Phantom Fingers: The Series – Part Two: Brick-A-Break

  • Reading time:2 mins read

By [redacted]

Though Pong, which we covered last time, opened the window to a new world, that world was a void. You had some basic physical rules, and you had a packet of information bouncing around in a box.

The bulk of communication was supplied by a second player. Pong exists in a weird medium that offers the player the vaguest hint of another reality — a persistent, active set of laws that react upon the player’s every stimulus — then anchors that experience back in reality. It’s sort of like shaking hands through a curtain of water.

You pass through, and get a fleeting sense of, this alternative medium. That’s nice, and it gives you a sense of the basic laws of water. But compare to snorkeling along a coral reef, and the whole alien world that water opens up by virtue of those laws.

For about four years, no one significantly built on Pong. You saw things like four-player Pong, and Pong with two paddles, and a vertically-oriented Pong that passed itself off as a Volleyball sim.

Atari did experiment a bit with Gran Trak 10 and Tank!, but somehow it took until 1976 for Bushnell and Bristow to hit on a one-player version of Pong. And that pretty much was the missing piece that gave us two distinct schools of design, the home PC, and thereby the information revolution that allows a person to research articles such as this.

As these things go, Breakout was pretty well-named.

( Continue reading at Game Set Watch )

Touch Generations

  • Reading time:13 mins read

by [name redacted]

Originally published by Next Generation, under the title “FEATURE: A Short History of Touch”.

A few years ago, Nintendo launched the DS with a vaguely unsettling catch phrase: “Touching is Good”. Their PR team sent disembodied plastic hands to everyone on their mailing list, in the process creeping out Penny Arcade. As creepy and forward as the campaign was, it had a point. Touching historically has been good, for the game industry.

On a whole, videogames are an awfully lonely set of affairs. They paint an alluring well, then give the player rocks to throw, to see what ripples. From Spacewar! to Pong, you’re always shooting or batting or throwing some kind of projectile, to prod the environment. Even in some of the most exploration-heavy games, like Metroid, the only way to progress is to shoot every surface in sight, with multiple weapons. Little wonder art games like Rez are based on the shooter template: it’s about as basic a videogame as you can get. See things, shoot things, you win. If things touch you, you lose. Except for food or possessions, generally you can only touch by proxy; toss coins into the well; ping things, to see how they respond. To see if they break.