"Bruce Sterling - Digital Dolphins in the Dance of Biz" - читать интересную книгу автора (Sterling Bruce)Goals for the Conference: * to foster information exchange among
professionals in the computer game development industry, * to strengthen the network of personal relationships in the computer game development community, * to increase artistic and financial recognition for computer game developers, and * to enhance the quality of entertainment software." Instantly recognizable SFWA committeespeak -- people trying hard to sound like serious professionals. Let's hear those goals again, in actual English: * to hang out and gossip; * to meet old friends again; * to try to figure out some way to make more money and fame from obstreperous publishers, crooked distributors, and other powerful sons-of-bitches; and, (last and conspicuously least) * to kind of try and do a better job artistically. Pretty much the same priorities as any Nebula gig. The attendees were younger, different demographics than the SFWA, but then their pursuit is younger, too. They looked a little different: still mostly white guys, still mostly male, still mostly myopic, but much more of that weird computer-perso n vibe: the fuzzy Herman Melville beards, the middle-aged desk-spread that comes from punching deck sixty hours a week, whilst swilling endless Mountain Dews and Jolt Colas, in open console- cowboy contempt of mere human flesh and its metabolic need for exercise and nutrition... There were a few more bent engineers, more techies gone seriously dingo, than you'd see at any SFWA gig. And a faint but definite flavor of Hollywood: here and there, a few genuinely charismatic operators, hustlers, guys in sharp designer suits, and career gals who jog, and send As a group, they're busily recapitulating arguments that SF had decades ago. The number one ideological struggle of CGDC '91 -- an actual panel debate, the best-attended and the liveliest -- concerned "depth of play versus presentation." Which is more important -- the fun of a game, its inherent qualities of play -- or, the grooviness of its graphics and sound, its production values? This debate is the local evolutionary equivalent of "Sense of Wonder" versus "Literary Excellence" and is just about as likely to be resolved. And then there's the ever-popular struggle over terminology and definition. ("What Is Science Fiction?") What is a "computer-game?" Not just "videogames" certainly -- that's kid stuff ("sci-fi"). Even "Computer Games" is starting to sound rather musty and declasse', especially as the scope of our artistic effort is widening, so that games look less and less like "games," and more and more like rock videos or digitized short films. Maybe the industry would be better off if we forgot all about "games," and suavely referred to our efforts as "computer entertainment" ("speculative fiction"). And then there are the slogans and the artistic rules-of-thumb. "Simple, Hot, and Deep." A game should be "simple": easy to learn, without excess moving parts and irrelevant furbelows to burden the player's comprehension. It should be "hot" -- things should happen, the pac e should not lag, it should avoid dead spots, and maintain interest of all players at all |
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