JAWS 2 (1) pp. 43–50 Intellect Limited 2016 Journal of Arts Writing by Students Volume 2 Number 1 © 2016 Intellect Ltd Article. English language. doi: 10.1386/jaws.2.1.43_1 Treva M. Pullen Concordia University 6 1 0 Arcade fever: Economics, 2 d t L t affect and interface design c e l l e1980s video t of the 1970s Iand n n t o h i t g arcade i u r b y i r p Co or dist f t o n Abstract Keywords How is it that the paradigm shift from mechanical to video-based arcade gaming has created a loyal video game following that holds true today? This article will explore the historical development of video arcade games, their instantaneous popularity and their continued presence in the world of contemporary gaming. In reading the affective experience of gaming through the lens of actor-network-theory (ANT), a number of factors can be specified for the popularity of nostalgic gaming: the affective design of interface, the emergent symbols of the arcade game, the spectacular nature of play, the mastery of a game (maximizing play per dollar spent), and the affective potential of precognitive actions and its relation to nostalgia. This leads to the conclusion that all these factors co-produce a wholly novel experience particular to the network of the arcade. arcade interface affect design video games gaming 43 JAWS_2.1_Pullen_43-50.indd 43 25/05/16 12:46 PM Treva M. Pullen Introduction: Odds, Ends and Classic Games Entering into Get Well, a Toronto bar located at Dundas Street West and Ossington Avenue, I am struck by the decor borrowing from a multitude of eras of material cultural collaged together in a single space. The wooden bar, constructed of salvaged material, echoes a contemporary interior design aesthetic while the shiny glass covered disco ball hanging from the ceiling recalls 1970s era dance clubs, and the subsequent revival of the disco ball as accessory in the 1990s. Early twentieth-century pastoral landscape oil paintings hang salon-style on the walls, each enthroned in ornate silver and gold painted frames. 1960s diner-style metal chairs sit underneath tables echoing styles of each decade between the 1920s and 1980s. A doric-style column, inspired by ancient Greece, stands at the end of the bar as a decorative accent. Lining an entire wall of Get Well are a series of arcade machines originating from the 1970s and 1980s. All of the machines are in working conditions and are often occupied by a number of beer drinking gamers in their twenties. The atmosphere of Get Well – including its interior decor and the promise of classic arcade game play – draws a particular crowd of young and hip individuals interested in the nostalgia of past eras, a sentiment shared by much of the twenty-first-century western youth culture. The space has been curated to create an experience for contemporary bar-goers that is unique and would otherwise not be accessible, making reference to modes of gaming from the 1970s and 1980s. This space is both unique in its assemblage of games, odds and ends, and typical in its nostalgic nod to eras past typical of hipster culture. As Toronto youth congregate in Get Well to experience antique games of the past, I wonder why so many are so drawn to this type of gameplay, in this atmosphere, at this bar? In examining this particular experience and the subsequent draw towards classic arcade games, I would like to explore the paradigm shifts in gaming, specifically economic factors, affective userexperience, interface design and community or spectacular forms of play. I believe that it is through these shifts that the arcade has fostered a thriving game culture in the 1970s that continues to draw gamers today. The multitude of classic arcade games available to Get Well’s young and hip patrons offer a view of 1970s and 1980s technologically influenced material 6 1 0 2 d t L t c e l l e t n I n t o h i t g i u r b y i r p Co or dist f t o n Figure 1: Game machines in Get Well bar (2016). Reproduced with permission. 44 JAWS_2.1_Pullen_43-50.indd 44 25/05/16 12:46 PM Arcade fever culture. This was a period of rapid technological advancement, marked by evershifting relationships between humans and machines. The release of the first video games in the 1970s marks a paradigm shift in the occupation of leisure time in Western culture, specifically in regards to gaming and the arcade. Games such as Pong by Atari Inc., launched in 1972, and Astro Race by Taito, launched in 1973, signalled the development of new human–machine relationships and the shifting of the nature of human play. Historical Framework: Flying Through the Asteroid Belt It should be noted that arcade games were not a new invention of the 1970s. Rather, they had been around since the turn of the century, and yet, had remained the same for nearly 70 years. That is, until the release of the first video arcade game Computer Space in 1971. Computer Space was unlike any arcade games before it for two reasons: the first being its design, the second its movement away from a mechanically driven system towards computergenerated entertainment. The game’s hardware interface design appeared as though it has been ripped from a science fiction film. The fiberglass body was curved into an alien form, perhaps influenced by interior designs appearing in The Jetsons animated television series. The game was available in a number of flashy hues such as a deep space-inspired green, candy apple red or bright sunny yellow; all of the paint options were flecked with a sparkly glitter coating inspired by the cosmos and evocative of shiny new technology. The second dramatic change to arcade-style gaming in the period was that Computer Space marked the beginning of the video game era. Earlier games were controlled by relays and solenoids that were manipulated by the user with a silver ball to be moved around a playing field. Computer Space, unlike earlier games, had a circuit board that allowed the player to manipulate a spaceship through an asteroid belt using a button based interface that communicated real-time action, displaying computer graphics on a shiny screen housed inside the machine’s space age body. The video arcade games featured inside Get Well are used as novelty items that make reference to technology once revolutionary but since replaced by a plethora of new more realistic, immersive and true to life styles of gaming i.e. Playstation’s high quality graphics, Wii’s motion sensory gameplay, and the virtual reality gaming of Occulus Rift. I find it interesting that gamers continue to frequent Get Well to stand and play on antiquated gaming systems. In order to posit the contemporary fascination in such machines I would like to unpack the implications of arcade video games systems of the 1970s in relation to paradigm shifts in human machine interactions, economic structures of continued game play and the affective experience of game interfaces. 6 1 0 2 d t L t c e l l e t n I n t o h i t g i u r b y i r p Co or dist f t o n Symbiosis in Gameplay: Designing the Interface The user and the designed machine interface must be compatible, generating a stimulating relationship between the two that is mutually beneficial – meaning that the user is enjoying the act of play and the machine is facilitating the expenditure of money by the user. French philosopher Bruno Latour’s actor-networktheory (ANT) (Latour 2005) supports such ‘relational materiality’ (the material extension of semiotics), suggesting that all entities achieve their ‘essence’ through their relationships to others. The signs of play exuded by the video arcade game are activated by a reciprocal interaction between machine and user. Associations, or reciprocal interactions, within networks form the actor’s definition, and provide 45 JAWS_2.1_Pullen_43-50.indd 45 25/05/16 12:46 PM Treva M. Pullen them with substance, action, intention and subjectivity. According to ANT, prior to the actor’s reciprocal engagement with the video arcade game, it does not have any ‘substance’ or ‘essence’ – this being what makes the game what it is, or will be when an actor begins to play – rather, the ‘essence’ of the video arcade game is determined by its involvement in a network. ANT seeks to explain how material-semiotic networks come into being and act as a whole. Relationships between actors (human and non-human) in a network can be understood both materially (between things) and semiotically (between concepts or ideas). In the matter of video arcade games, participating actors may include the physical structures of the game – such as the console and human player – as well as the conceptual structures (signifiers) such as machine language. Signifiers are dependent on the shifting signs and symbols that emerge from their networks with the actor. Conceptual structures (or signifiers) may include the languages of the machine; such as sound, text and symbols like Pac-Man’s titular yellow character, whose munching mouth motion suggests that he is meant to consume; or the colourful ghosts – the antithesis to Pac-Man’s ‘good’ figure – signifying the villains or ‘bad guys’ in the game. At Get Well on any given Friday night, the increase in actors to the network functions to enhance the affective potential of gaming. As a crowd of friends or strangers gathers round a vintage Pac-Man machine, lights flicker and electronic music hums from the machine, and this experience culminates, heightening the affective gaming experience of the player. This accumulating interplay between a network of actors, an affective engagement with the interface and a return to the nostalgic affective experience of past gameplay creates an experience of gaming particular to the set up of bars like Get Well. This does not negate the enjoyable experiences of home gaming through an XBOX or Playstation gaming console, though it does present a particular constellation of phenomena that a gamer may crave to experience and recreate. The macro and micro scales are important to consider in these networks as multiple networks may intersect or overlap around and within entities. On a micro scale one can examine the ludic relationship between machine and user and between user and audience, while on a macro scale one can consider the implication of larger economic structures that influence and conduct the development of game design. In regards to the economic implications of leisure activities, hobbies, and play, the video arcade game created a massive shift in the way arcade game players spent money to engage with machines. Arcades prior to 1971 involved a standard payment structure in which a gamer would pay a set amount – perhaps a nickel, dime or quarter depending on the game – for which they would be given an allotted period of gameplay. With the advent of video arcade machines the user payment system shifted. For the payment of a quarter a gamer’s period of gameplay is not fixed but rather could vary between seconds and hours; the duration of enjoyment is never defined at the outset of gameplay when it comes to the video arcade. Due to the fact that games would often be very short – depending on the gamer’s level of experience and intuition within the individual game – arcade owners appreciated the high overturn of customers, which led to higher capital gain. For a player, the return on their monetary investment is dependent on their expertise within game; therefore one will be rewarded for their continued interaction with, and loyalty to, the game. The more frequently a user plays, the better they will become at staying alive, their gameplay will last longer, and their return on investment will increase. 6 1 0 2 d t L t c e l l e t n I n t o h i t g i u r b y i r p Co or dist f t o n 46 JAWS_2.1_Pullen_43-50.indd 46 25/05/16 12:46 PM Arcade fever Affecting the Gamer I believe that there exists a more powerful and visceral draw towards video games than the desire to master gameplay and increase the value of each quarter spent: the affective experience of the game. The interface of the video arcade game incites a visceral precognitive interaction, which maintains a desire for continued gameplay. Affect, according to the works of primary affect scholar Baruch Spinoza and his successors Henri Bergson, Gilles Deleuze and Félix Guattari, is characterized by embodied experience that is realized through different (primarily emotional) states. Brian Massumi moves beyond this definition to further distinguish between affect and emotion. He characterizes the affective experience, like Spinoza, as a state of the body, however he expands this definition to say that affect is a pre-emotional and precognitive bodily experience or micro-perception that alters the body’s capacity to act (either enhancing or diminishing), a moment that rests between the individual’s perceptible and imperceptible experience of embodiment (Massumi 2015). Thus, the connection between different kinds of video games is not emotional but, rather, lies in the precognitive instinctual realm of the human mind: the micro-perception. When speaking to gamers about their cognitive experience and physical actions during gameplay I was told their actions – such as pressing a button or flicking a joystick – are often not registered in the conscious mind but are visceral pre-cognitive actions that become conditioned based upon past experiences during gaming. Gamers found it difficult to describe their automatic actions upon the interface, likely due to the fact that the body’s microperception cannot be fully captured by language as it ‘doesn’t just absorb pulses or discrete stimulations; it unfolds contexts’ (Massumi 2002: 30). Likewise, an affective response cannot be captured through communicative language, as it is preconscious, it is expressed through physical actions such as facial expressions, posture, respiration – and in the case of interface interactions within video gameplay, the slapping of buttons and jerking of joysticks. Mechanical arcade games, such as pinball, whack-a-mole and foosball are influenced by external forces such as gravity, and therefore open to physical manipulation. This is opposed to the arbitrary nature of video arcade game interaction, which ‘require[s] some level of habituation of response’ (Myers 2008: 47). Today, video games seek to mimic real life embodied experience with hyper-realistic graphics, first-person gaming and more complex interface technologies such as game controller, motion sensors and more. Early video arcade games from the 1970s, such as those featured in Get Well, needed only rough principles of an alternate space to communicate some understanding of realism to the player. The space was simplified and depthless, such as the design of Pac-Man from 1980. Using only a joystick with a red knob, gamers control a yellow circle with a triangular mouth opening as he moved around a two-dimensional maze in an attempt to eat 244 yellow dots and avoiding four brightly coloured ghosts who were trying to follow and kill Pac-Man. Games such as Pac-Man, are obviously not real events and players are fully aware of this. As Ryan Pierson notes, ‘the game is an interface, and so for the player the immediacy of the experience can only come through acknowledging the medium’ (Pierson 2011: 25). Due to the fact that early video arcade games do not mimic, or make reference to, real life the user must learn to interpret and interact with the interface, without prior real life experience to dictate their actions, just as the design of the interface must predict the array of 6 1 0 2 d t L t c e l l e t n I n t o h i t g i u r b y i r p Co or dist f t o n 47 JAWS_2.1_Pullen_43-50.indd 47 25/05/16 12:46 PM Treva M. Pullen possible affective user response i.e. hitting an arrow button pointing left to propel Pac-Man’s yellow body to the left. The experience of playing with an arcade video game at Get Well is exciting and playful and somewhat instinctual. Though I have very little experience playing Pac-Man, Space Invaders or Donkey Kong I can feel myself adapting and learning the game interface quickly as I play. The games – as they anticipate common user interaction – adapt to my instinctual affective experience, as I dodge left to avoid a bight blue ghost using a bright red joystick or jump over a rolling barrel by hitting a bright orange ‘jump’ button. I understand the appeal and enjoyment to be had when using these machines both upon their revolutionary releases in the 1970s and 1980s and their current revival at bars like Get Well in Toronto. The initial shift from mechanical to video-based arcade games prompted a change in the visceral affective user experience that gamers continue to cling to today. The major change between mechanical games towards the hardware/software model of the video arcade allowed game designers to further appeal to the precognitive actions and interactions of gaming through interface and software design. The fact that many Toronto game enthusiasts return to Get Well to play on antiquated machinery – when they could be immersed in hyper-real, first-person perspective games such as Halo and Fallout 4 – illustrates the affective potential of simplistic modes of gaming such as Tank, Pong, Asteroids and Frogger. 6 1 0 2 d t L t c e l l e t n I n t o h i t g i u r b y i r p Co or dist f t o n Conclusion: Why We Caught Arcade Fever Early video arcade games, as design objects, had an important cultural impact on human machine interactions, affective gaming experiences, and economics of the arcade. The consoles are still used today, albeit in a new context as nostalgic items that recall a technological paradigm shift in the 1970s. Video arcade games are complex design entities which can be used to consider the implications of machine engagement in the shift from mechanical arcade games to computer generated gaming, facilitate monetary returns for the game maker or owner, and predict and create affective experiences for their users. The question remains; why is it that the affective potential of early electronic arcade games continues to draw users from a generation who witnessed the rise of a new paradigm of home gaming? The nostalgia of a return to an earlier affective experience in one’s life may be an inherent draw. This return to a precognitive experience registered through micro-perceptions creates a unique type of affective engagement that is both present (in the moment) and past as it recalls the same mode of play that has occurred once or many times over. It is the tension between playing an arcade game such as Mario Brothers that one has played as a child and once again as an adult that creates an experience that is nostalgic, conditioned and thus mostly automated. The user and game interface become more and more integrated as their interactions are either programmed or mainly instinctual. Many of the gamers at Get Well are experienced arcade players. They have played, and will continue to play, the same games for years. Their bodies and gaming consoles seem to seamlessly fuse together through habitual affective engagements over continuous years of play. As expressed earlier, the location of gameplay may also influence this experience, specifically the public nature of this engagement. The repetitive play is conditioned and nostalgic as well as being performative. Gamers often play classic games for spectacle and Get Well’s players will often acquire 48 JAWS_2.1_Pullen_43-50.indd 48 25/05/16 12:46 PM Arcade fever an audience of beer-drinking game aficionados and classic game collectors, watching the performative spectacle of a gamer in the heat of a passionate quest to break some records and attain a high score. It is through the affective potential of nostalgic arcade gaming and the networked experience of community or public gaming that the arcade creates a unique site for experiencing. How is it that the paradigm shift from mechanical to video-based arcade gaming has created a loyal following to the video game that holds true today? We know that the technology was revolutionary for the period, but more seems to be implicated in this. It seems as though the facets of the video game arcade: the quest for mastery to maximize one’s monetary investment, the affective experience of the interface, the amalgamation of (wo)man and machine, and the spectacle of community, provide the player with an experience that cannot be duplicated. Pac-Man, Donkey Kong, Mario Brothers and a host of other games have truly given us arcade fever. References 6 1 0 2 d t L t c e l l e t n I n t o h i t g i u r b y i r p Co or dist f t o n The Jetsons (1962–1963, 1985–1987, United States: Hanna-Barbera Productions). Kurtz, Bill (2004), The Encyclopedia of Arcade Video Games, Atglen, PA: Schiffer. Latour, Bruno (2005), Reassembling the Social: An Introduction to Actor-NetworkTheory, Oxford: Oxford University Press. Massumi, Brian (2002), Parables for the Virtual: Movement, Affect, Sensation, Durham, NC: Duke University Press. —— (2015), ‘Collective expression: The ecology of thinking in action’, lecture delivered at International Symposium on Electronic Art (ISEA), Simon Fraser University, Vancouver, 16 August. Myers, David (2008), ‘The video game aesthetic: Play and form’, in Bernard Perron and Mark J. P. Wolf (eds), The Video Game Theory Reader 2, New York: Routledge. Pierson, Ryan (2011), ‘Making sense of early video arcades: The case of Pittsburgh, 1980–1983’, Canadian Journal of Film Studies, 2: 20, pp. 19–37. Sellers, John (2001), Arcade Fever: The Fan’s Guide to the Golden Age of Video Games, Philadelphia: Running. Suggested Citation Pullen, T. M. (2016), ‘Arcade fever: Economics, affect and interface design of the 1970s and 1980s video arcade’, Journal of Arts Writing by Students, 2: 1, pp. 43–50, doi: 10.1386/jaws.2.1.43_1 Contributor details Treva Michelle Pullen is a curator, artist, critical theorist and Ph.D. candidate in Communication Studies at Concordia University, Montreal. Pullen holds an MA in Contemporary Art, Design and New Media Art Histories – specialisation in New Media – from OCAD University and a BFA from OCAD University with a major in Criticism and Curatorial Practice and a studio minor in Drawing and Painting. She has worked as a full-time curator at a Toronto-based gallery and independently curated exhibitions such as #NATURE (2016), Threshold (2015), Influenc(Ed.) Machines (2014), Flux (2013) and Flux II (2013). As a graduate student she has presented her research at conferences such as Concordia University’s Graduate Humanities Conference (2015 and 2016), York University’s Department of Art History Graduate Symposium (2016) and ISEA (2015). 49 JAWS_2.1_Pullen_43-50.indd 49 25/05/16 12:46 PM Treva M. Pullen Pullen’s ongoing research explores a theory of ‘whimsical bodies’ as expressed through the playfulness and agentic capacities of robotic art. The term whimsical bodies is an evocative metaphor for the playful ecology and creations of robotic art; reimagining and reanimating cybernetic objects as they break from their role as passive recipients of traditional museum/gallery spectatorship by theorising their hidden lives and potential through the lens of Speculative Realism. Contact: Concordia University, 2118-3 Greystone Walk Drive, Toronto, ON, M1K 5J4, Canada. E-mail: [email protected] Website: trevamichelle.com Treva M. Pullen has asserted her right under the Copyright, Designs and Patents Act, 1988, to be identified as the author of this work in the format that was submitted to Intellect Ltd. 6 1 0 2 d t L t c e l l e t n I n t o h i t g i u r b y i r p Co or dist f t o n 50 JAWS_2.1_Pullen_43-50.indd 50 25/05/16 12:46 PM
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