Slow Play Strategies: Digital Games Walkthroughs and the Perpetual Upgrade Economy
Abstract
From the PDP-1 in the 1960s to the seventh generation consoles of the last few years, digital gaming is marked by continual development. The notion of the perpetual upgrade economy will be introduced as one of the key modes through which digital gaming is organised and promoted to consumers. The concepts of perpetual innovation (see Kline, Dyer-Witheford, de Peuter; 2003) and upgrade culture (Dovey and Kennedy, 2006) point to the emphasis on the continual alteration and upgrading of products, the generation of new commodities with ever-shortening life spans, and the design drive to permanently explore new capacities of each new generation of technologies.
In contrast, the overwhelmingly dominant industry focus on new releases and player practices of discarding digital games technologies in favour of successors, have been reconsidered in terms of recovery and subcultural memories (Ashton, 2008) and archives and preservation, supersession and obsolescence (Newman, 2009). In this paper, practices of walkthrough archiving are explored to consider how the industry logic of progression, speed and updgrade are disrupted and diverged from. Walkthroughs provide both a document of the game as designed and a record of investigations into the vagaries and imperfections of its implementation. This paper will consider three elements of walkthrough practices in terms slow media.
Author Biography
Daniel Ashton
Dr Daniel Ashton is a senior lecturer and member of the Media Futures Research Centre at Bath Spa University, and teaches on the Media Communications and Creative Media Practice degree programmes. His research on digital games culture has been published in Participations, M/C, and Fibreculture, and his research on media work and the digital games industry has been published in Convergence, Information Technology and People, Games and Culture, Journal of Education and Work, and Journal of Media Practice.
James Newman
James Newman is Professor of Digital Media, Course Leader in Creative Media Practice and Director of the Media Futures Research Centre at Bath Spa University. He researches, writes and teaches on digital media, videogames and the cultures of play and has written five books on videogames and gaming cultures for publishers including Routledge and the BFI. James is a co-founder of the National Videogame Archive www.nationalvideogamearchive.org which is a partnership with the National Media Museum and the UK's official collection of videogames and the ephemera of games culture, and is a co-producer on the GameCity international games festival www.gamecity.org. James is currently writing books on gaming history and digital preservation for Routledge and BFI Publishing.