19 research outputs found

    Tempest: Geometries of Play

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    Atari’s 1981 arcade hit Tempest was a “tube shooter” built around glowing, vector-based geometric shapes. Among its many important contributions to both game and cultural history, Tempest was one of the first commercial titles to allow players to choose the game’s initial play difficulty (a system Atari dubbed “SkillStep”), a feature that has since became standard for games of all types. Tempest was also one of the most aesthetically impactful games of the twentieth century, lending its crisp, vector aesthetic to many subsequent movies, television shows, and video games. In this book, Ruggill and McAllister enumerate and analyze Tempest’s landmark qualities, exploring the game’s aesthetics, development context, and connections to and impact on video game history and culture. By describing the game in technical, historical, and ludic detail, they unpack the game’s latent and manifest audio-visual iconography and the ideological meanings this iconography evokes

    Development in Context

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    No B.S.: The Contemporary Practice of Game Education, Design, and Development

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    This interview is excerpted from a series we conducted in 2010 with Quentin Rezin, a scripter/level designer at inXile Entertainment (http://www.inxile-entertainment.com/). Prior to joining inXile, Rezin studied computer science at the University of Arkansas and interned at Disney Interactive Studios/Buena Vista Games. He is currently working on Hunted: The Demon’s Forge

    Development in Context

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    Evoking the Inexpressible: The Fine Art and Business of Games

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    This interview is excerpted from a series we conducted in early 2010 with Brian J. Moriarty,  Professor of Practice at Worcester Polytechnic Institute (WPI). Moriarty has been developing games for the better part of 30 years, and has worked for Analog, Infocom, LucasArts, Rocket Science, Mpath, Hearme, Skotos Tech, and ImaginEngine. He has produced a host of critically and commercially acclaimed titles, including Wishbringer, Trinity, Beyond Zork, and Loom, which earned MacWorld's Adventure Game of the Year in 1990

    Sustaining Software Preservation Efforts Through Use and Communities of Practice

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    The brief history of software preservation efforts illustrates one phenomenon repeatedly: not unlike spinning a plate on a broomstick, it is easy to get things going, but difficult to keep them stable and moving. Within the context of video games and other forms of cultural heritage (where most software preservation efforts have lately been focused), this challenge has several characteristic expressions, some technical (e.g., the difficulty of capturing and emulating protected binary files and proprietary hardware), and some legal (e.g., providing archive users with access to preserved games in the face of variously threatening end user licence agreements). In other contexts, such as the preservation of research-oriented software, there can be additional challenges, including insufficient awareness and training on unusual (or even unique) software and hardware systems, as well as a general lack of incentive for preserving “old data.” We believe that in both contexts, there is a relatively accessible solution: the fostering of communities of practice. Such groups are designed to bring together like-minded individuals to discuss, share, teach, implement, and sustain special interest groups—in this case, groups engaged in software preservation. In this paper, we present two approaches to sustaining software preservation efforts via community. The first is emphasizing within the community of practice the importance of “preservation through use,” that is, preserving software heritage by staying familiar with how it feels, looks, and works. The second approach for sustaining software preservation efforts is to convene direct and adjacent expertise to facilitate knowledge exchange across domain barriers to help address local needs; a sufficiently diverse community will be able (and eager) to provide these types of expertise on an as-needed basis. We outline here these sustainability mechanisms, then show how the networking of various domain-specific preservation efforts can be converted into a cohesive, transdisciplinary, and highly collaborative software preservation team. [This paper is a conference pre-print presented at IDCC 2020 after lightweight peer review.

    Preface: A Community of Players

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    The articles in this section were initially developed for and presented at the 2010 conference of the Southwest/Texas Popular Culture Association/American Culture Association (http://swtxpca.org/). The conference, which began as a small, regional meeting in the 1970s, has since become international in scope, with upwards of a thousand presentations delivered by participants from dozens of countries. Yet despite its size, the conference maintains a friendly, casual, and intellectually robust atmosphere

    Before It’s Too Late: A Digital Game Preservation White Paper

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    Over the last four decades, electronic games have profoundly changed the way people play, learn, and connect with each other. Despite the tremendous impact of electronic games, however, until recently, relatively few programs existed to preserve them for future generations of players and researchers. Recognizing the need to save the original content and intellectual property of electronic games from media rot, obsolescence, and loss, the Game Preservation Special Interest Group of the International Game Developers Association has issued a white paper summarizing why electronic games should be preserved, problems that must be solved to do so, some potential solutions, and why all these issues should matter to everyone interested in electronic games and play in general. In the white paper, the editing of which was partially supported by the Preserving Virtual Worlds project and by funds from the Library of Congress, its editor and six authors (Rachel Donahue created a survey for IGDA members not included in this article) issue a call for heightened awareness of the need to preserve electronic games—endangered by relatively rapid electronic decay and intellectual neglect alike—for play scholarship and for the culture of the twenty-first century

    Apportioned Commodity Fetishism and the Transformative Power of Game Studies

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    This chapter explores the ways in which the field of Game Studies helps shape popular understandings of player, play, and game, and specifically how the field alters the conceptual, linguistic, and discursive apparatuses that gamers use to contextualize, describe, and make sense of their experiences. The chapter deploys the concept of apportioned commodity fetishism to analyze the phenomena of discourse as practice, persona, and vagaries of game design, recursion, lexical formation, institutionalization, systems of self-effectiveness, theory as anti-theory, and commodification
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