Alan Richard Da Luz O Processo De Design E a Mudança Na Natureza Dos Games Nos Anos 1970 E 1980

Total Page:16

File Type:pdf, Size:1020Kb

Alan Richard Da Luz O Processo De Design E a Mudança Na Natureza Dos Games Nos Anos 1970 E 1980 alan richard da luz alan richard Faculdade de Arquitetura e Urbanismo - USP alan richard da luz o processo de design e a mudança na natureza dos games nos anos 1970 e 1980 na natureza de design e a mudança o processo o processo de design e a mudança na natureza dos games nos anos 1970 e 1980 São Paulo, 2018 Alan Richard da Luz O processo de Design e a mudança na natureza dos games nos anos 1970 e 1980 Tese apresentada à Faculdade de Arquitetura e Urbanismo da Universidade de São Paulo para obtenção do título de Doutor em Design. Área de Concentração Design Orientador Prof. Dr. Marcos da Costa Braga São Paulo, 2018 ficha catalografica.pdf 1 18/02/18 12:59 Autorizo a reprodução e divulgação total ou parcial deste trabalho, por qualquer meio convencional ou eletrônico, para fins de estudo e pesquisa, desde que citada a fonte. Autorizo a reprodução e divulgação total ou parcial deste trabalho, Alan Richard da Luz por qualquer meio convencional ou eletrônico, para ns de estudo O processo de Design e a mudança na natureza dos games nos anos 1970 e 1980 e pesquisa, desde que citada a fonte. Tese apresentada à faculdade de Arquitetura e Urbanismo da Universidade de São Paulo para obtenção do título de Doutor em Design. Catalogação na Publicação Aprovado em: Serviço Técnico de Biblioteca Faculdade de Arquitetura e Urbanismo da Universidade de São Paulo Banca Examinadora: C Prof. Dr. M Y CM Instituição MY CY CMY Prof. Dr. K Catalogação na Publicação Instituição Serviço Técnico de Biblioteca Faculdade de Arquitetura e Urbanismo da Universidade de São Paulo Prof. Dr. Da Luz, Alan Richard O processo de Design e a mudança na natureza dos games nos anos 1970 e 1980 / Alan Richard Da Luz; orientador Marcos da Costa Braga. - São Paulo, 2018. Instituição 259p. Tese (Doutorado) - Faculdade de Arquitetura e Urbanismo da Universidade de São Paulo. Área de Prof. Dr. concentração: Design 1. Design. 2. Design de Games. 3. Videogames. 4. Pensamento Projetual. 5. Processo de Design. 6. Instituição Projeto. I. Braga, Marcos da Costa, orient. II. Título. Prof. Dr. Elaborada Elaboradaeletronicamente eletronicamente através do formulário através disponível do formulário em: <http://www.fau.usp.br/chacatalograca/> disponível em: <http://www.fau.usp.br/fichacatalografica/> Instituição dedico este trabalho a meus pais, Seu Dedé e Dona Zezé. agradecimentos Gostaria de agradecer a todos os que participaram de alguma maneira à construção deste trabalho. Ao amigo e Prof. Marcos Braga pela dedicada e criteriosa orientação, sempre com carinho e gentileza. Ao amigo e Prof. Claudio Portugal pelos deliciosos papos (ao vivo, por email ou telefone) durante o período em que z monitoria em sua disciplina (e depois tam- bém). À amiga e Profa. Denise Dantas pelo olhar atento a meu trabalho e minha evolução desde a minha gradução, há muito tempo. Ao Prof. e amigo Delmar Galisi, pela contribuição em minha banca de qualicação. A todos os entrevistados de meu trabalho, pela gentileza em participar e contribuir tanto com nossa pesquisa. A Patrícia Valério, pelo carinho e paci- ência nos momentos em que estava confuso e por todo apoio nessa fase nal deste projeto. o objeto final do design é a forma ALEXANDER, 1973, p.15 resumo LUZ, Alan Richard da. O processo de Design e a mudança na natureza dos games nos anos 1970 e 1980. 2018. 259 p. Tese (Doutorado em Design) – Faculdade de Arquitetura e Urbanismo, Universidade de São Paulo, São Paulo, 2018. O presente trabalho demonstra a inuência dos processos de design no desenvolvimento de games no nal dos anos 1970 e início dos anos 1980 e como isso pode ter funcionado como catalisador no processo de evolução da mídia videogame, levando-a da condição de ativida- de de recreação baseada em habilidades motoras para condição de mídia expressiva capaz de contar histórias. Para isto foi levantado o que seria um processo de design, tanto como metodologia associada a uma prática laboral quanto como estratégia cognitiva, conseguin- do assim uma estrutura formal do processo. Dez jogos foram eleitos e analisados extensi- vamente tanto por seu conteúdo quanto pelos processos usados em seu desenvolvimento, usando-se de pesquisa bibliográca e também de nove entrevistas com desenvolvedores envolvidos no projeto de games no período do recorte proposto, para termos um panorama do contexto sociocultural em soma aos processos usados por eles à época. Nessas análises, critérios do processo de design foram utilizados para conseguimos um quadro geral de sua inuência nos games. Palavras-chave: Design. Design de Games. Videogames. Pensamento Projetual. Processo de Design. Projeto. abstract LUZ, Alan Richard da. The Design process and the nature change in games development in late 1970 and early 1980. 2018. 259 p. Tese (Doutorado em Design) – Faculdade de Arquitetura e Urbanismo, Universidade de São Paulo, São Paulo, 2018. The present work demonstrates the inuence of design processes in game development in the late 1970s and early 1980s and how this may have functioned as a catalyst in the evolution process of video game media, leading it from the condition of recreational activity based in motor skills for expressive media condition able to tell stories. For this, what was a design process was raised, both as a methodology associated with a work practice and as a cognitive strategy, thus achieving a formal process structure. Ten games were chosen and analyzed extensively both for their content and for the processes used in their development, using bibliographical research and also nine interviews with developers involved in the game design in the period of the proposed cut, in order to have a panorama of the sociocultural context in addition to the processes used by them at the time. In these analyzes, criteria of the design process were used to obtain a general picture of their inuence in games. Palavras-chave: Design. Game Design. Video games. Design thinking. Design process. Project. sumário 1. introdução, 19 4.2.8 David Darling, 114 1.1 objetivos, 21 4.2.9 Eric Chahi, 115 1.2 pressuposto teórico, 22 1.3 método geral e estrutura da tese, 22 5. análise de jogos icônicos do nal dos anos 1970 e início dos anos 1980, 119 1.4 materiais e métodos, 24 5.1 Pong, 123 1.4.1 sobre a abordagem historiográca e a importância da 5.2 Space Invaders, 127 história oral, 24 5.3 Adventure, 130 1.4.2 sobre a metodologia qualitativa, 25 5.4 Pac Man, 134 1.4.3 sobre as entrevistas, 27 5.5 Defender, 138 1.4.4 sobre a análise do material colhido, 28 5.6 Donkey Kong, 141 1.4.5 sobre os games escolhidos para a pesquisa, 28 5.7 Pitfall!, 146 5.8 Yar’s Revenge, 150 2. o pensamento projetual em design, 31 5.9 Elite, 154 5.10 Karateka, 157 3. metodologias clássicas em design, 47 3.1 metodologias consagradas em design, 51 6. identicação dos processos de design nas práticas dos anos 1970 e 1980, 163 3.1.1 mapeamentos do processo de projeto propostos por Lawson, 52 6.1 fatores e características dos processos de design, 164 3.1.2 o método de Christopher Alexander, 56 6..1.1 design práxis versus design cognição, 164 3.1.3 o método de John Christopher Jones, 62 6.1.2 design centrado no usuário, 166 3.1.4 a metodologia de Bruno Munari, 67 6.1.3 produção de signicado 3.1.5 o processo de design industrial de Bernd Löbach, 69 6.2 projetos não identicáveis como processos de design, 172 3.1.6 a metodologia de Bruce Archer, 74 6.3 projetos com identicação de processos de design, 176 3.1.7 a metodologia de Gustavo Amarante Bomm, 77 6.3.1 pensamento projetual enquanto estratégia cognitiva, 176 3.2 análise das metodologias apresentadas segundo a taxonomia 6.3.2 projetos com metodologias de design, 177 proposta por Gui Bonsiepe, 84 6.3.3 projetos com preocupação com o usuário (jogador), 178 3.3 comparação das estruturas das metodologias clássicas em design, 90 6.3.4 produção de signicado, 179 4. metodologias em game design no nal dos anos 1970 e início dos anos 1980, 93 7. considerações nais 4.1 os métodos empíricos emprestados de outros campos antes de Chris Crawford, 94 8. referências 4.1.1 quem eram esses prossionais?, 96 4.1.2 sobre as percepções da prossão e da posição que ocupavam, 97 9. Apêndice A: íntegra das entrevistas 4.2 sobre os métodos empregados pelos entrevistados em David Crane, 203 relação às metodologias clássicas Nolan Bushnell, 209 4.2.1 Allan Alcorn, 100 Eric Chahi, 213 4.2.2 Nolan Bushnell, 101 Allan Alcorn, 217 4.2.3 Warren Robinett, 102 Warren Robinett, 221 4.2.4 Toru Iwatani, 105 David Darling, 225 4.2.5 Ed Logg, 107 Toru Iwatani, 229 4.2.6 David Crane, 108 Owen Rubin, 235 4.2.7 Owen Rubin, 110 Ed Logg, 255 1 introdução introdução Observando a história dos videogames, vemos seu nascimento à reboque de um contexto e são de alguma maneira importantes e signicativos na história dos videogames além de sociocultural que envolvia a corrida espacial e a guerra fria, onde a eletrônica digital co- entrevistas com os atores que participaram do desenvolvimento de tais games nesse mesmo meçava a ganhar espaço na vida cotidiana, trazendo novos paradigmas, novas mídias e recorte temporal. Com isso teríamos material suciente para realizar as articulações entre inuenciando todas as áreas em que ela se estabelecia. Desconsiderando os experimentos as análises de informações da bibliograa e as narrativas desses atores. laboratoriais e isolados ocorridos antes até o nal dos anos 1960, temos uma indústria que se estabelece no início dos anos 1970 a partir de produtos domésticos como o Odyssey Apesar de não ser um trabalho de história do design especicamente, nos utilizamos dos (Magnavox, 1971) e no âmbito dos arcades com Computer Space (Nutting Associates, 1972).
Recommended publications
  • The Art of Video Games Voting Results
    The Art of Video Games Voting Results The Art of Video Games exhibition will explore the 40‐year evolution of video games as an artistic medium, with a focus on striking visual effects, the creative use of new technologies, and the most influential artists and designers. A website (www.artofvideogames.org) offered participants a chance to vote for 80 games from a pool of 240 proposed choices in various categories, divided by era, game type and platform. Voting took place between February 14, 2011 and April 17, 2011. The exhibition will be on display at the Smithsonian American Art Museum from March 16, 2012 through September 30, 2012 (www.americanart.si.edu/taovg). Visit www.artofvideogames.org to sign up to receive updates about this exhibition. Era 1: Start! System Image Genre Winning Game Other Nominees Atari VCS Action Pac‐Man , 1981, Toru Iwatani /Tod Haunted House Frye. ™ and © NAMCO BANDAI Tunnel Runner Games Inc. Adventure Pitfall! , 1982, David Crane. Adventure Activision Publishing. All trade E.T. The Extra‐Terrestrial names and trademarks are properties of their respective parties. All rights reserved. Target Space Invaders , 1980, Rick Maurer. Missile Command® Yars’ Revenge® Cb/SCombat/Strategy CbCombat ®®, 19771977, SSteve MMayer, JJoe SStar RidRaiders ® Decuir, Larry Kaplan, Larry Wagner. Video Chess® © 1978 Atari Interactive, Inc. ColecoVision Action Donkey Kong ™, 1982, Created by Jungle Hunt Shigeru Miyamoto. Smurf: Rescue in Gargamel’s Castle Adventure Pitfall II: Lost Caverns , 1984, David Alcazar: The Forgotten Crane, adapted by Robert Fortress Rutkowski. Activision Publishing. Gateway to Apshai All trade names and trademarks are properties of their respective parties.
    [Show full text]
  • Atari IP Catalog 2019 IP List (Highlighted Links Are Included in Deck)
    Atari IP Catalog 2019 IP List (Highlighted Links are Included in Deck) 3D Asteroids Basketball Fatal Run Miniature Golf Retro Atari Classics Super Asteroids & Missile 3D Tic-Tac-Toe Basketbrawl Final Legacy Minimum Return to Haunted House Command A Game of Concentration Bionic Breakthrough Fire Truck * Missile Command Roadrunner Super Baseball Adventure Black Belt Firefox * Missile Command 2 * RollerCoaster Tycoon Super Breakout Adventure II Black Jack Flag Capture Missile Command 3D Runaway * Super Bunny Breakout Agent X * Black Widow * Flyball * Monstercise Saboteur Super Football Airborne Ranger Boogie Demo Food Fight (Charley Chuck's) Monte Carlo * Save Mary Superbug * Air-Sea Battle Booty Football Motor Psycho Scrapyard Dog Surround Akka Arrh * Bowling Frisky Tom MotoRodeo Secret Quest Swordquest: Earthworld Alien Brigade Boxing * Frog Pond Night Driver Sentinel Swordquest: Fireworld Alpha 1 * Brain Games Fun With Numbers Ninja Golf Shark Jaws * Swordquest: Waterworld Anti-Aircraft * Breakout Gerry the Germ Goes Body Off the Wall Shooting Arcade Tank * Aquaventure Breakout * Poppin Orbit * Sky Diver Tank II * Asteroids Breakout Boost Goal 4 * Outlaw Sky Raider * Tank III * Asteroids Deluxe * Canyon Bomber Golf Outlaw * Slot Machine Telepathy Asteroids On-line Casino Gotcha * Peek-A-Boo Slot Racers Tempest Asteroids: Gunner Castles and Catapults Gran Trak 10 * Pin Pong * Smokey Joe * Tempest 2000 Asteroids: Gunner+ Caverns of Mars Gran Trak 20 * Planet Smashers Soccer Tempest 4000 Atari 80 Classic Games in One! Centipede Gravitar Pong
    [Show full text]
  • United States Bankruptcy Court SUMMARY of SCHEDULES
    13-10176-jmp Doc 119 Filed 03/06/13 Entered 03/06/13 20:14:12 Main Document Pg 1 of 110 B6 Summary (Official Form 6 - Summary) (12/07) }bk1{Form 6.Suayfchedls United States Bankruptcy Court Southern District of New York In re Atari Interactive, Inc. Case No. 13-10177 , Debtor Chapter 11 SUMMARY OF SCHEDULES Indicate as to each schedule whether that schedule is attached and state the number of pages in each. Report the totals from Schedules A, B, D, E, F, I, and J in the boxes provided. Add the amounts from Schedules A and B to determine the total amount of the debtor’s assets. Add the amounts of all claims from Schedules D, E, and F to determine the total amount of the debtor’s liabilities. Individual debtors must also complete the "Statistical Summary of Certain Liabilities and Related Data" if they file a case under chapter 7, 11, or 13. NAME OF SCHEDULEATTACHED NO. OF ASSETS LIABILITIES OTHER (YES/NO) SHEETS A - Real Property Yes 10.00 B - Personal Property Yes 4 21,238,150.00 C - Property Claimed as Exempt No 0 D - Creditors Holding Secured Claims Yes 1 0.00 E - Creditors Holding Unsecured Yes 1 0.00 Priority Claims (Total of Claims on Schedule E) F - Creditors Holding Unsecured Yes 1 266,183,594.00 Nonpriority Claims G - Executory Contracts and Yes 1 Unexpired Leases H - Codebtors Yes 1 I - Current Income of Individual No 0 N/A Debtor(s) J - Current Expenditures of Individual No 0 N/A Debtor(s) Total Number of Sheets of ALL Schedules 10 Total Assets 21,238,150.00 Total Liabilities 266,183,594.00 Software Copyright (c) 1996-2013 - CCH INCORPORATED - www.bestcase.com Best Case Bankruptcy 13-10176-jmp Doc 119 Filed 03/06/13 Entered 03/06/13 20:14:12 Main Document Pg 2 of 110 B6A (Official Form 6A) (12/07) }bk1{Schedul A-RaPropty In re Atari Interactive, Inc.
    [Show full text]
  • MA Thesis NMDC
    Shared Play with the Push of a Button: a Mixed-Method Analysis of Sony PlayStation 4’s Share-Platform Rens Lohmann Master Thesis Utrecht University Tutor: Dr. Ann-Sophie Lehmann Second Assessor: Dr. René Glas Submission date: September 22, 2014 [email protected] Keywords Video games, spectatorship, streaming, social, sharing, shared play, platform studies MA New Media & Digital Culture © 2014 Rens Lohmann. Personal and educational classroom use of this thesis is allowed, commercial use requires specific permission from the author. “It’s dangerous to go alone! Take this.” (The Legend of Zelda, 1986) ABSTRACT With the incorporation of the Share-button and its underlying platform on the PlayStation 4, Sony has decided to bring social connectivity and the sharing of gameplay to the masses. Video game play streaming and sharing have their roots in early user-generated content, performing, and spectating practices. Examples from the nineties are machinima, speedrunning, and online multiplayer gaming in that period. Users with a high level of technical proficiency created content that was creative, subversive, and initiated new forms of interactions between players and spectators. The creation of user-generated content came under stricter corporate control when it was integrated as a part of well-designed and well- marketed video game platforms. While the construction of this material became more accessible to general players, creativity and subversiveness became more limited. Sony PlayStation 4’s Share-button can be seen as a culmination of this development. As a form of controlled participation, the button and its proprietary platform facilitate remarkably quick production of this content with a limited toolset of creative possibilities.
    [Show full text]
  • Digital Press Issue
    Fifty II. Editor’s BLURB by Dave Giarrusso DIGITAL e had a lot of big plans for our 50th issue (“DP# 50: Wfi fty!” just in case your short term memory functions a bit like mine does as of late) and fortunately, most of ‘em made it in. UNfortunately, due to time and space constraints, and a mischievious orange tabby by the name of “Pickles”, a scant few of ‘em got left on the cutting room fl oor. The one portion of the 50th issue that we (okay, actually John) were working really hard on was the “alumni moments” section - a section devoted to all the PRESS game designers and artists who shaped what we’ve come to call our favorite pasttime. As you can probably imagine, it was a big undertaking - too big to make it into the pages of issue #50. DIGITAL PRESS # 52 MAY / JUNE 2003 BUT - guess what? John kept nagging everyone in his most convincing voice Founders Joe Santulli and eventually, with nothing but the most polite coercion, managed to round Kevin Oleniacz up the troops. In fact, everyone had such a blast working with John that we wound up with tons more material than we had originally anticipated having. Editors-In-Chief Joe Santulli Dave Giarrusso Which brings us back to THIS issue - the brainchild of John “Big Daddy” and “I’ll Senior Editors Al Backiel get to it when I get to it” Hardie. DP issue #50. Part II. In DP issue #52. Get it? Jeff Cooper John Hardie So join me in extending a hearty “thank you” to Big John and all of the folks Sean Kelly who took time out of their busy schedules to sit down with us and pass along Staff Writers Larry Anderson some of their favorite gaming anecdotes of the past.
    [Show full text]
  • Sony Unveils Social-Focused Playstation 4 21 February 2013, by Derrik J
    Sony unveils social-focused PlayStation 4 21 February 2013, by Derrik J. Lang The PS4 is Sony's first major game machine since the PlayStation 3 went on sale in 2006. Wednesday's unveiling is Sony Corp.'s attempt to steal the spotlight from rivals Microsoft Corp. and Nintendo Co., at least until Microsoft unveils its next Xbox in June, as expected, at the E3 video game expo in Los Angeles. But one thing Sony neglected to do: show the actual device. Instead, the two-hour event involved executives from Sony and its video game partners touting features and showing demonstration video on stage. Video game designer Mark Cerny talks about the new There was no word on price or availability, other controler Bioshock 4 as Sony introduces the PlayStation than a flash on the screen saying "holiday 2013." 4 at a news conference on February 20, 2013 in New York. When the PlayStation 3 went on sale in the U.S. on Nov. 17, 2006, the 20 gigabyte model had a $500 price tag and the 60 GB version went for $600. They are now cheaper and come with more Sony is sharing the PlayStation 4 with the world. storage—$270 for 250 GB and $300 for 500 GB. The Japanese electronics giant unveiled the new Comparable models of Nintendo's Wii U and gaming system Wednesday, hyping the machine Microsoft's Xbox 360 both start at $300. as a "supercharged PC" with the ability to effortlessly share interactive experiences, by Among the PS4's revisions is an updated controller instantly broadcasting video of gaming action or that adds a touchpad and a "share" button.
    [Show full text]
  • Mark Cerny to Be Inducted Into Hall of Fame of the Academy of Interactive Arts & Sciences
    FOR IMMEDIATE RELEASE Contact: Wendy Zaas/Debby Chen Geri Gordon Miller Rogers & Cowan Academy of Interactive Arts and Sciences 310-854-8148 / 310-854-8168 818-876-0826 x202 [email protected] [email protected] [email protected] A DIFFERENT PATH; MARK CERNY TO BE INDUCTED INTO HALL OF FAME OF THE ACADEMY OF INTERACTIVE ARTS & SCIENCES CALABASAS, Calif. – January 13, 2010 – The Academy of Interactive Arts & Sciences (AIAS) has announced that Mark Cerny will be the 13th inductee into the Academy’s Hall of Fame, which is bestowed upon individuals who’ve contributed a significant advancement within the industry while demonstrating proven success and leadership. “Mark Cerny is the closest we have come to a modern-day Da Vinci,” said Joseph Olin, president of the AIAS. “What he does isn’t restricted to a single aspect of game creation, he really is a Renaissance man. He is a diversely accomplished game designer, producer, programmer and technologist, fluent in Japanese and one of the foremost Western experts on the Japanese game market. He’s also one of the only top-level independents in a business dominated by institutions. The projects that he has contributed to have been phenomenally successful, with sales of almost two billion dollars and over a dozen titles each exceeding two million units in sales.” Cerny’s legacy is more than just an impressive list of games; through his work at Universal Studios in the 1990s he was also instrumental in fostering the development of some of the video game industry’s top stars. Ted Price of Insomniac Games, and Jason Rubin and Andy Gavin of Naughty Dog can all trace their initial breakout to projects created with Cerny.
    [Show full text]
  • Expanding the Video Game Archive at Gordon Library an Interactive
    Expanding the Video Game Archive at Gordon Library An Interactive Qualifying Project Submitted to the Faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for the degree of Bachelor of Science by: Rasheeda Samih David Yuhua Tang April 30, 2018 Submitted to: Professor Dean O’Donnell, Worcester Polytechnic Institute This report represents work of WPI undergraduate students submitted to the faculty as evidence of a degree requirement. WPI routinely publishes these reports on its web site without editorial or peer review. For more information about the projects program at WPI, see http://www.wpi.edu/Academics/Projects. Abstract This project attempts to expand Gordon Library’s video game archive and make it more accessible to the WPI community, as well as research the history surrounding items in the archive. We created an effective resource for IMGD majors to learn from, allowing them to interact directly with video games and hardware from an earlier era. 2 Table of Contents Abstract ....................................................................................................................................... 2 Table of Figures .......................................................................................................................... 4 Table of Tables ............................................................................................................................ 4 Acknowledgements ....................................................................................................................
    [Show full text]
  • Atari IP Catalog 2016 IP List (Highlighted Links Are Included in Deck)
    Atari IP Catalog 2016 IP List (Highlighted Links are Included in Deck) 3D Asteroids Atari Video Cube Dodge ’Em Meebzork Realsports Soccer Stock Car * 3D Tic-Tac-Toe Avalanche * Dominos * Meltdown Realsports Tennis Street Racer A Game of Concentration Backgammon Double Dunk Micro-gammon Realsports Volleyball Stunt Cycle * Act of War: Direct Action Barroom Baseball Drag Race * Millipede Rebound * Submarine Commander Act of War: High Treason Basic Programming Fast Freddie * Mind Maze Red Baron * Subs * Adventure Basketball Fatal Run Miniature Golf Retro Atari Classics Super Asteroids & Missile Adventure II Basketbrawl Final Legacy Minimum Return to Haunted House Command Agent X * Bionic Breakthrough Fire Truck * Missile Command Roadrunner Super Baseball Airborne Ranger Black Belt Firefox * Missile Command 2 * RollerCoaster Tycoon Super Breakout Air-Sea Battle Black Jack Flag Capture Missile Command 3D Runaway * Super Bunny Breakout Akka Arrh * Black Widow * Flyball * Monstercise Saboteur Super Football Alien Brigade Boogie Demo Food Fight (Charley Chuck's) Monte Carlo * Save Mary Superbug * Alone In the Dark Booty Football Motor Psycho Scrapyard Dog Surround Alone in the Dark: Illumination Bowling Frisky Tom MotoRodeo Secret Quest Swordquest: Earthworld Alpha 1 * Boxing * Frog Pond Night Driver Sentinel Swordquest: Fireworld Anti-Aircraft * Brain Games Fun With Numbers Ninja Golf Shark Jaws * Swordquest: Waterworld Aquaventure Breakout Gerry the Germ Goes Body Off the Wall Shooting Arcade Tank * Asteroids Breakout * Poppin Orbit * Sky Diver
    [Show full text]
  • Split-Screen: Videogame History Through Local Multiplayer Design
    Veli-Matti Karhulahti Paweł Grabarczyk Split-Screen: Videogame History through Local Multiplayer Design Abstract By looking at videogame production through a two-vector model of design – a practice determined by the interplay between economic and technological evolution – we argue that shared screen play, as both collaboration and competition, originally functioned as a desirable pattern in videogame design, but has since become problematic due to industry transformations. This is introduced as an example of what we call design vestigiality: momentary loss of a design pattern’s contextual function due to techno-economical evolution. Introduction This article provides an historical look at the evolution of mainstream videogame production by examining how the roles of two game design patterns, “collaboration” and “competition”, have altered in shared screen play over the past five decades.1 In the present context, shared screen play refers explicitly to the design of multiple local “player positions,” which refers to the designed possibility for multiple players to directly influence the mechanics of the videogame via a single screen.2 Following Christopher Alexander and his colleagues’ established view of design patterns as solutions to (design) issues, our contribution builds on a 1 José Zagal, Miguel Nussbaum & Ricardo Rosas, “A Model to Support the Design of Multiplayer Games,” Presence: Teleoperators & Virtual Environments (October 2000): 448–462. See also Staffan Björk & Jussi Holopainen, Patterns in Game Design (Hingham: Charles River, 2005). 2 Veli-Matti Karhulahti, Adventures of Ludom: A Videogame Geneontology (Turku: University of Turku, 2015). two-vector model of videogame design that looks at the practice through screen-related solutions contra economic and technological change.3 The economic and technological vectors of videogame production represent two forces that influence the design process and the final choice of design patterns.
    [Show full text]
  • Pico-8 Special Pixel Perfect Make Your First Game in Modern Games Made with a Tiny Virtual Console Retro Constraints
    ALL FORMATS LIFTING THE LID ON VIDEO GAMES PICO-8 SPECIAL PIXEL PERFECT MAKE YOUR FIRST GAME IN MODERN GAMES MADE WITH A TINY VIRTUAL CONSOLE RETRO CONSTRAINTS Issue 12 £3 wfmag.cc 12 72000 16 7263 97 REBELREBEL INSIDE THE GENRE-REDEFINING RHYTHM GAME, NO STRAIGHT ROADS Subscribe today 13 issues for £20 Visit wfmag.cc/subscribe or call 01293 312192 to order Subscription queries: [email protected] There’s no such thing as an apolitical game he Division 2 takes place in Washington unabashedly celebrate empire in all its forms, like ‘Tar of D.C. in the aftermath of a smallpox All Weathers, or the Game of British Colonies’ (c.1857). pandemic, and has you liberating the city They’re statements, whether the designer perceived T from a corrupt government. The game’s them as such or not. If I came across a source stating tone-deaf marketing used real-world political tensions, that one of the publishers of these games denied its such as sending out a joke email referencing the US game was a comment on empire, then my reaction HOLLY NIELSEN government shutdown and a spoof letter declaring wouldn’t be ‘Well, I guess I can’t analyse it because it’s Mexico ‘approved funding for building a wall along the Holly Nielsen is a not a statement after all’. If anything, it would pique videogame journalist United States border’. and historian who my interest, because the idea that structured games Despite all this, creative director Terry Spier recently researches the are purely escapist fun is a fairly modern concept.
    [Show full text]
  • Τηε Τιταν Σϲηο the Student Publicat Ion of Grand Terrace High School Titans Party at First Prom
    Volume 1, Issue 2 May 2013 ΤΗΕ ΤΙΤΑΝ ΣϹΗΟ THE STUDENT PUBLICAT ION OF GRAND TERRACE HIGH SCHOOL TITANS PARTY AT FIRST PROM By Elyssa Shaw (2014) Editor in Chief and Jackie Rios (2014) As- “Taken”: sistant Editor Students REDLANDS —The excitement be- gan to build as joyous rumors spread about the possibility of Leave Class Grand Terrace High School hav- ing its first prom on its first year. Many were curious about the for Sports By Zack Padilla (2015), Staff Writer idea of prom at all and the way in which it would work since there TITAN TOWN — Some student athletes are no seniors this year. who leave their class early or miss a But, all those questions were class entirely for sports events are im- cleared when ASB announced pacted negatively when it comes to that there would be prom despite their education, some say. those odds. Student athletes leaving for games, So, the school’s first prom usually during fifth period, miss key rolled out on March 19 at The instruction and assignments and some Mitten Building in Redlands, a teachers find their departure detrimen- rustic but an extravagant venue. tal. Billed as “A Night of Mystery,” Student athletes don't always make it became just that with all the up work and not all teachers remind uncertainty. these students of their missing work. But, by 7 p.m. the event had Lauren Tyler, a history and AVID brought out about 35 couples all teacher, has students leave her class dressed to impressed. The floor at times during her fifth period.
    [Show full text]