Trigger Happy
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example, in software for the Gameboy, the most
successful videogame system ever made.
The choice of spatial mode, of course, which
includes the choice even of whether or how far to be
representational at all (Doom versus Tetris), is bound
up intimately with the question of what kind of game
the designers intend to make. One result of the
increasing detail and color available with newer
technologies is that this decision is becoming
increasingly weighted towards the representational:
videogames are becoming ever more creatively iconic.
A development studio these days first builds a
world, then populates it with characters. So who are
these virtual people, and what do they want from us?