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
Results 1-3 of 26
Page 48
... movement from the inside , from the interac- tion of fundamental parts , and so allows a theoretically infinite range of character movement . Other Mathengine demonstrations include a ball bouncing onto a slatted rope bridge , whose ...
... movement from the inside , from the interac- tion of fundamental parts , and so allows a theoretically infinite range of character movement . Other Mathengine demonstrations include a ball bouncing onto a slatted rope bridge , whose ...
Page 60
... movement over the court , and the other to control directly the movement of the racquet arm when playing a shot . Move the stick faster , and you play a more powerful stroke ; move it in a curve , and you impart spin . Similarly , in a ...
... movement over the court , and the other to control directly the movement of the racquet arm when playing a shot . Move the stick faster , and you play a more powerful stroke ; move it in a curve , and you impart spin . Similarly , in a ...
Page 122
... Movement was now nearly in three dimensions , with the introduction of controls to vary " height " above the ground . Only the fact that motion was automat- ically one - way ( a function of the scrolling ) inhibited complete free- dom ...
... Movement was now nearly in three dimensions , with the introduction of controls to vary " height " above the ground . Only the fact that motion was automat- ically one - way ( a function of the scrolling ) inhibited complete free- dom ...
Other editions - View all
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