Thinking through Bogost and Montfort’s Racing the Beam, I was reminded a bit of some of the conversations we had last class regarding design and the material constraints that technology imposes.
I think the role of hardware struck me particularly with questions of porting. As they write regarding Pac-Man‘s port to the Atari, “Porting a graphical video game from one computer platform (the arcade board) to another (the Atari VCS) does not demand a change in fundamental or representational of functional mode. Both versions are games, rule-based representations of an abstract challenge of hunter and hunted. Where the two versions diverge is in their technical foundations–in their platforms” (67).
This is a key observation, as it hits at the material implications of replicating player experience or game cohesion across platforms. The invention process of remaking a game for a different system requires ample creativity when the systems are different enough–particularly in graphic affordances and machine communication. In this way, the designer is not making new content or rules, but they are making a new means to express the content or rules, a new way to interface with the machine to attain a similar end. With this situation in mind, I think about parallels with translation or transcription, but I wonder how far those alphabetic, or at least textual, metaphors can apply in this case. In both cases, one is working in different systems, but the technology of a semiotic system differs from the technology of a video game hardware.