Magnavox Videogames and the Entertainment Revolution Trigger Happy manual Let’s stick together

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Trigger Happy

don’t want absolutely real situations in videogames. We can get that at home.

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Naturally, the player doesn’t mind this fakery, this playing fast and loose with the laws of nature in the name of fun. But a critical requirement is that the game’s system remains consistent, that it is internally coherent. Crucially, it is lack of coherence rather than unrealism that ruins a gameplaying experience. This is largely but not exclusively a phenomenon of more modern videogames, whose increasing complexity in terms of space, action and tasks clearly places a greater strain on the designer’s duty to create a rock-solid underlying structure.

Videogame incoherence has three types: it can apply to causality, function or space. Incoherence of causality, firstly, appears, for ex-ample, in a driving game such as V-Rally (1997), where driving at full speed into another car causes a slight slowing down, but hitting a boulder at the road’s edge leads to a spectacular vehicular somersault. Another example crops up in Tomb Raider III, where a rocket-launcher blows up one’s enemies into pleasingly gory, fleshy chunks, but does no damage to a simple wooden door,

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Magnavox Videogames and the Entertainment Revolution Trigger Happy manual Let’s stick together