Trigger Happy: Videogames and the Entertainment RevolutionThe Edge calls "Trigger Happy" a "seminal piece of work". For the first time ever, an aficionado with a knowledge of art, culture, and a real love of gaming takes a critical look at the future of our videogames, and compares their aesthetic and economic impact on society to that of film. Thirty years after the invention of the simplest of games, more videogames are played by adults than children. This revolutionary book is the first-ever academically worthy and deeply engaging critique of one of today's most popular forms of play: videogames are on track to supersede movies as the most innovative form of entertainment in the new century. |
From inside the book
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Page 62
... actually designs the controllers 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 ...
... actually designs the controllers 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 ...
Page 174
... actually have any desire to drive the Lister Storm be- cause there's no great progression in getting there . In ... actually feel they've completed the game . There are more cunning methods of doing it which we have tried in some ...
... actually have any desire to drive the Lister Storm be- cause there's no great progression in getting there . In ... actually feel they've completed the game . There are more cunning methods of doing it which we have tried in some ...
Page 181
... actually “ ghosts , ” have eye- balls 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 ...
... actually “ ghosts , ” have eye- balls 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 ...
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Common terms and phrases
action actually aesthetic alien angle animated arcade game balls Battlezone beat-'em-up camera cartoon challenge cinema complex console Crash Crash Bandicoot Dreamcast driving game enemy environment example exploration games fact Fantasy film fire first-person shooter G-Police game's gameplay gamers gameworld genre God games going graphics human iconic imagination instance invented Japan Japanese kill Lara Croft Lara's laser look machine Mario meanwhile Metal Gear Solid modern videogames move movement movie Nintendo Pac-Man Pachinko perspective physical pixels platform game player player's character playing videogames PlayStation PlayStation2 pleasure polygons Pong power-up racing game Resident Evil screen semiotic Shigeru Miyamoto shoot shoot-'em-up simple simulation Sony Sony's Space Invaders story symbolic Tekken television thing tion Tomb Raider Tomb Raider III videogame videogame character videogame designers viewpoint virtual visual wireframe women Zelda 64