Trigger Happy: Videogames and the Entertainment Revolution Stephen Poole (2000) trigger happy * sunny yoon and anthony saunders Outline • • • • • • • • • Intro: Impact/prevalence History Genre Videogames and Film Narrativity Refractions of Reality in Videogames Play The Symbolic Realm: A Case Study Discussion trigger happy * sunny yoon and anthony saunders “They’re here…” trigger happy * sunny yoon and anthony saunders Demographics • 61% of U.S. videogame players are 18+ • 42% U.S. computer game players 35+ - interactive digital software association’s video and pc games industry trends survey, 2000 trigger happy * sunny yoon and anthony saunders Videogames are America’s favorite leisure activity. trigger happy * sunny yoon and anthony saunders Videogames were named the favorite form of entertainment by Americans. • • • • 2x TV 3x Cinema 3x Books 6x Rental movies - Interactive Digital Software Association’s Video and PC Games Industry Trends Survey, 2000 trigger happy * sunny yoon and anthony saunders Money Talks • Movies: $7.3 billion box office receipts • Videogames: $8.9 billion – Wall Street Journal, April 28, 2000 trigger happy * sunny yoon and anthony saunders who do you know? Quic kT i me™ and a T IFF (Unc ompres s ed) dec ompres s or are needed t o s ee thi s pi c ture. trigger happy * sunny yoon and anthony saunders who do you know? QuickTime™ and a TIFF (Uncompressed) decompressor are needed to see this picture. trigger happy * sunny yoon and anthony saunders who do you know? By 1990, more children recognized mario than they did mickey mouse. - Stephen Poole, Trigger Happy (2000). trigger happy * sunny yoon and anthony saunders Genres of Games trigger happy * sunny yoon and anthony saunders Platform Games Super Mario Bros 3 trigger happy * sunny yoon and anthony saunders Exploration Games The Legend of Zelda: Ocarina of Time trigger happy * sunny yoon and anthony saunders Beat-em up: Fighting Games Virtua Fighter 4 trigger happy * sunny yoon and anthony saunders God Game Sim City trigger happy * sunny yoon and anthony saunders Strategy Games Final Fantasy Tactics Advance trigger happy * sunny yoon and anthony saunders Sports Games Virtua Tennis trigger happy * sunny yoon and anthony saunders Role Playing Games Chrono Trigger trigger happy * sunny yoon and anthony saunders Puzzle Game Super Puzzle Fighter 2 Turbo trigger happy * sunny yoon and anthony saunders Film and Videogames trigger happy * sunny yoon and anthony saunders Full-Motion Video Sequences (FMV’s) • Linear narrative sequences interspersing interactive, action oriented segments • Meta narrative trigger happy * sunny yoon and anthony saunders Similarities • incorporate diachronic visuals and audio • advanced sound technologies are used to increase "realism” • ‘framed’ visuals • "auteurs" - powerful directors who control the creative process: Shigeru Miyamoto vs Stanley Kubrick trigger happy * sunny yoon and anthony saunders Differences • non-linearity • explorable environments • interactivity between player and music: music can alert player and also react to player’s actions • spectator “is” protagonist • current slot of plot can’t refer to past • control • emotional/character development trigger happy * sunny yoon and anthony saunders Good movies about games • Disney's Tron - a movie about the secret life of games. • Wargames - a teen hacker looking to play some games almost starts world war 3. • eXistenZ - exploration of virtual reality & multiplayer role playing games trigger happy * sunny yoon and anthony saunders Failure of translation from video games to film: • Street Fighter: The Movie • Super Mario Brothers • House of the Dead trigger happy * sunny yoon and anthony saunders Constructing realities: camera shots • 2d full-screen:‘god-like objectivity’ • Player-centered cams • Player-controlled cams,‘creates on-screen world rather than recording’ trigger happy * sunny yoon and anthony saunders constructing realities: types of player-centered cams • follow cam: behind, slightly above – flying/driving games • chase cam: lower view • cockpit cam: shows virtual controls • aerial cams: helicopter view • shoulder cams: behind, lower shoulder view (Tomb Raider) trigger happy * sunny yoon and anthony saunders A "cinematic" game: Silent Hill • Most cinematic element: pre-rendered video, rather than a part of the actual game. • The only real cinematic aspect of the real game is it's incredible atmosphere. trigger happy * sunny yoon and anthony saunders Reflections vs. Refractions • Death-health: binary vs. sliding scale – power-ups – extra lives • videogame logic in causality, function, space • Real vs. Virtual: the difference is an explicit, intentional one • Physical interaction: physical feedback (shaking joysticks) and physically interactive games like DDR trigger happy * sunny yoon and anthony saunders The Story trigger happy * sunny yoon and anthony saunders Let there be light… • The backstory as creation myth – Identity – Rationale trigger happy * sunny yoon and anthony saunders Possible Worlds: Choose Your Own Adventure Interactive narrativity •Delimited options •Choices available at certain narrative junctures trigger happy * sunny yoon and anthony saunders Memory: videogames and interactive narratives – Linear narratives allow for building of plot, based upon past actions – Interactive narratives are amnesiac trigger happy * sunny yoon and anthony saunders navigation: beyond the canvas trigger happy * sunny yoon and anthony saunders wandering beyond the canvas • Looping scenery • Scrolling • Parallax scrolling • Isometric scrolling trigger happy * sunny yoon and anthony saunders Homo Ludens trigger happy * sunny yoon and anthony saunders To play is human • X-ray machines as carnival entertainment • Mutoscope: handcranked cinema trigger happy * sunny yoon and anthony saunders Taming modernity: work station to PlayStation • Play as an intrinsic means of constructing culture • Segregation of play results in an “anomic and impoverished world” (Johann Huizinga, 1938) • Videogames are a means to coopting play, shift from passive to active entertainment trigger happy * sunny yoon and anthony saunders The symbol and the symbolized trigger happy * sunny yoon and anthony saunders I am what I eat “A jaundiced figure floats across the screen. He is constantly searching for things to eat. We are looking at a neo-Marxist parable of late capitalism. With his obsessively gaping maw, he clearly wants only one thing; to feel whole, at peace with himself. He perhaps surmises that if he eats enough -- in other words buys enough industrially produced goods – he will attain this state of perfect selfhood, perfect roundnesss. But it can never happen. He is doomed forever to metaphysical emptiness. it is a tragic fable in primary colors.” trigger happy * sunny yoon and anthony saunders “Neo-Marxist parable of late capitalism”? trigger happy * sunny yoon and anthony saunders The lexicon • • • • Symbol: representation Icon: mimetic representation Index: contextualized represenation Floating signifier: meaning consists entirely of change in rest of the signs trigger happy * sunny yoon and anthony saunders The Language • Pac-man the symbol (represents consumption), the icon (looks like mouth) • Toru Iwatani: his “form simply repsresents the personification of eating” -- a partially eaten pizza trigger happy * sunny yoon and anthony saunders The Language • Dots: pure symbols - things to be consumed • Ghosts: symbolic, iconic and index (eyes) • Blobs – floating signifiers - meaning derived from how it affects others – “Power-ups” - magical liminal element in gaming, subvert social order trigger happy * sunny yoon and anthony saunders The end… Death: [His] “mouth opens wider and wider, passing into the horizon and continuing, until there is nothing left of him at all. In his mania of consumption, he has eaten himself” trigger happy * sunny yoon and anthony saunders Critical Reception • Theoretical premises • Research techniquees • Structure trigger happy * sunny yoon and anthony saunders Discussion Questions Lightguns vs. Fencing: What are the societal implications of violence in videogames? How interactive is a videogame? Is it really a subversive form of cultural construction? How many of us in the class play games? Casually? Deeply? What impression of gaming do we have? What will it take for games to achieve respectability? If videogames "defeat" television, what will we talk about at the water cooler? Will the individualistic experience fracture popular culture? Or will multi-player games actually build recreational comunities? trigger happy * sunny yoon and anthony saunders A love story: trigger happy * sunny yoon and anthony saunders …a game about death: Silent Hill 2 trigger happy * sunny yoon and anthony saunders And a game about politics? Japanese Sega CD Cover Art trigger happy * sunny yoon and anthony saunders Space Invader’s distant descendant Ikaruga trigger happy * sunny yoon and anthony saunders
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