Dave's pre-writing exercise #7: GameIndustry Economic Tropes

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dsheinem
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Dave's pre-writing exercise #7: GameIndustry Economic Tropes

Post by dsheinem »

So some of you know that I am currently working on a book about video games for an academic press, and as part of my writing process I've decided to try and spit out some general thoughts on a daily/semi-daily basis (based an an hour or less of writing) that may or may not find their way into the final product. And I've decided to make them public.

More specifically, I sometimes find it useful to do some "non-academic" writing around themes that I then tackle more formally (and sometimes very differently) in an actual manuscript. In the past, I have just done this kind exercise for no audience except myself, but I think it might be more productive to write these "thought bursts" with the knowledge that they will be read. In any case, I figured I'd share these pre-writing exercises with you. Feel free to comment and critique, just recognize that this is all "early draft" stuff and that some of it borders on stream-of-consciousness writing that clearly would have no place in any published book.

Also, FYI, the titles of these little blurbs also will line up to content for chapters in the book, so you will at the very least be getting a preview of what topics are covered in the final project.

#1 - Some Thoughts on the Origins of Video Games (this post)
#2 - On Games and Community, Part 1
#3 - On Critical Game Studies
#4 - Games and Activism
#5 - Harvard, 1983 - Part 1
#6 - False Starts
#7 - Game Industry Economic Tropes
Pre-writing exercise #1

Some thoughts on the Origins of Video Games

Every medium has a history and every history of a medium itself has a history. For the medium of radio, for example, the telling of the history of radio’s invention was itself invented, reinvented, and, as documented in Ken Burns’ “The Empire of the Air” frequently utilized to both build and ruin the lives and careers of those involved in such a way as to shape an industry’s future by constructing a particular history of its past. For the medium of the personal computer, reworked and retold tales of the halcyon days of Silicon Valley became endemic and thus intrinsic to shaping everything from corporate policy to consumer purchasing to contested patent disputes and company success and failure throughout the first decades of the medium’s march towards ubiquity. These histories, their varying degrees of decay and preservation, their recasting in light of new developments, and their penetration into the public psyche are important indicators as to how a medium develops, how it is adopted and by whom, and how it connects to or births new mediums.

Video games have a medium history, too. As is the case with either of the examples above, the history of video games as a medium is populated by famous inventors and designers, punctuated by nearly mythical feats of engineering and marketing, and driven by narratives of fierce competitions and their resulting success and failures. There are key moments: early hacking at MIT and Stanford, the golden age of the arcade, the Baer vs. Bushnell saga, the Crash, the rise of Japan, the Senate hearings. There are fascinating market successes: the Atari VCS, the NES, the PlayStation. There are more fascinating market failures: the Vectrex, the 3DO, the 32X. What is the connection between the telling of the medium’s origins and the subsequent moments in its history? How does the historical framing of Pong, Space Invaders, or the VCS’ E.T. bear on the industry’s post-crash recovery? How do we historicize games? How do we track the shifts in that historicization and understand their significance?

Ian Bogost has suggested that we can understand the historical significance of particular video game platforms by studying them intently: Platform Studies functions to teach us about the nuances of hardware, the ingenuity of those who create for it, and the connectedness of gaming platforms to other human design endeavors. But, as a way of doing medium history, Platform Studies offers a level of specificity deliberately eschews what might traditionally be considered “cultural significance” in that it purposefully strives towards that analytical vacuum (and for good reasons).

The Video Game History Museum, an ambitious idea that has thus far manifested itself as a travelling exhibition of key artifacts and notable curiosities of gaming’s past has all the markings of a move towards formalizing a history, but it does not yet offer an understanding of the connectedness of that history or, to return again to an idea, the way that the history itself has changed. Bogost and the Museum approach video game history (and the story of its origins especially) as a static entity, cannon that exists in a preserved state. It is much messier.

The medium offers a historical challenge that is largely unprecedented in media history. There have been, for example, more than 100 different video game consoles, each of which has a unique and potentially important history. One might write a compelling, multivolume historical account of every console released between 1978 and 1982 in a way that would not make sense for medium historians of television, radio, film, or other most other media of the era.
Last edited by dsheinem on Mon May 06, 2013 4:04 pm, edited 11 times in total.
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Re: Dave's pre-writing exercises, Part 1: On Industry Origin

Post by Erik_Twice »

Looks good and very necessary! I wonder: What about the late era of pinball? Not so much for the games themselves but because dozens of important studios started as jukebox producers and pinball designers. From the top of my mind, Sega and Namco are two clear examples.
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Re: Dave's pre-writing exercises, Part 1: On Industry Origin

Post by fastbilly1 »

Great start. I am excited to read more.
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Re: Dave's pre-writing exercises, Part 1: On Industry Origin

Post by dsheinem »

General_Norris wrote:I wonder: What about the late era of pinball?
The book is largely comprised of transcriptions of interview work I've done over the past year and supplemented by some essays/other writing by me. Pinball came up in at least one of the interviews...and will probably get some passing mention here and there in writing by me.

Thanks for the kind words.
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Re: Dave's pre-writing exercises, Part 1: On Industry Origin

Post by Ack »

Looks good to me. Since you mention it is largely built from interviews, will it be roughly a chapter on a topic, taking exerpts from multiple interviews, or roughly a chapter per interview, sharing that particular individual's thoughts and insights?
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Re: Dave's pre-writing exercises, Part 1: On Industry Origin

Post by dsheinem »

Ack wrote:Looks good to me. Since you mention it is largely built from interviews, will it be roughly a chapter on a topic, taking exerpts from multiple interviews, or roughly a chapter per interview, sharing that particular individual's thoughts and insights?
Roughly a chapter per interview, with interviews being topical.
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Re: Dave's pre-writing exercises, Part 1: On Industry Origin

Post by Stark »

This was great! I can't wait to read more in this vein.
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Re: Dave's pre-writing exercises: On Gaming & Community #1

Post by dsheinem »

Here's a new entry. The one hour limit is really pretty compelling/infuriating :lol: . I think, in the end, it will also prove useful.
pre-writing Exercise #2

Thoughts on Gaming and Community, Part 1

In an era of widespread technological integration into nearly every aspect of daily life, wherein entertainment, politics, relationships, and other areas of social interaction become rich sites for the usage of “social media”, it is worth remembering that video games were, from their inception, a social experience. World of Warcraft, Major League Gaming, EVO, or other elements of contemporary cooperative, competitive, or communal gaming have their roots in the earliest expressions of the medium. Concepts such as “community” and “socialization,” ideas which are historically connected to notions of “play” and “game” (in everything from athletic competition to gambling to tag) are also necessary considerations for designers of video game hardware and software.

There have been multiple manifestations of these concepts in gaming. One of these is in the rise of a discontinuous (and spasmodic) community, facilitated by the introduction of the high score into video games in the mid-1970s (Sea Wolf, Space Invaders, etc.). The golden age of the arcade might conjure images of packed boardwalk parlors and sweaty dens at the strip-mall, but a cursory examination of that physical gathering of people occupying physical space may ignore that the social interaction that attracted the crowd was largely with a disembodied citizenry. Community was created through discreet expressions of mastery by previous visitors to the virtual space of a game (and the physical space of an arcade cabinet). These users set a mark, made a statement, attained momentary ascendency, and indicated their position in a community of other users, all of whom were also attempting to indicate their place in “Today’s” list of community members or perhaps in the list of those who were there “All-Time”. Benjamin suggests that the 19th Century Paris arcades were a place where art, architecture, and community blurred, took shape, and decayed according to a logic of space and movement. The 20th Century video game arcade, by comparison, is a place where community is shaped by an incongruous temporality.

Beyond the space of play, community has also emerged in the development of video gaming subcultures. Hebdige’s classic treatment of British punk subculture and its instructive lessons on the social construction of codes of conduct, of the significance of aesthetic expression, of power and position as tied to nuance, and of community built around popular culture (yet in opposition to the popular) can still be productively applied to the processes, politics, and personalities found in gaming subcultures. Video gaming subculture has, for instance, begun to increasingly turn a critical eye inward and to question the problems derived from mixing community (and “good” social practices) with a media that facilitates some potentially anti- community building behaviors (hyper-competitiveness, profit-driven art, minimization of history, race, class, and gender concerns, etc. ). As the age of the “average gamer” increases and the moral dilemmas that define adulthood encroach on the spaces of play, communities of gamers grapple with the relationship of the past to the present and future of the medium. Charities are constructed, convention practices are changed, marketing adapts, demographics shift.
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Re: Dave's pre-writing exercises: On Gaming & Community #1

Post by saturnfan »

As to the origins of the gaming community, where do you feel the delinquent, virtually non-gaming element fits in? From what I understand (I don't have first hand experience), is that arcades tended to attract people who weren't primarily there to play video games, but rather to loiter, skip school, engage in "risky behavior" so to speak, and so on.

As an interesting anecdote, the town I live in actually has zoning laws against the opening of an arcade for these very reasons. I was too young to know anything about it, but town residents rebelled against a local arcade because kids were skipping school to go it, doing drugs/drinking booze, and more or less loitering around and being annoying.

Today, the laws still stand. You can't open an arcade within one mile of a church, school and other specified locations, making it virtually impossible to have one. I imagine they still stand because no one cares enough question the law, as arcades aren't particularly popular anymore and no ones wants to open one anyways.
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Re: Dave's pre-writing exercises: On Gaming & Community #1

Post by dsheinem »

saturnfan wrote:As to the origins of the gaming community, where do you feel the delinquent, virtually non-gaming element fits in? From what I understand (I don't have first hand experience), is that arcades tended to attract people who weren't primarily there to play video games, but rather to loiter, skip school, engage in "risky behavior" so to speak, and so on.

As an interesting anecdote, the town I live in actually has zoning laws against the opening of an arcade for these very reasons. I was too young to know anything about it, but town residents rebelled against a local arcade because kids were skipping school to go it, doing drugs/drinking booze, and more or less loitering around and being annoying.

Today, the laws still stand. You can't open an arcade within one mile of a church, school and other specified locations, making it virtually impossible to have one. I imagine they still stand because no one cares enough question the law, as arcades aren't particularly popular anymore and no ones wants to open one anyways.
I've written some thoughts on this previously...I'll see if I can dig it up here shortly.
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