Frontier Pop Issue 11: Videogames. The History, Art, Cultural Impact, and Perspective of Video Games.

FRONTIER POP: Frontier Pop Issue 11 - Video Games. History, Art, Cultural Impact, and Perspective.

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The History, Art, Cultural Impact, and Perspective of Video Games.

VIDEO GAMES: Current Issue, Issue 11, Volume 1, for Tuesday, September 28, 2010. New Issue published every Tuesday, and updated throughout the week. Next issue due online October 5, 2010.


092910-0800 - Passinault: Lost some time because I had to work on Issue 7 of Frontier Pop, Movies And / VS Video Games. This issue fell between the cracks, and was never published. It's almost done, and there is a lot in there about the classic FMV game Night Trap, as well as a new concept that I have for a Night Trap-like game for the iPad and the iPhone, as well as the PC. The render of the faux screen was quick (taking more of my time, however), and it's early, but I finished it. Details subject to change, as I used Night Trap as a reference.

092910-1105 - Passinault: Was getting too crazy with some of those Frontier Pop covers (the banner-like images at the top of each issue, with the title, etc), although I am quite proud of all of the covers. Showing range in composition, and design, like all good artists should, is what I did with this cover. It's simple, and it is excellent. The system in this video game issue is my Sega Genesis/ Sega CD / Sega 32X Combo. You should see my two Atari Jaguars; especially the one with the Jaguar CD attached. All my systems are in mint condition. Oh, and although the picture of one of my video game systems above is excellent, as a professional photographer, I obtain inspiration from the most unusual place. I had a dream the other day (or was it a daydream while listing to some techno dance music?) where I figured out a cool way of composing photographs of video game consoles (I sometimes visual how I want a shot composed, and the art direction, and write down a detailed description. With the video game consoles, I'll call the new type of shots CONTFORE3/4CNSLBGLMTEDDEPTHOFFLD. Ah, I love codes. Don't you? Sorry, but I tend to think like a creative computer.

093010-0800 - Passinault: Chewed through a lot of time just researching this issue studying Edge, Games TM, and Retro Gamer; I have hundreds of issues, and a small fortune invested in industry-level rags. My God, Edge has got to be the best video game publication in the world, and it's British. All of the time that I spend with my nose in British publications explains my old-english spelling in some of my work; a reader of one of my web sites asked about that, once. At any rate, I am also putting a lot of thought into the letter that I have to compose in response to an email which EGM (Electronic Gaming Monthly) wrote to me a few weeks ago. Steve, I have a lot of suggestions for your magazine (and I will not even bring up the fact that, even though I subscribe, that I did not receive the October issue, and that I had to go to the store and play over $7.00 for a copy so I would not miss an issue. This, of course, I don't mind paying, as Edge alone is $10.00 an issue, and I often spend $40.00 a month on video game publications, and I've read everything available on the subject since becoming a serious gamer, and collector, in 1992). EGM needs more interviews like the cool one that they recently did with God Of War developer David Jaffe, and Mortal Kombat developer Ed Boon, both of whom I have a tremendous amount of respect for (although I do not like the QTE, or Quick Time Events, sequences in God Of War, and I curse Yu Suzuki for introducing those annoying QTE simon says-type gameplay elements in Shenmu. God Of War plays like a dream, and the QTE elements break up the fast and fluid pacing of the otherwise fantastic gameplay... Hmmmmm..... I wonder if there are codes to skip the QTE's? I can dream!). At any rate, EGM needs to have a retro gaming section, features on video game consoles and the stories behind them, features on the video game industry, features about video game genres, with examples of classic games and even speculation on how they can be improved. Can;t we have fresh ideas? I have them, and although Frontier Pop is not an online publication which I make money directly from, I will be writing such features, as well as securing interviews with notable professionals in a variety of industries. Transcripts of these interviews will be published on Frontier Pop, along with pictures from the photography that I'm famous for (providing that I have the opportunity to photograph the people), as well as featured on the Frontier Pop Horizons Podcast series. That said, I have to work on this issue some more. It should be completely up tomorrow morning, and this is the second time that an issue has taken most of my week to put together. Let's just say that I am thorough, and that I don't cut corners; all in respect for my readers.

093010-0919 - Passinault: Did you know that DJ Frontier rules? I do, you know. Next week's issue will celebrate my 20th anniversary of the start of my DJ career as an underground DJ. I spent the first two years as DJ Wiz Kid (and I still maintain the rights to that name), and 17 years as DJ Frontier (of those 17 years, I did a lot of overlapping work; 4 years extremely active in underground production work as DJ Frontier, 5 years as a mobile DJ, and the past 8 years I took a break. I will return to DJ'ing in 2011, and the support infrastructure for my DJ agenda is staggering, and comprehensive. What I've done in the past is nothing compared to what is about to happen, especially since I've had years to work out the details, develop new properties, and technology has finally caught up to many of my very advanced concepts. As a DJ, I will be one of the most advanced, and unique, in the world, and the same will go for my career as a photographer). My upcoming career as DJ Frontier will see me redefining what a DJ is. I will be known as a mixed media artists, and as a remixer of life and lifestyles. My work as DJ Frontier will not only include the ongoing underground release line which I've worked since 1990, but a new commercial release line which will serve as a marketing platform for unsigned talent in music, an online television series, indie films, music videos, podcast series, public appearances, keynote presentations, and DJ'ing my own events (Mobile, wedding, and club DJ'ing I will leave to DJ's who I subcontract that work to; if I do any of those gigs, it won't be cheap, as I strongly prefer to do my own thing as an artist. I'll charge a LOT more if a client intends to tell me how to DJ, and what to play). Oh, and then there is my cyber suit, most of which is classified. See my official DJ Frontier blog, the Tampa DJ Blog, for more. Ciao!

100110-0800 - Passinault: Spent some time this morning working on the Tampa DJ Blog, which is a part of the next issue of Frontier Pop (such a cool blog, with lots of interesting information, that Tampa DJ Blog. I use it for my notes, primarily with my DJ and event planning careers, which is a unique situation that may not apply to my other blogs, which are monitored by competitors). The cool thing about Frontier Pop is that it is much, much more than just this web site. Frontier Pop includes content on all of my other sites, as well. This makes Frontier Pop massive in size, with hundreds of thousands of pages of content from the past 12 years. I will be spending quite a bit of time, too, linking back to relevant issues of Frontier Pop from those sites, so that the readers can return to the “host” issue and continue reading after they are done on the site that the content is published on. Of course, with over 50 other top sites linking back to Frontier Pop, this will make Frontier Pop a superpower, and impossible for my competitors to compete with (Hey, guys, you brought this upon yourselves. I would have been content to write for you guys, but your games, slander, and cliques inspired me to do this. Being put out of business is what you deserve. Nolan lost, and so did his deranged preacher friend, his emo balding sidekick, and their hoodlum contributor. I laugh at their crippled online status, now. It’s not like these guys are really good at doing web sites, though, or design, or anything else that they try to do. No one beats me with web sites. I’m better than most who try to do what I do, and they know it. It’s not like these guys have a 200 IQ and a professional level of experience in over 20 different fields, either. I’d imagine it would be like an average person going up against any of my renaissance brethren. Fortunately, though, we are a rare breed. We’re elite, and smarter, than most, but there are not that many of us).
Another cool thing about Frontier Pop is that each issue is more of a front-end for content on Frontier Pop and on affiliated sites. Even after the issue is archived, it is still active, and is still updated as readers reference it, add commentary to the reader reaction section for that issue, and relevant content is added to Frontier Pop and affiliated sites. This means that “old” issues will continue to be updated, and will grow in size; after their chronologically published purpose is over, the issue become relevant by subject. Although some issues may be similar in subject, and I’ll try not to have issues about the same general topic more than once, any issues which are relevant to new content added to the site will be updated to link to the new content. This means, of course, that any new issue will link to relevant content, even if it has already been featured in another issue. This will enable my readers to easily find what they are looking for if they are browsing issues by topic. Frontier Pop content can also be browsed, by subject, through the site sections from the main menu links. Brilliant, isn’t it? I’d like to think so, but I know that it’s brilliant, and that’s good enough for me.
Publishing Frontier Pop content on my other sites also makes working on my other sites far more cost-effective, killing two birds with one stone, as work on any of my sites is work on Frontier Pop. This keeps Frontier Pop full of fresh content. Although this may seem like a bad idea if someone were to use Frontier Pop to track my activity online as I update my web sites, keep in mind that I am aware of this, and I’d rather not help people who do not have my best interests in mind track me. If people are watching what I do, and are trying to keep track of information that they can use against me, that’s fine, but they will have to work for it. I will not be publishing everything that I do on Frontier Pop, especially if it is sensitive. Good luck spending hundreds of hours going through all of my sites trying to figure out where I did recent updates. Not exactly easy to track me, is it? I hope that some of these characters out there waste a ton of time trying to keep up with all of this, and it would take a team of people to do so, even if I did make it easy for them by posting links to everything that I’ve done recently. Yes, there are people out there who do not like me, and yes, they do read everything that they can find about what I do. I suspect some of them are attorneys, too. I don’t like some of you, either, but I’d like to think that my ideas infect those who read them, and some of them get what I’m doing, eventually. I’m one of the good guys, people.
At any rate, the next three issues of Frontier Pop are pretty much set. The one for next week, which may be delayed a few days to allow my readers to read this issue, which took a while to write, will be about my DJ career, which celebrates its 20th anniversary on October 6. The issue for the following week, which should publish on time, will be an indie film review issue, although some of those reviews will already be up on the Tampa Bay Film Tampa Film Review site early next week. The following week, issue 14, will be a comparison / review between Frontier Pop and two other Tampa pop culture sites which are considered to be our “competition”. Do I even have to write about who wins? Yes, Frontier Pop kicks their butts, hands down (especially since I write about things that are interesting, and most people want to read, without rehashing news which were published on other sources, and I don’t allow hoodlums to write for me, either), and it’s kicked their butts since the first issue (the search engines seem to agree with me, too, as they favor Frontier Pop), but I will explains, by making points, WHY and HOW that Frontier Pop defeats them. It’s also better organized than they are, too, as well as of superior design (hell, this site is actually cool, and it’s cool without even trying. The others are just nerds trying to be heard, and trying to be cool and relevant. This is why I have friends offline who are interesting people, and my friends are the friends that those other guys aspire to have. Yes, I have enemies, and I wouldn’t have it any other way, but I also have a lot of cool friends, and making friends is easy to me because I have to actually work to repel people. Most people like me, especially as I am real, and I don’t have to fake anything.).
Every day I think about Nolan and is nerd herd losing, and I smile. Fake people do not deserve success.
For now, it’s Frontier Pop! I love this site, and so do you!

100210-2216 - Passinault: This morning, I did more research for my cybersuit. All the parts are freely available, but I am intrigued by the prospect that they have never been combined and integrated in the way that I am proposing. I can also take this concept much, much farther, with essentially the same tech, as I originally envisioned. I will now be incorporating BEAM concepts, artificial life, and cybernetic symbiosis to the suit. Looks like I will be learning fashion design, too, which should prove to be little different from the design work that I always do. It could be said that less-is-more works, as does optimized ambience; I've seen so many "fashion designers" go way overboard with their loud creations. Take tricked (modified) cars, for example. Remember the 90's, with the fad about undercarriage neon, which supposedly made the car look like it was floating. I don't know how many people who did not understand that the floating highlight effect that made this work depended upon subdued ambient lighting, and had those neon tubes hanging so low that you could see the obnoxious tubes. Some people just don't understand the principles of design. I, myself, had missteps when I was 19, before I learned design. I used to go crazy with stickers and pin striping on my cars, and they looked incredibly tacky. I learned. Even Diana, who is an awesome web and fashion designer, had her learning period. She once showed me her first design work, and it wasn't good at all. This changed in time. The important thing is to not practice mistakes and do the same thing over and over again, expecting a different result. The thing is to look around, learn, and evolve, while working hard. You know what? My last two girlfriends were fashion designers as well as models..... Maybe I'm on to something, as I get along with both. At any rate, I am looking forward to a nice evening (morning), and it's choco milk time!

100510-0800 - Passinault: I was going to go backwards, and finish up this issue, and then do today' issue tomorrow, but it is almost done, and it won't take much to finish and publish. Besides, I have DJ'ing on the mind, and want to write about it. I'll finish this issue in the next few days, after it is archived.



This is the 11th issue of Frontier Pop, and it’s all about video games. While working on this Tampa modeling portfolios, model testing, and modeling portfolio photography.issue, I simultaneously worked on our 7th issue of Frontier Pop, “Movies And /VS Video Games”, as I was into the video game theme, and issue 7 fell between the cracks and was filed away without content. There is some good stuff in both issues, however, so it was well worth the extra work on both issues!
Frontier Pop Issue 11: Video GamesThis issue will start out light on content, and then will be expanded over time. As video game articles, reviews, and other content is added to our video game section on Frontier Pop, all subject-relevant issues in archive will be updated. This means that all issues of Frontier Pop are constant works in progress, and over time, they get better and better, as content is added, and they expand.

Video Games As Art?
First of all, I wish to address the long-term debate of whether video games are art. Roger Ebert is a film-centric person who defines films as art, and he maintains that video games are not. I disagree, and wonder if Ebert has ever even had an open-enough mind to simply TRY playing a video game.
What is art? Definitions very, but it is safe to say that art is a creative, constructive form of expression which elicits a response, either emotional, or otherwise. This is my definition of art, too, and I am a strong support of art. Are there things out there which are passed off as art, but are not? Well, I do not believe that exploitation is art. I’ve said, for years, that exploitation is not art, and I am strongly opposed to no-talent con artist who try to make a quick dollar doing things in the name of “art” which are at the expense of others. This, my friends, is not art.
Regarding Ebert and his opinion, he’s rather sit in a chair and be swept away in an escapist passive narrative known as the medium of film. Movies, or film, can be a focused experience, as viewing them and getting lost in the story, and the entertainment format does have its strengths, as well as its weaknesses, but video games being a more interactive format of entertainment does not make them any less of a form of art. As a matter of fact, because video games are much more immersive, and the interaction lends itself to a more complete experience, it could be argues that video games are even more a form of art that films are, in many ways.
I say make Roger Ebert play a game of Little Big Planet, watch his jaw hit the floor, and then opine that video games are not art. Video games ARE art, and I also agree that films are, too! Oh, did I just say that? I’m not sorry, you narrow / closed-minded, stuck-up film snob.
On a side note, I will say that, being heavily invested in Tampa Bay independent films, that it amuses me how many filmmakers in the Tampa Bay area are so limited because they have a one track mind, much like that Ebert fellow. Yes, they know films, but usually one limited, specialized genre. The don’t know video games, they don’t know other forms of art, and they don’t know much else but what they do. This is why I’m going to mop the floor with most of these filmmakers. The primitives are too limited by their own ignorance. It’s also hard for me to really respect the idiots because they can’t think, and create, for themselves; a result of their shallow scope of experience (Yes, one filmmaker who I am referring to is Joe Davison. What a boring, over-rated filmmaker! You can only write what you know, buddy, and it shows in your seriously flawed scripts. A few idiots may buy into your scripted B.S., but most people won’t. You won’t make it by faking it in the long run, primitive!). It’s not wonder that these people are neurotic and insecure about their filmmaking, and have to resort to slandering and trying to intimidate their perceived competition.
Listen, Tampa filmmakers. I have the advantage. I have a wide range of professional experience in a variety of industries, and it enhances everything that I do. As a creator, I’m an expert in most forms of entertainment, including films and video games. I know what is appropriate formatting for each, and am one of the few who will be able to make excellent movies and video games, as well as do successful, strong crossover properties and hybrids.
That said, back to video games as art.
For me, video games have always been art, even as far back as the golden age of arcade games in the early 1980's (and, yes, although I was a little kid, I was there, and I fully comprehended what video games were, even then, even more-so than most adults at the time). How can you not play a game of Asteroids, Centipede, Tempest, Ms Pac Man, Dig Dug, Galaga, Gyruss, or any other number of classic games and not admit to yourself that they are a form of interactive art? I remember being 13 years old playing Scramble and Pac Man at the skating rink, and realizing that I was interacting with genuine art.
It goes beyond the games, too. I’m talking about industrial design, and how the video game hardware itself is designed.
The Sega Saturn - 32 Bit 2D Powerhouse is the ultimate sprite-based console. She’s a beauty. Just look at those lines! The most beautiful console ever made. If you’re looking for sexy in a video game console, nothing beats the Sega Saturn. The smooth lines and the compact body of the Sega Saturn makes it the exotic sportscar of video game consoles in the area of the visual aesthetics, and the build, of the console itself. Although the Saturn is described as a jumbled mess of jumper cables and boards on the inside, due to some last minute additions to beef up its ability to compete with the Sony Playstation in 3D capabilities, the Saturn is described as the most reliable, and robust, 32 Bit video game console. The Sega Saturn is also the most powerful 32 Bit Console, with more power 
than the Sony Playstation, especially when dealing with memory-hungry 2Dsprite-based graphics. That power doe not come easy, however, due to the dual processor architecture of the Saturn, and it is much more difficult to program this machine, and get optimal performance from it, than it is for the Playstation, which was a developer-friendly 3D graphics synthesizer, with built in tools which made it easy to get performance from. The audio capabilities of the Sega Saturn also bested both the Playstation and the Nintendo 64, with the N64 having the worst audio capabilities of the three. The Saturn, until the Playstation came out with the Dual Shock, also boasted one of the best controllers ever made. This make the Sega Saturn the best designed console, aesthetically-speaking, of any console from any hardware generation, and it receives the award for best looking console from Frontier Pop! Frontier Pop Editor C. A. Passinault has two mint-condition Sega Saturns, and they are not for sale, at any price.How can you not look at a stand-up arcade machine cabinet and not be wowed by the form? How can you not sit down at a cocktail arcade coin-op and want to use it as an artistic dining room table (I’m building one, and the ladies are just going to have to get used to attract screens of video games on MAME running beneath our plates during our dining experiences. Glass table top, beautiful motion graphics of classic games running underneath, and even a video-in option where we can display everything from music-interactive light synths to movies. Awesome, and it’s art)?
Then we come to the home consoles. I was blown away when I first held a Super Nintendo in my hands, back in 1991 when it first came out. I loved the design of the system, and the controllers. Even the Atari Jaguar had its charms, and although some may have complained about the oversized Jaguar controller, I loved the way that it was like a little DS9 Defiant in my hands. It was cool. You know what, though? Some of my favorite console designs would have to be the Sega video game consoles. Although I did not care for the original Sega Genesis, the Genesis 2, as well as how it looked when it had it’s side-mounted Sega CD, looked cool. One of the best designed consoles, though, would have to be the Sega Saturn. Look at it! It’s has these smooth curves, especially at the top, like a stealth bomber. Its controllers where very nice, too, and I even liked the Saturn arcade sticks.

The First Video Games


Home Gaming

Video Game Market Crash


Portable Gaming

16 Bit Golden Age Of Gaming

CD ROM Gaming

Atari Jaguar VS The 3DO

The 32 Bit 3D Revolution

Sega Saturn VS Sony Playstation

Sony Playstation VS Nintendo 64

Video Game Emulation

Sega Dreamcast: Sega's Last StandTampa headshots for talent, actors, and business

Sony Playstation 2,

Microsoft XBox

Nintendo Gamecube

Portable Gaming Gets Serious

Sony Playstation Portable VS Nintendo DS

Nintendo DS: The Portable Gaming "Ghetto" A Prelude To A Revolution

Microsoft XBox 360: Red Ringer Of The Future

Playstation 3: Overdone, Hardcore, and Innovative

Nintendo Wii: Expanding the industry while crippling the existing one.

Cell Phone Gaming?

The Future Of Gaming: Flexible and Relevant

Movies and Indie Films must follow the rules of the world which is defined in the story. By default, that means real life, but as long as the rules of the world of fiction are defined, that will work, too. To keep the audience in disbelif, you must be consistent in the world that you are telling the story in.



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This was one of the first things published on Frontier Pop, and was online before the site officially launched. We added video excerpts of the play.



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C. A. PassinaultC. A. Passinault - Posted 09/29/10: 0800

First! I finally devote an entire issue of Frontier Pop to video games. This ought to be popular, and all video game-relevant articles will be added to this issue long after it is archived, so it, like other subject issues, will continue to grow, and evolve!

PUBLISHED 09/28/10

UPDATED 11/10/10

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