Справочник Пользователя для Magnavox Trigger Happy

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Trigger Happy 
236 
 
Fig. 13. Tomb Raider 3: the third-person perspective—we watch 
Lara watching her surroundings (here, an imaginary London 
wharf) (‰ and ™ 1998 Core Design Limited; all rights reserved) 
 
Brave new worlds 
This brief history of the construction of space in 
videogames has suggested two things. One is that 
videogames have to some degree repeated histories of 
representation in art, on jittery, caffeine-fueled 
fastforward. But it is immediately apparent that so far, 
they have only reached a surprisingly early stage in