This apparently is part of a series -- from Robinson in the UK, home
of the Mammoth Guides and other things, and Americanized by the fine
Philadelphians of Running Press -- of brief histories and/or guides to
various things, from James Bond to Walt Disney, from the Magna Carta to
France. So there's a bit of a whiff of product here -- it was made to
fill a slot in a publishing schedule, and chosen presumably because
there would be an audience -- but that could describe many more books
than most people like to think.
A Brief History of Video Games
is a well-illustrated look at the development of electronic boxes that
play games, from arcade to home and back again, starting with the
cathode ray tube and going just about to the present day (it was
published in 2015). It's inevitably a bit British-focused, but I found
that entertaining -- the UK market was quirkily different from the US
market for a long time (and may still be), so it told me a lot of things
I didn't know or suspect. And Stanton covers Japan as much as the US,
obviously -- those two countries have been the primary global drivers of
that industry so far. (Who knows if that will continue -- there's a
pretty important Polish studio now, with one of the best games of 2015,
and both India and China have enough smart, connected people to strongly
enter any market.)
Like many histories, it's most
interesting in the early chapters, when Stanton can focus on
personalities and big changes. Stanton also struggles to tell a massive
world-wide story in a coherent way, so the last third of the book turns
into thematic or studio-based chapters from the more chronological
organization of the early chapters -- and the book turns into thumbnail
vaguely critical sketches of important games for pages at a time near
the end, as well. Again, that's inevitable when writing about a huge
industry with so many consumer products -- and, as far as I can see,
Stanton does cover everything important, and his opinions are all
reasonable and backed by facts.
The design is a little
quirky: the type takes up only about the top two-thirds of the page,
with the bottom mostly being given over to illustrations. But those
illos sometimes move up the page, and there's also a lot of white space
-- I suspect to make this book seem a bit heftier than its actual
word-count requires.
Most history books are for people
who don't know a lot and want to learn more, but video games are not
like most things. The audience for this book will in large part be as
knowledgeable as Stanton -- well, will consider itself vastly
more knowledgeable than Stanton -- and I'm sure some subset of them will
grumble, because such people always grumble. But they will have to go
out of their way to find things to grumble about, because this is an
honest and even-handed book that covers pretty well a big and
complicated industry in a short space.
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