SPACE TIME PLAY SPACE TIME PLAY COMPUTER GAMES, ARCHITECTURE AND URBANISM: THE NEXT LEVEL Edited by Friedrich von Borries, Steffen P. Walz, Matthias Böttger In collaboration with Drew Davidson, Heather Kelley, Julian Kücklich Birkhäuser Basel _ Boston _ Berlin Imprint Acknowledgements Design: onlab, Nicolas Bourquin Prepress: Sebastian Schenk Translation from German into English: Jenna Krumminga, Ian Pepper Translation from Italian into English: Federico Roascio Copyediting: Jenna Krumminga, Tobias Kurtz, Ian Pepper Proofreading: Lucinda Byatt (Edinburgh) Fonts: Grotesque MT, Walbaum Printed on acid-free paper produced from chlorine-free pulp. TCF ∞ Printed in Germany Space Time Play would not exist without the help, inspiration and support of many colleagues and friends. Our deepest thanks go out to all the authors of the book, without whose contributions this compendium could not have come into being. We would also like to thank the studios and publishers that granted us the right to print pictures of their games. www.spacetimeplay.org Library of Congress Control Number: 2007933332 Bibliographic information published by the German National Library. The German National Library lists this publication in the Deutsche Nationalbibliografie; detailed bibliographic data are available on the Internet at http://dnb.d-nb.de. This work is subject to copyright. All rights are reserved, whether the whole or part of the material is concerned. Specifically, the rights of translation, reprinting, re-use of illustrations, recitation, broadcasting, reproduction on microfilms or in other formats, and storage in data bases are reserved. For any kind of use, permission of the copyright owner must be obtained. © 2007 Birkhäuser Verlag AG Basel _ Boston _ Berlin P.O. Box 133, CH-4010 Basel, Switzerland Part of Springer Science+Business Media © 2007 Friedrich von Borries, Steffen P. Walz, Matthias Böttger, authors and individual copyright holders. © 2007 for images see detailed list in the appendix. Images not otherwise indicated are the property of the named project authors, text authors and game developers. ISBN: 978-3-7643-8414-2 We thank Ludger Hovestadt, Hans-Peter Schwarz, Gerhard M. Buurman and Kees Christiaanse for both their content contributions and their financial commitment, without which we would not have been able to produce this book. We owe the selection of Game Reviews collected in this book, as well as our connections to many authors, to Drew Davidson, Heather Kelley and Julian Kücklich. We thank Nicolas Bourquin for the design and the patience with which he conducted his work. With much dedication, Jenna Krumminga edited the diverse texts into an easy-to-read whole. Monika Annen, Tobias Kurtz, Anne Mikoleit, Caroline Pachoud and Sibylla Spycher supported us in the editorial work with great dedication and great exertion, for which we would like to thank them sincerely. We thank our editor Robert Steiger for his faith, without which this experimental project would not have materialized; we thank Nora Kempkens for a smooth work flow. In addition to the many whom we unfortunately cannot name here, we also thank Ulrich Brinkmann and Katrin Schöbel for their encouragement, guidance and counsel. This book has been sponsored by: ETH Zurich, Institute of Building Technology, Chair for Computer Aided Architectural Design, Switzerland. Zurich University of the Arts (ZHdK), Switzerland. ZHdK, Department of Design, Interaction Design & Game Design Study Program, Switzerland. ETH Zurich, Institute for Urban Design, Chair of Architecture and Urban Design, Switzerland. KCAP, Rotterdam, The Netherlands. ASTOC, Architects and Planners, Cologne, Germany. Interaction Design Game Design The editors’ work on this book has been partially funded by the National Competence Center in Research on Mobile Information and Communication Systems (NCCR-MICS), a center supported by the Swiss National Science Foundation under grant number 5005-67322 and the German Academic Exchange Service (DAAD). 987654321 www.birkhauser.ch 4 Table of contents 6 Table of contents: Essays, Statements, Interviews 8 Table of contents: Game Reviews 9 Table of contents: Project Descriptions 10 Introduction Friedrich von Borries, Steffen P. Walz, Matthias Böttger Level 1 14 THE ARCHITECTURE OF COMPUTER AND VIDEO GAMES A SHORT SPACE-TIME HISTORY OF INTERACTIVE ENTERTAINMENT Level 2 138 MAKE BELIEVE URBANISM THE LUDIC CONSTRUCTION OF THE DIGITAL METROPOLIS Level 3 216 UBIQUITOUS GAMES ENCHANTING PLACES, BUILDINGS, CITIES AND LANDSCAPES Level 4 320 SERIOUS FUN UTILIZING GAME ELEMENTS FOR ARCHITECTURAL DESIGN AND URBAN PLANNING Level 5 410 FAITES VOS JEUX GAMES BETWEEN UTOPIA AND DYSTOPIA 488 Author biographies 495 Image copyrights 5 Table of contents Level 1 16 26 44 56 61 74 88 100 110 118 132 134 Level 2 146 158 164 174 182 186 200 206 214 Essays, Statements, Interviews PLACES TO PLAY What Game Settings Can Tell Us about Games Andreas Lange A SHORT HISTORY OF DIGITAL GAMESPACE Dariusz Jacob Boron ALLEGORIES OF SPACE The Question of Spatiality in Computer Games Espen Aarseth NARRATIVE SPACES Henry Jenkins GAME PHYSICS The Look & Feel Challenges of Spectacular Worlds Ronald Vuillemin LABYRINTH AND MAZE Video Game Navigation Challenges Clara Fernández-Vara STEERING THROUGH THE MICROWORLD A Short History and Terminology of Video Game Controllers Winnie Forster VARIATION OVER TIME The Transformation of Space in Single-screen Action Games Jesper Juul LISTEN TO THE BULK OF THE ICEBERG On the Impact of Sound in Digital Games Axel Stockburger WALLHACKS AND AIMBOTS How Cheating Changes the Perception of Gamespace Julian Kücklich FORM FOLLOWS FUN Working as a Space Gameplay Architect Olivier Azémar LOAD AND SUPPORT Architectural Realism in Video Games Ulrich Götz USE YOUR ILLUSION Immersion in Parallel Worlds Florian Schmidt MAKING PLACES Richard A. Bartle ACTIVITY FLOW ARCHITECTURE Environment Design in Active Worlds and EverQuest Mikael Jakobsson WHAT IS A SYNTHETIC WORLD? Edward Castronova, James J. Cummings, Will Emigh, Michael Fatten, Nathan Mishler, Travis Ross, Will Ryan COMPETING IN METAGAME GAMESPACE eSports as the First Professionalized Computer Metagames Michael Wagner PLAYING WITH FRIENDS AND FAMILIES Current Scene of Reality-based Games in Beijing Zhao Chen Ding NARRATIVE ENVIRONMENTS From Disneyland to World of Warcraft Celia Pearce PLAYING WITH URBAN LIFE How SimCity Influences Planning Culture Daniel G. Lobo NEW PUBLIC SPHERE The Return of the Salon and the End of Mass Media Peter Ludlow 6 Level 3 218 230 233 238 248 251 266 276 290 304 312 Level 4 328 332 335 340 351 352 354 358 372 376 380 384 NEW BABYLON RELOADED Learning from the Ludic City Lukas Feireiss PLAY AS CREATIVE MISUSE Barcode Battler and the Charm of the Real Claus Pias UBIQUITOUS GAMING A Vision for the Future of Enchanted Spaces Jane McGonigal CREATING ALTERNATE REALITIES A Quick Primer Christy Dena PERVASIVE GAMES Bridging the Gaps between the Virtual and the Physical Steve Benford, Carsten Magerkurth, Peter Ljungstrand THE POETICS OF AUGMENTED SPACE The Art of Our Time Lev Manovich URBAN ROLE-PLAY The Next Generation of Role-Playing in Urban Space Markus Montola CHANGING URBAN PERSPECTIVES Illuminating Cracks and Drawing Illusionary Lines Staffan Björk PERVASIVE GAMESPACES Gameplay Out in the Open Bo Kampmann Walther PERSUASION AND GAMESPACE Ian Bogost LIFE IS NOT COMPLETELY A GAME Urban Space and Virtual Environments Howard Rheingold PLAY STATIONS Neil Leach TACTICS FOR A PLAYFUL CITY Iain Borden WHY GAMES FOR ARCHITECTURE? Ludger Hovestadt GAME OF LIFE On Architecture, Complexity and the Concept of Nature as a Game Georg Vrachliotis DESIGN PATTERNS ARE DEAD Long Live Design Patterns Jussi Holopainen, Staffan Björk THE UNINHIBITED FREEDOM OF PLAYFULNESS Marc Maurer, Nicole Maurer VIVA PIÑATA Architecture of the Everyday Tor Lindstrand 798 MUTIPLAYER DESIGN GAME A New Tool for Parametric Design Kas Oosterhuis, Tomasz Jaskiewicz RULE-BASED URBAN PLANNING The Wijnhaven Project, KCAP (Rotterdam) Kees Christiaanse TIT FOR TAT AND URBAN RULES Alexander Lehnerer LIGHTLY AUGMENTING REALITY Learning through Authentic Augmented Reality Games Eric Klopfer SCENARIO GAMES Vital Techniques for Interactive City Planning Raoul Bunschoten SPACE TIME PLAY Table of contents 398 401 404 407 Level 5 416 420 425 430 438 441 444 450 452 456 462 466 480 484 Essays, Statements, Interviews THE NEW MENTAL LANDSCAPE Why Games are Important for Architecture Antonino Saggio “CAN I TELEPORT AROUND?” Jesse Schell TOWARDS A GAME THEORY OF ARCHITECTURE Bart Lootsma ACTION IN THE HANDS OF THE USER William J. Mitchell WAR/GAMES AFTER 9/11 James Der Derian WAR PLAY Practicing Urban Annihilation Stephen Graham ENDER’S GAME Towards a Synthetic View of the World James H. Korris FORBIDDEN GAMES Eyal Danon, Galit Eilat OUTDOOR AUGMENTED REALITY Technology and the Military Wayne Piekarski, Bruce H. Thomas AFTER NET ART, WE MAKE MONEY Artists and Locative Media Marc Tuters “EASTERN EUROPE, 2008” Maps and Geopolitics in Video Games Stephan Günzel THE GAME OF INTERACTION Gerhard M. Buurman ATOPIA (ON VICE CITY) McKenzie Wark PLAYING WITH ART Hans-Peter Schwarz CHINESE GOLD FARMERS Immigrant Workers in the Game Land Ge Jin ADVERTISEMENT IN VIDEO GAMES “Sell My Tears,” Says the Game Publisher Christian Gaca RE-PUBLIC PLAYSCAPE A Concrete Urban Utopia Alberto Iacovoni GAMESPACE Mark Wigley 7 Table of contents Level 1 20 24 32 34 36 38 40 42 48 50 52 54 64 66 68 70 78 80 82 84 86 94 96 98 104 106 108 114 116 122 124 126 128 Game Reviews DANCE DANCE REVOLUTION Gillian Andrews Wii SPORTS Heather Kelley TENNIS FOR TWO/PONG Cindy Poremba ASTEROIDS Jesper Juul BATTLEZONE Andreas Schiffler DEFENDER Jesper Juul WOLFENSTEIN 3D Alex de Jong COUNTER-STRIKE Alex de Jong MYST Drew Davidson SUPER MARIO BROS. Martin Nerurkar TETRIS Katie Salen ICO Drew Davidson ZORK Nick Montfort LEMMINGS Martin Nerurkar WORMS Clara Fernández-Vara MAX PAYNE Paolo Ruffino PAC-MAN Chaim Gingold DIABLO Stephen Jacobs SILENT HILL 2 Frank Degler SPLINTER CELL Thé Chinh Ngo SAM & MAX HIT THE ROAD Julian Kücklich KIRBY: CANVAS CURSE Thiéry Adam KATAMARI DAMACY Julian Kücklich EYETOY PLAY Heather Kelley ELITE Ed Byrne PRINCE OF PERSIA Drew Davidson SUPER MARIO 64 Troy Whitlock REZ Julian Kücklich DESCENT James Everett SUPER MONKEY BALL Troels Degn Johansson TONY HAWK’S AMERICAN WASTELAND Dörte Küttler LEGACY OF KAIN: SOUL REAVER Phil Fish RESCUE ON FRACTALUS Noah Falstein 8 130 Level 2 140 142 144 150 152 154 156 168 170 172 178 180 190 192 194 196 198 210 212 Level 3 242 244 316 QUAKE Patrick Curry TRON Rolf F. Nohr NEUROMANCER Espen Aarseth SNOW CRASH Neil Alphonso THE SIMS Mary Flanagan THERE Florian Schmidt ENTROPIA UNIVERSE Florian Schmidt SECOND LIFE Florian Schmidt LINEAGE Sungah Kim KINGDOM HEARTS Troy Whitlock WORLD OF WARCRAFT Diane Carr SID MEIER’S CIVILIZATION Jochen Hamma ANIMAL CROSSING Heather Kelley DARK CHRONICLE Dean Chan THE GETAWAY Gregory More GRAND THEFT AUTO: SAN ANDREAS Gregory More GRIM FANDANGO Julian Kücklich PSYCHONAUTS Drew Davidson SIMCITY David Thomas MAJESTIC Kurt Squire I LOVE BEES Sean Stewart PERPLEX CITY Steve Peters eXistenZ Adriana de Souza e Silva Level 4 368 PASSPORT TO … Ragna Körby, Tobias Kurtz Level 5 414 WARGAMES Rolf F. Nohr KUMA\WAR Stefan Werning AMERICA’S ARMY Stefan Werning S.T.A.L.K.E.R.: SHADOW OF CHERNOBYL Ernest W. Adams SHADOW OF THE COLOSSUS David Thomas THE TRUMAN SHOW Rolf F. Nohr MONOPOLY Marie Huber, Achim Nelke 434 436 458 460 470 472 SPACE TIME PLAY Table of contents Level 1 22 72 Project Descriptions BREAKOUT FOR TWO Florian “Floyd” Müller CHARBITAT Michael Nitsche 344 346 348 Level 3 222 224 226 228 246 256 258 260 262 264 270 272 274 280 282 284 286 288 294 296 298 300 302 308 310 318 Level 4 322 324 326 GEOCACHING Jack W. Peters MOGI Benjamin Joffe BOTFIGHTERS Mirjam Struppek, Katharine S. Willis THE BEAST Dave Szulborski THE ART OF THE HEIST Dave Szulborski PIRATES! Staffan Björk, Peter Ljungstrand CAN YOU SEE ME NOW Steve Benford M.A.D. COUNTDOWN Steffen P. Walz PACMANHATTAN Frank Lantz TYCOON Gregor Broll PROSOPOPEIA 1 Staffan Jonsson RELIVING THE REVOLUTION Karen Schrier EPIDEMIC MENACE Irma Lindt URBAN FREE FLOW Lukas Feireiss ARQUAKE Bruce H. Thomas, Wayne Piekarski CONQWEST Frank Lantz WHAVSM? Martin Budzinski, Henrik Isermann DEMOR Claus Pias INSECTOPIA Johan Peitz, Staffan Björk ’ERE BE DRAGONS Stephen Boyd Davis, Rachel Jacobs, Magnus Moar, Matt Watkins FAUST – ACOUSTIC ADVENTURE KP Ludwig John CATCHBOB! Nicolas Nova, Fabien Girardin GEOGAMES Christoph Schlieder, Sebastian Matyas, Peter Kiefer .WALK a watchful passer-by MANHATTAN STORY MASHUP Jürgen Scheible, Ville Tuulos FIRST PERSON SHOOTER Aram Bartholl 350 362 364 366 370 388 390 392 394 396 Level 5 412 474 476 478 SAUERBRATEN Andreas Dieckmann, Peter Russell TINMITH Wayne Piekarski, Bruce H. Thomas IMPLANT Wayne Ashley GAMEGAME Aki Järvinen SPACEFIGHTER Winy Maas KAISERSROT Alexander Lehnerer REXPLORER Rafael Ballagas, Steffen P. Walz PLASTICITY Mathias Fuchs THE HARBOUR GAME Tobias Løssing, Rune Nielsen, Andreas Lykke-Olesen, Thomas Fabian Delman BIG URBAN GAME Frank Lantz SUBCITY Elizabeth Sikiaridi, Frans Vogelaar SUPERCITY Troels Degn Johansson BLINKENLIGHTS Rahel Willhardt OPS ROOM Sabine Himmelsbach CHANGING THE GUARD Stephan Trüby, Stephan Henrich, Iassen Markov THE SCALABLE CITY Sheldon Brown THE MINISTRY OF RESHELVING Jane McGonigal ARCHITECTURE_ENGINE_1.0 Jochen Hoog NOZZLE ENGINE Wolfgang Fiel, Margarete Jahrmann GAMESCAPE Beat Suter, René Bauer 9 WHY SHOULD AN ARCHITECT CARE ABOUT COMPUTER GAMES? 10 SPACE TIME PLAY Introduction AND WHAT CAN A GAME DESIGNER TAKE FROM ARCHITECTURE? Computer games are part and parcel of our present; both their audiovisual language and the interaction processes associated with them have worked their way into our everyday lives. Yet without space, there is no place at which, in which or even based on which a game can take place. Similarly, the specific space of a game is bred from the act of playing, from the gameplay itself. The digital spaces so often frequented by gamers have changed and are changing our notion of space and time, just as film and television did in the 20th century. But games go even further: with the spread of the Internet, online role-playing games emerged that often have less to do with winning and losing and more to do with the cultivation of social communities and human networks that are actually extended into “real” life. Equipped with wireless technologies and GPS capacities, computer games have abandoned their original location – the stationary computer – and made their way into physical space as mobile and pervasive applications. So-called “Alternate Reality Games” cross-medially blend together the Internet, public phone booths and physical places and conventions in order to create an alternative, ludic reality. The spaces of computer games range from two-dimensional representations of three-dimensional spaces to complex constructions of social communities to new conceptions of, applications for and interactions between existent physical spaces. In his 1941 book Space, Time and Architecture: The Growth of a New Tradition, Siegfried Giedion puts modern architecture and its typologies in their social and chronological context. Today, we again face the development of new typologies of space – spaces that are emerging from the superimposition of the physical and the virtual. The spaces of the digital games that constitute themselves through the convergence of “space,” “time” and “play” are only the beginning. What are the parameters of these new spaces? To what practices and functional specifications do they give rise? What design strategies will come into operation because of them? In Space Time Play, authors with wholly different professional backgrounds try to provide answers to these questions. Practitioners and theorists of architecture and urban planning as well as of game design and game studies have contributed to the collection. The over 180 articles come in various forms; in essays, short statements, interviews, descriptions of innovative projects and critical reviews of commercial games, the synergies between computer games, architecture and urbanism are reflected upon from diverse perspectives. 11 Introduction Space Time Play contains five levels that – played on their own or in sequence – train a variety of skills and address a range of issues: The first level, THE ARCHITECTURE OF COMPUTER AND VIDEO GAMES, traces a short, spatiotemporal history of the architecture of digital games. Here, architects are interested in the question of what spatial qualities and characteristics arise from computer games and what implications these could have for contemporary architecture. For game designers and researchers, on the other hand, it’s about determining what game elements constitute space and which spatial attributes give rise to specific types of interaction. Moreover, it’s not just about the gamespaces in the computer, but about the places where the games are actually played; playing on a living-room TV is different from playing in front of a PC, which, in turn, is different from playing in a bar. Many computer games draw spatial inspiration from physical architecture. Like in a film, certain places and configurations are favored and retroactively shape our perceptions. Computer game players also experience physical space differently and thus use it differently. Newer input possibilities like gesture and substantial physical movement are making this hybridization of virtual and real space available for the mass market, thereby posing new questions to game designers and bringing the disciplines of built and imagined spaces closer together. Computer game design is thus not just about the “Rules of Play” anymore, but also about the “Rules of Place.” In the second level, MAKE BELIEVE URBANISM, the focus of the texts is shifted to the social cohesion of game-generated spaces – that is, to the ludic constructions of digital metropolises – and the question of how such “community spaces” are produced and presented. At the same time, the central topic of this level is the tension between the representation of the city in games and the city as metaphor for the virtual spatialization of social relations. How can sociability across space-time be established, and how will identity be “played out” there? The communities emerging in games, after all, constitute not only parallel cultures and economies, but also previews of the public spaces of the future. The third level, UBI QUITOUS GAMES, on the other hand, demonstrates how real space – be it a building, city or landscape – changes and expands when it is metamorphosed into a “game board” or “place to play” by means of new technologies and creative game concepts. Here, a new dimension of the 12 SPACE TIME PLAY notion and use of the city becomes conceivable, one which has the potential to permanently change the composition of future cities. What happens when the spaces and social interactions of computer games are superimposed over physical space? What new forms and control systems of city, architecture and landscape become possible? The migration of computer games onto the street – that is, the integration of physical spaces into game systems – creates new localities; games intervene in existent spaces. Game designers are thereby made aware of their social responsibility. Ubiquitous games fulfill not only the utopian dreams of the Situationists, but also the early 1990s computer-science vision of a “magicization” of the world. As in simulacra, the borders of the “magic circle” coined by Johan Huizinga blur, and the result is ludic unification. In the fourth level, SERIOUS FUN, the extent to which games and game elements also have serious uses – namely, as tools for design and planning processes – is examined through examples from architecture and city planning. The articles in this level demonstrate how the ludic conquest of real and imagined gamespace becomes an instrument for the design of space-time. For the playing of cities can affect the lived environment and its occupants just as the building of houses can. In this sense, playing is a serious medium that will increasingly form part of the urban planner’s repertory and will open up new prospects for participation. Play cannot replace seriousness, but it can help it along. The concluding fifth level, FAITES VOS JEUX, critically reflects upon the cultural relevance of games today and in the future. Which gamespaces are desirable and which are not? Which ones should we expect? Life as computer-supported game? War as game? The possibilities range from lived dreams to advertisements in gamespaces to the destruction of cities in games and in today’s reality of war and terrorism. What is the “next level” of architecture and game design? Both these creative worlds could benefit from a mutual exchange: by emulating the complex conceptions of space and design possibilities of the former and by using the expertise, interaction, immersion and spatial fun of the latter. Game designers and architects can forge the future of ludic space-time as a new form of interactive space, and they can do so in both virtual gamespaces and physical, architectural spaces; this is the “next level” of Space Time Play. 13 THE ARCHITECTURE OF COMPUTER AND VIDEO GAMES A SHORT SPACETIME HISTORY OF INTERACTIVE ENTERTAINMENT Level 1 Essay Text Andreas Lange PLACES TO PLAY What Game Settings Can Tell Us about Games Increasingly, computer-generated virtual spaces are important elements of everyday life, and computer games are doubtless their most popular manifestations. When these are well designed, users tend to forget that they reside not in an airless void, but are instead surrounded by physical space. The physically existent space is the context for which these games were more or less explicitly created and in which they are played. If this fact is ignored, we fail to do justice to the medium of the computer game and to the concrete playing situation. For players and their bodies are indissolubly connected to the physical plane even if their minds are overwhelmingly oriented during playtime to virtual space. By using selected examples, I attempt here to demonstrate the intimate connection between these two planes of reality and, in the process, to provide a brief historical overview of the development of the computer game as a medium. Computer games first saw the light of day in the realm of research science at a time when existing computers were as yet incapable of generating virtual spaces. Back then, the spaces constituted by computers were primarily physical and real in nature, a circumstance owing to their considerable bulk and open manner of construction. Active in these large computers during periods of operation (which were never, as a rule, interrupted) were operators who shuttled ceaselessly between the individual structural members in order to engage in programming, identify errors, replace tubes or control cooling. Only experienced specialists were able, on the basis of a few small lights, to recognize the emerging harbingers of a virtual reality that has today become so complex and painstakingly detailed. And it was precisely such specialists, the architects of the first computers, who recognized and investigated the potential of computer games right from the start: in 1942, on the basis of a chess program, Konrad Zuse demonstrated the strength of his programming language “Plankalkül”; in 1947, Alan Turing developed a chess program, which he processed in his own mind, in order to test its capabilities in matches against opponents; and in 1950, Claude Shannon authored a 12-page article entitled “Programming a Computer for Playing Chess” (Shannon 1950). In all three above-named cases, it was the space of the research laboratory that was crucial in the construction of the program, for it was not a question of entertainment, but instead of research. In the introduction to his article, for example, Shannon wrote: “Although perhaps of no practical importance, the question [of whether a computer can be taught to play chess] is of theoretical interest, and it is hoped that a satisfactory solution of this problem will act as a wedge in attacking other problems of a similar nature and of greater significance” (ibid.). 16 SPACE TIME PLAY Interestingly enough, these aspects of greater significance specified by Shannon already constitute the fundamental conditions of possibility for generating virtual worlds as we know them today. Among other things, he mentions “Machines for performing symbolic (nonnumerical) mathematical operations. Machines capable of translating from one language to another. Machines for making strategic decisions in simplified military operations. Machines capable of orchestrating a melody. Machines capable of logical deduction” (ibid.). We fast forward now to the early 1960s. Computers have become smaller and perform better, but nonetheless remain accessible to only a small number of specialists. We find ourselves in the “Tech Model Railroad Club” at MIT in Cambridge, Massachusetts, where primarily younger scientists are active. The clubrooms are located on the campus of an educational facility, but are clearly marked by an entertainment context. Here, we experience the birth of the first “genuine” computer game, one that still meets today’s criteria. A group of young scientists who met through the “Tech Model Railroad Club” have access to a PDP 1 computer manufactured by the D.E.C. firm, one of the first whose monitor is provided with graphic capabilities – and which hence fulfils one of the essential technical preconditions for today’s virtual worlds. On the initiative of Steve Russel, they spend their free time, with no special research contract, programming Spacewar! (1962), a virtual outer space setting within which two spaceships, each controlled by one player, face off against one another. The game is a big hit right from the beginning, and it spreads like wildfire through the American university landscape to every point where a PDP 1 computer is present. This circumstance, however, can only be really explained by considering the real space surrounding the players. For computers continue to be highly expensive rarities, and hence accessible only to specialists. They are not designed to be played with simply for fun, and this necessarily leads to conflict. This is also the motive for the invention of the first game joysticks: they make it possible for players to avoid damaging keyboards while playing Spacewar! (Graetz 1981). A straight line leads from Spacewar! and the MIT “Tech Model Railroad Club” to the real space of the video arcade, the locale where computer games became commercially established. One of the students who had enjoyed playing Spacewar! during his MIT years was Nolan Bushnell, later a founder of Atari. His automated version of Spacewar!, produced in 1971 by the American video game manufacturer Nutting Associates and dubbed Computer Space, was conceived for the video arcade. The fact that the commercial birth of the computer game took place in a public space had exclusively economic reasons. The then only recently developed integrated circuits (ICs) were still too expensive to allow such consoles to be marketed directly to end users. And although Computer Space (1971) experienced only sluggish sales, Bushnell’s business model met with success just a year later with the Atari PONG (1972) machines. In just a few months, video game machines had developed into one of the most lucrative businesses and would remain so right into the 1980s. But the physical space of the video arcade not only made possible the commercialization of the computer game, it also influenced the appearance of the early blockbusters. The high score list, introduced for the first time in 1978 in Space Invaders, not only offered players an identity going beyond the actual activity of playing, but also 1 | THE ARCHITECTURE OF COMPUTER AND VIDEO GAMES 17 Essay PLACES TO PLAY provided them with an incentive to leave behind their visiting cards as players in the real space of the arcade, where they would be noticed by others. Game construction, too, was determined substantially by this context. It was not extended, epic games that guaranteed high revenues, but instead numerous brief matches. Players had to be induced to toss yet another coin into the slot. The game, then, must never be allowed to really come to an end. In one way or another, the narratives games embody are all variations on the Sisyphus motif, with its tendency toward the interminable. An additional motivating factor lay in the social situation of the gaming arcade, where two players would often face off in front of the public. On another level as well, the video arcade machines had an essential impact on the medium of the computer game. At least in the German Federal Republic, the installation of video games in public spaces was forbidden in 1984 by amendments to the Youth Protection Laws. Along with betting machines, they could only be found from that point onward in locations inaccessible to young people. The new laws doubtless strengthened the existing image of video games as being somehow dangerous to young people. But in the end, it was not the video arcade, but instead another real space that established itself as the dominant context for games – namely, the private home. This development goes back to the 1960s. In 1968, the inventor Ralph H. Baer registered a patent in the United States for his “Television Gaming and Training Apparatus.” In it, he describes the functional principle of the home video game console that was brought onto the market in 1972 by the American firm Magnavox under the 1> name Odyssey. 1 In typical advertisements for Odyssey, we see a family playing while That their price lay under 100 US Dollars was made feasible only by manufacturing these devices using the same traditional analog components found in all television sets. gathered around the television set in the living room. The living room as a real space of play was almost compulsory, since additional television sets were rarely found in children’s bedrooms at that time. Perceptions of the home video game as a toy for children rather than for adults were associated with an additional technical revolution, one that established a new location for playing: the work or hobby room. Beginning in 1977, a mass production of new ICs had progressed so far that an entire computer could fit comfortably onto a writing desk, making it possible to market home computers to private individuals. The triumph of the home computer had begun. Thanks to market competition and the falling prices associated with it, home computers such as the C64 were widely disseminated during the 1980s and were frequently used to play games. These developments were also decisive for the appearance of these games. Since an ongoing game could be stored at any moment and resumed later on, games of epic length emerged whose virtual worlds grew larger and more complex than those found in video arcades or in the home video game consoles that succeeded gaming machines. Already in preparation at this time was the networking of home computers, which then not only provided the playing field, but could also access virtual realities that were generated somewhere beyond the physical surroundings of the player. As distinct from home computers, which had generally been reserved for adults, home video games drifted increasingly into children’s bedrooms during the 1980s. This development was made possible by the growing prevalence of second and third television sets in private homes, and it experienced powerful reinforcement 18 SPACE TIME PLAY via the strategies of the at-the-time market leader Nintendo, which marketed its NES console primarily as a game. For our final real space of play, we now enter another public arena, one that succeeded the video arcade, and one which, unlike the latter, is not fixed in space, not clearly localizable. Already by the mid-1970s (Football 1976), manufacturers had succeeded in establishing a market for mobile pocket video games. Along with their relatively low prices, their in principle unlimited accessibility spoke strongly in their favor. During the past two decades, we have heard a lot about a “Game Boy generation,” referring to young people who have grown up with video games. A decisive turn was taken by mobile games when they were successfully networked in recent years. Fusion with GPS-capable mobile telephones in particular created a fundamentally new space of play. With so-called “pervasive games,” the real space surrounding the player becomes a component of the virtual playing space. Highly conspicuous in comparison to the examples presented above is the interpenetration of real and virtual spaces. Games have always followed people wherever they have lived, and it seems as though the act of playing necessarily does so as well. In this respect, computer games are indistinguishable from other games. The fact that they generate complex virtual spaces ought not to distract us from the fact that every player finds him or herself simultaneously in a world of play and in the real world. Computer Space (1971), developed and published by Nutting Associates. Football (1976), developed and published by Mattel Graetz, J.M. (1981), “The Origins of Spacewar!”, Creative Computing, August 1981. PONG (1972), developed and published by Atari. Shannon, C. (1950), “Programming a Computer for Playing Chess,” Philosophical Magazine, ser.7, vol. 41, no. 314, March 1950. Spacewar! (1962), developed by Massachusetts Institute of Technology. 1 | THE ARCHITECTURE OF COMPUTER AND VIDEO GAMES 19 Game Review Text Developer Publisher Gillian Andrews Konami Konami, 1998 DANCE DANCE REVOLUTION Taking Back Arcade Space Dance Dance Revolution (or DDR) is the best known of a series of rhythm games first marketed by Konami in Asia in the late 1990s. Similar titles from other publishers include Pump It Up (Andamiro 1999) , In The Groove (Roxor Games 2004) , and Para Para Paradise (Konami 2000) . In these games, the controller is enlarged to monstrous size, allowing play by “dancing” on a “stage” with inset buttons. The goal in DDR is to step on the correct buttons in time with music, indicated by arrows rising to hit targets at the top of the screen. While the arrows roll over swirling day-glo graphics, dancing anime avatars and music videos, the graphics are little more than a distraction. In dance games, the images on-screen are mere window dressing. Dance games take the space of play out of the machine, returning it to the realm of physical space. Play is writ large on the entire body, not just the avatar and the frantic movement of players’ thumbs. To date, no other post-PONG arcade genre has been as revolutionary in terms of space. Before PONG (Atari 1972), arcades often had a number of highly physical games: skeeball, whack-a-mole, shoot hoops to win a teddy bear. And certainly, arcades have long had digital games in which players use nontraditional controllers: “punching” opponents, riding motorcycles or shooting guns. But DDR represents a 20 SPACE TIME PLAY www.musicineverydirection.com much more dramatic expansion of the physical in digital arcade games. The game frees up the player’s head, arms and torso for a nearly full range of movement. The only obligation players have is pressing the buttons in time. Players take advantage of this freedom in creative ways, incorporating spins, dropping to their knees or even leaping over the safety bar for a grand entrance. Some players leave stage in the middle of the song to flirt or “take a phone call” for comic effect. On the website DDRFreak.com, one commenter recalls a player who left the arcade and ran all the way across the street in the middle of his performance, returning in time for the next step after a break in the music. The old arcade pastime of cheering local pros on as they pound their way to a high score takes a new shape: now, instead of clustering close to scrutinize the screen, the audience can follow gameplay from across the room. Arcade owners sometimes rearrange their space to accommodate DDR’s exuberant overflow, leaving extra room around the machine or moving it to a more visible location to attract business. In Asia, dance games have grown far larger than the arcade: at the peak of the game’s popularity, DDR competitions were sometimes held in stadiums. Dance Dance Revolution (US title) was released in Europe under the title Dancing Stage. 1 | THE ARCHITECTURE OF COMPUTER AND VIDEO GAMES 21
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