Phantom Fingers: The Series — Part Five: Myths and Legends

  • Reading time:1 mins read

It is 1981. Somewhere between testing and mass release, interest in Nintendo’s Space Invaders clone Radar Scope had cooled. It’s not that the game was poor. It’s just that six months earlier Pac-Man had changed the arcade landscape, and in the narrowing landscape for Invaders clones there was only room for excellence. Do we order Radar Scope, or do we order Galaga? Easy choice.

Enter the slacker art school kid who was only ever hired as a favor to his family. Shigeru Miyamoto was told to recoup losses by designing another game for the returned Radar Scope hardware, preferably aimed at US audiences. Inspired by Pac-Man, Miyamoto took pretty much all of Iwatani’s new ideas of scenario, character, empathy, and play narrative, and pretty much built a whole game on them without the traditional clutter.

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Phantom Fingers: The Series – Part Four: Gobble Gobble

  • Reading time:2 mins read

by [redacted]

To bring you up to speed, in 1976 Breakout came along to refocus Pong as a single-player experience, to redefine the videogame in terms of the player’s relationship with the gameworld, and to inject a remedial sense of narrative.

This had profound effects technologically, in terms of design theory, and in terms of the narrative application of videogames. Three threads would arise: the home PC, and two distinct schools of design; one focused more on the the pure theory, and one more on the storytelling potential of the form.

Two years later, Space Invaders reinvented Breakout as a tense battle between the lonely individual and inevitable doom from above. Suddenly players could reach out and touch the targets, and it mattered if they did. Add in a high score table, and a cultural phenomenon was born. Arcades were established just to fill with this one game. The videogame had become a summer blockbuster, its audience’s emotions and impulses carefully orchestrated for word-of-mouth and return visits.

Yet all was not well. Just as Pong had enjoyed several years as the generic videogame, overnight Space Invaders became the only game in town. Every game on the market, from Galaxian to Radar Scope, was an Invaders clone. And yet its appeal was not universal. Somehow, as the young Toru Iwatani observed, those dingy, smoke-filled arcades were filled entirely with socially-inept males. Furthermore, the game’s bleak tone and the mental state it aroused through constant repetition was a bit worrisome.

Clearly there was something wrong with this picture, and Iwatani set to figuring it out.

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Phantom Fingers: The Series – Part Three: Focused Fire

  • Reading time:3 mins read

by [redacted]

What can I say about Space Invaders that you don’t already know? Not a lot, I reckon, so I’m not going to go into too much depth on the facts. If you need more, there’s the Internet. Rather, I mean to frame the available information within the discussion we’ve been having, with an aim to highlighting its greater relevance.

You will recall we talked about Pong, and the easy introduction it provided into that alien space on the other side of the TV screen. Although there wasn’t much meaning to be had, the passive control the game provided over that one packet of information, bouncing around its tiny gameworld according to discernible laws acting on their own, allowed the player to mentally map out the game’s reality.

There was a whole new, bottled system of cause and effect for the player’s mind to lock into and understand. And as minimally involving as the laws and interface were, they were novel and fascinating, and simple to digest — to the extent that Pong became a cultural sensation.

Then, as we discussed, four years later, Breakout came along and reframed Pong as a solitary experience, as a complex space, and as a distinct narrative. Now the player’s focus was entirely on the gameworld, rather than the gameworld acting as a catalyst for two players to entertain each other. In turn, the gameworld had more to focus on.

The player’s every action — as indirect as the interface remained — resulted in a tangible effect, or consequence, within the world. A tile would break, the board would be a little more open, and the surfaces to bounce off of would be a little different. The interaction was suddenly more meaningful, at least within the narrow scope provided. And then when the board was clear, twice over, the game was over. There was a distinct goal to achieve, entirely within the parameters of the game’s bottle universe.

Well, all those changes were significant. Different designers took away different lessons by how they balanced those changes in their heads, and ran off to extrapolate further — leading us to at least two distinct schools of game design and a new focus on a single player’s causal relationship with the gameworld, as compared to videogames as a mere game or social tool.

For now let’s jump the Pacific, and ride the narrative train for a while.

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Downloading Daleks: The Conundrum of Public Funding

  • Reading time:7 mins read

by [name redacted]

Originally published by GameSetWatch, then republished by GamaSutra.

Doctor Who is perhaps the BBC’s biggest worldwide brand. For nearly fifty years the British public has drowned in Doctor Who merchandise and tie-ins: novels, audio plays, comics, toys, and T-shirts. Yet when it comes to new media, the BBC has been curiously slow to act. In the 1980s there were a few Doctor Who text adventures, and in the early ‘90s a pair of dubious licensed games for the PC. Since the show’s successful 2005 revival, Eidos has released a collectible card game across several platforms. Their individual merits aside, none of these games or genres really reflects the show’s talky, exploration-heavy premise.

By comparison, Doctor Who: The Adventure Games is a venture of the BBC proper, and a collaboration with the current TV production team. Over the last few years the BBC’s website division – also paid for through the TV license fee – has experimented with Flash games and animated episodes. Some of those efforts resulted in, for example, the reanimation of lost Doctor Who episodes from the 1960s. All these efforts, however, have been tentative and have skirted the edges of procedure.

With The Adventure Games, the BBC has some motivation – namely competition. Channel 4, the TV station established some thirty years ago to provide an alternate perspective to the cultural mainstream represented in ITV and the BBC’s two channels, has recently begun to expand its remit to cover videogames.

As a broadcaster, Channel 4 is required to air less enfranchised voices and to commission its programming from independent bodies. By the same reasoning, of late the Channel 4 website has become a significant source of funding for British indie games. To keep speed, the BBC seems to be responding to its competitor in familiar BBC style by luring huge and established talents to develop broadly appealing in-house entertainment — as when seven years ago they brought in Queer as Folk creator Russell T Davies to revive Doctor Who.

In this case, the BBC has contracted one of the most respected adventure game authors and perhaps the most respected nuts-and-bolts development crews in Europe. For their part, Broken Sword designer Charles Cecil and OutRun 2 developer Sumo Digital have digested and translated the show’s appeal in a way that spin-off and licensed material – including much under the Doctor Who banner – rarely does. Granted, the actors’ line readings sound like the first take for an audio book and the story itself perhaps borrows too liberally from Back to the Future – yet at no point does the game feel throwaway.

The question is, why? To quote Tom Baker’s Doctor, as he gawped at the remains of planets shriveled into gallery exhibits, what’s it all for? It’s all well that audiences now have a decent Doctor Who game, and it is curious to see the level of collaboration from the show’s production office, but what does the BBC hope to gain from the project?

Surely the game is more than a competitive response to Channel 4. Granted they’re both public broadcasters with a certain remit, and the lack of direct commercial concerns means that not every move has to be absolutely sensible so long as they can argue its creative or social merit — but likewise, it’s not like they’re chasing a buck here. There’s no market to corner, and nothing really to compete over. The games are effectively free to their largest and primary audience, and any foreign sales would be hard pressed to justify the expenditure.

Then again, lately the BBC has been in a weird place culturally and financially. There are growing movements to abolish the TV license fee, meaning that to avoid defaulting to a commercial broadcast model the BBC more and more has to justify its funding. In an era where fewer and fewer people watch TV, and those who do generally record it or download it later, the BBC seems to be constantly experimenting with format and new forms of publicity and new ventures (many of them, such as 3D theatrical trailers and week-long event programming, spearheaded with Doctor Who and its spin-offs), all to ensure the corporation’s tentacles remain genially laced through every aspect of British culture. When TV ceases to be a part of everyday life, every bit of mindshare helps.

To that matter, even for public service broadcasters viewing figures and audience share have taken on an importance far apart from the early ‘80s, when Channel 4 was more or less created with the intent that nobody watch it. Instead of a battle for ad dollars, the BBC is in a battle for relevance. And the moment they slip, they could be in big trouble.

The dilemma is not unlike the spot that print publications are in now, and that Steve Jobs is doing his best to exacerbate. If a magazine or newspaper fails to keep up its mindshare, and make itself a crucial part of people’s lives, then it’s in trouble. When people are turning to the web and to the iPad more than print, the publications have to assess their likely audience and how much of their energies to divert. The problem is that publications have no extra budget to spend on iPad development. Many of them can barely maintain their web presence. Yet without that presence, maybe people will forget them. Maybe they will lose their relevance, their importance. There’s a bit of desperation at work.

You might also think of the situation in terms of the browser wars. It’s not like Microsoft and Google and Mozilla are selling their applications, so why are they so hot on trouncing each other? Because everyone uses a web browser, and whoever controls the browser – both the technology and the branding and feel of the thing – controls the user’s experience.

Everyone has a different idea of making over the world in his own image. Right now Google wants to move everything to the cloud, and kind of return computing to the old PC terminal days where the data is all “out there” somewhere. “Out there,” of course, being in Google’s hands. In all probability, Facebook is hard at work on its own browser and operating system.

How does the online push relate to the BBC, beyond the cultural tentacle thing? Maybe it’s got something to do with the iPlayer, which might be described as the BBC’s own proprietary Hulu. Maybe it’s got to do with the shift away from TV and toward computer screens.

Common wisdom says the test of any new medium is its suitability for porn, and that the spearhead of most computer technology is videogames. These days the BBC says the test of any new venture is its suitability to Doctor Who – and much like The New York Times or Wired, the BBC really wants a piece of your computer. It’s got to survive somewhere.

Maybe in the future, when we get all our TV through the Internet, it will be hard for entities like the BBC to resist the old multimedia chestnut. And maybe, freed of the boundaries of CD-ROM and ridiculous production companies, there will be a time for… well. Something more advanced than the alternate angles you get on DVD and Blu-Ray. And maybe, through one insidious high-quality download at a time, the BBC is preparing itself for that eventuality.

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.

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Phantom Fingers: The Series – Part One: Echolocation

  • Reading time:2 mins read

by [redacted]

We are all inhabitants of our own reality. On the one hand we’re kind of like sponges, absorbing everything around us and integrating it, whether we care to or not. On the other hand, deliberately or not we shape our worlds to reflect our own inner structures.

Whatever we may carry into a situation, experiences physically change our neural pathways. Repetition, familiarity, reinforces a link, like sketching over a line again and again until it becomes solid. Likewise, the way we position furniture, leave piles of papers or empty cans, what we choose to clean and how, what projects we leave unfinished, what we ruin, what we fix, what we wear down; how we choose to break up and break in and use the space given to us, it all imprints our environments just as emotions crease our aging faces.

In effect, our inner and outer worlds build up a feedback loop. As we carve out our place in the world, we settle into the spaces we carve, reassuring ourselves with their familiarity while we use those bold lines, so often scribbled over, to brand ourselves inside and out. This, we tell ourselves, is how the world works.

This is why videogames are so interesting; they are, in effect, bottled external worlds, into which we can momentarily plug our inner worlds to see what happens. Each game is a little feedback loop, allowing the player both to imprint his actions into a world, to leave his little mark — even if only in a high score table — and to absorb, from a simplified sketch with no social or practical consequences, a new way of being, a new way of doing things.

Some people are more concerned with leaving their mark, others more with expanding their horizons. Some give more, some take more. The point is that in their essence, videogames encapsulate this dynamic between the two. They are a study in cause and effect; the easier those worlds are to affect, the more useful a response they give, the more the player owns actions and consequences alike, the more satisfying the experience.

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