Affiliation:
1. North Carolina University, Raleigh, USA
Abstract
This article examines the ways videogames become animated by looking at gaming practices that subvert traditional notions of play: specifically tool-assisted speedruns (TAS). A TAS is a playthrough of a videogame that is preprogrammed by a human so that the inputs can be automatically played back in full without a human operator. This practice requires an intimate knowledge of the inner workings of gaming systems, often to the point of productively breaking the games through glitches and exploits. These extreme practices give a unique insight into the ways animation occurs within videogames and reveals games to be animated in a variety of ways that are often not primarily directed towards the visual nor humans. This article outlines four of these modes of animation separating them into multi-tiered ‘layers of animation’: sensory output, game states, code, material, and operator. TASs help to demonstrate these layers are actually discrete forms of animation that do not necessarily impact one another from becoming individually animated.
Subject
Visual Arts and Performing Arts
Cited by
1 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献