MIT in Popular Culture - Computer and Video Games

Computer and Video Games

Some genres of computer and video games have characterization requirements like those of movies. For example, a game involving a team of commandos might require a member who can break into computers, crack security systems or work with explosives. This character's background would typically have to be established very quickly and efficiently, perhaps within one screen of introductory text. Stating that a commando or top-secret operative "graduated from MIT" is one way to accomplish this.

MIT is mentioned in the computer games Area 51 (1995), Half-Life (1998), Half-Life 2 (2005) and Metal Gear Solid (1998).

In the case of the Half-Life series, the main protagonist, Gordon Freeman, is an MIT graduate.

The Infocom game The Lurking Horror (1987), written by MIT alumnus and interactive fiction pioneer Dave Lebling, is set on the campus of the George Underwood Edwards Institute of Technology, which strongly resembles MIT. Its fictional culture also parodies the MIT culture. For instance, G.U.E. Tech's class ring is known as the brass hyrax, parodying MIT's Brass Rat.

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Famous quotes containing the words video games, computer, video and/or games:

    It is among the ranks of school-age children, those six- to twelve-year-olds who once avidly filled their free moments with childhood play, that the greatest change is evident. In the place of traditional, sometimes ancient childhood games that were still popular a generation ago, in the place of fantasy and make- believe play . . . today’s children have substituted television viewing and, most recently, video games.
    Marie Winn (20th century)

    The archetype of all humans, their ideal image, is the computer, once it has liberated itself from its creator, man. The computer is the essence of the human being. In the computer, man reaches his completion.
    Friedrich Dürrenmatt (1921–1990)

    It is among the ranks of school-age children, those six- to twelve-year-olds who once avidly filled their free moments with childhood play, that the greatest change is evident. In the place of traditional, sometimes ancient childhood games that were still popular a generation ago, in the place of fantasy and make- believe play . . . today’s children have substituted television viewing and, most recently, video games.
    Marie Winn (20th century)

    Criticism occupies the lowest place in the literary hierarchy: as regards form, almost always; and as regards moral value, incontestably. It comes after rhyming games and acrostics, which at least require a certain inventiveness.
    Gustave Flaubert (1821–1880)