ARTG 80H Lecture Notes - Lecture 3: Action Game, William Higinbotham, Ralph H. Baer

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The original definitions for the words don"t translate over very well to the modern game application. The interface effect is perched there, on the mediating thresholds of self and world. Painting, photography, cinema: the world presents itself to us in games, we. The world no longer indicates to us what it is. We indicate ourselves to it, and in doing so the world materializes in our image. Thresholds, those mysterious zones of interaction that mediate between different. Diegetic/non-diegetic space the world you play your game in/the world of the self, realities the world you"re in when you play. You can be immersed in linear, traditional sense of the word (i. e. painting, book, drowning teacher"s examples, i swear) The screen doesn"t tell us everything, we are restricted by the screen. Research games made before the videogame industry was a thing. Working out what a videogame was going to be meant creating a lot of interfaces.

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