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Power Up

cafeman writes "This was a really hard review to write. It's been a long time since I've read a book that was so fascinating on the first reading and yet raised so many questions on the second and third. Books on the history of gaming are relatively few -- Joystick Nation, High Score, Game Over, Masters of Doom and The Ultimate History of Video Games, the major works on the topic, all focus on the West. Finding out more about the history of gaming in Japan is harder. Suffice to say that if you're interested in game trivia, Japanese console gaming industry history, or the Eastern cultural drivers behind game design and communication, you owe it to yourself to get Power Up. Why was the book so frustrating? That's an interesting question, one that I've since put a lot of thought into. Much to the annoyance of my wife, I might add." Read on for the rest of cafeman's review. Power Up: How Japanese Video Games Gave the World an Extra Life author Chris Kohler pages 312 publisher Brady Games rating 8 reviewer Cafeman ISBN 0744004241 summary An overview of the influence Japanese video games have had on the global industry.

This book is packed with information. For a book of only around 300 pages, Chris Kohler does an amazing job of maintaining the information flow without making it too dense. Unfortunately, this is the book's biggest weakness -- he does such a good job of including so much interesting information, his principal thesis gets lost.

The premise of the book appears pretty simple. Chris Kohler believes that Japanese video games have had a greater influence on Western game design, game promotion, and culture than previously recognized. He asks and tries to answer three questions (in his words):
  • What makes video games designed in Japan so phenomenally popular all over the world?
  • How did the Japanese pioneer cinematic techniques in video games, raising the medium to an art form?
  • How have these ideas so completely permeated the gaming world, not to mention our mainstream psyche?


To answer these questions, Chris identifies four key factors that distinguished Japanese game development -- the use of narrative, character abstraction, cinematic sequences, and control. To demonstrate the first three, he draws on specific arcade and console examples from the late '70s and early '80s to contrast Western design against Eastern. From there, he explores the relationship between (and complexities of) control and immersion by examining hardware development and the storytelling to provide context within games. He uses Nintendo's Shigeru Miyamoto's use of industrial and game design to illustrate the importance of control in the immersive game play experience.

After establishing the core concepts of narrative, character abstraction, cinematic sequences, and control, Chris turns to the use of storytelling to create fully developed characters that stimulate emotional responses within the player. To do so, he examines the development of characters and storylines within some of the most famous Japanese RPGs over time, focusing mainly on the Dragon Quest and Final Fantasy series. He also examines music as yet another control mechanism, looking specifically at the history and development of Gitaroo-Man, Parappa the Rappa, and Dance Dance Revolution (all games based on rhythm and music).

To complete the story, Chris then turns to the practical experiences of Westerners Dylan Cuthbert and Giles Goddard in developing the hardware and games for a Japanese games company. The hardware in question was the SuperFX chip, the game Star Fox, and the company Nintendo. By drawing on specific challenges and successes within the project, he highlights the Japanese focus on fun game play and control refinement.

From here, Chris branches off into a collection of tangents describing Japanese gaming culture. He spends a chapter touring Akihabara. He also describes the mentality and business behind Japanese games collectors, ranging from government regulation about when particular games can be released through how to Japan handles games and video rentals. He also examines the perennially popular topic of game translation, including (of course) reference to AYBABTU. More interestingly, he also examines the difficulties of translating language within hardware constraints. He describes a number of case studies showing how some cultural concepts couldn't be translated, how some weren't allowed to be translated, and how some were just badly translated (with unintentional hilarity, much in the same vein as Engrish).

Chris then uses Pokémon, one of the most famous / infamous games to have come out of Japan, to revisit how Japanese games have pervaded the Western psyche. He uses Pokémon as a way of tieing together his arguments into a single example, demonstrating quite powerfully the importance the four key factors had in the creation of a game that appeals to multiple cultures. And, by doing so, he illustrates the influence some Japanese games have had on the world as well as their continuing popularity.

His final chapter forms a more speculative foray into what the future holds for Japanese game design, and by proxy, for the world. He discusses ICO, Blood Omen, and Eternal Darkness, and highlights the continued movement toward fully developed, multidimensional narrative through the use of adult subject matter and emotional connection. His epilogue then ties off the book with a recap of his main points and lays out a number of (briefly described) further research directions and thoughts, such as "How much control is too much?", "Is the Japanese games industry due for a shake-out?", and "Are East-West collaborations the answer?". And, with some reflective thoughts, he ends the book.

Enough of the synopsis; Chris Kohler clearly has a passionate interest in the subject matter. There's no doubt that he's spent lots of time researching the material or that he's highly interested in it. His love of the topic clearly shines through - regardless of whether he's talking about an interview he conducted or a random piece of trivia about the industry, his prose remains engaging, light, and most importantly, clear. His background is in writing reviews, articles, and editorial pieces for publications including Nintendo Official Magazine UK and Wired, and it shows -- he's very clearly used to writing to maintain reader interest.

His knowledge of trivia is also strong -- there are some real gems in this book. For example, I often wondered why Nintendo never marketed their Famicom Disk System outside of Japan. In exploring the challenges of extending the Nintendo's hardware lifecycle, Chris points out the importance of being able to upgrade the console through technology embedded in the cartridges. Rather than having to buy a new console, memory and processor upgrades could be packaged into the cartridge itself, effectively bundling the upgrades with the game. Nintendo realized pretty quickly after releasing the Famicom Disk System that it could offer neither, and so discontinued it at approximately the same time Super Mario 3 was released. Also interesting (but possibly controversial) was that the name "Final Fantasy" came not from Square's belief that it was their final chance at success, but because the head developer, Sakaguchi, planned on quitting Square after finishing it and going back to school. It was thus his "Final Fantasy". The book is peppered with interesting insights like this, and even ignoring his analysis, make purchasing the book worthwhile.

However, not all is roses. Chris's writing, while engaging, is also unfocussed. It's taken my writing this review to clarify exactly what I felt was his chain of logic. While that may be a commentary on my own interpretative abilities, other people who have read his book seem to agree with me. It took me three readings and copious notes to work out what the connecting threads were between chapters, and in turn, between his examples and the main elements of his thesis. Bluntly, the dots are there, but he fails to connect them effectively.

Chris also fails to completely prove the questions he asks at the start of his work. He develops a strong case for Japanese innovation during the early period of video games, but he doesn't do nearly as good a job applying that argument to the present. Despite a chapter devoted to Pokémon (and its success in Western culture), he fails to build a general case on how Japanese games have influenced Western game design, development, and psyche outside of a few specific examples. These normally involve Western developers who have moved over to Japan specifically to work with Nintendo, or games from Nintendo itself.

And that, in a nutshell, sums up where Chris appears to be coming from. His experiences and anecdotes focus around Nintendo almost exclusively, even to the extent of ignoring other Japanese gaming developments which could have further supported his thesis. Discussion of Dragon Quest I, one of the first attempts at an RPG for the Nintendo Famicom System, goes on for many pages. However, Final Fantasy VII, a Japanese game that arguably made the fantasy RPG mainstream in the West, gets only a page of high-level discussion. For the uninitiated, Dragon Quest was released on the Nintendo Famicom system, while Final Fantasy VII was released on the Sony PlayStation. The Nintendo offering gets all the focus.

In short, if it doesn't have to do with Nintendo, it apparently isn't important. Game companies such as Konami, Namco, and Sega are given cursory acknowledgements. Despite an entire chapter devoted to Japanese RPGs, Phantasy Star (another enduring Japanese RPG that introduced first person navigation on the Sega Master System) never even rates a mention, despite being released a year after the original Final Fantasy. One could argue that he largely ignored it because it was released by Sega, a company founded by an American in Japan. However, given that he spends an entire chapter devoted to two Gaijin in Japan, this seems a little inconsistent.

More problematically, his argument (as opposed to his book) only works if one ignores the rest of the world. While this isn't the time or place to fully explore this, his focus on Japan (and consoles specifically) has meant ignoring key developments. For example, he goes into great detail about character development and the use of narrative elements within Japanese RPGs, but completely ignores what was happening in the West in the years preceding them. The Bard's Tale, Wizardry, and more importantly, Ultima, are all completely ignored. While he makes quite a strong case for Japanese innovation during the early years of game development through games such as Donkey Kong and Super Mario World, he completely ignores all further development and refinement taking place in the U.S. This is especially strange when one considers that he has recently written about such games as Psychonauts and appears to have a reasonable knowledge of US and PC gaming history. While his position that Japanese game design influenced global design in the late '70s is plausible, there's a great deal of evidence to suggest that by the mid '80s the opposite was true and that the U.S. was exploring new designs in gaming in their own right, including introducing some interesting party management complexities. Strangely, while this position is actually hinted at through his quotes from Japanese developers, it is ignored. This is unfortunate, as from a historical perspective, it arguably attributes too much credit to Japanese design.

The book, overall, reads as the first book publication by a person used to writing articles of under a few thousand words -- it's punchy, interesting, and full of facts, but it wanders. That could be because of his past, or it could be because of editorial input. Chris freely admits that the book stems from the dissertation he wrote as part of his Fulbright Fellowship in Japan. It's quite possible that the first draft may have been too academic, and in trying to appeal to a more general audience, his publisher encouraged him to add additional background and "fun facts" about the industry. Either way, the book lacks focus. From an interpretative perspective, its greatest strength is also its greatest weakness -- the sheer volume of interesting information distracts from the main threads of his argument. This lack of focus is painfully obvious in the second half of the book - it reads as a collection of unrelated essays.

Despite these reservations, I really enjoyed this book. While the main thesis of the book is hard to follow, it's still an interesting read with lots of trivia, history, and context. Chris clearly has a love of Japanese culture, and there's a dearth of books on this subject matter that treat it seriously. As a reader, I'm looking forward to Chris's next literary work -- based on this book, I'm already digging up his previous works, and I'll be first in line to buy his next. Facts are one thing, but passion is another, and he's definitely got both. My wife, despite not being interested in games in the slightest, has been taking his book to read on the train to work. I know it doesn't sound like much, but in my house, that's a major compliment. If I could recommend anything for the next work, it would be to get some other like-minded people with a good sense of gaming history to assist with the editing process. It would also be interesting to focus on game design and enjoyment with the intention of integrating both East and West design developments.

Every review needs a rating, no matter how illogical or unfair. If you're looking for something that provides some history around the Japanese gaming industry, gives a lot of very interesting facts, and entertains while doing so, I'd give this book an eight, possibly even a nine out of ten. As an academic work, looking at defining and developing an argument based on logic, research, and balanced discussion, I'd have to give it four out of ten. His argument is there (regardless of whether you agree with it or not), as are the supporting facts, but they're so lost in the noise as to be hidden. On a more editorial note, his thesis, while starting strong, grows progressively weaker due to a selective focus on Japan exclusively. While I recognize that this selective focus was intentional, I feel that it undermines his arguments due the breadth of his statements about the influence of Japanese design on the West. Even so, I'd highly recommend the book, and I can guarantee I'll be pre-ordering his next when it's published.

You can purchase Power Up: How Japanese Video Games Gave the World an Extra Life from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page.

122 comments

  1. Which is worse? by Anonymous Coward · · Score: 0, Funny
    Help me decide:
    1. Playing these stupid games
    2. Writing a book about these stupid games
    3. Reading & Reviewing the book about these stupid games
    4. Reading the review about the book about these stupid games
    5. Zonk
    1. Re:Which is worse? by bloodmusic · · Score: 1

      I'd definitely say replying to your question would be the worst. Damn.

    2. Re:Which is worse? by Anonymous Coward · · Score: 0

      I say reading three times and reviewing the book about these stupid games.

    3. Re:Which is worse? by Anonymous Coward · · Score: 0

      Answer:

      4. Reading the review about the book about these stupid games

      Everyone knows it's not necessary to read the article in order to comment on it.

    4. Re:Which is worse? by OffTheLip · · Score: 1

      Agreed. While Slashdot is not always the epitome of intellectual fodder this is irrelevant by any standards. Sheesh, give me a break. I'd rather read Harry Potter...

    5. Re:Which is worse? by DevanJedi · · Score: 1

      Did he really say he read it three times though? In that case my vote goes to 6. Reading Three Times & Reviewing the book about these stupid games after spending a good part of your life playing them!

    6. Re:Which is worse? by Anonymous Coward · · Score: 0

      Please proof read your messages BEFORE they get posted. Number 5 should read "Zork".

    7. Re:Which is worse? by ultramk · · Score: 1

      I would have to say the correct answer is:

      6. Posting a message about the dumbness of reading the review about the book about these stupid games.

      m-

      --
      You catch enchiladas by picking them up behind the head and holding them underwater until they don't kick anymore -VeGas
    8. Re:Which is worse? by Anonymous Coward · · Score: 0

      Well I assume you haven't read this book, so by far the dumbest thing is your post!

    9. Re:Which is worse? by poopdeville · · Score: 1

      Snape is the Half-Blood Prince and kills Dumbledore.

      --
      After all, I am strangely colored.
  2. Pokemon? by TubeSteak · · Score: 0
    Chris then uses Pokémon, one of the most famous / infamous games to have come out of Japan, to revisit how Japanese games have pervaded the Western psyche.
    Does anyone still care about Pokemon?
    --
    [Fuck Beta]
    o0t!
    1. Re:Pokemon? by I8TheWorm · · Score: 4, Funny

      Sort of. With my kids, it's a threat of a form of punishment.

      "If you don't clean your room, all you're getting for your birthday is pokemon gifts!"

      --
      Saying Android is a family of phones is akin to saying Linux is a family of PCs.
    2. Re:Pokemon? by Anonymous Coward · · Score: 1, Informative

      Yes. Pokemon games still sell huge numbers in both Japan and the U.S., although I have no knowledge on whether the CCG, TV series, and films are nearly as popular now as in their heydays outside of Japan. My guess is no, simply because I'm almost as genuinely apathetic to the franchise as you seem to be, and like you, I don't hear too much on the news about Pokemon-related things other than new releases of the video games.

    3. Re:Pokemon? by karnal · · Score: 1

      You better watch it. Next thing you know, they'll be getting you a Vanilla Ice CD for Father's/Mother's Day.

      Or mebby Snow.

      --
      Karnal
    4. Re:Pokemon? by milktoastman · · Score: 1

      I think, I really do, that Pokemon in plush form had something going. Shag carpet mixers notwithstanding. And I don't think suede toy boxes were the thing to close on 'em.

  3. Pokemon Ripoff of Magic by Vicissidude · · Score: 4, Informative

    Interesting that the reviewer brings up Pokemon as influencing America, especially considering that Magic was around long before Pokemon and certainly influenced it. Magic comes from the Seattle area.

    1. Re:Pokemon Ripoff of Magic by Anonymous Coward · · Score: 0

      Yeah, but Pokemon was so much ..bigger than M:TG.

      I mean, if you're a Magic buff (like me) you know there that the sets tie into each other, there are novels that create a storyline. The storyline and its characters are represented (partially) in the game of Magic itself.

      But Pokemon? Pokemon was a huge phenomenon(sp). They did the card games. The toys. The TV show. The Gameboy games (which deserve extra mention, they are quite good games). The multitude of games for other Nintendo platforms. The crappy tie-ins, the worthwhile tie-ins, the movies, etc.

      To call Pokemon a 'ripoff' of Magic isn't fair. Pokemon was simply designed to be enourmous and appeal to a market that you can sell many many many similar product lines to (little kids). It's not an apples-to-apples comparison.

    2. Re:Pokemon Ripoff of Magic by antifood · · Score: 2, Interesting

      True, but Shin Megami Tensei came out before Magic the Gathering. Magic the Gathering came out in 1993, while Shin Megami Tensei came out in 1992. A year is cutting it close, but what ever. One could easily say that while Pokemon did not inspire Magic the Gathering, Shin Megami Tensei did. I got the dates from the wiki, so take it for what you will.

    3. Re:Pokemon Ripoff of Magic by Shadowin · · Score: 2, Insightful

      Pokemon the video game was around a long time before pokemon the card game. I fail to see how Pokemon's success depended on Magic.

    4. Re:Pokemon Ripoff of Magic by bpfinn · · Score: 1
      Magic comes from the Seattle area.

      Hmm, that may explain the unnatural rise of:
      • Microsoft
      • Starbucks
      • Grunge
    5. Re:Pokemon Ripoff of Magic by Nasarius · · Score: 1
      One could easily say that while Pokemon did not inspire Magic the Gathering, Shin Megami Tensei did.

      Evidence? Just because it came shortly before doesn't mean it had any influence. The creators of M:TG may have been entirely unaware of its existence.

      --
      LOAD "SIG",8,1
    6. Re:Pokemon Ripoff of Magic by antifood · · Score: 1

      Ah, and therein lies the reason I used the word "could". And let me tell you, I deliberated the choice of words for my posting for quite some time. I then realized I was writing about Pokemon and said fuck it.

    7. Re:Pokemon Ripoff of Magic by Anonymous Coward · · Score: 0

      1. Pokeman was a video game many years before it was a card game.

      2. Pokeman the card game is sold by Wizards of the Coast, creators of Magic the Gathering; so it is most definatly a derivative of Magic, absolutely. But not really a rip-off, as to me that implies another company ripping off a Wizards of the Coast idea.

    8. Re:Pokemon Ripoff of Magic by tgibbs · · Score: 1

      But Pokemon? Pokemon was a huge phenomenon(sp). They did the card games. The toys. The TV show. The Gameboy games (which deserve extra mention, they are quite good games). The multitude of games for other Nintendo platforms. The crappy tie-ins, the worthwhile tie-ins, the movies, etc.

      Yes, the impressive thing about Pokemon was how it managed to combine so many addictive elements into one product: Cute animals, collectable card games, RPG video games, anime, plush dolls.

    9. Re:Pokemon Ripoff of Magic by TodPunk · · Score: 2, Insightful

      You're not differentiating. Pokemon the Video Game and Cartoon series has influential marks on America all over, especially on younger children. Pokemon the CARD game was actually developed BY Wizards of the Coast, the same people that did Magic: The Gathering. It was a move to make money. Businesses tend to do that. So really, Pokemon DID influence America (Yu-Gi-Oh games, anyone?).

      This doesn't even take into account that Square was originally a company in Japan that started by making a COLLECTIBLE CARD GAME in the early 20th century. Magic: The Gathering can't really compete with that one. Though honestly, the two don't seem to be related.

      --
      This forum Sig is licensed under the LGPL.
    10. Re:Pokemon Ripoff of Magic by xgamer04 · · Score: 1

      NO NO NO.

      Pokemon the CARD game was actually developed BY Wizards of the Coast,

      No, WotC only translated/distributed the game (created/developed by some Japanese company) for a few years. It is distributed by someone else now.

      Pokemon DID influence America (Yu-Gi-Oh games, anyone?).

      I don't know what you're trying to say here, but Yu-Gi-Oh is not an American game. It is a CCG that was originally developed in Japan.

      --
      When you look at the state of the world, how can you not become a radical, liberal anarchist?
    11. Re:Pokemon Ripoff of Magic by jpostel · · Score: 1

      ROFL "fuck it" is right!

      When people start arguing about Pokemon ripping off Magic or vice versa, I have to laugh. It's like arguing if one is a "trekkie" or "trekker". Either way, you're still a big geek, and so am I.

      I never caught the Magic bug, but I still have boxes of my old D&D stuff, so I guess I have to laugh at myself too. "No! You can't make a saving throw against petrification of the basilisk because of its +5 sneak stare attack!" LOL

      --
      Ummm, Jon, aren't you supposed to be dead...? - Otter(3800)
  4. Hmmm... by __aaclcg7560 · · Score: 4, Interesting

    Can we blame the Japanese for adding multiple buttons to a controller? Some controllers have so many buttons except one for the kitchen sink. My ideal controller is an Atari 2600 joystick with one button. Then again, I'm an old fart.

    1. Re:Hmmm... by H0p313ss · · Score: 1

      I hear you... How 5 year olds can manage four buttons and two joysticks with their thumbs? It's beyond me!

      --
      XML is a known as a key material required to create SMD: Software of Mass Destruction
    2. Re:Hmmm... by Abedneg0 · · Score: 1, Troll

      I bet you own a Mac, too.

      [mod me Troll]

    3. Re:Hmmm... by __aaclcg7560 · · Score: 1

      Not yet. But even then, I will use a regular PC mouse. The "Super Mouse" looks like an "Under Dog" to me. ;)

    4. Re:Hmmm... by hamfactorial · · Score: 0

      Remember the Jaguar controller? That beastly thing had so many buttons it made my keyboard jealous.

      --
      Did you know subscribers can see articles in the future? Holy shit!
    5. Re:Hmmm... by The+Lynxpro · · Score: 1

      "My ideal controller is an Atari 2600 joystick with one button. Then again, I'm an old fart."

      Hmmm. Atari and the insistence on a one-button joystick (at least until the Atari 5200 came out). Steve Jobs began his career working at Atari. Jobs has the Macintosh designed with a one-button mouse; a tradition that officially carried on until this week's release of *Mighty Mouse*. Connection? You decide. :)

      Seriously, why does everyone forget about Nolan Bushnell like they do with Dre? :)

      --
      "Right now, somewhere in this world, Scott Baio is plowing a woman he doesn't love," - Peter Griffin, *Family Guy*
    6. Re:Hmmm... by edbarrett · · Score: 1
      Nah, the original Genesis controllers (were the Japanese and US version different?) were the best I've used so far. Larger than the dinky Master System ones, and they actually fit my hands! And that was *after* I went through numerous Epyx 500xjs (my second favorite of all time -- No one could touch me in Activision Decathlon)

      You should check out the rest of the Controller Family Tree (sorry, Mr. Sock Master) it's pretty neat.

    7. Re:Hmmm... by DNS-and-BIND · · Score: 1
      Er, no. The NES (1985) had four buttons. The Intellivision (1980) had fifteen buttons. You can blame Mattel.

      And Atari games sucked compared to Intellivision games.

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    8. Re:Hmmm... by cybpunks3 · · Score: 1

      And, most importantly, he button should be on the LEFT. A lot of coinops moved the joystick to the left and buttons to the right during the whole fighting craze, but to me it's more intuitive to control movement with your dominant hand. Moving buttons to to be controlled by the right hand shows that games evolved towards random "button mashing".

  5. Troll here by Anonymous Coward · · Score: 0

    lol, what?

  6. Four factors? by Anonymous Coward · · Score: 0

    Chris identifies four key factors that distinguished Japanese game development -- the use of narrative, character abstraction, cinematic sequences, and control.

    5) Tentacle rape.

    1. Re:Four factors? by Anonymous Coward · · Score: 0

      > > Chris identifies four key factors that distinguished Japanese game development -- the use
      > of narrative, character abstraction, cinematic sequences, and control.

      > 5) Tentacle rape.


      Please don't confuse the mods; most of them won't know whether to mod this as "+1:funny" or "-1:troll", and you'll make their little heads explode.

  7. "Every review needs a rating..." by Anonymous Coward · · Score: 0
    Every review needs a rating, no matter how illogical or unfair.

    Does it really? What if your audience is, you know, literate, and has read the rest of the review?

    1. Re:"Every review needs a rating..." by Anonymous Coward · · Score: 0
      "Every review needs a rating, no matter how illogical or unfair."
      Does it really? What if your audience is, you know, literate, and has read the rest of the review?

      Okay, point taken. Every review on Slashdot needs a rating, no matter how illogical or unfair. Happy now?
  8. Narrative is the weakest point by Phoenix666 · · Score: 2, Insightful

    in Japanese games, at least seen through Western eyes. The same is true of manga and anime, where nothing is ever definitively resolved nor plotlines clearly delineated. The ambiguity is rooted in Japanese culture, which is great, but after you've fought the final boss in Devil May Cry six times in a row because he simply refuses to die, no matter how spectacularly he blows up on each successive occasion, or after neo-Tokyo blows up twice in a row without explanation at the end of Akira, it becomes a little tedious and pointless. With all apologies to /. anime-philes, the perfect game would marry Japanese visual genius and gameplay with Western writers.

    --
    Do what you can, with what you have, where you are.
    1. Re:Narrative is the weakest point by Anonymous Coward · · Score: 0

      What you say is true, and is certainly a drawback. However, the thing I like about anime and Japanese games is the character development. (Note: I'm an RPG gamer. This doesn't really apply to Mario or puzzle games.) I think it draws from the fact that many anime stories are designed for 13 or 26 episodes. In that you can introduce and develop some interesting characters, and then do something with them (in many cases killing them off.) American media is generally designed around a 2 hour movie or a television series that runs indefinitely. In 2 hours you don't get much character development, because you need most of that time for plot. In a endless series you often can't develop too much, because you need continuity and you want to be able to play re-runs with the new episodes. Almost the only reason anybody dies in an American series is because of failed contract negotiations. (Many of those they do kill off don't stay dead, either.)

      So, for all its other flaws, I find I get a much better emotional attachment to characters in an anime series than any American media. The same is true of Japanese games. Didn't many reviews say that Halo wasn't as popular because it didn't have a face? The problem with the games is that in order to have character development they have to do a lot of cutscenes and a very linear plot, which hurts gameplay a lot.

    2. Re:Narrative is the weakest point by aconbere · · Score: 1

      To be fair, the Akira movie was all over the place plot wise... and why not... it's combining no less than 6 wonderful manga comics (and large ones at that). The movie essentialy takes the first one, then at the last moment, tacks on the ending of the last one... which makes no sense!
       
      /me shrugs

      The comics were great :)

    3. Re:Narrative is the weakest point by XdevXnull · · Score: 1

      Best game narrative of all time was from a japanese game: puyo-puyo

      --
      "I'm a Laver, not a Phyto[plankton]"
    4. Re:Narrative is the weakest point by Alterscape · · Score: 1

      Given the popularity of Japanese animation and gaming outside of Japan (at least among certain demographics), the statement "the perfect game" might be more accurate if rewritten, "the perfect game for {Western|American} mainstream audiences."

    5. Re:Narrative is the weakest point by starwed · · Score: 1

      The same is true of manga and anime, where nothing is ever definitively resolved nor plotlines clearly delineated

      That is just completely untrue of shit tons of anime. It's true that the "edgy" anime (Like Lain or Evangelion) which tends to make an impact amongst the US fanbase is often abstract, but a lot of anime is just straightforward story telling. Given that a lot of anime's are constrained to 13 or 26 episodes, things are "definitively resolved" far more often than in US TV series, which mostly just carry along until they become unprofitable.

      Anime is a medium more than a genre, and I'm guessing your opinions are based on a pretty small sample. A movie like Millenium Actress has as much in common with Akira as Sandman does with Superman. ^_^

    6. Re:Narrative is the weakest point by Anonymous Coward · · Score: 0

      What about DragonBall/Z/GT?

    7. Re:Narrative is the weakest point by dbhankins · · Score: 1

      A good example of the kind of combination you speak of is the set of western-written Dirty Pair comics, which were excellent.

      I've seen some of the Japanese Dirty Pair anime with the same characters, and while the visual and other stylistic aspects are equivalent, considerations of motivation and plot seem to be lacking.

      I think one of the reasons the Final Fantasy movie didn't work for Westerners was that the plot and motivational aspects had a Japanese flavor while the rest (visuals, design, etc) leaned West - exactly the opposite of the combination the parent poster advocates.

    8. Re:Narrative is the weakest point by Anonymous Coward · · Score: 0

      I'm glad someone else out there has seen Millennium Actress. That movie did not get the attention it deserved. It is one of the best movies I've ever seen. Not best anime, but best movie period.

    9. Re:Narrative is the weakest point by starwed · · Score: 1

      Astonishingly, anime is a subset of everything: Sturgeon's law.

    10. Re:Narrative is the weakest point by Anonymous Coward · · Score: 0

      I think one of the reasons the Final Fantasy movie didn't work for Westerners was that the plot and motivational aspects had a Japanese flavor while the rest (visuals, design, etc) leaned West - exactly the opposite of the combination the parent poster advocates.

      Personally, I thought that (for a pseudo-live-action movie), it had some extreme cheesiness (the 'bad guy' was particularly over-the-top), and that the dialog and characterisation were weak and betrayed the level of expectation of an animation, not a 'live-action' movie.

      I thought the 'Japanese' aspects of the movie were the parts that showed more potential, but they weren't realised as well as they could be, having been buried under the above-mentioned flaws.

    11. Re:Narrative is the weakest point by cornface · · Score: 0

      I think the main reason the Final Fantasy movie didn't work for westerners is because it was basically an episode of the Captain Planet cartoon with fancier animation.

  9. Final Fantasy by hamfactorial · · Score: 0

    I wonder if it includes any special sections on the FF series from SquareSoft. I grew up on those games (on all the various platforms) and I know Japan had a handful that were never released in the U.S. Not that anyone will flame me over my choice (unless truly fanatical), but I think FF7 is the best game to come out on the Playstation, if not all the 3rd-gen and onward video game systems.

    --
    Did you know subscribers can see articles in the future? Holy shit!
  10. In the immortal word of strong bad email. by TheSneak · · Score: 1

    "Ugh, too long slappy too LONG!"

    All these reviews are always 20 pages long. Reviews tell us if a book is good or bad, then tell us why, not list off the Entire contents of the book in large detail.

    Ok now, about the book. If any industry has an interesting history, it's deffinatly the gaming industry. You could make volumes of books like this man. This is probably an interesting read, but the way this review is written i just got tired half way through.

    --
    Nasa spent billions making a pen capable of writing in space. The Russians just use a pencil.
    1. Re:In the immortal word of strong bad email. by Radres · · Score: 1

      Your sig is an urban legend.. Go on, perpetuate the lies that you have been told.

    2. Re:In the immortal word of strong bad email. by Anonymous Coward · · Score: 0

      I like long reviews, especially ones that are well written and interesting.

      However, if you don't like long reviews, it's not like someone's forcing you to read it.

    3. Re:In the immortal word of strong bad email. by TheSneak · · Score: 1

      For cripes sakes, i know already. You're the 500th person to post that. I KNOW ITS A LIE. I like the message the urban legend has to tell.

      --
      Nasa spent billions making a pen capable of writing in space. The Russians just use a pencil.
    4. Re:In the immortal word of strong bad email. by Anonymous Coward · · Score: 0

      Just change "NASA" to "Americans" and it'd be true.

    5. Re:In the immortal word of strong bad email. by cornface · · Score: 0

      For cripes sakes, i know already. You're the 500th person to post that. I KNOW ITS A LIE. I like the message the urban legend has to tell.

      What message? That our astronauts drew pictures on the moon with their amazing space pens while the Russians inhaled pencil shavings in their non-moonbound capsule?

      Yes, I can see your point.

  11. Well... by Anonymous Coward · · Score: 0

    If you're talking about the CCG, then I could definitely see that -- the Pokemon CCG was developed by Wizards of the Coast. The actual game, however, is a different story. =)

  12. Your buddy Chris by egriebel · · Score: 2, Insightful

    So what's up with calling the author "Chris"? Is he your college roomate or something?

    --
    ACHTUNG! Das computermachine ist nicht fuer gefingerpoken und mittengrabben. Ist nicht fuer gewerken bei das dumpkopfen.
    1. Re:Your buddy Chris by lawpoop · · Score: 1

      I think 'Chris' is the author's name.

      --
      Computers are useless. They can only give you answers.
      -- Pablo Picasso
    2. Re:Your buddy Chris by wheresdrew · · Score: 1

      Perhaps he's doing his buddy a favor by getting an adver^H^H^H^H^H review of a book that came out 11 months ago posted on Slashdot?

    3. Re:Your buddy Chris by slashrogue · · Score: 1

      Well... if you go to his website (which is linked in the review) you'll find his copyright notice is Copyright 2001-2003 Chris Kohler. When he's mentioned on the front page there, it is again as "Chris Kohler". So I don't see why the reviewer would refer to him in another fashion.

    4. Re:Your buddy Chris by DoorFrame · · Score: 1

      I knew him in college, can I call him Chris?

    5. Re:Your buddy Chris by egriebel · · Score: 1
      I think 'Chris' is the author's name.
      Thanks for pointing that out Dick Tracy! I'd love to stay around and chat, but you'd better hurry up, the clue train is about to leave the station.

      My point was that one does not generally refer to someone by their given name unless there is some sort of mutual relationship, but thanks for allowing me to clear that up Mr. Poop. Or can I call you "law"?

      --
      ACHTUNG! Das computermachine ist nicht fuer gefingerpoken und mittengrabben. Ist nicht fuer gewerken bei das dumpkopfen.
    6. Re:Your buddy Chris by egriebel · · Score: 1
      Well... if you go to his website (which is linked in the review) you'll find his copyright notice is Copyright 2001-2003 Chris Kohler. When he's mentioned on the front page there, it is again as "Chris Kohler". So I don't see why the reviewer would refer to him in another fashion.

      You know, I guess you are right. Now that I think about it, I refer to complete strangers by their first names too. Why, just the other day I called up 1600 Pennsylvania Avenue and asked to talk to George. Funny thing though, the operator had no idea who I was talking about, even when I told her, "it's me, Ed." Still puzzles me even now why they wouldn't let me talk to POTUS....

      --
      ACHTUNG! Das computermachine ist nicht fuer gefingerpoken und mittengrabben. Ist nicht fuer gewerken bei das dumpkopfen.
    7. Re:Your buddy Chris by lawpoop · · Score: 1

      Lawpoop is my slashdot ID, it's not like my real name or anything.

      --
      Computers are useless. They can only give you answers.
      -- Pablo Picasso
    8. Re:Your buddy Chris by cornface · · Score: 0

      Really???

  13. Re:Save Some Money by Anonymous Coward · · Score: 0

    Parent poster was modded down previously for doing this same kind of thing on book reviews under the name pmc258. See here

    Why change to a new username if this time you are including a disclaimer, which was what upset people last time?

  14. Pants on Fire by El_Smack · · Score: 0, Troll


    "Much to the annoyance of my wife,..."

    Is this the wife who is always away on modeling assignments? The one you met at a truth telling contest 3 towns down?

    --


    There are 01 kinds of cars in the world. The General Lee, and everything else.
  15. Mod down, same old referral spam by Anonymous Coward · · Score: 0

    Just because your message carries a disclaimer, doesn't mean it's not spam. It's the same kaleidojewel post that's been plaguing /. for ages. Nobody wants to see your "GIVE ME MAH MONEY!" posts in each book review. All of that constant posting for a nickel or two? So sad.

  16. Joystick? Bah! by DG · · Score: 3, Funny

    You crazy kids with your 8-way joysticks and your so-called "fire" button. Bah!

    In my day we had a single left-right knob, and we LIKED it!

    The video game industry peaked with Pong. All else since has been over-decorated frippery.

    DG

    --
    Want to learn about race cars? Read my Book
    1. Re:Joystick? Bah! by Anonymous Coward · · Score: 0

      You had a KNOB?

      In my day we had a single toggle switch that was permanently welded into the ON position. I would have *killed* for a knob.

      Kids these days.

    2. Re:Joystick? Bah! by Anonymous Coward · · Score: 0

      Oh, you're talking about Pong! For a minute there I thought you were talking about spankin' the monkey.

    3. Re:Joystick? Bah! by Anonymous Coward · · Score: 0

      I was so poor that if I didn't wake up with a boner on Christmas morning I didn't have anything to play with

    4. Re:Joystick? Bah! by Leontes · · Score: 1

      WELDED SWITCH? You lucky bastard. Back when I was played the video box, we considered ourselves lucky if with a single, bendy strand of copper wire. And we were happy about it!

    5. Re:Joystick? Bah! by jlapier · · Score: 2, Funny

      In my day we had a single left-right knob, and we LIKED it!

      You were lucky to have a knob! When I was a kid, we used to play Pong by havin' our father shine a flashlight in our eyes while our mother whacked us across the forehead with a belt. Then we'd have to hold up our hands and move them up and down, chasing the white spots burned into our retinas.

      But try tell that to the kids of today - they won't believe ya.

    6. Re:Joystick? Bah! by Anonymous Coward · · Score: 0

      Spankin' the Monkey? I don't believe I've ever played that...

      Is that anything like Donkey Kong?

      --
      AC's don't have signatures.

      Falun Dafa is good!

  17. Japanese Gaming Aesthetic by Phoenix666 · · Score: 2, Interesting

    is a fascinating example of a micro-cultural competitive advantage. It's like the dominance of Russian figure skaters or Kenyan marathon runners. Japanese animators start early--seems like every Japanese school kid can draw a respectable comic strip. Whereas you'd catch American teenagers scribbling lyrics or rock band logos on their notebooks in class, Japanese kids would be free-hand drawing Dragonball Z.

    Somehow the cultural meme has sprung up in Japan that places relative importance on illustration, and it bears fruit in the gaming, anime, manga, and toy industries. Interesting to contemplate how a society could consciously create other micro-cultures for competitive advantage.

    --
    Do what you can, with what you have, where you are.
    1. Re:Japanese Gaming Aesthetic by techno-vampire · · Score: 1
      Interesting to contemplate how a society could consciously create other micro-cultures for competitive advantage.

      Jack Vance wrote a book about that in 1958, The Languages of Pao in which various parts of a planet's people were changed into great merchants, warriors, technicians and so on simply by being raised in a culture with a language designed to instill the appropriate mindsets. Not one of Vance's best, but still well worth reading.

      --
      Good, inexpensive web hosting
    2. Re:Japanese Gaming Aesthetic by deanoaz · · Score: 1

      I'll have to look for that. I'm embarking tomorrow on my semi-annual tour of used bookstores in the western U.S. (aka vacation trip).

      "Always read stuff that will make you look good if you die in the middle of it." - P.J. O'Rourke

      --
      If 'the people' in Amendment 2 are 'the state' then Amendments 1, 2, 4, 9, and 10 benefit the state, not you.
    3. Re:Japanese Gaming Aesthetic by Valdrax · · Score: 1

      [S]eems like every Japanese school kid can draw a respectable comic strip. Whereas you'd catch American teenagers scribbling lyrics or rock band logos on their notebooks in class, Japanese kids would be free-hand drawing Dragonball Z.

      Not really. It's not significantly more prevalent to doodle on things than it is here though what they doodle may be different, and the kids that get really into it are about as socially outcast as the "weird art kids" here. It's actually a bit nerdier of a thing to do all the time there since it ties straight into being considered an otaku instead of being a considered a guy with access to good music and good drugs.

      --
      If it's for-profit but free, you're not the customer -- you're the product (e.g., the Slashdot Beta's "audience").
    4. Re:Japanese Gaming Aesthetic by xgamer04 · · Score: 1

      I shall train my children in the ways of Alchemy.

      --
      When you look at the state of the world, how can you not become a radical, liberal anarchist?
  18. With apologies to Grampa Simpson by GogglesPisano · · Score: 1

    "Dear Mr. President of Sony, there are too many buttons on game controllers nowadays. Please eliminate three. I am not a crackpot."

    1. Re:With apologies to Grampa Simpson by elrous0 · · Score: 1
      It'll be a cold day in Hell before I admit the X button!

      -Eric

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
  19. Hey cafeman by Anonymous Coward · · Score: 0

    "Despite an entire chapter devoted to Japanese RPGs, Phantasy Star (another enduring Japanese RPG that introduced first person navigation on the Sega Master System) never even rates a mention, despite being released a year after the original Final Fantasy. One could argue that he largely ignored it because it was released by Sega, a company founded by an American in Japan."

    You said it yourself. Phantasy Star, an inferior game to Final Fantasy in most ways, was released after Final Fantasy was. Whoopee, first-person dungeon crawling - hardly worth the mention.

    The fact that Sega was founded by an American has no bearing on anything here. I question you for mentioning this fact as if to point out some glaring error of ethnocentrism that the author has made, particularly because of the italicized emphasis you use in your original posting. While one could (as you say) make the argument you present, nobody should. Having read Kohler's works in the past, I am certain that the argument is groundless.

    1. Re:Hey cafeman by cafeman · · Score: 1

      You said it yourself. Phantasy Star, an inferior game to Final Fantasy in most ways, was released after Final Fantasy was. Whoopee, first-person dungeon crawling - hardly worth the mention.

      My point wasn't so much to do with quality of game design, it had more to do with the Nintendo-centric focus of the book. Phantasy Star was no less story driven than most of the other RPGs mentioned in that time-frame in the book, yet it wasn't mentioned (even in passing). I just found it a strange omission.

      The fact that Sega was founded by an American has no bearing on anything here. I question you for mentioning this fact as if to point out some glaring error of ethnocentrism that the author has made, particularly because of the italicized emphasis you use in your original posting.

      Apologies for the miscommunication - I italicised it to try and imagine some sort of justification as to why it could have been excluded, nothing more. All I was saying was that possibly Chris had excluded it because under the boundaries of his choice of topic, he had chosen to focus specifically on games made by Japanese developers, not games by Japanese companies (hence italicising "American"). I wasn't claiming any ethnocentrism, I was claiming a possible deliberate restriction of topic by Chris to focus his argument. And, as I said, I found that hard to believe as well.

      In the end, what I was trying to say was that I found it a strange omission, nothing more.

      --
      This is your life, and it's ending one minute at a time.
  20. be a better writer by handy_vandal · · Score: 1

    This was a really hard review to write. It's been a long time since I've read a book that was so fascinating on the first reading and yet raised so many questions on the second and third. Books on the history of gaming are relatively few -- Joystick Nation, High Score, Game Over, Masters of Doom and The Ultimate History of Video Games, the major works on the topic, all focus on the West. Finding out more about the history of gaming in Japan is harder. Suffice to say that if you're interested in game trivia, Japanese console gaming industry history, or the Eastern cultural drivers behind game design and communication, you owe it to yourself to get Power Up.

    Emphasis mine. If it were suffice to say that part -- which sums up the review nicely -- then why subject us to the tedium of the preceding sentences?

    Really hard to write? Then be a better writer; or get an editor.

    -kgj

    --
    -kgj
    1. Re:be a better writer by Anonymous Coward · · Score: 0

      You have successfully nitpicked. Pretentious award achieved. Mission complete.

    2. Re:be a better writer by poopdeville · · Score: 1
      f it were suffice to say that part -- which sums up the review nicely -- then why subject us to the tedium of the preceding sentences?

      Because the part that suffices does so in virtue of being a response to the problem presented before.

      --
      After all, I am strangely colored.
    3. Re:be a better writer by handy_vandal · · Score: 1

      Because the part that suffices does so in virtue of being a response to the problem presented before.

      I disagree. The "suffice" sentence stands nicely on its own, the preceding sentences add pointless bloat.

      -kgj

      --
      -kgj
    4. Re:be a better writer by handy_vandal · · Score: 1

      You have successfully nitpicked. Pretentious award achieved. Mission complete.

      A front-page post deserves to be nitpicked, when written by a nitwit. Slashdot has editors for this purpose. Not very good editors, perhaps, but editors nonetheless. It's the business of editors to make sure that their flagship publication is free of nits. That's the very definition of good writing in a good publication: it doesn't itch with nits.

      Individual posts withing a thread, I don't give a damn. But if a writer is going to make himself look stupid on Slashdot's home page, he deserves all the insult he gets.

      -kgj

      --
      -kgj
  21. I would strongly disagree by Valdrax · · Score: 2, Interesting

    Narrative is in fact one of the strongest focuses of the Japanese game industry after game play whereas Western games focus far more on exploring an interesting setting. (See the Final Fantasy series vs. the Wizardry series.) The problem you are having is with the Japanese having a lack of insistence on cut-and-dry, tie-it-all-up endings (or with a lack of exposure to the good stuff).

    Japanese film and games focus far more on the situation and the characters than the events and the resolution. They are also extremely fond of in media res introductions. This is most prevalent in their drama, psycho-thriller, and ultra-high budget action movies, their more cryptic and cerebral anime, and in their RPGs. This tends to upset American fans who want their to be a nice resolution about how all the people with robots beat all the bad guys up rather than about how the main character got over his crippling self-doubt and isolation. (*cough* Evangelion *cough*)

    Just because the director doesn't tie everything up and spoon feed it to you like Jerry Bruckheimer would doesn't mean that they can't tell a story.

    (Side note: The ending to Akira sucked because they expected you to have read the manga. I think it's possibly one of the weakest anime titles out there, but people love it because it was one of the first things they saw and the visuals rocked. I'm not very fond of the movie.)

    --
    If it's for-profit but free, you're not the customer -- you're the product (e.g., the Slashdot Beta's "audience").
    1. Re:I would strongly disagree by Phoenix666 · · Score: 2, Interesting

      (It's a Friday afternoon and I'm playing out the clock...)

      Yes, Japanese story telling focuses on character development, but it's never from anything to anything. It's all situational. As such it conforms to Japanese ideals like kibun tenkan (submersing the self to fit the situation). It's excellent for a culture that prioritizes conformity, but quite frustrating for people from cultures that stress individuality. Thus, as a person who grew up in the latter, Japanese story telling, by and large, is unsatisfying.

      So, although it might be interesting to realize in playing shogi (Japanese chess) that you're not actually killing your enemy's troops, but flipping them over to your side, it just doesn't have the punch or meaning that a good solid checkmate has in Western chess. And Japanese anime, manga, and video games feel the same way.

      --
      Do what you can, with what you have, where you are.
    2. Re:I would strongly disagree by hackwrench · · Score: 2, Interesting

      My Japanese English dictionary give the meaning of "kibun tenkan" to mean change of pace, change of mood, and the google search on it seems to back that up. I grew up in the United States and have never actually left the country and watch anime because the characters were more individualistic than the drone students and teachers and cash register runners of my everyday life. If anime actually expressed the unifomity characteristic of Japan, then a student would never be able to blackmail his teacher (Kodomo no omocha), a girl would just surrender to bandits, instead of casting a massive spell on them (Slayers), a handful of animes where the main character is someone who doesn't have much to do with the rest of the school, all of the girls in the Tenchi series would just be classmates, in Pokemon, Ash would bow to the obvious superiority of Oak, Jessie and James would have never made the cut of Team Rocket, Jessie would have been incarcerated and James would be living in a mansion. I could go on, but I don't want to spend any more time on your inaccurate and simply plain wrong post!

  22. Could it be? by niteskunk · · Score: 1

    What makes video games designed in Japan so phenomenally popular all over the world?
    Fuzzy little fictional characters targeted at children that re-release themselves under new names every 6 months?

    Perhaps.

  23. Magic rip-off of TopTrumps? by ansak · · Score: 1
    Which came first? Pokemon, TopTrumps (a UK phenomenon I've just heard of), or Magic?

    Sounds like an "I am earlier than thou!" war to me...ank

    --
    Still hoping for Gentle Treatment...
    1. Re:Magic rip-off of TopTrumps? by radish · · Score: 1

      I used to play Top Trumps 20 years ago (actually more). I think TT wins :)

      --

      ---- Den ene knappen er powerknapp, den andre er Bender voice knapp "Bite My Shiny Metal Ass"

  24. Power Up? by game+kid · · Score: 1

    Did somebody command the author to rise from his grave?

    --
    You can hold down the "B" button for continuous firing.
  25. Physician, heal thyself by mccalli · · Score: 1
    For example, he goes into great detail about character development and the use of narrative elements within Japanese RPGs, but completely ignores what was happening in the West in the years preceding them...completely ignores all further development and refinement taking place in the U.S. This is especially strange when one considers that he...appears to have a reasonable knowledge of US and PC gaming history.

    The West is more than the US. There's a fine tradition of game design from Scandinavia, for example. Or the French did some innovative stuff as well - Captain Blood sticks out as an oddball gem. From the UK, we have the glory that was the early days of Psygnosis, plus Ultimate's 8 bit works. And what of Russia and Tetris?

    A knowledge of PC gaming history can't go back that far either. Where is the C64 or the Amiga? A lot of innovative stuff was done on both of those platforms, and I'm sure others will feel their own platform had something to offer as well (I was a C64 and Atari ST man at the time). PC gaming was essentially farcical until the arrival of the 486 DX2 66Mhz and either Wing Commander or Doom, depending on your point of view.

    Please don't misunderstand me - this is not an attempt to knock the fine development that went on in the States (where's the nod to Dungeon Master, for a start...). It's more that I felt in your review you were being a little guilty of the same problem you criticised the original author for - focus on a single region without looking at some of the broader scene.

    Cheers,
    Ian

    1. Re:Physician, heal thyself by The+Lynxpro · · Score: 1

      "A lot of innovative stuff was done on both of those platforms, and I'm sure others will feel their own platform had something to offer as well (I was a C64 and Atari ST man at the time)."

      MIDI Maze on the Atari ST. First 1st-person shooter/networkable game.

      Non AtariST-ians might recall its repacked/rebranded name of "Faceball 2000" on the various consoles a few years later.

      Dungeon Master was huge on the AtariST.

      --
      "Right now, somewhere in this world, Scott Baio is plowing a woman he doesn't love," - Peter Griffin, *Family Guy*
    2. Re:Physician, heal thyself by cafeman · · Score: 1

      Believe it or not, the first cut I did was actually longer and dealt with some of those issues. I didn't refer specifically to Captain Blood, but I did refer to European gaming development. Unfortunately, I somehow dropped that during editing.

      Having said that, I don't know how narrative driven European game development was during that time period. For example, Populous was an excellent game technically and innovatively, but I'd argue it didn't do much to advance anything that Chris Kohler was talking about in his book. The key distinction is that Chris isn't talking about them in terms of game design more broadly, but in terms of character development and narrative elements. Captain Blood is the exception that proves the rule.

      However, I'll freely admit that that could be my lack of knowledge of European game deveopment - I know the games, but (interestingly, now that you point it out) I've never really thought of them as separate in their own right.

      I would disagree, though, with your statement that PC gaming was essentially farcial until the arrival of the 486 DX2 66mhz. Ultima 4 came out well before then, as did King Quest I-IV. There are other examples, but those are the ones that popped into my head.

      --
      This is your life, and it's ending one minute at a time.
    3. Re:Physician, heal thyself by mccalli · · Score: 1
      Believe it or not, the first cut I did was actually longer and dealt with some of those issues. I didn't refer specifically to Captain Blood, but I did refer to European gaming development. Unfortunately, I somehow dropped that during editing.

      Interesting, thanks for the reply.

      ...For example, Populous was an excellent game technically and innovatively, but I'd argue it didn't do much to advance anything that Chris Kohler was talking about in his book.

      Populous wasn't narrative-driven, it's true. However, I could point towards Another World and Flashback on the Amiga. On the 8 bits, you could look towards The Lords Of Midnight and the original Lord Of The Rings adventure from Melbourne House (took place in something close to real-time, very novel at the time).

      It's an interesting chat to be having and I feel good work was being done everywhere.

      would disagree, though, with your statement that PC gaming was essentially farcial until the arrival of the 486 DX2 66mhz. Ultima 4 came out well before then, as did King Quest I-IV. There are other examples, but those are the ones that popped into my head.

      Conceded. It was still a terrible platform however, until the world more-or-less standardised on a 486 DX2/66 with 4Mb RAM, Soundblaster-compatible and a Diamond Viper or similar graphics card. Things really took off from there. Until then, the other platforms had it beaten.

      Cheers,
      Ian

    4. Re:Physician, heal thyself by cafeman · · Score: 1

      However, I could point towards Another World and Flashback on the Amiga.

      Very good point - my only rebuttal would be that Another World came out in about 1991, which is a bit too far down the track (relatively speaking) to be used to demonstrate pioneering use of narrative. Captain Blood, on the other hand, is a far better example, having been released in 1988.

      I'm sure there's more examples, it's just that like I said, I don't have a good enough recall of specifically European developed games to be able to think of them. I'll have to think about it a bit more. :)

      Conceded. It was still a terrible platform however, until the world more-or-less standardised on a 486 DX2/66 with 4Mb RAM, Soundblaster-compatible and a Diamond Viper or similar graphics card. Things really took off from there. Until then, the other platforms had it beaten.

      Yeah, that's definitely true. Can't argue with that in the slighest. Hell, you could even argue it was a horrendous platform right up until Windows 95 became mainstream. Extended / expanded memory sucked. Especially when you were trying to get that extra 6k of conventional so you could see the explosions in Wing Commander I ...

      --
      This is your life, and it's ending one minute at a time.
    5. Re:Physician, heal thyself by MrCopilot · · Score: 1
      PC gaming was essentially farcical until the arrival of the 486 DX2 66Mhz and either Wing Commander or Doom, depending on your point of view.

      If you exclude the GREAT Infocom games, and exclude my Atari 800XL from PC then I agree.

      Frankly, after writing BASIC games out of ANTIC & other mags that looked better than the NES crap, I was dissapointed in the graphics on consoles for quite a few years. I do have some fond memories of a Sub Sim on my old 286 that was pretty good. Oh yeah lest we forget CGA Spiderman.

      --
      OSGGFG - Open Source Gamers Guide to Free Games
  26. *Game Over* was over rated by The+Lynxpro · · Score: 3, Informative


    The best parts of "Game Over," IMHO, were cribbed from the earlier work entitled "Zap - the Rise and Fall of Atari" by Scott Cohen. At the time of the release of "Game Over," "Zap" had been out-of-print for several years. To my knowledge, its back in print by a different publisher. Fascinating work.

    There's also a great work on the late Steve Ross, chairman of Warner Communications, acquirer of Atari Inc., forerunning champion of multimedia integration, and architect of the Time-Warner merger. Its called *Master of the Game*, by Connie Bruck. It has some great insight into Ross and his views on Atari and the early videogame industry too.

    --
    "Right now, somewhere in this world, Scott Baio is plowing a woman he doesn't love," - Peter Griffin, *Family Guy*
  27. Re:Hi Mom by Yocto+Yotta · · Score: 1
    "It took me three readings and copious notes to work out what the connecting threads were between chapters, and in turn, between his examples and the main elements of his thesis. Bluntly, the dots are there, but he fails to connect them effectively."


    It sounds like the author's reading into it a little too much and making his own dots to connect. I would say he's an idiot, but the review well written otherwise. I guess he's just fucking crazy.
    --
    A B A C A B B
  28. Mmm... by typical · · Score: 2, Insightful

    I'd say that it *can* be important.

    See, there is just time-wasting discussion surrounding video games. That's one thing that is quite arguably not valuable. System advocacy arguments, chatting about some game.

    But really trying to analyze the social impact of video games and the mechanisms through which video games function in society is not only relevant and important (video games have had quite an impact on us, and are consuming an increasing amount of human time, eating away from the previously-more-influential television), but interesting.

    Consider how much mass media or inexpensive, rapid long-distance communications interacted with and changed society, at least in the United States. I'd say that, while video games may not be as influential as these, they are certainly important.

    They provide a medium that allows for more experimentation than, say, movies, so they allow more exploration of what people like. They are interactive -- they are systems that must not only provide stimuli to people but do so in response to input, and make those people happy.

    The Japanese bit is, I'd say, of interest to many people, and something that Japan can be proud of. I hear plenty of complaints about Westernization, but the East *does* have its own spreading culture, and Japan has had its own impact. (cowboys:ninjas::US:Japan, consider anime, consider video games). Exporting culture through media is valuable in that it increases demand for things produced by that culture. In that sense, if video games are the largest media export of Japan to the West, they may be economically valuable.

    You can look at the discussion and say "this is so highly-specialized that it's unlikely to have direct, practical impact to me", and probably be right, unless you're involved in marketing or the video game industry. But there are all *kinds* of things that I read and do that aren't going to have a practical benefit to me. I play chess every now and then, for instance, and it's nothing more than a fun mental exercise, like analyzing video games.

    --
    Any program relying on (nontrivial) preemptive multithreading will be buggy.
  29. 2600? What about the Jaguar by DigitalBubblebath · · Score: 1


    That's when they got it right!

  30. A video game about video games by Anonymous Coward · · Score: 0

    Offtopic:
    A ~4 years back I programmed a video game about video games and a friend did the art. It sold horrible as it was more niche than we realized so our shareware company went under.

    However it may be interesting to play for those reading the comments here so I'm mentioning it in case anybody wants to try to find the demo.

    Note: it is for win32 only. It was called Game Derby. If you and a friend both think you know a lot about video game trivia give it a shot. It was also 2 player only.

    One of the best things about this game, short of me getting a job in the industry, was getting to read all those great book about the history of the industry. If you like games I highly recommend getting some of those books. And Halcyon Days if it is still for sale online.

  31. stop with the dropping of the 'wife' card by Anonymous Coward · · Score: 0

    seriously folks, why do all geeks feel the need to mention that they're married? no one cares. it's not some status symbol.

    it's so common that everything any geek could do is going to annoy their wives, so why don't you start mentioning the wive thing when it DOESN'T bother her. although that still adds nothing to the story, it is at least something we might not have guessed.

  32. Most Asian games are stupid by Anonymous Coward · · Score: 0

    With the exception of Zelda and Shinning Force way back on the Sega Genesis Asian games are total crap. So who the hell cares about their history. I'm sick and tired of you stupid anime loving, final fantasy masturbating nerds thinking every thing that comes out of the East is the shit. If it's all so great then move their you dumb bastards and take all your manga and anime porn with you.

  33. Social Sand Box by Anonymous Coward · · Score: 0

    Some people may take this as a joke, but my experience is that you can actual improve social skills by playing these games. (Stop laughing for a moment, please). It is an abstraction of a social system, but you are interacting with real people. It is a good place for social experimentation.

  34. If nothing else by StarcrestSilver · · Score: 1

    Could we replace the voice actors who do the fake grunty voices for all the BIG TOUGH GUYS in anime?