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November 22, 2010

Laurie Taylor, “Networking Power: Video Game Structure from Concept Art”

In Andy Clarke and Grethe Mitchell, eds., Videogames and art (Bristol, UK; Chicago: Intellect, 2007).

Concept art as ideal – the “real” of a game; the superstructure
“that which each game [in a series] sought to portray correctly”
“the superstructure from which each game unfolds and into which each game enfolds itself”
Quantum physics?!
Metastructure for games
Desire to see structure, continuity makes it “real”
Cohere disparate images within a serial
Significance of paratextual elements
Imaginary underlying system
Concept art is seen as “prime mover” (initial, true, real)
May alter with different iterations
Shows which text is authoritative (the planned-for game)
Concept art has moved beyond planning tool and paratext to become a text in its own right
Early games – concept art is more complex than the final product (the “actual” game world)
Interpret the “real” concept art
Fans accept changes in style/character appearance in sequels as long as their true to the original concept art (?)
All iterations of the “real” structure provided by the concept art
All video game cultures are networked
How does video game culture affect the creation of games?
Cross-generation between players and creators
“The cultures of video gaming all share the emphasis on the importance of concept art as an underlying structure for a particular video game world or universe.”
New games in a series can either be similar to the previous game or to the concept art (no other option?)
“trace of the real”
Game merges with concept art in the mind of the player after using it as the one iteration/unfolding of the concept art “real”
FPS games – avatar is only visible in concept art (or cutscenes, or multiplayer...)
Exists in the culture
Metroid's Samus is known only through gameplay, manual text and concept art
Drastic change in GameCube version to first-person, 3D – “no complaints” about Samus' appearance?
Consistent with concept art/advertising
Nintento Power showed the “ideal” world of a game – early example
Holographic theory – any one particle is a trace of the overall structure
“Concept art [...] is holographic because a single image or set of images are used to represent an entire full world.”
“everything is enfolded into everything”
real/ideal cannot be deviated from without angering players (but it can, surely, in some contexts)
Multiple valid iterations of the same from different perspectives
Continuity can be perceived as long as games “hold to the correct underlying order”
Account for different versions – accepted as existing within the same framework
Presumption of the cohesive whole real/ideal (as shown in concept art) allows for variations in different (technological) versions to be normalized, glossed over
Video game culture suppresses gaps and differences
Concept art as a unifying metaphor
Include marginal aspects, actual gameplay experience, and cultures of gaming in game studies
What is taken for granted, accepted without question/complication?
Taylor makes some interesting points, but her overall theory seems to have extremely limited applicability to very specific contexts