The Pathology of Game Design
Originally published by Next Generation.
As I entered adolescence, my mother decided in her wisdom that I was destined to be an actor. That I showed no particular enthusiasm or indeed talent did not dampen this enterprise for years to follow. One summer, between calls for music videos and hypothetical summer blockbusters, I chanced into a tryout for a hypothetical Blockbuster ad. To the best I can recollect, the company was adding Genesis and Super Nintendo games to its rental library, and to demonstrate the premise was sending out a net for the archetypal game-playing teenager.
Thus I found myself lost across a desk from a pockmarked man with a mustache. When the man asked me to show him my “videogame” acting, I hunched over and concentrated at a spot a few yards ahead of me, miming my button presses with an imagined precision. I knotted my brow, maybe gritted my teeth or moved my lips as if to mutter. You can imagine where the scene goes from here. The director keeps asking for “more”, growing frustrated in proportion to my unease. He wants me to thrash in my chair, slam the buttons like a jackhammer, contort my face, and show him my best Beverly Hills orgasm. I am amazed; he patronizes me; I get to go home. Later I met the man they cast as the teenager; he was in his late twenties and had a habit of performing rude gestures to passers-by.
Fifteen years later, despite what seem obvious advances in technology and design, people don’t really see videogames any differently.