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By 1975 Gordon Moore, a founder of computer-chip maker
Intel, had predicted that chip power would double every 18 months. He
was right, which is why that equation is now referred to as Moore's Law.
According to J.C. Herz's Joystick Nation: How Videogames Ate Our Quarters,
Won Our Hearts, and Rewired Our Minds, by J.C. Herz, 1975 falls in
The Pong Era. If you remember Pong, and if you've caught a
glimpse of Doom or Quake, you would probably agree that the sophistication
of computer games has grown at a pace comparable to Moore's Law. It's
hard to believe that any Pong player back then could have guessed that
this simplistic little pastime was an early step toward the creation of
a $6 billion industry devoted to the creative blowing of minds.
In Joystick Nation, Herz sets out to make
some sense of the video game phenomenon, laying out the history, introducing
us to various industry players, and sharing her own experiences as a self-proclaimed
child of the video game era. (She's 25.) Part of her goal, she explains,
is to trace the evolution of videogames from blips to behemoths.
Well, that sounds like fun. And as it turns out,
much of Joystick Nation is precisely the entertaining romp you'd
expect, particularly if you're more or less in Herz's demographic. (I
am.) Chapter two, my favorite, consists of an extended timeline: from
the Atari 2600 and the rise of the mall arcade to the Nintendo 64 and
multiplayer contests on the Internet. We also meet the kinds of characters
you would expect a profitable subculture to produce-the people who conceive
the games, write their musical stores, publish magazines about them, even
play-test games for a living. You can come in looking
like a wreck, reeking of booze, whatever, and they're never gonna fire
you for it, because they need you, offers Alex Tschetter, an ex-construction
worker with a mohawk, earrings, tattoos, and enough talent as a game artist
to know what he's talking about.
Herz herself is a little less compelling. In her
first book, Surfing on the Internet: A Nethead's Adventures on Line,
she made a gonzo-style run through the World Wide Web, interacting with
virtual drag queens and so forth. This time around her presence is primarily
as a vessel for nostalgia. Arcades demanded attention, she
reminisces. They were dark. There was a whiff of challenge and danger
and sweat in the air. Chronicling the corruption of these romantic
oases into brightly-lit family fun centers thick with Skee-Ball machines,
Herz gets positively maudlin embarrassing even by the standards
of twentysomething nostalgia. Unfortunately, this gravity is symptomatic
of a bigger problem with Joystick Nation, falling in the second
part of Herz's agenda: to trace [videogames'] radiation into our
patterns of thought.
Now that doesn't sound like fun, and in
fact the book never really recovers from a bad case of taking itself too
seriously. Videogames are perfect training for life in fin de siècle
America, Herz declares. Those to the joystick born have a
built-in advantage. C. Everett Koop is criticized. Beowolf is cited.
Gender questions are addressed. An unpublished Ph.D. thesis is quoted.
The Rand Corporation comes up. Pop culture references proliferate ( to
paraphrase Gordon Gekko in Wall Street. .., to paraphrase
the Red Dog beer motto. . . , to paraphrase Christian Slater
in True Romance. . . .). Even Moore's Law is invoked.
If all of that isn't annoying enough, Herz resorts
to the same combination of attitude and breathless philosophizing
that pop culture critics use when they're trying to hoodwink you into
thinking that they're academics. What is Space Invaders? she
asks. Is it the code? Is it the arcade cabinet? . . . Where is the
actual game? As we move into the thingless digital society, we have to
confront issues like this, which seem to crop up with disturbing frequency
as chunks of content are bent, beamed, and repurposed into one storage
medium after another. With videogames, these questions are particularly
messy, because these retro artifacts were digital from the get-go.
Right. On the other hand, who cares? It's too
bad that Herz who can write both smartly and amusingly meandered
off in this direction. I suspect that she fell victim to a Moore's Law
variation that seems be shaping pop culture analysis: the attribution
of greater and greater significance to more and more marginal trends.
If Prozac, talk shows, and sitcom reruns reveal who we are,
then who's to say videogames haven't rewired our minds? No
wonder Herz didn't want to settle for something that was merely an enjoyable
read. But in the end, the effort to turn it into something more just produced
a lot of strained writing and silly thinking. To paraphrase Freud, sometimes
a joystick is just a joystick.

This
review appeared in the July 6, 1997 edition of Newsday.

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