Philips Magnavox Videogames and the Entertainment Revolution Trigger Happy User Manual

Page 259

Advertising
background image

Trigger Happy

261

you regard them as traditional static pictures. But as we
must keep reminding ourselves, videogames are a
kinetic art form: many of their pleasures can only be
realized through time. And on a very basic level, Pac-
Man and Lara do in fact share one important attraction.
If you swing the joystick to move Pac-Man around his
maze, he opens and shuts his mouth automatically
while on the move. If you press a button to make Lara
walk forward, she walks in a fluid, hip-swinging
motion that is the result of hundreds of frames of
painstaking digital animation.

These are both examples (one ancient, one modern)

of how characters give us videogaming pleasure:
through a joyously exaggerated sense of control, or
amplification of input. All you do is hold down a
button, and you get to see this wonderfully complex,
rich behavior as a result. This is one very basic
attraction of all types of interactivity, and it also seems
to be a near-universal pleasure among humans in the
modern industrialized world. Why do people enjoy
driving cars? Amplification of input: you just lower
your foot and suddenly you are moving at exhilarating
speed.

This kind of attractiveness is true of all good

characters in modern videogaming: a few simple
controls result in absorbing, complex movements.

Advertising