Magnavox Trigger Happy Manuel D’Utilisation

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Trigger Happy 
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Modern videogames themselves understand the loss 
and even grieve it, in witty ways: Metal Gear Solid, for 
instance, provides the player with a delicious “VR 
Training Mode,” in which strategies for the game 
proper are practiced in a wireframe world, and moving 
among these glowing green rectilinear constructions 
feels, in a funny way, like a sort of homecoming. 
 
The art of the new 
From Space Invaders to the creation of space itself. 
For many years the Holy Grail of videogame graphics 
engineers was a system of true three-dimensional 
action, a “virtual” space that the player could inhabit. 
The problem of representing three dimensions on a 
flat plane (in this case, the television screen) had 
already been worried about by painters for thousands of 
years. The earliest attempts at perspective that we know 
of are found in scenery painting for the Dionysian 
theater at Athens in the fifth century 
B
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C
(the Greeks 
called it skenographia), and foreshortening and shading 
developed with increasing sophistication up to and 
through the medieval period. But an exact theory of 
perspective in painting was not codified until circa 
1420, when Filippo Brunelleschi systematized a