Don’t look at me, I’m an observer, I am the horny fact collector. ![]() Not especially, though there are enough truly great games to contest this. This is a passionate and very English (and a decade old) cri de coeur for games to rise above their shortcomings and triumph as a platform for aesthetic wonder and transcendent magic! Yeah! Come on games! Has that happened? A decade on from 2001, that is? Umm. It would be nice if the author wrote an updated edition, would love to hear him talk about how accurate/inaccurate his predictions became.Įdit: He has! Trigger Happy 2.0. Sure, we're not at a stage where we can organically interact with the game by speaking/writing random words in it and get a human-like bespoke reaction, but we've come a long way! I wish this had been acknowledged.Īll in all, interesting book that I recommend. I find it a bit short-sighted considering that games such as Baldur's Gate existed in the late 1990s (wherein a lot of quests/character arcs could be wildly different depending on your in-game choices), and looking at how important interactive story-telling has become in modern RPGs (Dragon Age, The Witcher, etc.). While the author is all for it, which is great (and again something I really believe in myself), he states that games have not really achieved anything on that front, and that any improvements will be a long way off. With hindsight, the prediction that PC gaming will be totally irrelevant in a few years is, um, cute.ģ. The PC gaming pessimism, which I guess was a trend back then. It's kinda unfair, but well - I'm 16 years ahead of the author, so some arguments are quite outdated or have been argued at length and accepted by now, and so a few points felt redundant.Ģ. More! Really refreshing to read this considering this book is from the early 2000s.ġ. Special mention: when discussing gender and how to reach the right audience, Poole states that designers should look at the quality of the game, not the dated studies on what men/women are supposed to like. The breadth of examples - good to see the author looking at many different game genres, including board games and my beloved Fighting Fantasy series. The predictions on the future of gaming - some were so accurate! Multiplayer, VR, motion control. The argument that games are art, and that many examples support that. It's said to be one of the first books that ever looked at video games as art, and the author spends the whole book defending this opinion with many examples and parallels to other art forms this is a point of view I *really* agree with, so of course I enjoyed the argumentation.ġ. This is effectively a time capsule, having been written back in 2000 (although this is a revised edition from 2004). ![]() Let's d Very interesting book, worth reading for anyone who's interested in the history of video games. It's said to be one of the first books that ever looked at video games as art, and the author spends the whole book defending this opinion with many examples and parallels to other art forms this is a point of view I *really* agree with, so of course I enjoyed the argumentation. Very interesting book, worth reading for anyone who's interested in the history of video games. This revolutionary book is the first-ever academically worthy and deeply engaging critique of one of today's most popular forms of play: videogames are on track to supersede movies as the most innovative form of entertainment in the new century.more Thirty years after the invention of the simplest of games, more videogames are played by adults than children. Thirty years after the invention of the simplest of games, more videogames are played by The Edge calls Trigger Happy a "seminal piece of work." For the first time ever, an aficionado with a knowledge of art, culture, and a real love of gaming takes a critical look at the future of our videogames, and compares their aesthetic and economic impact on society to that of film. The Edge calls Trigger Happy a "seminal piece of work." For the first time ever, an aficionado with a knowledge of art, culture, and a real love of gaming takes a critical look at the future of our videogames, and compares their aesthetic and economic impact on society to that of film.
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