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 and, 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)

    What, then, is the basic difference between today’s computer and an intelligent being? It is that the computer can be made to see but not to perceive. What matters here is not that the computer is without consciousness but that thus far it is incapable of the spontaneous grasp of pattern—a capacity essential to perception and intelligence.
    Rudolf Arnheim (b. 1904)

    The analogy between the mind and a computer fails for many reasons. The brain is constructed by principles that assure diversity and degeneracy. Unlike a computer, it has no replicative memory. It is historical and value driven. It forms categories by internal criteria and by constraints acting at many scales, not by means of a syntactically constructed program. The world with which the brain interacts is not unequivocally made up of classical categories.
    Gerald M. Edelman (b. 1928)

    We attempt to remember our collective American childhood, the way it was, but what we often remember is a combination of real past, pieces reshaped by bitterness and love, and, of course, the video past—the portrayals of family life on such television programs as “Leave it to Beaver” and “Father Knows Best” and all the rest.
    Richard Louv (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)