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 100
... 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 ...
... 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 ...
Page 189
... 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 ...
... 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 ...
Page 221
... examples confirm that gameplay require- ments must always take account of the particular virtues and limita- tions of the chosen spatial style and representation . The example of precision - jumping in Turok partakes of another formal ...
... examples confirm that gameplay require- ments must always take account of the particular virtues and limita- tions of the chosen spatial style and representation . The example of precision - jumping in Turok partakes of another formal ...
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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