Thema:
neues C64-Buch Too Much Fun flat
Autor: Joschi
Datum:10.12.24 15:05
Antwort auf:Die Gaming-Laberecke 5: Kein Ende in Sicht von FWE

von Jesper Juul, sehr guter Wissenschaftler und netter Typ (nicht zu verwechseln mit dem Familientherapeuten)

[https://www.jesperjuul.net/c64/] bzw. [https://mitpress.mit.edu/9780262549516/too-much-fun/]

Klingt auf jeden Fall spannend:

Too Much Fun is about two central mysteries. First, why is the best-selling Commodore 64 computer absent in many computer and video game histories, and what is the influence of its games from SimCity, IK+, to Paradroid? Second, why did this early computer, destined for a shelf life of just a few years, live so long, and end up being produced from 1982-1994?

For game researchers, I have gone to the archives to gather data and make several points about issues I feel have been unresolved:
-As has been discussed, video game history was different in different parts of the world. Early European (and Oceania) game history took place mostly on home computers (Nintendo did not have a truly successful home console in Europe until the Wii).
-Games, and even color, were controversial for early computer makers, with manufacturers trying to avoid the stigma of the "game computer".
-The European and North American game markets were separated during the 1980s, with the C64 being the only entertainment computer popular on both sides of the atlantic.
-From 1985-1993, the Commodore 64 was the platform with the largest game library.
-There was a long tradition of action-adventure platform games in Europe in the 1980s.
-European C64 game culture became quite technical during the 1980s, with many magazines reporting programming tricks and demoscene news.

Too Much Fun is for anyone interested in computer or game history, in how devices can be made to live longer, and for anyone who had, or didn't have, a Commodore 64.


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