Pushing the boundaries – Philips Magnavox Videogames and the Entertainment Revolution Trigger Happy User Manual
Page 204
Trigger Happy
206
But along the way, videogames have rehearsed
other histories of pictorial representation, and come up 
with imaginative and original visual strategies 
themselves. Moreover, as has been made abundantly 
clear in the mid- to late 1990s by the industry’s 
numerous abortive attempts to convert old 
twodimensional game paradigms into 3D space, 
videogame possibilities often depend totally on the 
form of representation chosen. It is hard to imagine a 
workable true-3D Asteroids or Defender. The critical 
problem is this: you can’t see behind you. Of course, 
you can’t in real life either, but then in real life you 
don’t often find yourself piloting an arrow-shaped 
spaceship and blasting big rocks. The latest reiteration 
of Asteroids (1998), in fact, finally recognizes this 
problem. The ships and rocks are reimagined as “solid,” 
multifaceted objects, but the playing area is a good old 
two-dimensional plane. 
So what is the story of videogames’ visual
refinement? What shapes of world have sprouted from 
the silicon, and what might the future still hold? 
Pushing the boundaries
The very earliest videogames, such as Spacewar
and Pong, represented objects on a flat plane, the 
boundaries of which were those of the screen. The