Saturday, January 28, 2012

I, Videogame Episode 2 Survey

QUESTIONS:

1) What kind of company was Nintendo before it made videogame and videogame consoles?
They were a toy company that sold everything from plastic toys to playing cards.

2) What videogame system did it sell before it made its FAMICOM (known in USA as Nintendo Entertainment System)
Magnavox Odyssey.

3) Shigeru Miyamoto was not a programmer - what skill set did he bring to the industry?
Miyamoto was an artist who brought forth the storytelling skill set.

4) How did the limits of the technology affect the way Mario could be shown?
It affected Mario's character entirely, from his size to his hat to his mustache; to his nose and even the colors of his uniform.

5) Why did US retailers think there was no future in home videogame consoles at the time just prior to the NES release in the USA?
The crash of 1983--ET. Generally, there was no story involved in video games prior to the NES release.

6) What was assumed to be the 'next big thing' by electronics manufacturers?
The personal computer.

7) What did Legend of Zelda bring to gaming that was new?
An exploration experience as well as the ability to grow your character, e.g. Link starts off weak but ends up being stronger with an array of weapons. (RPG + Action)

8) How did the conservative values of the 1980s (Reagan & Thatcher etc) affect the culture of videogames?
Reaganomics promoted consumerism, which aided video games as an aspired purchase. The culture was more narcissistic, e.g. Sonic's "anti-hero" character.

9) How were the PC games published by Mystery House like King's Quest different from console games?
They required patience and the player to use their mind. It was a literary game.

10) How did Sega's 16 big Megadrive system change home console gaming?
It allowed for faster processing as well as better graphics.

11) How did "Leisure Suit Larry" differ from most genre based games of the period?
It was the first "racy" game of its kind for adults, as well as touching upon real-life situations and issues.

12) How is this aspect reflected in many games of today?
Sex sells and explicit content, as well as a sense of realism remains very alive in many games of today.

13) What is 'motion capture'
A technological method where the process by which markers are placed on a person that captures their movement data.

14) What is the 'uncanny valley'?
 The awkwardness and repulsive effect that humans get from the very realistic, but "dead" looking human characters due to their "off" expressions.

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