Trigger Happy

carrying out the ceremony are as intricate as they are because the point is to feel the beauty involved in each and every movement.”

So, the point is not the flowers themselves; the point is not the tea. Form is its own content. And the Japanese words that describe such an aesthetic—ma (timing) and aida (balance)—are also used of forms of play such as Sumo and judo wrestling.

Within the adult age group, both sexes of respondents to the CESA survey nominate game ideas that illustrate the highly idiosyncratic Japanese approach to concepts of simulation. Videogame “simulations” in the West, as we saw in Chapter 2, are generally highly complex games of combat flight or Grand Prix driving. They simulate fast, dynamic processes. In Japan, however, “simulation” is a much more inclusive, and at first sight wildly eccentric, genre. At the 1999 Tokyo Game Show, videogame companies were offering new products in the wildly popular genres of fishing simulations (you wind a plastic rod connected to the console and catch virtual fish), gardening simulations (you water virtual plants) and train-driving simulations (you can drive a train round an accurately modeled 3D representation of the Yamanote line on Tokyo’s subway system).

268

Page 266
Image 266
Magnavox Videogames and the Entertainment Revolution Trigger Happy manual