User:Grrrreat/general notes/17-01-12

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Revision as of 14:55, 17 January 2012 by Grrrreat (talk | contribs) (Created page with "From http://www.creativeapplications.net/games/how-to-do-things-with-videogames-by-ian-bogost-books-review-games/ In the chapter on “transit” Bogost sketches out a history ...")
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From http://www.creativeapplications.net/games/how-to-do-things-with-videogames-by-ian-bogost-books-review-games/


In the chapter on “transit” Bogost sketches out a history of the moving image that considers panoramas, how the advent of rail altered the experience of landscape and the broader implications of movement in games: Instead of looking forward to a future in which the risky, laborious process of traversing a space could be lessened, in-videogame transit re-creates a past in which reality had not yet been dissolved into bits, but had to be traversed deliberately. Like the panorama show, the transit simulation is a kind of replacement therapy for an inaccessible experience of movement.

Could this thesis be any more clearly articulated than in Red Dead Redemption, where the 21st century leisure class faux-nostalgically gallop across a simulated American Southwest on horseback?