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Reverse-Engineering Graphical Innovation: An Introduction to Graphical Regimes
Arsenault and Côté's 2013 paper argues that graphical innovation in video games should be understood through two intertwined dimensions, functional and aesthetic, with technology serving as a facilitating agent rather than the sole cause of change.
- Arsenault and Côté (2013) argue that graphical innovation in video games rests on two intertwined dimensions, functional and aesthetic, with technology acting as a facilitator rather than the sole cause of change.
- The authors introduce the 'graphical regime,' defined as the junction between gameplay and visual representation that persists independently of hardware, and argue that hardware capability alone does not explain platform success or design trajectories.
- The degree of control a player holds over camera, framing, and depth is treated as a central analytical variable, and the creative process they call 'mise-en-image' describes how gameplay, vision, and graphical style are articulated together.
G|A|M|E – The Italian Journal of Game StudiesMar 2013