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dc.contributor.authorHutchison, Andrew
dc.date.accessioned2017-01-30T11:18:37Z
dc.date.available2017-01-30T11:18:37Z
dc.date.created2009-04-02T20:01:33Z
dc.date.issued2008
dc.identifier.citationHutchison, Andrew. 2008. Making the water move: techno-historic limits in the game aesthetics of Myst and Doom. Game Studies: The International Journal of Computer Game Research. 8 (1).
dc.identifier.urihttp://hdl.handle.net/20.500.11937/10418
dc.description.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.

dc.publisherGame Studies
dc.relation.urihttp://gamestudies.org/0801/articles/hutch
dc.subjectartificial intelligence
dc.subjectgames
dc.subjectMoore's law
dc.subjectDoom
dc.subjectaesthetics
dc.subjectAI
dc.subjectMyst
dc.subjecttechnical
dc.subjecthistorical
dc.subjectrendering
dc.titleMaking the water move: techno-historic limits in the game aesthetics of Myst and Doom.
dc.typeJournal Article
dcterms.source.volume8
dcterms.source.number1
dcterms.source.issn16047982
dcterms.source.titleGame Studies: The International Journal of Computer Game Research
curtin.accessStatusOpen access
curtin.facultySchool of Design and Art
curtin.facultyHumanities


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