Leif Rumbke Raumrepräsentation Im Klassischen Computerspiel

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Leif Rumbke Raumrepräsentation Im Klassischen Computerspiel Leif Rumbke PIXEL3 Raumrepräsentation im klassischen Computerspiel Eine Hausarbeit im Rahmen der Seminare „Im Raum. Zwischen sweet home und outer space.“ (M. L. Angerer und K. Peters, Sommersemester 2004) und „Der Zwang zum Tun“ (M. L. Angerer, Sommersemester 2005) an der Kunsthochschule für Medien, Köln. PIXEL3 Eine Hausarbeit im Rahmen der Seminare „im Raum. Zwischen sweet home und outer space.“ (M. L. Angerer und K. Peters, Sommersemester 2004) und „Der Zwang zum Tun“ (M. L. Angerer, Sommer- semester 2005) an der Kunsthochschule für Medien, Köln. Die Arbeit entstand in der Zeit von September 2004 bis Juli 2005. Alle Rechte vorbehalten. AUTOR Leif Rumbke Sülzburgstr. 9 50937 Köln Telefon: 0221 – 62 96 75 Fax: 0221 – 620 10 73 Mobil: 0177 – 478 81 71 Email: [email protected] Web: http://www.rumbke.de SCHULE Kunsthochschule für Medien Peter-Welter-Platz 2 50676 Köln Telefon: 0221 – 20189 – 0 Fax: 0221 – 20189 – 17 Email: [email protected] Web: http://www.khm.de 2 Inhalt Vorwort 8 Teil I: EINLEITUNG 12 I.1 Der Computer als Spielplattform 13 I.2 Grundlagen der Betrachtung 16 I.2.1 Setting und Genre 16 I.2.2 Attraction 16 I.2.3 Narration 17 I.2.4 Akkomodation 17 I.2.5 Variation 18 I.2.6 Immersion 19 I.2.7 Spielmodell und Spielsystem 19 I.2.8 real, extradiegetisch, diegetisch, intradiegetisch 20 I.3 Technik, Spiel und Markt 22 Teil II: HISTORISCHE ENTWICKLUNG DER RAUMREPRÄSENTATION IM COMPUTERSPIEL 23 II.1 Vorgeschichte 24 II.1.1 Tennis for Two (William Higinbotham/ BNL 1958) 24 II.1.2 Spacewar (Stephen Russell/ MIT 1962) 28 II.1.3 Adventure (William Crowther/ BBN 1973) 33 II.1.4 Magnavox Odyssey (Ralph Baer/ Magnavox 1972) 36 II.2 Arcades (1972-1984) 42 II.2.1 Pong (Atari 1972) 42 II.2.2 Gun Fight (Midway 1975) 46 II.2.3 Breakout (Atari 1976) 47 II.2.4 Night Driver (Atari 1976) 48 II.2.5 Space Invaders (Midway 1978) 51 II.2.6 Asteroids (Atari 1979) 52 II.2.7 Defender (Williams 1980) 54 II.2.8 Battlezone (Atari 1980) 56 II.2.9 Pac-Man (Midway 1980) 58 II.2.10 Donkey Kong (Nintendo 1981) 60 II.2.11 Zaxxon (Sega/Gremlin 1982) 63 3 II.2.12 Dragon’s Lair (Cinematronics 1983) 65 II.2.13 Marble Madness (Atari 1984) 68 II.3: Videospiel, 2. Generation: Multigamekonsonsolen (1977 - 1983) 72 II.3.1 Atari VCS (1977) 73 II.3.2 Mattel Intellivision (1980) 77 II.3.3 Coleco Colecovision (1982) 82 II.3.4 GCE Vectrex (1982) 86 Teil II.4: Homecomputer, erste Generation (1975 – 1980) 89 Teil II.5: Homecomputer, 2. Generation: 8 bit (1982 – 1986) 94 II.5.1 Sinclair ZX Spectrum (1982) 95 II.5.2 Commodore C64 (1982) 96 II.5.3 Atari 800 XL (1983) 97 II.5.4 Amstrad / Schneider CPC (1984) 98 II.6 Computerspiele 8 bit (1983 - 1987) 101 II.6.1 M.U.L.E. (Ozark Softscape/ Electronic Arts 1983) 102 II.6.2 Bruce Lee (Datasoft/ U.S. Gold 1984) 107 II.6.3 Hitchhiker’s Guide To The Galaxy (Infocom/ Infocom 1984) 109 II.6.4 Spy vs. Spy (First Star/ Data Byte 1984) 111 II.6.5 Winter Games (Epyx/ Rushware 1985) 112 II.6.6 Commando (Elite/Activision 1985) 114 II.6.7 The Way Of The Exploding Fist (Beam/ Melbourne House 1985) 118 II.6.8 Paradroid (Graftgold/ Hewson 1985) 121 II.6.9 Elite (Firebird/ Firebird 1985) 124 II.6.10 Little Computer People (Activision/ Activision 1985) 128 II.6.11 Defender of the Crown (Cinemaware/Cinemaware 1987) 129 II.6.12 Pirates! (Microprose/ Microprose 1987) 131 II.6.13 The Last Ninja (System 3/ Activision 1987) 135 II.7: Videospiel 3. Generation: Famicom/NES (Nintendo 1983/1985) 138 II.8: Homecomputer, dritte Generation: 16 bit (1985/1986) 142 II.8.1 Atari ST (1985) 143 II.8.2 Commodore Amiga (1986) 144 II.9 Computerspiele 16 bit (1987 - 1994) 146 II.9.1 R-Type (Factor5/ Rainbow Arts 1987) 146 II.9.2 Virus (Rainbird/ Firebird 1987) 149 II.9.3 Dungeon Master (Software Heaven/ Faster Than Light 1988) 150 II.9.4 Shadow Of The Beast (Reflections/ Psygnosis 1989) 152 II.9.5 Populous (Bullfrog/ Electronic Arts 1989) 153 4 II.9.6 Sim City (Maxis/ Infogrames 1989) 156 II.9.7 Future Wars (Delphine/ Interplay 1989) 159 II.9.8 The Secret Of Monkey Island (Lucasfilm/ U. S. Gold 1991) 161 II.9.9 Lemmings (DMA Design/ Psygnosis 1990) 164 II.9.10 Another World (Delphine/ US Gold 1991) 165 II.9.11 Hired Guns (DMA Design/ Psygnosis 1993) 167 II.9.12 Ambermoon (Thalion/ Thalion 1993) 169 II.9.13 Die Siedler (Blue Byte/ Blue Byte 1993) 172 II.9.14 Dune II (Westwood/ Virgin Games 1993) 174 II.9.15 UFO - Enemy Unknown (Mythos/ Microprose 1994) 178 II.10 Handhelds/ Game Boy (Nintendo 1989) 182 II.11 Videospiel, 4. Generation: Super Famicom/SNES (Nintendo 1990/1991/1992) 185 II.12 Personal Computer (1981) 191 II.12.1 Timeline zur Entwicklung des PC als Spielplattform bis 1996 192 II.13 Computerspiele DOS und Windows (1984 - 1995) 196 II.13.1 The Ancient Art Of War (Evryware/ Broderbund 1987) 198 II.13.2 Sierra Adventures (Sierra 1984 – 1993) 200 II.13.3 Wing Commander (Origin/ Mindscape 1990) 203 II.13.4 Falcon 3.0 (Spectrum HoloByte/ Microprose 1991) 205 II.13.5 Civilization (Microprose/ Microprose 1991) 206 II.13.6 Wolfenstein 3D (id/ Apogee 1992) 207 II.13.7 Doom (id Software/ id Software 1993) 209 II.13.8 Comanche (Novalogic/ Softgold 1993) 213 II.13.9 Star Wars - Rebel Assault (LucasArts/ LucasArts 1993) 215 II.13.10 Command And Conquer (Westwood/ Virgin 1995) 217 II.13.11 Myst (Cyan/ Broderbund 1995) 219 II.13.12 Descent (Parallax/ Interplay 1995) 220 II.13.13 Diablo (Blizzard/Sierra 1996) 221 II.14 Die nächste Dimension (1996 - heute) 223 Teil III: THEORETISCHE FAKTOREN DER ANALYSE DES COMPUTERSPIELS 234 III.1 Technische Klassifizierung diegetischer Raumrepräsentationen 235 III.1.1 Without Graphics 235 III.1.2 Singlescreen Container 235 III.1.3 Singlescreen, wraparound 237 III.1.4 Multiscreen 237 III.1.5 Scrolling on one Axis 238 5 III.1.6 Scrolling on two Axes 238 III.1.7 Splitscreen, Picture In Picture 239 III.1.8 Isometry 239 III.1.9 3D Fake 240 III.1.10 Realtime 3D 241 III.1.10.1 Faces 241 III.1.10.2 Light 241 III.1.10.3 Shading 241 III.1.10.4 Textures 242 III.1.10.5 Material 242 III.1.10.6 Shadows 242 III.1.10.7 Organische Strukturen 242 III.1.11 Map 243 III.2 Point Of View und Cursor 244 III.2.1 Point Of View 244 III.2.2 Cursor als Point Of Interaction 245 III.2.3 Spielerrepräsentation 245 III.2.3.1 3rd Person 246 III.2.3.2 Without Representation 248 III.2.3.3 Aetheric 249 III.2.3.4 1st Person 249 III.3 Zeit 251 III.3.1 Timesetting 251 III.3.1.1 History Replay 251 III.3.1.2 Fictional Continuation 252 III.3.2 Timing and Rhythm 252 III.3.3 Tempo 253 III.3.4 Strategic Timing 253 III.3.5 Time Structure 253 III.3.5.1 Cyclical Time 253 III.3.5.2 Time Bending and Jumps 254 III.4 Kinaesthetics 256 III.5 Handlungsräume und Ergodik 260 III.6 Semiotik 262 6 III.7 Immersion 265 III.7.1 Pragmatic Imagination 267 III.7.2 Quality of Social Interaction 267 III.7.3 States Of Engagement: On-/Offline 268 III.7.4 Diegetic / Intra-diegetic Immersion 269 III.8 Schlußbemerkung 270 ANHANG Anhang A: Glossar 273 Anhang B: Quellenverzeichnis 302 B.1 Literatur 303 B.2 Fernsehen 305 B.3 Film 306 B.4 Spiele 307 B.5 Websites 317 B.6 Abbildungen 322 Anhang C: Selbständigkeitserklärung 327 7 VORWORT 8 Eine fundierte wissenschaftliche Auseinandersetzung mit dem Themenkomplex Computerspiel ist nicht einfach. Es gibt weder etablierte Modelle der Analyse, noch sind seine Grundlagen, Parameter, Faktoren und Termini definiert. Die relativ wenigen Personen, die einen wissenschaftlichen Diskurs in diesem Bereich anstrengen, sind in erster Linie noch damit beschäftigt, die Thematik in verschiedene Disziplinen auszudifferenzieren. Ihre Definitionsansätze eröffnen aufgrund unterschiedlicher Ausgangsdisziplinen einen teils erheblichen Betrachtungsrahmen, der sich nur schwer zusammenführen läßt. Sie stehen angesichts der Flut an erhältlichen Spielen wie auch der Geschwindigkeit der Fortentwicklung des Mediums vor einer hohen Herausforderung. Im Moment scheint das Hauptanliegen zu sein, betrachtenswerte Faktoren der Thematik zu isolieren und zu definieren, um zu einem grundlegenden gemeinsamen Diskurs zu gelangen. Erschwerend kommt hinzu, daß diejenigen, die sich mit dem Thema auseinandersetzen, oft aus reiner persönlicher Faszination über das Thema schreiben. Die Anzahl der Publikationen, welche nostalgisch in die „gute alte Zeit“ zurückblicken, nimmt derzeit stark zu – der aktuelle Retro-Trend in der Popkultur zugunsten der 80er Jahre trägt maßgeblich ihren Teil dazu bei. Die Generation der Computerkids, die damals in langen Schlangen die in Kaufhäusern ausgestellten Konsolen und Homecomputer belagerten oder auf dem Schulhof Tapes und Disketten mit den neuesten Spielen tauschten, sind mittlerweile erwachsen geworden. Daß die aktuelle Form des Diskurses größtenteils nicht wissenschaftlichen Maßstäben gerecht wird, liegt mitunter daran, daß diese nun ehemaligen Kids ihrer Faszination nachträglich Ausdruck verleihen - ob sie eine wissenschaftliche Laufbahn eingeschlagen haben oder nicht. Daß diese Publikationen ein allgemeines Publikum adressieren, mag aber auch daran liegen, daß sich erst jüngst der Ansatz eines wissenschaftlichen Kontexts entfaltet hat, welcher als Zielgruppe für eine genauere Unersuchung dienen könnte.
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