{"title":"The Art of Video Games: From Pac-Man to Mass Effect","authors":"I. Bogost","doi":"10.5860/choice.49-6927","DOIUrl":null,"url":null,"abstract":"The Art of Video Games: From Pac-Man to Mass Effect Chris Melissinos and Patrick O'Rourke New York: Welcome Books, 2012. Contents, images, credits. 215 pp. $40.00 paper. ISBN: 9781599621098The Art of Video Games, by Chris Melissinos and Patrick O'Rourke, published in cooperation with the Smithsonian American Art Museum, is a catalog and companion to a high-profile exhibition of the same name that opened at the Smithsonian facility in Washington, DC, in 2012 and is scheduled to travel to many regional museums. This is a lushly illustrated coffee-table book that offers readers full-page, color photographs and succinct summaries of video games, descriptions of their significance, and interviews with many of their creators. Slick and gorgeous, the book offers an important permanent, widely distributable, inexpensive complement to the exhibition.Given the noise the Smithsonian exhibition has stirred up, the bar was high for Melissinos and O'Rourke: the authors needed to prove video games worthy of the moniker \"art\" and of their standing as part of the \"record of the American experience,\" to pull a quote from the museum's publicity. But for those of us who have long been making, studying, using, and advocating for video games, the mere fact of the exhibit and its publication counts as a success-not so much because the likes of game designers David Crane and Ron Gilbert now find a place beside artists David Hockney and Mary Cassatt, but because video games do belong in a record of the American experience. Melissinos and O'Rourke deserve praise for having spearheaded the project.Beyond that abstract victory, The Art of Video Games is a bittersweet triumph for those with a more nuanced interest in and understanding of video game history. The book's organization of the history of video games into five eras offers an admirable summary of the key trends and shifts in the gaming landscape. Of course, so did earlier illustrated histories such as Rusel DeMaria and Johnny L. Wilson's High Score! The Illustrated History of Video Games (McGraw Hill, 2002), though the latter never reached beyond the enthusiast and is now out of print.But while the shiny pages and fullcolor spreads telegraph official approval, the content is sometimes incomplete and inaccurate. I will pick as an example something I know well, the 1977 Atari Video Computer System (VCS), also known as the Atari 2600. The authors get a lot right. Their coverage of VCS titles such as Pitfall! and the Atari port of Pac-Man, for example, discusses the important technical and historical situations that influenced the creation of these games. But they are less sure-footed in their discussion of Combat, the pack-in title that shipped with the Atari VCS in 1977. They correctly identify it as a port of the Key Games title Tank, but they also draw the conclusion that \"developers were just starting to learn how to wring experience from the new platform. As such, Combat was a two-player activity with no computer-controlled competitor in the game\" (p.15). There's no denying that the title is two-player only, but the reasons for that are more complicated than this conclusion warrants. In fact, video games of the mid-1970s were primarily two-player head-to-head affairs, and the VCS platform was designed to facilitate such experiences-and not much else. …","PeriodicalId":45727,"journal":{"name":"American Journal of Play","volume":null,"pages":null},"PeriodicalIF":0.6000,"publicationDate":"2012-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"14","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"American Journal of Play","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.5860/choice.49-6927","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"SOCIAL SCIENCES, INTERDISCIPLINARY","Score":null,"Total":0}
引用次数: 14
Abstract
The Art of Video Games: From Pac-Man to Mass Effect Chris Melissinos and Patrick O'Rourke New York: Welcome Books, 2012. Contents, images, credits. 215 pp. $40.00 paper. ISBN: 9781599621098The Art of Video Games, by Chris Melissinos and Patrick O'Rourke, published in cooperation with the Smithsonian American Art Museum, is a catalog and companion to a high-profile exhibition of the same name that opened at the Smithsonian facility in Washington, DC, in 2012 and is scheduled to travel to many regional museums. This is a lushly illustrated coffee-table book that offers readers full-page, color photographs and succinct summaries of video games, descriptions of their significance, and interviews with many of their creators. Slick and gorgeous, the book offers an important permanent, widely distributable, inexpensive complement to the exhibition.Given the noise the Smithsonian exhibition has stirred up, the bar was high for Melissinos and O'Rourke: the authors needed to prove video games worthy of the moniker "art" and of their standing as part of the "record of the American experience," to pull a quote from the museum's publicity. But for those of us who have long been making, studying, using, and advocating for video games, the mere fact of the exhibit and its publication counts as a success-not so much because the likes of game designers David Crane and Ron Gilbert now find a place beside artists David Hockney and Mary Cassatt, but because video games do belong in a record of the American experience. Melissinos and O'Rourke deserve praise for having spearheaded the project.Beyond that abstract victory, The Art of Video Games is a bittersweet triumph for those with a more nuanced interest in and understanding of video game history. The book's organization of the history of video games into five eras offers an admirable summary of the key trends and shifts in the gaming landscape. Of course, so did earlier illustrated histories such as Rusel DeMaria and Johnny L. Wilson's High Score! The Illustrated History of Video Games (McGraw Hill, 2002), though the latter never reached beyond the enthusiast and is now out of print.But while the shiny pages and fullcolor spreads telegraph official approval, the content is sometimes incomplete and inaccurate. I will pick as an example something I know well, the 1977 Atari Video Computer System (VCS), also known as the Atari 2600. The authors get a lot right. Their coverage of VCS titles such as Pitfall! and the Atari port of Pac-Man, for example, discusses the important technical and historical situations that influenced the creation of these games. But they are less sure-footed in their discussion of Combat, the pack-in title that shipped with the Atari VCS in 1977. They correctly identify it as a port of the Key Games title Tank, but they also draw the conclusion that "developers were just starting to learn how to wring experience from the new platform. As such, Combat was a two-player activity with no computer-controlled competitor in the game" (p.15). There's no denying that the title is two-player only, but the reasons for that are more complicated than this conclusion warrants. In fact, video games of the mid-1970s were primarily two-player head-to-head affairs, and the VCS platform was designed to facilitate such experiences-and not much else. …
电子游戏的艺术:从《吃豆人》到《质量效应》Chris Melissinos和Patrick O'Rourke纽约:Welcome Books, 2012。内容、图片、演职员表。215页,40美元纸。Chris Melissinos和Patrick O'Rourke与史密森尼美国艺术博物馆合作出版的《the Art of Video Games》,是2012年在华盛顿特区史密森尼博物馆举办的一场备受瞩目的同名展览的目录和伙伴,并计划在许多地区博物馆巡回展出。这是一本插图丰富的咖啡桌书,为读者提供了整页的彩色照片和简洁的电子游戏摘要,描述了它们的意义,并采访了许多它们的创造者。这本书光滑华丽,为展览提供了一个重要的永久的、广泛分发的、廉价的补充。考虑到史密森尼博物馆的展览引起的骚动,梅利西诺斯和奥罗克的门槛很高:作者需要证明电子游戏配得上“艺术”的称号,并证明它们作为“美国经验记录”的一部分的地位,以引用博物馆的宣传。但对于我们这些长期以来一直在制作、研究、使用和倡导电子游戏的人来说,这次展览和它的出版本身就是一个成功——并不是因为像游戏设计师David Crane和Ron Gilbert这样的人现在在艺术家David Hockney和Mary Cassatt旁边找到了一席之地,而是因为电子游戏确实属于美国经验的记录。Melissinos和O'Rourke作为项目的先锋值得赞扬。除了抽象的胜利之外,对于那些对电子游戏历史更感兴趣和理解的人来说,《The Art of Video Games》是一次苦乐参半的胜利。这本书将电子游戏的历史分为五个时代,对游戏领域的主要趋势和变化进行了令人钦佩的总结。当然,早期的插图历史,如罗素·德玛丽亚和约翰尼·l·威尔逊的《高分》也是如此!The Illustrated History of Video Games (McGraw Hill, 2002),尽管后者从未触及发烧友,现在已经绝版。但是,尽管光鲜亮丽的页面和全彩的版面传达出官方的认可,但内容有时是不完整和不准确的。我将以1977年的雅达利视频计算机系统(VCS)为例,也就是雅达利2600。作者说对了很多。他们对《Pitfall!》以雅达利移植的《吃豆人》为例,讨论了影响这些游戏创作的重要技术和历史情况。但他们在讨论《战斗》(1977年与雅达利VCS一起发行的打包游戏)时就不那么稳健了。他们正确地将其定位为Key Games游戏《Tank》的移植版本,但他们也得出结论:“开发者才刚刚开始学习如何从新平台获取经验。因此,战斗是一种双人活动,游戏中没有电脑控制的竞争对手。”不可否认的是,这款游戏只支持双人模式,但原因要比这个结论复杂得多。事实上,20世纪70年代中期的电子游戏主要是双人肉搏战,而VCS平台的设计就是为了促进这种体验——仅此而已。…