Platforms: Abstractions or specifications that facilitate the building of other systems (Bogost & Montfort, 2007).
Digital and Video Games: Platforms can be any computing system that allows further developments (Bogost & Montfort, 2009).
Platform Studies: An analytical approach exploring the relationship between hardware and software in the context of game development.
Levels of Platform: Platforms exist across various scales and levels of materiality.
Programmable Platforms: Include microprocessors, operating systems, and game engines.
Microprocessors: Govern low-level functions; example includes the Motorola 6507 in Atari VCS.
Operating Systems: Determine application interactions; shape the software environment.
3-D Game Engines: Tools for developers to manage game design and behaviors.
Analog Systems: Ron Hale-Evans viewed playing cards as a "game system" due to their multifunctional components.
Colloquial Use: Refers to both hardware and software, such as Super Famicom, Windows 3.11, and Panic’s Playdate.
Panic Playdate: A unique hardware platform with specific game development requirements using languages like Lua or C.
Twine: A narrative system utilizing underlying code standards like HTML, CSS, and JavaScript, showcasing how platforms influence creative outputs.
Critique of Reductionism: Bogost and Montfort warn against a deterministic view of platforms, advocating for a broader perspective that recognizes the ecosystem around creative works.
Atari VCS: Analyzed for its memory handling, graphical output, and the adaptation challenges from arcade to home gaming, revealing unique aesthetic qualities in its games.
Example: Visual distortion of graphics such as the horizontal stretching in games due to the TIA.
Commodore Amiga: Notable for broad appeal driven by technical capabilities that enabled diverse creative outputs.
Microprocessors: Determine how software performs; earlier chips easier to understand than modern ones.
Graphics Processors: Affect types of games developed; NES's Ricoh PPU managed sprite limitations and aesthetic style.
Audio Technologies: Affect music and game sound; early consoles had unique sound chips requiring programmed audio composition.
Key Controllers: Interfaces like the NES controller, with varying button functions affecting gameplay.
Different input methods (digital vs. analog) influence gameplay mechanics and user experience.
Game Engines: Software frameworks that manage game functionalities, simplifying development tasks.
Example: Unreal Engine handles 3D rendering and physics, shaping game design complexity.
Middleware: Specialized software for specific tasks, such as sound processing or AI, distinct from game engines.
APIs and SDKs: Provide developers with tools to interact with and utilize hardware and software features effectively.
Cross-Platform Software: Applications running on different hardware and software environments, revealing performance disparities.
Infrastructural Systems: Modern companies creating platforms by integrating hardware, services, and digital infrastructures contribute to how games are developed and consumed.
Analyzing Platforms: Understanding technologies within cultural contexts aids in grasping their influence on creative decisions in games.
Historical Contexts: Trends in platform studies highlight diverse narratives of technology beyond mere technical functionality.
Platform Studies: Provides insights into how hardware and software constraints shape game design, highlighting the intricate relationship between technology and culture.