This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day.
This volume covers a variety of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impact, and more. Key video games featured include Animal Crossing, Call of Duty, Grand Theft Auto, The Legend of Zelda, Minecraft, PONG, Super Mario Bros., Tetris, and World of Warcraft. Each game is closely analyzed in order to properly contextualize it, to emphasize its prominent features, to show how it creates a unique experience of gameplay, and to outline the ways it might speak about society and culture. The book also acts as a highly accessible showcase to a range of disciplinary perspectives that are found and practiced in the field of game studies.
With each entry supplemented by references and suggestions for further reading, Fifty Key Video Games is an indispensable reference for anyone interested in video games.
Author(s): Bernard Perron, Kelly Boudreau, Mark J.P. Wolf, Dominic Arsenault
Series: Routledge Key Guides
Publisher: Routledge
Year: 2022
Language: English
Pages: 350
City: New York
Cover
Half Title
Title Page
Copyright Page
Table of Contents
Alphabetical List of Contents
Chronological List of Contents
Contributors
Introduction
Note
References
Fifty Key Video Games
Adventure (1979)
A Platform Adaptation
Extending the Playfield
Interacting with Objects
Putting the Action in Adventure
The Problem of Replayability
Auteur Politics
Notes
References
Further Reading
Angry Birds (2009)
How to Play
The Rise of Casual Mobile Games
Video Games as Everyday Media
Conclusion
References
Further Reading
Animal Crossing (2001)
What is Cute and How is Animal Crossing Cute?
Why Does This Matter for Society and Games?
References
Further Reading
Assassin’s Creed Origins (2017)
Assassin’s Creed and the Origins of the Tour
Assassin’s Creed and History
A Discovery Tour of Classrooms
A New Historical Literacy
References
Further Reading
Bejeweled (2001)
The History and Gameplay of Bejeweled
Video Games and Expanding Markets
The Emergence of Casual Games
Why Bejeweled?
References
Braid (2008)
Indie Darling
Disguised Complication
A Singular Vision
Time and Mystery
Notes
References
Further Reading
Call of Duty: Modern Warfare 2 (2009)
Standard Formation: Aesthetic and Narrative Design
Surprise Attacks: Boundless Warfare and Offensive Topicality
Impact: Genre Influence
Notes
References
Further Reading
Dance Dance Revolution (1998)
Take the Stage
Play and Perform
Effect and Influence
References
Further Reading
Diablo (1996)
Aesthetics: A Dark Gothic Fantasy
Genre: A Roguelike RPG for the Masses
Design: A Clockwork Slot Machine Draped in Simplicity
Battle.net: Hell Is Other People
Note
References
Further Reading
Donkey Kong (1981)
Narrative and Character in Donkey Kong
Donkey Kong ’s Music
Donkey Kong Beyond the Arcade
Notes
References
Further Reading
Doom (1993)
Presentation and Gameplay
Impact
Violence
Notes
References
Further Reading
Dragon’s Lair (1983)
Technology and Design
Spaces and Control
Production and Industrial Context
References
Further Reading
The Elder Scrolls II: Daggerfall (1996)
Dungeons and Daggers
Daggerfall as Sequel
Daggerfall in Review
Note
References
Further Reading
Elite (1984)
Gameplay Innovations
The Cruelest Game of the 80s?
What’s so Special About Elite ?
Is It Possible Not to Canonize Elite ?
References
Further Reading
EVE Online (2003)
A Brief Introduction to EVE Online
The Unregulated Sandbox
The Danger of a Single Story
References
Further Reading
FarmVille (2009)
Social Gaming on Social Networks
New Models of Monetization, Game Analytics
Constant Care and Attention
Eco-Criticism of Farming Simulations
What is Left of FarmVille ?
References
Further Reading
FIFA 14 (2013)
Soccer Video Games before FIFA 14
Seasonal Seriality and FIFA 14
Playing FIFA 14
Notes
References
Further Reading
Final Fantasy VII (1997)
The Franchise
PlayStation Changes the Game
Narrative Experience in FFVII
Conclusion
Note
References
Further Reading
Fortnite Battle Royale (2017)
Fortnite : A User’s Manual
Playing on a Transmedia Island
Cross-Play: Fortnite on Every Platform
Of Battle Passes and Pickaxes: Fortnite ’s Business Model
Notes
References
Further Reading
Grand Theft Auto III (2001)
A Virtual Sandbox
Social Commentary or the Glorification of Violence?
A White Man’s World
A Paradigm Shift
References
Further Reading
Guitar Hero (2005)
Introducing Rhythm Games
Playing Guitar (Hero)
Plastic Guitars
Social Gameplay: Music Brings People Together
Setting the Stage for the Franchise and the Future of Music and Rhythm Video Games
References
Further Reading
Half-Life (1998)
On Genre Evolution
When Narrativity and Interactivity Collide: Environmental Storytelling
Mimetic Narration
Aesthetics of Continuity
Conclusion
Notes
References
Further Reading
Journey (2012)
Playing Journey
The World Leading to Journey
Journey and the thatgamecompany Oeuvre
Journey as an Independent Game
The Traditionality of an Innovative Game
Structure
The Afterlife of Journey
References
Further Reading
King’s Quest (1984)
The Game: Story, Play, and Technology
The Creator: Roberta Williams
Criticism and Legacy
References
Further Reading
The Legend of Zelda (1986)
The Adventure Begins
Technology and Marketing
The Sound of Adventure
Notes
References
Further Reading
Minecraft (2009)
Distinctive Aesthetics
Accessible, Scalable Gameplay
Indie Development and an Indie Ethos
Mods
Lasting Influence
References
Further Reading
Mortal Kombat (1992)
The Origins of Mortal Kombat
Video Game Violence and the Birth of the ESRB
References
Further Reading
Need for Speed III: Hot Pursuit (1998)
Authentic Cars, Arcade Driving
Playing as the Police
Sustained Success
Notes
References
Further Reading
No Man’s Sky (2016)
An Effectively Limitless Galaxy to Explore
Procedural Generation and Its Limits
An Infinite Universe in a Never Finished Game
A Continuing Universe?
Note
References
Further Reading
The Oregon Trail (1971)
An Educational Adventure
The Oregon Trail Began in Minnesota
With Each Turn, Challenges Emerge
Playing Through the Western
Notes
References
Further Reading
Pac-Man (1980)
The Birth of an Icon
Mazes
Monsters
Memorization
A Game of Two Halves
References
Further Reading
Pokémon Go (2016)
A Location-Based Game Breaks Through
From Random Encounters to More Strategic Cooperation
Breaking the Norms of Play and Gaming
Notes
References
Further Reading
PONG (1972)
Was PONG First?
What Kind of Game Was PONG ?
The Development of PONG
PONG ’s Success
References
Further Reading
Portal (2007)
An Orange Drop in the Gaming Ocean
The Portal Experiment: A Successful Test Report
A Puzzling Generic Legacy
Aiming Down: A Non-Combative Lineage
Flinging Through Portal ’s Layers of Meaning
There Is Still Research to Be Done
References
Further Reading
Resident Evil (1996)
An Interactive Horror Movie
Blind Space, Blind Spots and Doors
Lack of Control, Power, and Means
To Keep Surviving the Horror
Notes
References
Further Reading
Riven (1997)
Embedded Story
World and Interaction
A Perfect Marriage of Form and Content
References
Further Reading
Sid Meier’s Civilization (1991)
Roots of a Franchise
Influences
Modeling
Hypotheticals
Conclusion
References
Further Reading
SimCity (1989)
A Brief History of SimCity
Main Gameplay Features
The Influence of SimCity on City-Building Games
SimCity Critiques and Educational Use
SimCity and Beyond
References
Further Reading
The Sims 4 (2014)
How to Play: Invitations to Transgression and Multiplicity
Identity-Blindness or Transgressive Freedom?
Final Thoughts: Normalizing Disruptions
References
Further Reading
Space Invaders (1978)
Tomohiro Nishikado
Development
Reception
Fallout
Expansion
Notes
References
Further Reading
StarCraft (1998)
Creative Decisions
Technological Context
Sociocultural Context
Notes
References
Further Reading
Super Mario 64 (1996)
The Next Generation
A Whole New World
Avatar and Player Evolution
Super Mario 64’s Legacy
Epilogue
References
Further Reading
Super Mario Bros . (1985)
Design and Gameplay
Impact
Conclusion
References
Further Reading
Tetris (1984)
From Folk Tune to Fandom: The Music of Tetris
“Perfection in Motion:” The Gameplay
Beyond the Game
Notes
References
Further Reading
This War of Mine (2014)
War as a Topic
War as Game Mechanics
The Aesthetics of This War of Mine
Is This War of Mine Realistic?
Using This War of Mine in Education
Notes
References
Further Reading
Ultima IV: Quest of the Avatar (1985)
Playing with Ethics in Ultima IV
Ultima IV as Philosophical Quest
Contributions
Note
References
Further Reading
Wii Sports (2006)
Minimalist Lessons
Nintendo and the Ethics of Casual Fun
Playing for Laughs: Gestural Comedy
A Friendlier Game Culture
Note
References
Further Reading
Wing Commander III: Heart of the Tiger (1994)
Interactive Narrative Structures
The Cinematic Video Game
Possibilities of Captured Media
The Legacy of Wing Commander III
Notes
References
Further Reading
World of Warcraft (2004)
World of Warcraft, the Basics
Playing the Game
Expanding the WoW Universe
Players and Player Culture
What Made WoW Successful?
Coming Home to WoW Classic
References
Further Reading
Zork (1980)
Gameworlds in Text
Humor and Unconventional Commands
Affordances
Affordances and Agency
Conclusion
Notes
References
Further Reading
Index