Trigger Happy

you regard them as traditional static pictures. But as we must keep reminding ourselves, videogames are a kinetic art form: many of their pleasures can only be realized through time. And on a very basic level, Pac- Man and Lara do in fact share one important attraction. If you swing the joystick to move Pac-Man around his maze, he opens and shuts his mouth automatically while on the move. If you press a button to make Lara walk forward, she walks in a fluid, hip-swinging motion that is the result of hundreds of frames of painstaking digital animation.

These are both examples (one ancient, one modern) of how characters give us videogaming pleasure: through a joyously exaggerated sense of control, or amplification of input. All you do is hold down a button, and you get to see this wonderfully complex, rich behavior as a result. This is one very basic attraction of all types of interactivity, and it also seems to be a near-universal pleasure among humans in the modern industrialized world. Why do people enjoy driving cars? Amplification of input: you just lower your foot and suddenly you are moving at exhilarating speed.

This kind of attractiveness is true of all good characters in modern videogaming: a few simple controls result in absorbing, complex movements.

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Magnavox Videogames and the Entertainment Revolution Trigger Happy manual