![]() ![]() The word video appears in video games for a reason. Through this, it underscores the importance of understanding that some early video games were created without general-purpose computation, and that the affordances and limits of television technology are central to this era of the field’s history. In the process, this article also clarifies the importance of gravity in the two game design spaces explored by these early games. In doing so, it reveals that a common story in game history-of Computer Space flopping due to its complication, while Pong succeeded due to its simplicity-is at the very least in need of amendment, and more likely should be abandoned. ![]() ![]() It looks at them through the lens provided by two concepts not previously used: playable models and operational logics. This article examines the familiar stories about a group of early video games: Tennis for Two, Spacewar!, Computer Space, and Pong. Sometimes a new examination can be the result of uncovering new evidence, but it can also be the result of looking at familiar evidence through new lenses. We are only prompted to stop once the stories are appropriately examined. Every field has its “just so” stories, which are easy to repeat uncritically. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |