Tuesday, April 15, 2008

(How) To Spot a Version(ing)

(Sharples Holden Pasquarelli (SHoP). "Introduction." Versioning: Evolutionary Techniques in Architecture - AD Vol. 72.)

I wish to use video game controllers as the example for versioning. For those unfamiliar, here's a quick breakdown of the major concoles that are intended for consumer home use and require an independent projection device (i.e. television) for display:

Atari: 2600, 5200
Nintendo: NES, SNES, N64, Gamecube, Wii
Sega: Genesis, Saturn, Dreamcast
Sony: PS1/PSXPS2, PS3
Microsoft: X-box, X-box 360


If I understand "versioning" correctly, then a videogame controller is a handheld in-put (and sometimes out-put) device that relies on a person's hand-eye coordination to resequence a pre-set of commands to obtain favorable results in a "virtual" envrionment. I argue there is no longer a prototype or archetype for a videogame controller. So far, its basic design intention is to be handheld, and array of additional factor determine its form and use.

1) complexity of games (program): the quantity and types of input devices on the controller.
2) ergonomics (use experience): the comfort of hands (and appropriateness based on the target audience, by age and region).
3) affordability: the value judgement between features and manufacturing cost.
4) target audience: existing difference are between age groups. Nintendo generally produce smaller controllers catering to the younger audience, whereas Microsoft have produced much larger controllers for a more mature audience for each launch.
5) imagibility (form): the aesthetics have differed based on brand, each brand seeking a more contemporary image that suits the label for each console.

Many of the factors are driven by marketing, which can be difficult to holistically model. Nevertheless, the same thing may be said for architecture, if it were to be conceived as a business.

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