Gundolf S. Freyermuth

Games | Game Design | Game Studies


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consume art, design, and enter­tainment will be games—or experiences very much like games.”8

      Between the Renaissance and the Enlightenment, mechanization brought about the theater of illusion with its proscenium or picture-frame stage, outfitted with the most modern technical means available. For example, equipment and procedures used in shipbuilding to quickly move heavy objects were put into practice in theaters to move sets and even actors. Thanks to its mechanical means for manipulating space and time, the theater of illusion and its most important genre, the drama, became the genuine audiovisual form of storytelling in the pre-industrial period.

      With the next technological push brought about between the Enlightenment and postmodern times through industrialization, photography was introduced, followed by film and, finally, television; the last two, of course, were based on the technology first developed for and by photography. Through means of stored, edited and “made to move” pictures and sounds, time and space could be manipulated as never before and new kinds of stories could be told audio­visually. This categorical performance increase over the theater—the potential for a successive development of epicness of audiovisual representation—film and television owe to evermore-advanced industrial recording, storing, editing, distribution and transfer techniques. In the medium of linear audiovisuality, feature films and television series emerged as genuine and dominant storytelling methods of industrial culture. Thus, since the early 20th century, first silent movies, then talkies, and finally television influenced the audiovisual con­struction of reality and its perception.

      In the development of digital games, their relation to film has carried a special meaning. Since the 1980s both of these forms of audiovisual media have been engaged in a close technical, economic and aesthetic exchange, while at the same time they have been competing for both consumers and talent. More than a few artists and theoreticians have even envisaged a merging of the two audiovisual media. The Intermezzo: Game // Film first takes stock (Intermezzo-1 Game and Film), only to then look back on the earlier audiovisual rivalries between theater and film as well as between film and television and to discuss which of the two historical models the relationship between games and film will most closely come to resemble (Intermezzo-2 Audiovisual Rivalries). Foundational for the aesthetic relationship between audiovisual media in general and between games and film in particular proves to be their highly different affordances for the manipulation of time and space in the representation of narrative processes (Intermezzo-3 Modes of Audiovisual Storytelling).

      MAKING GAMES—GAME DESIGN

      Whoever develops digital games today is historically privileged: they are confronted with the opportunity, as only very few generations before them, to actively help shape the important beginnings and to set the course of a radically new medium. Contributing to this opportunity is the fact that since the turn of the century no other medium has made progress that was as speedy—both in an economic as well as a technical-aesthetic respect.