The Human Machine Art Interface: Arcade Port Aesthetics and Production Practices
Keywords:
arcade, home computer, video game, art, aesthetics, port, conversion, platformAbstract
This research focuses on the aesthetic properties and production processes of arcade to home computer game ports during the 1980s and 1990s, in particular arcade titles originating in Japan that were licensed by UK based software houses for the 8-bit and 16-bit microcomputer market. The conversion teams worked within the unique constraints of 6 main platforms, namely the ZX Spectrum, Amstrad / Schneider CPC, Commodore 64, Atari ST, Commodore Amiga, and MS-DOS PC. In all the examples discussed, the original arcade cabinet was used as the core audiovisual and gameplay reference. As a human mediated process, the conversion of the digital material of arcade game to home computers not only bore the audiovisual constraints of the target platforms, but also the creative signatures of the conversion teams. The most successful home ports succeeded in capturing the essence of the arcade originals, while positively augmenting the gameplay, narrative, and overall aesthetic.Downloads
Published
2018-01-01
Bibtex
@Conference{digra971, title ="The Human Machine Art Interface: Arcade Port Aesthetics and Production Practices", year = "2018", author = "Nolan, Kieran", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/971}", booktitle = "Proceedings of DiGRA 2018 Conference: The Game is the Message"}
Proceedings
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Papers
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