Posts tagged videogames
The Rising Case for a Videogame Canon

Being able to point to a specific year or hardware generation as the moment that the world was flooded with more videogames than someone could play in their lifetime matters less than the fact that is has happened. This embarrassment of riches is a cultural shift, throwing everyone into a library to rival Borges. What videogames one played used to be left to random draw, accessed by rental stores and holiday gifts. Now, each individual has near-perfect control in deciding what videogames will shape their understanding of the medium—the problem is one of filtering, a glut of noise that must be parsed to find worthwhile experiences that has infected most of our cultural forms. For videogames, with their ascendant cultural capital and large required time investment, figuring out what to play is crucial. That is why videogames need a canon for players, a common and easily accessible point of entry that gives basic literacy upon which to build. Being “widely read” is no longer a reasonable option.

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Game Sound

The opening half of Game Sound focuses on hardware breakdowns, similar in style to what I loved from I AM ERROR. It did everything I wanted it to: a detailed history of videogame generations–it even outscooped my living memory, as I confused the isometric proto-roguelite adventure game Toejam & Earl with its sequel, Panic on Funkotron, which the book correctly names a “music side-scrolling platform game”–and all the hardware is discussed chronologically in as discrete hardware cycles as can be made.

I’ve realized the Genesis’ FM synthesis is more interesting, to me, than the SNES wavetable synthesis. Game Sound gave me a way to not only interpret that hardware distinction, but internalize the difference.

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