Trigger Happy
But along the way, videogames have rehearsed other histories of pictorial representation, and come up with imaginative and original visual strategies themselves. Moreover, as has been made abundantly clear in the mid- to late 1990s by the industry’s numerous abortive attempts to convert old twodimensional game paradigms into 3D space, videogame possibilities often depend totally on the form of representation chosen. It is hard to imagine a workable
So what is the story of videogames’ visual refinement? What shapes of world have sprouted from the silicon, and what might the future still hold?
Pushing the boundaries
The very earliest videogames, such as Spacewar and Pong, represented objects on a flat plane, the boundaries of which were those of the screen. The
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