Pilgrim in the Microworld

Eye, mind, and the essence of video skill

Hardcover, 227 pages

English language

Published Nov. 8, 1983 by Warner Books.

ISBN:
978-0-446-51261-9
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OCLC Number:
8976277

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A detailed description of trying to get better at a video game: Not killing monsters with swords in Darksouls, but destroying bricks with a ball in Breakout; “git gut” in 1980 on an Atari home console. Sudnow previously published a learning auto-ethnography on playing piano, and “Pilgrim in the microworld” is rather similar in that it describes the minute details of perception and action. However, I found "Pilgrim…" more fun to read, maybe because I know how Breakout works better than I know how to play jazz piano.
He tries different ways: Practicing a lot, meeting with programmers, thinking up methods to beat the game, seeing it a sport or seeing it creatively. In this regard, one of the best descriptions of being competentily incompetent in something and trying to learn more.

Review of 'Pilgrim in the microworld' on 'Goodreads'

Jazz pianist David Sudnow didn't play video games until he went to retrieve his teenage son from an arcade in the early 80s, and he immediately dismissed them as a silly money-sink designed to keep teenagers occupied. When an Atari 2600 ruined a party of academics, however, he decided to give games another shot and try the Atari for himself. Thus began his decent into obsession.

Following in the style of Ways of the Hand, Sudnow's deeply detailed exploration of the phenomenology of playing jazz piano, Pilgrim in the Microworld provides an equally detailed account of Sudnow's quest to master Breakout on the Atari--from the physical feeling of the controls to the subtle changes in his strategy of where to look on the screen. The book follows his transition from bemused to curious to obsessed and back, all the while revealing the most subtle changes in outlook and strategy, …

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Subjects

  • Video games -- Social aspects -- Case studies.