Sound Research WIKINDX |
Poole, S. (2000). Trigger happy: Videogames and the entertainment revolution. New York: Arcade. Added by: Mark Grimshaw-Aagaard (29/11/2004, 13:42) |
Resource type: Book BibTeX citation key: Poole2000 Email resource to friend View all bibliographic details |
Categories: History Keywords: History Creators: Poole Publisher: Arcade (New York) Resources citing this (Bibliography: WIKINDX Master Bibliography) |
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Notes |
Detailing the history of videogames and some design issues. Written in popular style.
Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard |
Quotes |
p.67 Talking of videogames and cinema: "...deployment of the audio arts cannot always follow similar lines in the two media." Added by: Mark Grimshaw-Aagaard |
p.68 Bemoaning the lack of audio experimentation and the division between audio design for fantasy worlds and 'realism/authenticity': "Surely, if videogame developers were to experiment, say, with weird and unexpected sound effects to accompany supposedly "realistic" visual action, this might open up new avenues of strangeness and even comedy -- the amusing disjunction of small action with epic sound, say -- to future digital experiences." Also makes a distinction between decorative and functional sound design. Added by: Mark Grimshaw-Aagaard |
p.71 Claims "films have stolen even more brazenly from videogames' hyperkinetic grammar (the exaggerated sound effects[)]..." Added by: Mark Grimshaw-Aagaard |
p.95
"it is lack of coherence rather than unrealism which ruins a gameplaying experience."
Added by: Mark Grimshaw-Aagaard
Keywords: History Realism |
p.177 "It is one of the fascinations of videogames as a form, indeed, that they constitute a kaleidoscopic, prestissimo exercise in semiotics, which is the ever-changing interaction of signs." Added by: Mark Grimshaw-Aagaard |
p.221 Claims that first person games, compared to third person games, are "almost always less symbolically rich." This is due to the "artificially narrow view angle" in first person games and their perspective viewpoint that make depth judgement difficult. "...symbolic interoperation through space is severely limited." Added by: Mark Grimshaw-Aagaard |
Paraphrases |
pp.99–100
The more realistic a character's movements may be, the more frustrated a player may become that the character cannot complete other realistic, and therefore to be expected, movements.
Added by: Mark Grimshaw-Aagaard
Keywords: History Realism |
pp.128–132 In a brief discussion entitled 'The user illusion' on attempts to create an illusion of reality in 3D games, no mention is made of the benefits audio can bring to this illusion. Added by: Mark Grimshaw-Aagaard |