11. ADD AND ABSTRACT

       The tendency to discuss games in the vernacular of cinema and the subsequent strategies to market games in such a way as to convince the customer that a game is in fact like a film is harmful in its reduplication of the manipulative and concealing nature of realist work. This trait of discussing the similarities of the movies and video games is most specifically a likening of these artifacts of play with the Hollywood blockbuster, rather than a self-reflexive and/or emotionally engaging artistic feat. Designers and developers strive to create a playing experience that emulates the act of watching a movie, sometimes using distinctive pans and zooms within gameplay to grant it greater cachet amongst the media hungry masses. Most often, games inject a rather contrived storyline into the playing space through a series of animated videos referred to as "cinematics" or "cut-scenes". As film is a far more acceptable mode of media consumption, this also has the effect of attracting new blood to a specific title or console. The perception is that unrealistic gaming experiences alienate the player from the potential interactivity.

       Wolf points out that quite the adverse is true. Distancing from clearly recognizable digital imagery has a freeing effect, allowing the user greater room for interpretation. Although an endeavor toward photorealism has become the norm of game design,

the time and motion present in a video game, coupled with complex graphics, could add to the stimulation of attention and curiosity, and play with expectations in a variety of ways. Games could even be designed such that the rules by which they are played, and the ways actions and consequences are connected, could be varied from game to game, requiring the player to learn anew every time9.

The need to streamline the playing experience, in keeping primarily with the look and expectations of Hollywood, works to negate the utopian possibilities of simulation. While game companies wish to present an experience we are familiar with and feel that we can be immersed into, the possibility to engage with the medium as a unique happening or unique form of entertainment dwindles. The industry is exploding and adapting the creatively stifling production mode of its rich uncle, the film industry. The possibility for postmodern commentary and critique via a form which recognizes its limitlessness and multifaceted makeup has existed in video gaming for some time. Pockets of resistance to standard fare exist and proliferate on the web, but the potential for an alternate method of popular gaming seems to have slipped us by while we were watching the 90 minutes of dialogue sequences included in Driver 3. The culture industry presents us with only that which it is familiar with, imposing desire upon us and refusing the possibility for intelligent art.


SLIDESHOW



| INTRODUCTION |
| ABOUT THE AUTHOR |
| LINKS | CONTACT | FORUM |
| WORKS CITED |

1. Invasion of the bedroom

2. "I like to watch, Eve."

3. The safest sex of all

4. This ain't your parents'
    interface

5. Invasion of the subway

6. Programming the city

7. Linguistic determinism for
    dummies

8. They'll be selling popcorn in
    my living room

9. I really didn't want to
      mention "The Matrix", but...

10. Narratology. Narratoday.
      Narratomorrow.

11. Add and abstract

12. Invasion of the mind

13. The procession of simulacra

14. My Sims clean up so I don't
      have to

15. Games make me murder
      people

16. Pause and reboot

17. Party like it's 1999

18. Real-world military
      simulation

19. Manufacturing consent
      in MMORPGs

20. I want to be just like me
      (only better)

21. The soundtrack of a
      generation

22. Invasion of the body

23. My mom went to cyberspace
      and all I got was this lousy
      t-shirt

24. When I get lost I stop for
      directions

25. Invasion of the soul

| CONCLUSION |

| INTRODUCTION |
| ABOUT THE AUTHOR |
| LINKS | CONTACT | FORUM |
| WORKS CITED |

Paul T. Hanlon's 2005 undergraduate thesis project, supervised by Prof. Susan Lord.
Queen's University Film Studies Dept.