Bad Object 2.0: Games and Gamers

Games of the 1980s

A comparatively forgiving vision of video games is articulated by Hollywood throughout the decade of the 1980s, but it is important to make a distinction between the depiction of arcade and PC games vs. home console games during this period. Generally speaking, PC games are presented as coextensive with the emerging world of computer programming -- a technical skill with economic and professional rewards -- as distinct from home console games, which are strictly used for entertainment and therefore more closely linked with TV watching, a distinction that would grow increasingly stark in the decades that followed. Although "computer experts" were commonly featured in Hollywood narratives of the PC-era, the association of computer "hacking" with criminal activity was not codified in Hollywood until the early 1990s. During the 1980s, in fact, computer skills were often non-judgmentally linked with gaming skills, and PC-based game systems were seamlessly repurposed to other ends.

In the early 1980s, on screen video game play was still enough of a novelty to warrant extended sequences of computer generated animation, as in Superman III (1983). What appears to be game play in the film is actually supposed to be a computerized rendering of a simultaneous, real-world showdown between Superman and a villain (Robert Vaughn), who operates a room-sized supercomputer dubbed, "The Ultimate Computer." Although these animated sequences were produced by Atari in anticipation of a video game release, the intended game was never completed due to the video game industry crash of 1983. Conceived at the dawn of the PC-era, the U.K.-produced Superman III portrayed Richard Pryor as an idiot-savant with a natural ability to program and design computer systems.

In Never Say Never Again (1983), a Bond villain's ostentatious display of wealth, evil and eccentricity is underscored by the fact that his opulent home includes a full-scale video game arcade featuring dozens of Atari machines. These arcade games prove to be merely the backdrop for a customized home gaming system that is ultimately used to provoke a contest of masculinity with James Bond (Sean Connery). In this centerpiece showdown sequence, the videogame obsessed, sociopathic villain (Klaus Maria Brandauer) challenges Bond to a public video game contest, the stakes of which are a large sum of money donated to charity or a single dance with Brandauer's girlfriend (Kim Basinger). The elaborate two-player system designed by Brandauer, titled "Domination" also delivers electric shocks to the loser, amplifying the hypermasculine aspect of the challenge. Although it is an unconventional interpretation of the concept of a home gaming console, the obsessive and ruthless associations of this game within the narrative context of the film make it consistent with Hollywood's stereotypical denigration of home gaming systems.

An automotive version of Pac Man is compared unfavorably to computers by the artificial intelligence agent KITT in the 1983 episode of Knight Rider titled "Soul Survivor." Created by Glen A. Larson, Knight Rider (1982-86) was an NBC road genre adventure series starring David Hasselhof and his computerized, artificially intelligent talking car. During a narratively inconsequential sequence at the opening of the episode, Hasselhof is playing Pong on the dashboard computer monitor while the car drives itself. The pedantic KITT chides Hasselhof for his incessant game playing, to which he retorts, "I thought you'd appreciate my getting into computers." KITT responds condescendingly, "Playing a video game where circles eat blobs is hardly 'getting into computers.' A computer is a sophisticated, very complicated piece of equipment." Although this car-based version of Pac Man is not a typical "home console" (though the on-screen game play is clearly from Atari's home version of the game) its intrusion on the domestic relationship between Michael Knight and his talking car makes it eligible to be considered a prescient example of Hollywood's characteristic antipathy toward console games.



Cloak and Dagger (1984)
Games inadvertently catalyze family bonding

Contents of this path:

This page references: