with characters in pastel suits and a contemporary pop soundtrack on the  
game’s numerous in-car radio stations, Vice City evoked tremendous period style and an  
unmatched freedom to play as you pleased.  
Meanwhile, a peek into a more cybernetically fluid future was offered by the eventual  
release of Sony’s EyeToy in 2003. A simple web-cam device that sat on top of the TV, it  
put the player’s image on the screen and allowed her to control a number of amusing  
mini-games — punching tiny kung-fu fighters, washing windows, disco-dancing 1970s-  
style — by waving her arms and head about. The games were rudimentary, but the device  
represented a wealth of future opportunities for games to escape their dependence on a  
rebarbative plastic controller festooned with buttons. More than the modest successes of  
online console gaming enjoyed by the Xbox and PlayStation2, or the announcement in  
May 2004 of new handheld consoles by Sony and Nintendo, the EyeToy held out  
promise of a real revolution in gameplay. The ways we interact with machines are  
becoming ever more intimate.  
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Theodor Adorno, whom we met in Chapter 1, once observed that the products of mass  
entertainment secretly had much in common with work in industrial society.  
“Amusement in advanced capitalism is the extension of work,” he wrote. “It is sought  
after by those who wish to escape the mechanised work process, in order to be able to  
face it again.” One wonders what he would have thought of today’s videogames, so many  
of which themselves have continued to appear to offer little more than a “mechanised  
work process”.  
If games are supposed to be fun, Adorno might have asked, why do they go so far to  
replicate the structure of a repetitive dead-end job? One very common idea in games, for  
example, is that of “earning”. Follow the rules, achieve results, and you are rewarded  
with bits of symbolic currency — credits, stars, skill points, powerful glowing orb —  
which you can then exchange later in the game for new gadgets, ways of moving, or  
access to previously denied areas. The only major difference between this paradigm and  
that of a real-world job is that, whereas the money earned from a job enables you to buy  
beer and go on holiday — that is, to do things that are extraneous to the work process —  
the closed videogame system rewards you with things that only makes it supposedly  
more fun or involving to continue doing your job, rather than letting you get outside it. It  
is a malignly perfect style of capitalist brainwashing. Even the common idea in many  
Nintendo games — for instance, in the disappointing Super Mario Sunshine (2002) of  
being able to take “time off” to play a subgame of collecting fruit can be read, on this  
analysis, as a cunning subterfuge to keep the masses happy: after all, they are still caught  
within the system.  
In the overarching economic systems of games as diverse as Super Mario Sunshine, Deus  
Ex (2000), or Primal (2003), everything boils down to a matter of shopping. New skills  
— whether they be new physical moves, spells, or the ability to transform into a demon  
— are acquired instantaneously and thoroughly through currency exchange. The idea of  
gradually nurturing and learning a skill is largely absent, although this would be  
psychologically more rewarding. If I could save up and spend ten thousand dollars to  
become an instant kung-fu master, that would be cool, but I wouldn’t be as proud of my  
kung-fu as I would if I had acquired the ability through the normal channels of years of  
hard training. Even a game as apparently sophisticated as Deus Ex — a role-playing,  
first-person espionage adventure — can only offer a bland mechanical parody of  
“learning”, in which the next level of ability in, say, lock-picking can only be bought, not  
practised and learned for oneself.  
Apart from comic early representations of menial jobs such as in 1980s arcade games  
Tapper or Burger Time, some kind of military position was for a long time virtually the  
only real-life job represented in videogames, apart from the venerable genre of football  
management. Yet what we are seeing now is an increasing labourisation of the game  
atmosphere: from the wry alternative employment market of Grand Theft Auto: Vice  
City’s Mafia-dominated world, to the square-jawed life-of-driving fantasy of Toca Race  
Driver (2002), games become structured around a fictional career.  
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Economic and political ideology was even more to the fore in The Sims (2001), for  
example, a God game in which you look after little people in a house, with some of the  
voyeuristic kick of a reality TV show. Rapidly becoming an extraordinarily successful  
multi-tentacled franchise, it is the soap-opera version of Pokémon, and an advert for the  
“American way”. Buy a Sim a large mirror and she will be happier, by virtue of being  
able to gaze at her reflection. Buy him a new oven, and he’ll become more popular after  
giving dinner parties. Help your Sim climb the slippery pole of a career as a politician or  
scientist. This is a game in which the brutal rules of free-market capitalism are  
everything. More money makes a Sim happier; social dissidents are not allowed. You  
want to drop out of the rat-race, wear charity-shop tweed suits and spend your days  
playing chess in the park? Sorry. Such gameplay possibilities are ruled out by the  
political assumptions buried deep in the game’s structure.  
It would be nice to think that the famous episode in Shenmue where you actually have to  
go and get a job driving fork-lift trucks within the gameworld was an ironic  
acknowledgment of the job-like nature of too many games. But perhaps it is inevitable  
that, as products of decadent late capitalism, most videogames will, consciously or not,  
reflect the same values. You go through a period of training, and then it’s all about  
success and shopping, keeping your head down, doing what the system expects. Make-  
believe jobs, as the Marxist Adorno might have concluded, are the opiate of the people.  
After George W Bush announced the “war on terror” in the wake of the attacks of  
September 11, 2001, there was a surge of jingoistic online gamers, on servers for games  
such as the squad-based shooter Counter-Strike, dressing themselves up as digital  
versions of Osama Bin Laden. And the military-entertainment complex has become more  
close-knit than ever before. While commercial games such as the excellent Call of Duty  
(2003) were recreating in ever more detail historical conflicts such as the second world  
war, the US military itself paid for the design and free distribution of a highly realistic  
commando simulation, America’s Army, the first version of which was released on July 4,  
2002, and explicitly described it as a propaganda tool to show American teenagers how  
exciting a career in the military might be.  
The idea of showing school-age consumers exactly how accurately-modelled US-issue  
weaponry works, and schooling them in commando tactics, elicited off-the-record  
condemnations by some commentators close to the American military who talked to me.  
Furthermore, one might wonder just how good an idea it is to code all this realistic  
information into a game that is freely accessible for download. It doesn’t take much to  
imagine members of Al-Qaeda — who, after all, reportedly schooled themselves on  
commercial flight simulators — taking more than an academic interest.  
These developments serve to emphasise that the more naturalistic videogames become in  
their modes of representation and modelling of real-life phenomena, the more they will  
find themselves implicated in political questions, and will need to have their ideology  
interrogated. A game like Dropship (2002), for example, supposedly a near-future  
combat flight simulator, blithely borrowed geopolitical capital by requiring the player to  
bomb terrorist camps in the Libyan desert, and overthrow a Colombian drug-lord, thus  
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participating in a certain totalising idea of foreign policy without ever examining its own  
assumptions. Other developers are already seeing the problem and avoiding it: the squad-  
based combat sequel Conflict: Desert Storm 2 (2003), for example, was set like its  
predecessor during the first Gulf War, so as not to be embroiled in controversy about the  
2003 war on Iraq.  
But videogames are also becoming a site for a certain sort of symbolic political protest, as  
in the example of artist Anne-Marie Schleiner’s Velvet-Strike (2002), which represents  
what you might call aesthetic counter-terrorism. Schleiner says she was disturbed by the  
post-9/11 militarism in the online gaming community, particularly by one game  
modification in which Bin Laden was represented as an Arab liquor store owner in the  
US, and the gamer was enjoined to enter the store and shoot the proprietor. In response,  
she developed a series of provocatively pacifist graphical “spray paints” which can be  
used as graffiti on Counter-Strike servers. Stealthy spraying in the midst of the macho  
violence drops ironic images into the environment: gunman silhouettes form a big heart;  
a teddy bear holds a rifle; two soldiers embrace in various homoerotic poses. Sprays with  
provocative verbal slogans include “Hostages of Military Fantasy”, or “We Are All Iraqis  
Now”.  
Velvet-Strike is not a game in itself but an attitude. The idea of invading online spaces  
that exist for no other reason than to gratify militaristic fantasies, and then gently  
defacing them with anti-war slogans, is not just funny (though funny it is), but also a  
demonstration of how online gameworlds, even those of apparently simple shooters, are  
already sophisticated enough to be arenas of political debate, sites of symbolic activism.  
Steven Poole  
London, May 2004  
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Trigger Happy  
BIBLIOGRAPHY  
In addition to the works cited below, I have found  
useful several non-bylined articles and reviews in the  
excellent monthly videogame magazine Edge. Arcade  
and MCV magazines have also been useful sources of  
industry reporting.  
Adorno, Theodor, and Walter Benjamin. The Complete  
Correspondence, 1928–1940. Edited by Henri  
Lonitz. Translated by Nicholas Walker. Cambridge:  
Harvard University Press, 1999.  
Amis, Martin. Invasion of the Space Invaders. London:  
Hutchinson, 1982.  
Aono,  
Teruichi.  
“Shogi  
as  
Culture.”  
At  
http://www.shogi.or. jp/english/ aono/sasc1.htm.  
Avedon, Elliott M., and Brian Sutton-Smith. The Study  
of Games. New York: Krieger Publishing  
Company, 1979.  
Benedikt, Michael, ed. Cyberspace: First Steps.  
Cambridge: MIT Press, 1994.  
411  
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Trigger Happy  
Benjamin, Walter. “The Work of Art in the Age of  
Mechanical Reproduction” (1935). In Film Theory  
and Criticism, edited by Mast, Cohen & Braudy.  
Oxford: Oxford University Press, 1992.  
Cassell, Justine, and Henry Jenkins, eds. From Barbie  
to Mortal Kombat: Gender and Computer Games.  
Cambridge: MIT Press, 1998.  
Crawford, Chris. The Art of Computer Game Design. At  
http://vancouver.wsu.edu/fac/peabody/gamebook/  
Coverpage.html.  
Csikszentmihalyi, Mihaly. Flow: The Psychology of  
Optimal Experience. New York: HarperCollins,  
1991.  
Faber, Liz. Computer Game Graphics. New York:  
Watson-Guptill, 1998.  
Foucault, Michel. “Des Espaces autres.” In  
Architecture-Mouvement-  
October 1984.  
ContinuitÉ.  
Paris:  
Gibson, William. Neuromancer. New York: Ace  
Books, 1994.  
412  
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Trigger Happy  
Gombrich, E.ɢH. Art and Illusion: A Study in the  
Psychology of Pictorial Representation. Princeton:  
Princeton University Press, 1961.  
———. The Story of Art. London: Phaidon Press,  
1995.  
Greenfield, Patricia. Media and the Mind of the Child:  
From Print to Television, Video Games and  
Computers. Cambridge: Harvard University Press,  
1984.  
Griffiths, Mark. “Video Games and Children’s  
Behaviour.” T. Charlton and K. David (eds.)  
Elusive Links: Television, Video Games and  
Children’s Behavior. Cheltenham: Park Published  
Papers, 1997.  
Hamilton, Robert. “Virtual Idols and Digital Girls:  
Artifice and Sexuality in Anime, Kisekae and Kyoko  
Date.” In Bad Subjects 35 (1997), at  
http://english.www.hss.cmu.edu/BS/35/hamilton.html.  
Heidegger, Martin. “The Question Concerning  
Technology.” In The Question Concerning  
Technology and Other Essays, edited and translated  
by William Lovitt. New York: HarperCollins, 1982.  
413  
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Trigger Happy  
Herman, Leonard. Phoenix: The Fall and Rise of  
Videogames. 2d. ed. Union, N. J.: Rolenta Press,  
1997.  
Herz, J.ɢC. Joystick Nation. Boston: Little, Brown and  
Company, 1996.  
Huizinga, Johann. Homo Ludens: A Study of the Play-  
Element in Culture. Boston: Beacon Press, 1986.  
Hume, Nancy G. Japanese Aesthetics and Culture.  
New York: State University of New York Press,  
1995.  
Kinder, Marsha. Playing with Power in Movies,  
Television, and Video Games from Muppet Babies  
to Teenage Mutant Ninja Turtles. Berkeley and Los  
Angeles: University of California Press, 1993.  
Krauss, Lawrence M. The Physics of Star Trek. New  
York: Harperperennial Library, 1996.  
Le Diberder, Alain, and FrÉdÉric Le Diberder.  
L’Univers des jeux vidÉo. Paris: Editions La  
DÉcouverte, 1998.  
Lloyd, Maugan. “Screen Violence and Aggressive  
Behavior: An Illustration of the Difficulty in  
414  
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Trigger Happy  
Statistical Verification of a Possible Causal Link.”  
MS thesis, Edinburgh University, 1998.  
Loftus, Geoffrey R., and Elizabeth F. Loftus. Mind at  
Play: The Psychology of Video Games. New York:  
Basic Books, 1983.  
Martinez, D. P., ed. The Worlds of Japanese Popular  
Culture. Cambridge: Cambridge University Press,  
1998.  
Parlett, David. The Oxford History of Board Games.  
Oxford: Oxford University Press, 1999.  
Peirce, C. S. The Essential Peirce: Selected  
Philosophical Writings, Volume 1 (1867–1893).  
Edited by Houser and Kloesel. Indianapolis:  
Indiana University Press, 1992.  
———. The Essential Peirce: Selected Philosophical  
Writings, Volume 2 (1893–1913). Edited by Peirce  
Edition Project. Indianapolis: Indiana University  
Press, 1998.  
Plato. Timaeus. Edited and translated by Desmond Lee.  
London: JM Dent & Sons, 1977.  
415  
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Trigger Happy  
———. Laws. Edited and translated by Thomas L.  
Pangle. Chicago: University of Chicago Press,  
1998.  
Propp, Vladimir. Morphology of the Folktale. Austin:  
University of Texas, 1968.  
Sale, Kirkpatrick. Rebels against the Future: The  
Luddites and Their War on the Industrial  
Revolution: Lessons for the Computer Age. New  
York: Perseus Press, 1996.  
SatÔ, Ikuya. Kamikaze Biker: Parody and Anomy in  
Affluent Japan. Chicago: University of Chicago  
Press, 1991.  
Schwarz, Frederic D. “The Patriarch of Pong.” In  
Invention and Technology (autumn 1990), and at  
http://www.fas.org/cp/pong–fas.htm.  
Sheff, David. Game Over: Nintendo’s Battle to  
Dominate Videogames. Upland, Pennsylvania:  
Diane, 1993.  
Tabrizifar, AndrÉ. The Transparent Head. Cambridge:  
1991.  
416  
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Trigger Happy  
Ludwig. Tractatus  
Wittgenstein,  
Logico-  
Philosophicus. London: Routledge, Kegan & Paul,  
1995.  
Zielinski, Siegfried. Audiovisions: Cinema and  
Television as Entr’actes in History. Amsterdam:  
Amsterdam University Press, 1999.  
417  
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Trigger Happy  
INDEX  
Please note: text in eBooks is reflowed according to the reader  
you are using. Hence, pagination and indexing change from one  
environment to another. If you are looking for a word or a name,  
you can select it in the list below and use the "Search" or "Find"  
feature of your eBook reader. You can also use this feature for  
any word, even if it is not listed below.  
1080 Snowboarding  
3D Monster Maze  
Adorno, Theodor  
ADVENT  
Aeschylus  
aesthetic responsibility  
aesthetics  
application to videogames of  
of Japan  
of wonder  
aesthetic techno-nostalgia  
Age of Empires  
Alien  
Aliens  
American McGee’s Alice  
Amis, Martin, as videogame analyst  
amplification of input  
animation  
cartoon-style  
418  
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Trigger Happy  
first appearance of, 22“motion-capture” technique of  
physics-based  
polygonal  
Ape Escape  
arcades  
cybernetic resources of  
first coin-op videogame in  
good reason for spending money in  
nineteenth-century examples of  
architecture  
pleasure of investigating  
videogames as new form of  
Aristotle  
artificial intelligence  
Asteroids  
Atari  
atmosphere  
borrowed from horror movies  
creation through fog of  
creation through sound of  
creation through tempo of  
Battlezone  
beat-’em-ups  
Beatmania  
Benjamin, Walter  
Black and White  
Blade Runner  
board games  
Bourdieu, Pierre  
Bowie, David  
Braybrook, Andrew, See also Uridium  
Bushido Blade  
419  
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Trigger Happy  
Bushnell, Nolan  
Bust-A-Move  
cameras  
depth of field in  
disembodied  
types of  
use in sports games  
Carmageddon  
cartoons  
games as competitors of  
iconic influence of  
Japanese cartoons  
Castle Wolfenstein 3D  
chance  
ancient games of  
in evolution  
in role-playing games  
characters  
criteria for the attractiveness of  
digitizing of  
ethnic choice of  
inflatable models of  
non-playable (NPCs)  
physical abilities of  
chess  
cigarettes  
deleterious health effects of  
indispensable for spies  
no use to astronauts  
sublimity of  
cinema  
artistic comparison of with games  
420  
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Trigger Happy  
industry links with games of  
influence of on murderers  
Civilization  
Columbine massacre  
Colony Wars  
Command and Conquer  
Computer Space  
Core Design  
cosmogony, theories of  
cows  
happily roaming digital pastures  
as offensive weapons  
Crash Bandicoot series  
Crawford, Chris  
Croft, Lara  
Cronenberg, David  
Csikszentmihalyi, Mihalyi  
cybernetics  
Daley Thompson’s Decathlon  
Dance Dance Revolution  
Dark, Joanna  
Darling, Richard  
data intensiveness problem  
Date, Kyoko  
Defender  
Descartes, RenÉ  
Deus Ex  
Donkey Kong  
Doom  
Dreamcast  
Driver  
Duhamel, Georges  
421  
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Trigger Happy  
DÜrer, Albrecht  
Elite  
Elixer Studios  
Eliza  
emotion, potential for in videogames  
exploration games  
beauty of  
definition  
iconicism of  
rules for reversibility of  
fairground games  
Fawlty, Basil  
fencing  
fetish, two-dimensional  
Fighting Fantasy gamebooks  
Final Fantasy series  
fishing  
freedom  
desirable gift of  
limits of player’s  
Game Boy  
GameCube  
Gibson, William,  
God  
player’s role as  
programmer as  
of videogames  
Goldeneye  
Gombrich, Erns  
G-Police  
422  
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Trigger Happy  
Gran Turismo  
Grand Theft Auto  
Greenfield, Patricia  
Griffiths, Mark  
Grim Fandango  
Half-Life  
Hamlet  
Hammurabi  
Heidegger, Martin  
Herz, J. C.  
Higinbotham, William A.  
Hobbit, The  
House of the Dead  
Houser, Sam  
Hubbard, Rob  
Huizinga, Johann  
imagination, types of, exercised by videogames  
incoherence  
definitions of  
reasons for avoiding  
interactive storytelling, See also stories  
International Track & Field 2  
Internet  
ISS Pro Evolution  
Jarvis, Eugene  
Jet Grind Radio  
Kinder, Marsha  
Kojima, Hideo  
Kutaragi, Ken  
423  
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Trigger Happy  
language parsing  
Le Diberder, Alain & FrÉdÉric  
Legend of Zelda: Ocarina of Time (aka Zelda 64)  
Lemmings  
Little Lovers: She So Game  
Luigi’s Mansion  
Lunar Lander  
Manic Miner  
Mario, birth of  
Mario 64  
Marxism, cryptic message of in Pac-Man  
Masclef, Olivier  
Mathengine  
The Matrix  
Metal Gear Solid  
Metropolis Street Racer  
Microsoft  
military, links with videogames  
Minogue, Kylie, useful with fists  
Missile Command  
Miyamoto, Shigeru  
Molyneux, Peter  
morals  
games as possible influence on  
programmable systems of  
of virtual warfare  
Mortal Kombat  
muscle memory  
music  
Myst  
424  
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Trigger Happy  
Nabokov, Vladimir  
Nietzsche, Friedrich, pummeling the joysticks  
Nintendo  
The Nomad Soul  
Oedipus Rex  
Omega Boost  
online gaming. See Internet  
Outcast  
Pachinko  
Pac-Man  
Pajitnov, Alexei, inventor of Tetris  
parallax effect  
Peirce, C. S.  
Perfect Dark  
perspective  
aerial  
artistic limitations of  
development in art and videogames of  
first-person  
isometric  
marginal distortion in  
third-person,  
physics, application to games of  
Pikmin  
pinball  
Piranesi, Giovanni Battista, dungeon master  
platform games, See also exploration games  
Plato, definition of “play” by  
Timaeus of  
Playing Fields, The  
PlayStation  
425  
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Trigger Happy  
PlayStation2  
plinth ideology  
PokÉmon  
Pole Position  
police, attitude to videogames of  
polygons  
Pong  
Populous  
Power Stone  
power-ups  
in Classical mythology  
as “gadgets,”  
ontology of  
semiotics of  
various functions of  
Pratchett, Terry  
Prince of Persia  
prostheticization of play  
psychology  
puzzle games  
Quake series  
racing games  
radar  
Rainbow Six  
RC Stunt Copter  
Ready 2 Rumble Boxing  
realism  
limit of in character design  
problems of  
in sound effects  
real-time strategy games  
426  
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Trigger Happy  
replays  
Republic  
Resident Evil series  
Rez  
Reznor, Trent  
Ridge Racer series  
Robotron  
role-playing games (RPGs)  
Romero, Jon  
Roy, Sujoy  
R-Type  
scrolling  
Seaman: The Forbidden Pet  
Sega  
semiotics  
Sentinel  
Sheff, David  
Shelley, P. B.  
Shenmue  
Shogi (Japanese chess)  
shoot-’em-ups  
Silent Hill  
Silent Scope  
SimCity  
Sims, The  
Sinclair ZX81  
Sinclair ZX Spectrum  
Smith, Jeremy  
Smith, Matthew  
Sonic Adventure  
Sonic the hedgehog  
Sony  
427  
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Trigger Happy  
Soul Blade (aka Soul Edge)  
Soul Calibur, iv  
Soul Reaver  
sound design, See also music  
Space Invaders  
Spacewar  
special relativity  
Spector, Warren  
sports games  
Star Wars  
stories  
Strong Anthropic Principle  
Super Mario Bros.  
Tamagotchi  
Tekken series  
Tempest  
Tetris  
Thrasher: Skate and Destroy  
Thrill Drive  
Thrust  
time in videogames  
rhythm  
strategic timing  
tactical timing  
tempo  
temporal resolution  
Time Crisis series  
TOCA 2  
Tomb Raider series  
Topping, Paul  
Tron  
Turok series  
428  
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Trigger Happy  
unfair challenge  
Unreal  
Uridium  
Vanguard  
vector graphics  
violence, nature in videogames of  
Virtua Fighter  
V-Rally  
WipEout series  
wireframe graphics  
Wittgenstein, Ludwig, gnomic utterances of  
Wolfenstein 3D  
Wright, Will  
Xbox  
Zaxxon  
Zen, and the art of videogame playing  
429  
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Trigger Happy  
ABOUT THE AUTHOR  
Steven Poole  
Steven Poole is a journalist and writer who has  
contributed articles to the Guardian, the Independent,  
and the Times Literary Supplement, and has worked as  
a composer for television and short films.  
430  
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