McAllister demonstrates the flexibility of his grammar in the second
half of his book. In the third chapter, he uses his method to investigate
how game developers manage meaning and employ rhetoric through three
industry contradictions:
- computer games must merge the interests of art and big business;
- computer games must be realistic enough to "hook" players,
but not so realistic that they become tedious or mundane; and
- computer games can be popular while incorporating many
elements such as violence, sexuality, misogyny, vulgarity, racism,
etc..., (78).
He concludes that the evolution of game development from "an art
to an industry" is tolerated insofar as the logic of late capitalism
has penetrated the business: "so even an industry that prides itself
on progress, that progress is to be strictly technological and ought
not to have aspirations to transform society to make it a more just
and equitable place" (114).
In the fourth chapter, McAllister demonstrates how the act of
game reviewing influences "agent/consumers" and creates a market
for computer games. Because game reviews serve to guide consumers
to appropriate games, they ultimately pay their greatest service
to consumerism. Thus, they teach players how to respond to computer
games primarily as consumers and often arbitrate what is "cool,
acceptable, and humdrum" for the industry (138).
In the fifth chapter, McAllister investigates the economies of
the popular "god-game" Black
& White. Economies, to McAllister, indicate where people
place value. And in Black
& White, he locates three economies: natural resources,
spiritual resources, and time (145). Through experimentation,
players ultimately learn such things as how to generate belief, process natural
resources, train a creature to act in certain ways, expand territory,
and become a supreme god (163). In order to make
sense to the player, these teachings draw upon a familiar ideology such that it is reinforced through the gameplay: "get all the power" (163-4).
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