How Video Games Changed the World Page #4
- Year:
- 2013
- 120 min
- 106 Views
I've got here
a listing of the programme that
I have taken off the printer.
And it's a reasonably sized
programme for a microcomputer.
Little wonder the computer itself
had a bit of an image problem.
The BBC was for people
who were a bit posh,
because that was
quite an expensive machine.
So if you were BBC,
you were a bit posh.
The squidgy keyboard Spectrum...
I mean, I just laughed at it!
Square it may well have been,
but the BBC was soon blessed
with a killer app of its own -
a game that didn't just promise
you the world, but handed you
an entire universe, then let you
do with you wanted in it.
A game called Elite.
These spartan,
monochrome wire-frame graphics,
primitive by today's standards,
were stunning at the time.
But that was only the start of it.
Elite came out in 1984,
and it was really a ground-breaking
game on so many levels.
It was impossibly big.
You know, what Elite did was it
simulated the entire universe.
It didn't do anything by halves.
Elite was made by two incredibly
intelligent university
students called Ian Bell
and David Braburn.
And technologically it was
a massive, massive achievement,
because you have got these enormous
galaxies into 32K,
which you couldn't even open
That game feels like
it fell through a time hole
from 20 years in the future, it
shouldn't have existed back then.
Both technologically
and also in terms of what
they were trying to achieve
in creating a living, 3D world.
Elite wasn't just a technical
marvel, but a conceptual one.
Until then, almost every game
told you, the player, what to do.
There were rules
and you had to follow them,
punching buttons like a lab rat.
Elite jettisoned
the rule book into space
and let you get on
with absolutely anything.
It was the first,
what we would call a sandbox game,
or an open world game.
You can play the game in any way you
want, it's not linear any more.
Suddenly you are given
a playing environment
and you can choose to do Mission A
first or Mission D first.
You can also choose not to do
any missions, you can
just go out there
and explore if you want to.
Suddenly you could really control
your entertainment experience in ways
that were never possible before.
The fantasy of exploring a limitless
galaxy is a seductive one,
hence the success of
memorable exercises
in wish fulfilment like the camp
but lovable Star Trek, or the
rambling, picaresque shenanigans of
space-hopping hobo Doctor Who.
Those interstellar bumbags
had all the fun.
Now, thanks to Elite, you could explore
the universe like Kirk or the Doctor.
But unlike them, you didn't have
a deep space travel card, no.
You had to pay your way
by trading goods.
And the quickest way
to earn big money
like slaves or narcotics.
Just like Doctor Who doesn't.
Massive bastards could even
turn to piracy,
blowing up other ships
Imagine the 17th, 18th, 19th century
of sailing ships
going across the Atlantic,
trading all sorts of goods.
You know, should you just cover
the normal things,
or should you cover the things
that were deeply illegal?
We wanted the player to have the
freedom to do good and to do bad.
It was, like,
kind of Thatcher in space.
It was make money in this universe,
however you want to do it.
If you want to sell slaves,
if you want to sell narcotics,
if that's the way to do it,
even though there was
risk involved, that's what you did.
If you can imagine in the mid-1980s,
we were at the height of capitalism
and the economics of life
and the politics of life as well,
were reflected inside the game.
political at all, but I think
it sort of, as a sort of child of
its time, it sort of became that way
because of the money focus
of the game.
You found yourself playing the game
because you wanted that
docking computer, you wanted
that large cargo bay or whatever.
And you aspired to the next
bit of money
and you would do anything
in the game to just try
because you wanted it so much.
There are so many new
concepts in that game,
it was such a leap forward
that I think for publishers and for
the audience at the time, it took a
while to get their head around it.
But once they understood what was
possible, that you could
create worlds inside a computer,
that was just absolutely amazing.
Elite gave birth to an entire genre
in which the player is largely free
to create their own narrative.
The most famous example
being the gleefully anarchic
and morally wonky Grand Theft Auto,
which we'll return to later.
So, Britain had enjoyed a mini
renaissance of early gaming,
but the rest of the world wasn't
just sitting around, giving up
and going, "Pffff..."
Thousands of miles away,
somewhere terrifyingly foreign,
a boffin was working on a game
so nightmarishly addictive, it would
soon enslave all of mankind
and destroy the world as we knew it.
Kind of.
You'll have to watch the next part
to see if I've oversold that.
# Try not to use me
# Try not to use me... #
The year is 1985 and as
an audience of millions
pretends to live in harmony
while withstanding
this f***ing excruciating Duran
Duran performance at Live Aid,
the world is in flux.
Riots are tearing
across the United Kingdom
and not even the glittering Royal Premiere
of Back To The Future can stem that chaos,
chiefly because the two events
are entirely unrelated.
Meanwhile, something was about to
happen in the world of gaming
that was on a par with the Beatles
releasing their first single
but with catchier music.
When Mario first appeared
as the protagonist in
the challenging Donkey Kong,
he was known only as Jumpman.
A few years later he popped up
in the somewhat bare-boned
platformer Mario Bros
but it wasn't until 1985 and
the release of Super Mario Bros
that he became an instantly
recognisable icon.
Super Mario Bros is a side scrolling
platform game where basically
you have to run from left to right,
going up ladders, down pipes,
jumping on monsters,
collecting gold coins.
He's just a masterpiece
of minimalist design.
You get his personality from just
this tiny, tiny bit of information.
His design actually came from
the limitations of the console
at the time,
you know, the blue overalls,
the red cap, the moustache,
all of which came about because
they couldn't really render
anything more complex than that.
So it was red, white,
blue and black for a moustache,
it was as simple as that,
and it was born of necessity.
That's why it's curious
that he's become
the kind of iconic brand
character that he is now.
Mario just means games to me,
if I'm being honest.
Always friendly,
always beautiful to play,
like ALWAYS beautiful to play.
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. 22 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