Magnavox Videogames and the Entertainment Revolution Trigger Happy manual Gender genres

Models: Videogames and the Entertainment Revolution Trigger Happy

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Trigger Happy

are that they are too overdetermined and prescripted (just like preset “combo” moves in beat-’em-ups, and just like prescripted “narrative” interactions in story games). With Kyoko Date, we see further that motion capture is also aesthetically impoverishing, as it limits the achievable virtual movements and gestures to those that are physically possible in real life. But if all you are getting is “realistic” movement, far better to watch an actual human dancer. Humans will always be much better at that sort of thing. And it is just not what videogames—or computer representation in general— are best at doing.

Gender genres

The phenomenon of nijikon fetchi raises questions about gender in videogames. Here, too, there are instructive comparisons to be made between Japan, the epicenter of videogame creativity, and Europe or America. It seems that Japanese developers create more games that women like to play. Demographics are to some extent determined by aesthetics.

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Page 248
Image 248
Magnavox Videogames and the Entertainment Revolution Trigger Happy manual Gender genres