6. PROGRAMMING THE CITY

        The gamer, removed from the act of gaming, may find herself wandering the streets of a downtown core, negotiating an ideal root through a complex grid of streets. Skyscrapers all around prevent her from viewing the best possible route head on, and she is forced to imagine a disembodied view of this cityspace; to organize the interlocking of avenues logically. It is in this complex makeup of steel and concrete that industry lurks. Games are developed in the city. The programmer and designer may stare into their computer screens and cut themselves off from their office space, but their position remains high above the metropolis. A glance out the window would reveal the dominance their position commands; their empowering view over the confusing network. From this vantage point, Grand Theft Auto III, Resident Evil, Manhunt, and countless other dystopian notions of the city have been conceived. The confines of the city cause designers to re-imagine the world around them fantastically and grotesquely, and thus worlds of dread and havoc are commonplace in video games. From the bedroom programmer though, we are presented with a more light-hearted and positive view of the world. Independent gamemakers working outside of the suffocation of industry, tend to be in tune with the hope posed by digital media; they align themselves with a utopian vision of the virtual and its ability to give pause for reflection. When not stifled by the demands of big business, the world through the eyes of the video game can be hopeful. It is not the media itself, but rather the conditions which influence its production that make its content seem so trivial.




| 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.