Inquiry #1: Game Form and Meaning

In our discussions and readings we have been circling around the question of how the form of a videogame might contribute to the meaning of the game, that is, how formal features of a videogame can influence how players interact and understand the game. Whether the game rules foster progressive play or emergent play, and whether the core mechanics consist of frenzied button-mashing or well-timed slight of hands, the form of the game structures our experiences of the game-and how we interpret those experiences.

For Inquiry #1 you will choose one Atari 2600 VCS game, play the game deliberately and thoroughly in Stella, and analyze that game in terms of game form and meaning. Your Inquiry need not have an elaborate introduction or conclusion; rather, dive right into the analysis itself. The assignment should be 3-4 pages in length and is due via WebCT by noon on Saturday, February 9.

(1) Choosing the Game: The best source for Atari ROMs is Atariage. You’ll find a listing of all games with ROMs at <http://www.atariage.com/software_list.html?SystemID=2600>.

Alternatively, you can use the search box at the top of this page to find specific games. Some classic Atari games you might consider are Air-Sea Battle, Yars’ Revenge, Adventure, Demon Attack, Spider-Man, Vanguard, Tapper, Frogger, Battlezone, and Defender. Other game ROMs, such as Pitfall!, River Raid, and Chopper Command can be found at The Old Computer Dot Com. Explore the descriptions, try a few out, and find a game that appeals to you.

(2) Playing the Game: The ROMs at Atariage are often compressed as ZIP files to speed up downloading. Once the game is downloaded, you’ll have to “unzip” the game; most Macs and PCs can uncompress the games without any problem. Remember where you’ve placed the unzipped .bin file that is the game ROM, and load it up in Stella. Play long and play hard.

(3) Analyzing the Game: Begin your analysis with a very brief description of the game: what is the object of the game, what does a typical screen look like, and what are the core mechanics?

Next consider the “rules” of the game. What explicit or implicit rules constrain game play? What movements are allowed or disallowed? In what ways do the rules produce progressive or emergent play? What assumptions or practices in the real world do the rules reflect?

Then move to an analysis of formal elements such as sound and graphics. Do not bother critiquing the game on the basis of “realism,” as we already know that the Atari VCS platform could not produce realistic audio or graphics. Nonetheless, the way certain effects occur (for example, an explosion or a scream) can be very telling and it’s worth looking at these effects using criteria other than “realism.”

Finally, discuss how all of these elements of game form structure the game’s meaning. Note that “meaning” does not necessarily mean “story.” And note as well that I’m not concerned whether or not the game is “fun”; fun is a subjective concept and for the purposes of this inquiry, neither here nor there.

(4) Writing about the Game: It is customary for research in any given discipline to use the terminology of that discipline; therefore I encourage you to invoke in your analysis the terms and concepts gradually developing in the field of videogame studies. In addition to concepts we’ve already encountered in our readings, you’ll find other key words in this online dictionary, created by videogame researcher Jesper Juul: <http://www.half-real.net/dictionary/>.


HNRS 353:002 (Spring 2008)

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