Brave new worlds – Philips Magnavox Videogames and the Entertainment Revolution Trigger Happy User Manual

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Fig. 13. Tomb Raider 3: the third-person perspective—we watch
Lara watching her surroundings (here, an imaginary London
wharf) (‰ and ™ 1998 Core Design Limited; all rights reserved)

Brave new worlds

This brief history of the construction of space in

videogames has suggested two things. One is that
videogames have to some degree repeated histories of
representation in art, on jittery, caffeine-fueled
fastforward. But it is immediately apparent that so far,
they have only reached a surprisingly early stage in

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