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The primary composition component of game design is programming and here the beginnings of formal critique are well underway. As with many other forms of creative expression, the creators and consumers of the form have established a dialogue around the constituent components. These initial critiques take the form of replication, parody and commentary. Thus, the gaming community is already rich with theoretical analyses of computer games. While the academy has offered cultural criticism of such things as violence in games like Half Life, it seems clear that we currently lack sufficient critical analyses of the limitations and possibilities of programming in C, C++ and Assembler that are specifically geared towards 3D graphics cards, large memory components and high speed processors. By bringing the two forms of critique together, we might be able to address the types of concerns expressed by Aarseth. 153554b96e
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