Справочник Пользователя для Magnavox Trigger Happy

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Trigger Happy 
330 
 
see the road in snapshots every twenty yards, you 
cannot drive very accurately. 
However powerful a computer processor, its 
resources will always be finite, so there will always be 
a trade-off between temporal resolution and graphical 
resolution. You can have very richly defined pictures 
that move jerkily, or slightly less detailed ones that 
move smoothly. Quake III: Arena, for example, is a 
beautiful example of how very high temporal resolution 
really sucks the player in. So frame rate should never 
be sacrificed to visual detail. 
 
Say something else 
Modern videogames adore the icon. They draw ever 
more beautifully detailed worlds and characters. But 
they are not necessarily any less semiotically complex 
than Pac-Man, once you get behind the pictures. Nearly 
all signs are mixtures of the semiotic modes. In an 
iconic game such as Tomb Raider, it becomes clear that 
game objects such as doors and keys, while being good 
three-dimensional “pictures” of their referents, actually 
operate mostly as symbols. For they are not granted 
“realistic” physical attributes. As noted earlier in the 
book, a wooden door may not be blown up by a rocket-
launcher, and a key may not be filed down to fit