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View Full Version : Ellie Gibson on: Manual Stimulation [Eurogamer.net]



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01-09-2016, 05:00 AM
http://forum.digitpress.com//images.eurogamer.net/2015/articles/1/8/0/3/6/5/4/ellie-gibson-on-manual-stimulation-1452085527413.jpg/EG11/resize/300x-1/format/jpg/1803654.jpgIs there such a thing as British industry any more? This important and difficult question is one I regularly find myself ignoring as I scroll through the headlines on the Guardian website, before clicking on a thing about tights (http://www.theguardian.com/fashion/2015/oct/19/fashion-black-tights-women-fashtag). But I am vaguely aware we no longer mine coal or work steel or make cars, and that filthy foreign capitalists have ruined Easter (http://www.theguardian.com/business/2015/jan/12/shellshock-cadbury-comes-clean-on-creme-egg-chocolate-change) by deciding Creme Eggs will now be made from glue and compost. What concerns me, though, is that I rarely see anything about the hidden threat to one of our greatest remaining homegrown industries: video game manual writing.
This is a subject close to my heart, because my first job in games was writing the manuals for first-party PlayStation games. I worked on a long list of titles between 2001 and 2002, typing the words "Press X to jump" approximately 897,643 times. I like to think that in my own way, I played a small role in the success of classics like C-12: Final Resistance, AirBlade, and my personal magnum opus, Alpine Racer 3.
(It was with this text I found my narrative voice, experimenting with new literary forms until I finally came up with: "To jump, press X." The shockwaves reverberated through the manual writing establishment for months. But then they started asking what I would do next - where could the form possibly go from here? I pushed it too far, I suppose, with "X press, to jump." The world wasn't ready.)
Read more… (http://www.eurogamer.net/articles/2016-01-10-ellie-gibson-on-manual-stimulation)