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Smartbomb: The Quest for Art, Entertainment,
and Big Bucks in the Videogame Revolution
By Heather Chaplin & Aaron Ruby
Algonquin Books, Chapel Hill, N.C.
2005, 288 pp., US $25
ISBN 1565123468
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As IEEE Spectrum readers know, video games have become
big news in terms of their technical and economic
impact. Heather Chaplin and Aaron Ruby explore their
cultural impact in Smartbomb.
The authors report vividly from design studios,
industry conferences, tournaments, and even bedrooms to
give a panoramic view of the gaming world, from the
developers who create the games to the players who can
spend months trying to master the latest titles. Many
notable game designers are featured, including Shigeru
Miyamoto, creator of Mario, one of the most famous and
successful game characters ever; John Carmack, cocreator
of the seminal Wolfenstein 3D, Doom, and Quake
franchises [see "The Wizardry of Id," Spectrum, August
2002]; and Will Wright, creator of the idiosyncratic
blockbusters SimCity and The Sims [see "Mind Games,"
Spectrum, December 2002]. Getting insight into what
drives such designers creatively is thought provoking.
For many of them, video games are an expression of
larger artistic or philosophical goals.
However, Smartbomb does miss a significant part of the
video game landscape entirely: that belonging to the
so-called casual gamer. Chaplin and Ruby have focused
laserlike on hard-core gamers, who spend countless hours
honing their reflexes to play in networked first-person
shooters such as Halo 2 and Counter Strike and those who
spend equally countless hours accumulating treasures and
reputations in massive multiplayer online role-playing
games such as Ultima and EverQuest [see "Engineering
EverQuest," Spectrum, July 2005]. Although hard-core
gaming is the highest-profile segment of the video game
world and pushes technological and cultural boundaries,
the hardest, casual games—such as electronic versions
of card and puzzle games that can be easily picked up
and put down—are actually responsible for more than
half of all online game play. Casual games for
cellphones—which possess graphics capabilities far
inferior to those of the consoles and personal computers
used by hard-core gamers but which are ideally placed to
capture a player's attention during an idle moment—are
also becoming increasingly significant. But
unfortunately, you wouldn't know any of this from Smartbomb.
The book also lacks analysis. For example, the authors
helpfully translate some examples of the slang used by
many online gamers, without even pausing to comment on
its racist, homophobic, and misogynist nature. If the
gaming industry wants to be treated as a legitimate and
mainstream form of art and entertainment, it—and its
would-be chroniclers—have to stop turning a blind eye
to such cultural problems.
Still, if you're looking for a book to bring yourself
up to speed with a who's who and what's what of video
games, Smartbomb is the read for you. And readers who
are familiar with the video game landscape are likely to
find the book's portraits of the industry's movers and
shakers—as well as the lowly players who ultimately pay
their salaries—worthwhile.
—Stephen Cass