Making the water move: techno-historic limits in the game aesthetics of Myst and Doom.
Access Status
Authors
Date
2008Type
Metadata
Show full item recordCitation
Source Title
Additional URLs
ISSN
Faculty
Collection
Abstract
This paper proposes that the technical limitations at the time of a game?s creation have an enormous impact on the overall aesthetic of any specific game, and also the traditions of the whole craft. Thus, an awareness of this aspect is critical to the useful analysis of games. However, this is often missing from current analyses of games. To illustrate both the significance of techno-historic limits, and several fundamental principals of digital technology, the landmark games Myst (Cyan, 1993) and Doom (id Software, 1993) are explored as examples of the evolution of game aesthetics over time. This leads to an examination of the future limits of the rendering of images and sounds, and how this may have an impact on future game aesthetics and genres.
Related items
Showing items related by title, author, creator and subject.
-
Schubert, E.; North, Adrian; Hargreaves, D. (2016)A framework for organizing the semantic structure of aesthetic experience is proposed. The new framework is presented in an 'affect-space' and consists of three sets of dichotomous classifications: (1) internal locus ...
-
Webb, Steven Daniel (2010)Network computer games are played amongst players on different hosts across the Internet. Massively Multiplayer Online Games (MMOG) are network games in which thousands of players participate simultaneously in each instance ...
-
Phau, Ian; Liang, Johan (2012)Purpose – The purpose of this paper is to investigate how personal and social factors influence attitudes towards downloading pirated games from the internet. It also examines the moderators between attitudes and intention ...