How Video Games Changed the World Page #10
- Year:
- 2013
- 120 min
- 106 Views
relegated to appearing alongside 50 Cent as a
pop culture reference in subversive comedy shows.
# Kickin' and punchin' and blockin'
# Blockin' and kickin' all night
# Blockin' and kickin'
and turn around
# We'll be punching everything
in sight. #
PaRappa, you never return my phone
calls so now eat bullets, and lick my balls.
It is a rarity talking about games
on TV. TV doesn't often "do" games
and one of the key reasons for
that is that TV commissioners believe that
no-one wants to watch other people
playing them, which is a valid point.
Picture two dweebs playing some
baffling point-and-click strategy game,
it is not like anyone is going to
pack out a stadium to see that.
This illuminating documentary
footage depicts emotional South Korean fans
watching their idols in action.
Who are their idols?
These guys.
Sh*t-hot Starcraft players.
Starcraft.
A densely complex war sim, Starcraft is
basically fast-paced space chess.
Starcraft is a real-time strategy
game,
building a base
and sending soldiers to kill people
but at a pace that will
take whole years off your life.
Starcraft is interesting in that
it has emerged as the first
sort of competitive sport of gaming.
If you look at Korea, for example,
Starcraft is effectively
the national sport.
There are cable television channels
dedicated to Starcraft.
The key Starcraft pro players in
Korea are superstars,
they have fans, screaming adulation.
As you can see it evokes
unparalleled
excitement among commentators.
For a lot of people, they just
enjoy watching people that are
good at things. It is almost like
watching a virtuoso piano playing.
When you watch these guys playing
Starcraft, their fingers are a blur,
and it is kind of fascinating.
Never mind fascinating,
the Korean audience finds the game
shout-out-loud sh*t-ifying.
Shortly afterwards, the year 2000
arrived in a flurry of optimistic fireworks
and humankind wondered what majesty
the new century would behold.
a voyeuristic reality show in
which egotists entertained the nation
by sharing a bog for six weeks.
They weren't the only housemates
entrancing millions.
The Sims in some sense is a life
simulator where you create little people,
personalities, they then
live their lives in the game.
You can create houses for them,
they can get jobs, fall in love, have kids.
Following in the footsteps of the
voyeuristic satire The Truman Show,
in which the world tuned in to watch
the mundanity of a suburban life,
The Sims tapped into our desire for
a perfect domestic existence.
It appeals to that part of you that
wants to escape into another
world and create another
version of yourself,
almost too similar to
what your real life is.
I was living on my own
when I first played The Sims and
I didn't really go for it.
I just could not see the point.
But I was playing it and it was in
the early stages of the game when you
buy a flat and I noticed there were
these little green patches on the floor
and the sound of flies near them.
I was like, "What are these?"
As the game progressed, more of
these would build up.
I thought, "How do I get rid of
them?"
I figured it out that it was
wastepaper bins.
You put wastepaper bins in each room
and those little green things
stop appearing.
I was playing the game
and I thought, "Maybe I should put
wastepaper bins in my flat."
The Sims wasn't just idle play,
it was stressful.
You have to micro-manage every
aspect of your Sims' existence,
from how many bins they had, to how
often they went to the toilet.
You had to eat healthily,
exercise loads
and generally behave
if you wanted a good life
and that good life was rigidly
defined as a well-paid job,
a smiling partner and a tidy house
full of possessions.
Maintaining all of that became
increasingly difficult.
It took the American suburban dream
and turned it into an endless
point-and-click pain in the arse.
It was meant to be
a satire of US culture
and most people didn't get that.
The promise of the game is that you
have all of these objects
and each one has little ratings.
Each object becomes a ticking time
bomb. They can break, they can
catch fire, become dysfunctional.
You find out these objects you are buying to
make yourself happy are making you miserable.
Even though The Sims' roots lay in
satirising consumerism,
it soon became a capitalist cash cow
itself, with a barrage
of distinctly un-ironic branded
spin-off packs you had to pay for.
I don't think The Sims will ever
be as popular again as it was
when it was first released
and the reason why is
because we are The Sims now, really.
Each other are The Sims.
When you look at social networks
and Facebook, you now
have that top-down
view into people's lives.
The Sims created a realistic world
but made you conform in it.
Luckily a game was about
to come along
that would let you indulge
your darker side.
On September 11 2001,
millions feared the world
was about to slide into chaos.
Weeks later a video game consisting
almost entirely of nihilistic
urban anarchy ushered in a new age
of morally blank freedom for gamers.
I love the feeling of
dropping in to what is
a pretty realistic simulation
of a working city
and then just causing havoc.
It is just sort of
perfect escapism for me.
Early incarnations of Grand Theft
Auto were somewhat primitive
and looked vaguely reminiscent of the
rebellious bedroom-coded ZX Spectrum games
that were part of its genetic code.
Despite being set in
an exaggerated version of the USA,
it was a defiantly British game
made in Scotland from murders!
Grand Theft Auto
arrived at DMA Design,
a small Scottish development team
in Dundee.
It was something their very small
team had worked on for four years
and it was thought of in the studio
as kind of the runt of the litter.
Then in came Sam and Dan Houser
who took on a publishing deal
with DMA Design.
They became kind of the producers
of the game and it changed.
So when Grand Theft Auto III
came out,
they used 3D visuals which made
the game feel more mature
but it was also much more aware
of wider cultural issues.
It had lots of cool music in it
and again there was
a sense of anarchy to it
but it was more out of control
this time.
I'm only pretending to play that.
Grand Theft Auto III
was an immense blockbuster
revolutionising a franchise
that has become one of the most
lucrative entertainment properties
in history with an influence
that stretches
beyond the world of games.
If you watch the film Drive
with Ryan Gosling.
I do not believe that film
would look the way it does
if it wasn't for Grand Theft Auto.
Lots of people say the director
essentially made
a non-interactive
version of Grand Theft Auto.
The world of Drive as depicted
in that film is very much influenced
and inspired
by Grand Theft Auto, I think.
Translation
Translate and read this script in other languages:
Select another language:
- - Select -
- 简体中文 (Chinese - Simplified)
- 繁體中文 (Chinese - Traditional)
- Español (Spanish)
- Esperanto (Esperanto)
- 日本語 (Japanese)
- Português (Portuguese)
- Deutsch (German)
- العربية (Arabic)
- Français (French)
- Русский (Russian)
- ಕನ್ನಡ (Kannada)
- 한국어 (Korean)
- עברית (Hebrew)
- Gaeilge (Irish)
- Українська (Ukrainian)
- اردو (Urdu)
- Magyar (Hungarian)
- मानक हिन्दी (Hindi)
- Indonesia (Indonesian)
- Italiano (Italian)
- தமிழ் (Tamil)
- Türkçe (Turkish)
- తెలుగు (Telugu)
- ภาษาไทย (Thai)
- Tiếng Việt (Vietnamese)
- Čeština (Czech)
- Polski (Polish)
- Bahasa Indonesia (Indonesian)
- Românește (Romanian)
- Nederlands (Dutch)
- Ελληνικά (Greek)
- Latinum (Latin)
- Svenska (Swedish)
- Dansk (Danish)
- Suomi (Finnish)
- فارسی (Persian)
- ייִדיש (Yiddish)
- հայերեն (Armenian)
- Norsk (Norwegian)
- English (English)
Citation
Use the citation below to add this screenplay to your bibliography:
Style:MLAChicagoAPA
"How Video Games Changed the World" Scripts.com. STANDS4 LLC, 2024. Web. 24 Dec. 2024. <https://www.scripts.com/script/how_video_games_changed_the_world_10327>.
Discuss this script with the community:
Report Comment
We're doing our best to make sure our content is useful, accurate and safe.
If by any chance you spot an inappropriate comment while navigating through our website please use this form to let us know, and we'll take care of it shortly.
Attachment
You need to be logged in to favorite.
Log In