When looking at video game aesthetics, the first came to my mind was the beauty of graphics and sounds. Yes, they are a big part of game aesthetics because the graphics and sounds are important element in deciding how successful a game is. According to Nielsen’s reading, time in a video game is also an important aesthetic aspect that is something experience by the player. When looking closely at the early history of arcade games, coin operated arcade machines offered a distinct sense of time compared with today’s games. Coin operated arcade games required players to rush through the game without getting killing, which made game playing very difficult. In the late 1990s and early 2000s there have been many coin operated arcade games: King of Fighters, Takken, Space Invaders, Galaxian (1979), Pac-Man, Battlezone, Metal Slug, Bubble Bubble, Donkey Kong, Super Mario, and etc. In order to maximize the dropping of coins into the bottomless slots, these games employ game time (usually 200-500 seconds per round). Moreover, these arcades games are set as the most difficult mode so that players die very frequently. Once player dies in the game, the game doesn’t really end at that moment, they are given a few seconds to decide whether to continue the game by inserting more coins or not. In order to make the most of profit, arcade games are fast-paced and designed for short playing sessions.
Nielson said “once the PC games arrived, designers found a very different set of parameters, which allowed for long playing sessions and encouraged “slow” genres such as adventure games.” This is when the aesthetic of time has shifted from fast-paced to slow-paced. Such games like World of Warcraft require hours and hours to play, and there is no end to the game. This is when games adapted cut-scenes to represent an interesting sense of time: the relation between play time and event time is interrupted. Unlike arcade games, PC games required more interaction with people, thinking, strategy, and exploring the game world. Therefore, PC games are much more complicated and deep, whereas, arcade games require quick reactions and controls.
Nielsen said “further study of time’s many ramifications should only further our understanding of the building blocks of a video game’s design” Time in a video game may seem indifferent; however, it is important aspect because it both relates to the game industry and the gaming itself.
Q: When playing arcade games, has anyone been forced to rush through games because of the time limits? If so, does it bother you, or do you think it is a fair agreement?
really interesting post. I'm glad to see you referencing earlier gaming cultures and platforms and comparing them to today's.
ReplyDeleteYes, a lot of times. As the reading suggests, arcade games are designed to force players to rush through games and I do understand since shorter the player plays the game, more the money that the arcade game can make money. I thought it was very unfair when I was young, but it is a fair agreement and a very good tactic. Actually as a player, I was more obsessed with the arcade game because of the element of time limit.
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