Trigger Happy
example, in software for the Gameboy, the most successful videogame system ever made.
The choice of spatial mode, of course, which includes the choice even of whether or how far to be representational at all (Doom versus Tetris), is bound up intimately with the question of what kind of game the designers intend to make. One result of the increasing detail and color available with newer technologies is that this decision is becoming increasingly weighted towards the representational: videogames are becoming ever more creatively iconic.
A development studio these days first builds a world, then populates it with characters. So who are these virtual people, and what do they want from us?
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