History of video games: Difference between revisions
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By the end of this period, Sony had become the leader in the video game market. The Saturn was moderately successful in Japan but a failure in North America and Europe, leaving Sega outside of the main competition. The N64 achieved huge success in North America and Europe, though it never surpassed PlayStation's sales. The N64 was also successful in Japan, even though it failed to repeat the tremendous success of the Famicom and Super Famicom there due to stiff competition by PlayStation. |
By the end of this period, Sony had become the leader in the video game market. The Saturn was moderately successful in Japan but a failure in North America and Europe, leaving Sega outside of the main competition. The N64 achieved huge success in North America and Europe, though it never surpassed PlayStation's sales. The N64 was also successful in Japan, even though it failed to repeat the tremendous success of the Famicom and Super Famicom there due to stiff competition by PlayStation. |
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=== Transition to 3D and CDs === |
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The fifth generation is most noted for the rise of fully [[3D computer graphics|3D]] games. While there were games prior that had used three dimensional environments, such as ''[[Virtua Racing]]'' and [[Star Fox (SNES)|''Star Fox'']], it was in this era that many game designers began to move traditionally [[2D computer graphics|2D]] and [[2.5D|pseudo-3D]] genres into full 3D. ''[[Super Mario 64]]'' on the N64, ''[[Crash Bandicoot]]'' on the PlayStation, and ''[[Tomb Raider]]'' on the Saturn (later released on the PlayStation as well), are prime examples of this trend. Their 3D environments were widely marketed and they steered the industry's focus away from side-scrolling and rail-style titles, as well as opening doors to more complex games and genres. Games like GoldenEye 007 or Legend Of Zelda Ocarina of time were nothing like shoot-em-ups or RPG's before them. 3D became the main focus in this era as well as a slow decline of Cartridges in favor of [[Compact Disc|CDs]]. |
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== 2000s == |
== 2000s == |
Revision as of 16:13, 20 August 2009
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History of video games |
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The origin of video games lies in early cathode ray tube-based missile defense systems in the late 1940s. These programs were later adapted into other simple games during the 1950s. By the late 1950s and through the 1960s, more computer games were developed (mostly on mainframe computers), gradually increasing in sophistication and complexity.[n 1] Following this period, video games diverged into different platforms: arcade, mainframe, console, personal computer and later handheld games.
The first commercially viable video game was Computer Space in 1971, which laid the foundation for a new entertainment industry in the late 1970s within the United States, Japan, and Europe. The first major crash in 1977 occurred when companies were forced to sell their older obsolete systems flooding the market. Six years later a second, greater crash occurred. This crash—brought on largely by a flood of video games coming to the market—resulted in a total collapse of the console gaming industry worldwide, ultimately shifting dominance of the market from North America to Japan. While the crash killed the console gaming market, the computer gaming market was largely unaffected. Subsequent generations of console video games would continue to be dominated by Japanese corporations. Though several attempts would be made by North American and European companies, fourth generation of consoles, their ventures would ultimately fail. Not until the sixth generation of video game consoles would a non-Japanese company release a commercially successful console system.
Origins
A device called the Cathode-Ray Tube Amusement Device was patented in the United States by Thomas T. Goldsmith, Jr. and Estle Ray Mann.[1] The patent was filed on January 25, 1947, and issued on December 14, 1948. It described using eight vacuum tubes to simulate a missile firing at a target and contains knobs to adjust the curve and speed of the missile. Because computer graphics could not be drawn electronically at the time, small targets were drawn on a simple overlay and placed on the screen.
In 1949-1950, Charly Adama created a "Bouncing Ball" program for MIT's Whirlwind computer.[2] While the program was not yet interactive, it was a precursor to games soon to come.
In February 1951, Christopher Strachey tried to run a draughts program he had written for the NPL Pilot ACE. The program exceeded the memory capacity of the machine and Strachey recoded his program for a machine at Manchester with a larger memory capacity by October.
OXO, a graphical version of tic-tac-toe, was created by A.S. Douglas in 1952 at the University of Cambridge, in order to demonstrate his thesis on human-computer interaction. It was developed on the EDSAC computer, which uses a cathode ray tube as a visual display to display memory contents. The player competes against the computer.
In 1958 William Higinbotham created a game using an oscilloscope and analog computer.[3] Titled Tennis for Two, it was used to entertain visitors of the Brookhaven National Laboratory in New York.[4] Tennis for Two showed a simplified tennis court from the side, featuring a gravity-controlled ball that needed to be played over the "net," unlike its successor—Pong. The game was played with two box-shaped controllers, both equipped with a knob for trajectory and a button for hitting the ball.[3] Tennis for Two was exhibited for two seasons before its dismantlement in 1959.[5]
1950s–1960s
The majority of early computer games ran on university mainframe computers in the United States and were developed by individuals as a hobby. The limited accessibility of early computer hardware meant that these games were small in number and forgotten by posterity.[citation needed]
In 1959-1961, a collection of interactive graphical programs were created on the TX-0 machine at MIT:
- Mouse in the Maze : which allowed users to place maze walls, bits of cheese, and (in some versions) glasses of martini by way of a light pen interacting with the screen. One could then release the mouse and watch it traverse the maze to find the goodies.[6]
- HAX: By adjusting two switches on the console, various graphical displays and sounds could be made.
- Tic-Tac-Toe: Using the light pen, the user could play a simple game of naughts and crosses against the computer.
In 1961, a group of students at MIT, including Steve Russell, programmed a game titled Spacewar! on the DEC PDP-1, a new computer at the time.[7] The game pitted two human players against each other, each controlling a spacecraft capable of firing missiles, while a black hole in the center of the screen created a large hazard for the crafts. The game was eventually distributed with new DEC computers and traded throughout the then-primitive Internet. Spacewar! is credited as the first influential computer game.
In 1966, Ralph Baer created a simple video game named Corndog, the first to display on a standard television set. With the assistance of Baer, Bill Harrison created the light gun and developed several video games with Bill Rusch in 1967. Ralph Baer continued development, and in 1968 a prototype was completed that could run several different games such as table tennis and target shooting.
In 1969, AT&T computer programmer Ken Thompson wrote a game called Space Travel for the Multics operating system. This game simulated various bodies of the solar system and their movements and the player could attempt to land a spacecraft on them. AT&T pulled out of the MULTICS project, and Thompson ported the game to FORTRAN code running on the GECOS operating system of the General Electric GE 635 mainframe computer. Runs on this system cost about $75 per hour, and Thompson looked for a smaller, less expensive computer to use. He found an underused PDP-7, and he and Dennis Ritchie started porting the game to PDP-7 assembly language. In the process of learning to develop software for the machine, the development process of the UNIX operating system began, and Space Travel has been called the first UNIX application. [8]
1970s
At this time, computer and video game development split to many areas, such as arcade machines, university computers, handhelds, and home computers.
Golden age of video arcade games
In September 1971, the Galaxy Game was installed at a student union at Stanford University. Based on Spacewar!, this was the first coin-operated video game. Only one was built, using a DEC PDP-11/20 and vector display terminals. In 1972 it was expanded to be able to handle four to eight consoles.
Also in 1971, Nolan Bushnell and Ted Dabney created a coin-operated arcade version of Spacewar! and called it Computer Space. Nutting Associates bought the game and manufactured 1,500 Computer Space machines, with the release taking place in November 1971. The game was unsuccessful due to its steep learning curve, but was a landmark as the first mass-produced video game and the first offered for commercial sale.
Bushnell and Dabney felt they did not receive enough earnings by licensing Computer Space to Nutting Associates and founded Atari, Inc. in 1972 before releasing their next game: Pong. Pong was the first arcade video game with widespread success. The game is loosely based on table tennis: a ball is "served" from the center of the court and as the ball moves towards their side of the court each player must maneuver their paddle to hit the ball back to their opponent. Atari sold 19,000 Pong machines, creating many imitators.
The arcade game industry entered its Golden Age in 1978 with the release of Space Invaders by Taito, a success that inspired dozens of manufacturers to enter the market. In 1979, Atari released Asteroids. Color arcade games became more popular in 1979 and 1980 with the arrival of titles such as Pac-Man. The Golden Age had a prevalence of arcade machines in shopping malls, traditional storefronts, restaurants and convenience stores.
First generation consoles (1972–1976)
The first home 'console' system was developed by Ralph Baer and his associates. Development began in 1966 and a working prototype was completed by 1968 (called the "Brown Box") for demonstration to various potential licensees. The system was released in the USA in 1972 by Magnavox, called the Magnavox Odyssey. The Odyssey used cartridges that mainly consisted of jumpers that enabled/disabled various switches inside the unit, altering the circuit logic (as opposed to later video game systems that used programmable cartridges). This provided the ability to play several different games using the same system, along with plastic sheet overlays taped to the television that added color, play-fields, and various graphics to 'interact' with using the electronic images generated by the system.[9]
Philips bought Magnavox and released a different game in Europe using the Odyssey brand in 1974 and an evolved game that Magnavox had been developing for the US market. Over its production span, the Odyssey system achieved sales of 2 million units.
Mainframe computers
University mainframe game development blossomed in the early 1970s. There is little record of all but the most popular games, as they were not marketed or regarded as a serious endeavor. The people–generally students–writing these games often were doing so illicitly by making questionable use of very expensive computing resources, and thus were not anxious to let very many people know of their endeavors. There were, however, at least two notable distribution paths for student game designers of this time:
- The PLATO system was an educational computing environment designed at the University of Illinois and which ran on mainframes made by Control Data Corporation. Games were often exchanged between different PLATO systems.
- DECUS was the user group for computers made by Digital Equipment Corporation (DEC). It distributed programs–including games–that would run on the various types of DEC computers.
A number of noteworthy games were also written for Hewlett-Packard minicomputers such as the HP2000.
Highlights of this period, in approximate chronological order, include:
- 1971: Don Daglow wrote the first computer baseball game on a DEC PDP-10 mainframe at Pomona College. Players could manage individual games or simulate an entire season. Daglow went on to team with programmer Eddie Dombrower to design Earl Weaver Baseball, published by Electronic Arts in 1987.
- 1971: Star Trek was created (probably by Mike Mayfield) on a Sigma 7 minicomputer at MIT. This is the best-known and most widely played of the 1970s Star Trek titles, and was played on a series of small "maps" of galactic sectors printed on paper or on the screen. It was the first major game to be ported across hardware platforms by students. Daglow also wrote a popular Star Trek game for the PDP-10 during 1971–1972, which presented the action as a script spoken by the TV program's characters. A number of other Star Trek themed games were also available via PLATO and DECUS throughout the decade.
- 1972: Gregory Yob wrote the hide-and-seek game Hunt the Wumpus for the PDP-10, which can could be considered the first text adventure. Yob wrote it in reaction to existing hide-and-seek games such as Hurkle, Mugwump, and Snark.
- 1974: Both Maze War (on the Imlac PDS-1 at the NASA Ames Research Center in California) and Spasim (on PLATO) appeared, pioneering examples of early multi-player 3D first-person shooters.
- 1974: Brad Fortner and others developed Airfight as an educational flight simulator. To make it more interesting, all players shared an airspace flying their choice of military jets, loaded with selected weapons and fuel and to fulfill their desire to shoot down other players' aircraft. Despite mediocre graphics and slow screen refresh, it became a popular game on the PLATO system. Airfight was the inspiration for what became the Microsoft Flight Simulator.
- 1975: Will Crowther wrote the first modern text adventure game, Adventure (originally called ADVENT, and later Colossal Cave). It was programmed in Fortran for the PDP-10. The player controls the game through simple sentence-like text commands and receives descriptive text as output. The game was later re-created by students on PLATO, so it is one of the few titles that became part of both the PLATO and DEC traditions.
- 1975: By 1975, many universities had discarded these terminals for CRT screens, which could display thirty lines of text in a few seconds instead of the minute or more that printing on paper required. This led to the development of a series of games that drew "graphics" on the screen. The CRTs replaced the typical teletype machines or line printers that output at speeds ranging from 10 to 30 characters per second.
- 1975: Daglow, then a student at Claremont Graduate University, wrote the first Computer role-playing game on PDP-10 mainframes: Dungeon. The game was an unlicensed implementation of the new role playing game Dungeons & Dragons. Although displayed in text, it was the first game to use line of sight graphics, as the top-down dungeon maps showing the areas that the party had seen or could see took into consideration factors such as light or darkness and the differences in vision between species.
- 1975: At about the same time, the RPG dnd, also based on Dungeons and Dragons first appeared on PLATO system CDC computers. For players in these schools dnd, not Dungeon, was the first computer role-playing game.
- 1977: Kelton Flinn and John Taylor create the first version of Air, a text air combat game that foreshadowed their later work creating the first-ever graphical online multi-player game, Air Warrior. They would found the first successful online game company, Kesmai, now part of Electronic Arts. As Flinn has said: "If Air Warrior was a primate swinging in the trees, AIR was the text-based amoeba crawling on the ocean floor. But it was quasi-real time, multi-player, and attempted to render 3-D on the terminal using ASCII graphics. It was an acquired taste."[citation needed]
- 1977: The writing of the original Zork was started by Dave Lebling, Marc Blank, Tim Anderson, and Bruce Daniels. Unlike Crowther, Daglow and Yob, the Zork team recognized the potential to move these games to the new personal computers and they founded text adventure publisher Infocom in 1979. The company was later sold to Activision. In a classic case of "connections", Lebling was a member of the same D&D group as Will Crowther, but not at the same time. Lebling has been quoted as saying "I think I actually replaced him when he dropped out. Zork was 'derived' from Advent in that we played Advent ... and tried to do a 'better' one. There was no code borrowed ... and we didn’t meet either Crowther or Woods until much later."
- 1980: Michael Toy, Glenn Wichman and Ken Arnold released Rogue on BSD Unix after two years of work, inspiring many roguelike games ever since. Like Dungeon on the PDP-10 and dnd on PLATO, Rogue displayed dungeon maps using text characters. Unlike those games, however, the dungeon was randomly generated for each play session, so the path to treasure and the enemies who protected it were different for each game. As the Zork team had done, Rogue was adapted for home computers and became a commercial product.
Home computers
While the fruit of retail development in early video games appeared mainly in video arcades and home consoles, the rapidly evolving home computers of the 1970s and 80s allowed their owners to program simple games. Hobbyist groups for the new computers soon formed and game software followed.
Soon many of these games—at first clones of mainframe classics such as Star Trek, and then later clones of popular arcade games—were being distributed through a variety of channels, such as printing the game’s source code in books (such as David Ahl’s BASIC Computer Games), magazines (Creative Computing), and newsletters, which allowed users to type in the code for themselves. Early game designers like Crowther, Daglow and Yob would find the computer code for their games—which they had never thought to copyright—published in books and magazines, with their names removed from the listings. Early home computers from Apple, Commodore, Tandy and others had many games that people typed in.
Games were also distributed by the physical mailing and selling of floppy disks, cassette tapes, and ROM cartridges. Soon a small cottage industry was formed, with amateur programmers selling disks in plastic bags put on the shelves of local shops or sent through the mail. Richard Garriott distributed several copies of his 1980 computer role-playing game Akalabeth: World of Doom in plastic bags before the game was published.
1977
In 1977, manufacturers of older, obsolete consoles and Pong clones sold their systems at a loss to clear stock, creating a glut in the market and causing Fairchild and RCA to abandon their game consoles. Only Atari and Magnavox stayed in the home console market.
Second generation consoles (1977–1984)
In the earliest consoles, the computer code for one or more games was hardcoded into microchips using discrete logic, and no additional games could ever be added. By the mid-1970s video games were found on cartridges, starting in 1976 with the release of the Fairchild 'Video Entertainment System (VES). Programs were burned onto ROM chips that were mounted inside plastic cartridge casings that could be plugged into slots on the console. When the cartridges were plugged in, the general-purpose microprocessors in the consoles read the cartridge memory and executed whatever program was stored there. Rather than being confined to a small selection of games included in the game system, consumers could now amass libraries of game cartridges.
Three machines dominated the second generation of consoles in North America, far outselling their rivals:
- Video Computer System (VCS)—later renamed Atari 2600— ROM cartridge-based console was released in 1977 by Atari. Nine games were designed and released for the holiday season. The console would quickly become the most popular of all the early consoles.
- Intellivision, introduced by Mattel in 1980. Though chronologically part of what is called the "8-bit era", the Intellivision had a unique processor with instructions that were 10 bits wide (allowing more instruction variety and potential speed), and registers 16 bits wide. The system, which featured graphics superior to the older Atari 2600, rocketed to popularity.
- ColecoVision, an even more powerful machine, appeared in 1982. Its sales also took off, but the presence of three major consoles in the marketplace and a glut of poor quality games began to overcrowd retail shelves and erode consumers' interest in video games. Within a year this overcrowded market would crash.
In 1979, Activision was created by disgruntled former Atari programmers. It was the first third-party developer of video games.
1980s
The computer gaming industry experienced its first major growing pains in the early 1980s as publishing houses appeared, with many honest businesses—occasionally surviving at least 20 years, such as Electronic Arts—alongside fly-by-night operations that cheated the games' developers. While some early '80s games were simple clones of existing arcade titles, the relatively low publishing costs for personal computer games allowed for bold, unique games—a legacy that has continued into the first decade of the 21st century.
1980s genre innovation
The Golden age of video arcade games reached its full steam in the 1980s. The age brought with it many technically innovative and genre-defining games developed and released in the first few years of the decade, including:
- Defender (1980) established the scrolling shooter and was the first to have events (e.g., enemy movement) taking place outside the player’s view. A radar was displayed showing a map of the whole playfield.
- Battlezone (1980) used wireframe vector graphics to create the first true three-dimensional game world.
- Pac-Man (1980) was the first game to achieve widespread popularity in mainstream culture and the first game character to be popular in his own right.
- Zork (1980) further popularized text adventure games in home computers and established developer Infocom’s dominance in the field. As these early computers often lacked graphical capabilities, text adventures proved successful.
- Mystery House (1980), Roberta Williams's game for the Apple II, was the first graphic adventure on home computers. Graphics consisted entirely of static monochrome drawings, and the interface still used the typed commands of text adventures. It proved very popular at the time, and she and husband Ken went on to found Sierra On-Line, a major producer of adventure games.
- Space Panic (1980) is sometimes credited as the first platform game,[10] with gameplay centered on climbing ladders between different floors. Donkey Kong (1981), an arcade game created by Nintendo's Shigeru Miyamoto, was the first game that allowed players to jump over obstacles and across gaps, making it the first true platformer.[11] This game also introduced Mario, an icon of the genre.
- 005 (1981), by Sega, was the first stealth-based game. The first commercially successful stealth game was Hideo Kojima's Metal Gear (1987), the first in the Metal Gear series.
- 3D Monster Maze (1981) was the first 3D game for a home computer, while Dungeons of Daggorath (1982) added various weapons and monsters, sophisticated sound effects, and a "heartbeat" health monitor.
- Jump Bug (1981), Alpha Denshi's platform-shooter, was the first platform game to use scrolling graphics.[12] Taito's Jungle King (1982)[13] featured scrolling jump and run sequences that had players hopping over obstacles. Namco took the scrolling platformer a step further with Pac-Land (1984),[14] which had multi-layered parallax scrolling and closely resembled later scrolling platformers like Wonder Boy and Super Mario Bros.[15][16]
- Pole Position (1982) used sprite-based, pseudo-3D graphics when it pioneered the "rear-view racer format" where the player’s view is behind and above the vehicle, looking forward along the road with the horizon in sight. The style would remain in wide use even after true 3D graphics became standard for racing games.
- Moon Patrol (1982) introduced the parallax scrolling technique in computer graphics.[17] Pac-Land (1984) later had multi-layered parallax scrolling.[15][16]
- Mario Bros. (1983), which offered two-player simultaneous cooperative play, laid the groundwork for two-player cooperative platformers.
- Portopia Renzoku Satsujin Jiken (1983), developed by Yūji Horii (of Dragon Quest fame), was the first visual novel and one of the earliest graphic adventure games. It is viewed in a first-person perspective, follows a first-person narrative, and was the earliest adventure game to feature colour graphics. It inspired Hideo Kojima (of Metal Gear fame) to enter the video game industry and later produce his own classic graphic adventure, Snatcher (1988).
- Dragon's Lair (1983) was the first laserdisc game, and introduced full-motion video to video games.
- Elite (1984), designed by David Braben and Ian Bell, ushered in the age of modern style 3D graphics. The game contains convincing vector worlds, full 6 degree freedom of movement, and thousands of visitable planetary systems.
- Karate Champ (1984), Data East's action game, is credited with establishing and popularizing the one-on-one fighting game genre, and went on to influence Konami's Yie Ar Kung Fu (1985),[18] which expanded on Karate Champ by pitting the player against a variety of opponents, each with a unique appearance and fighting style.[18][19] Capcom's Street Fighter (1987) introduced the use of special moves that could only be discovered by experimenting with the game controls.[20]
- King's Quest (1984) was created by Sierra, laying the groundwork for the modern adventure game. It featured color graphics and a third-person perspective. An on-screen player character could be moved behind and in front of objects on a 2D background drawn in perspective, creating the illusion of pseudo-3D space. Commands were still entered via text.
- Kung-Fu Master (1984), a Hong Kong cinema-inspired action game, laid the foundations for scrolling beat 'em ups with its simple gameplay and multiple enemies.[21] Nekketsu Kōha Kunio-kun (1986), also released as Renegade, deviated from the martial arts themes of earlier game, introducing street brawling to the genre,[22] and set the standard for future beat 'em up games as it introduced the ability to move both horizontally and vertically.[23]
- The Black Onyx (1984) was one of the earliest Japanese role-playing games and would later be cited as the inspiration for Yūji Horii's Dragon Quest (1986), which in turn spawned the Dragon Quest series, featured anime-style graphics by Akira Toriyama (of Dragon Ball fame). Dragon Quest set itself apart from computer role-playing games, and served as the blueprint for the emerging console RPG subgenre.[24] It was followed by Sega's Phantasy Star (1987) and Squaresoft's Final Fantasy (1987), which would later spawn its own popular Final Fantasy series.
- Xanadu (1985) is considered the first full-fledged action role-playing game, with character stats and a large quest, with its action-based combat setting it apart from other RPGs. The genre would be further defined and popularized in the next few years by Shigeru Miyamoto's The Legend of Zelda (1986) and its sequel Zelda II (1987).
- Maniac Mansion (1987) removed text entry from adventure games. LucasArts built the SCUMM system to allow a point-and-click interface. Sierra and other game companies quickly followed with their own mouse-driven games.
- Sweet Home (1989) introduced many of the features of the survival horror genre. Gameplay involved battling horrifying creatures and solving puzzles. Developed by Capcom, the game would become an influence upon their later release Resident Evil (1996), making use of its mansion setting and its "opening door" load screen.[25]
Gaming computers
The primary gaming computers of the 1980s emerged in 1982: the Commodore 64, Apple II (although the Apple II started in 1977) and Sinclair ZX Spectrum. The ZX Spectrum was mostly used and known only in the UK, whilst the USA market was more familiar with the Apple II, Commodore 64, and Atari 800. Over the run of 15 years, the Apple II had the most software of the 8-bit computers with a library of nearly 20,000 programs.[citation needed]
In 1984, the computer gaming market took over from the console market following the crash of that year; computers offered equal gaming ability and since their simple design allowed games to take complete command of the hardware after power-on, they were nearly as simple to start playing with as consoles.
The Commodore 64 was released to the public in August 1982. It found initial success because it was marketed and priced aggressively. It had a BASIC programming environment and advanced graphic and sound capabilities for its time, similar to the ColecoVision console. It also utilized the same game controller ports popularized by the Atari 2600, allowing gamers to use their old joysticks with the system. It would become the most popular home computer of its day in the USA and many other countries and the best-selling single computer model of all time internationally.
At around the same time, the Sinclair ZX Spectrum was released in the United Kingdom and quickly became the most popular home computer in many areas of Western Europe—and later the Eastern Bloc—due to the ease with which clones could be produced.
The IBM PC compatible computer became a technically competitive gaming platform with IBM’s PC/AT in 1984. The primitive 4-color CGA graphics of previous models had limited the PC’s appeal to the business segment, as its graphics failed to compete with the C64 or Apple II. The new 16-color EGA display standard allowed its graphics to approach the quality seen in popular home computers like the Commodore 64. The sound capabilities of the AT, however, were still limited to the PC speaker, which was substandard compared to the built-in sound chips used in many home computers. Also, the relatively high cost of the PC compatible systems severely limited their popularity in gaming.
The Apple Macintosh also arrived at this time. It lacked the color capabilities of the earlier Apple II, instead preferring a much higher pixel resolution, but the operating system support for the GUI attracted developers of some interesting games (e.g. Lode Runner) even before color returned in 1987 with the Mac II.
The arrival of the Atari ST and Commodore Amiga in 1985 was the beginning of a new era of 16-bit machines. For many users they were too expensive until later on in the decade, at which point advances in the IBM PC’s open platform had caused the IBM PC compatibles to become comparably powerful at a lower cost than their competitors. The VGA standard developed for IBM’s new PS/2 line in 1987 gave the PC the potential for 256-color graphics. This was a big jump ahead of most 8-bit home computers but still lagging behind platforms with built-in sound and graphics hardware like the Amiga. This caused an odd trend around '89-91 towards developing to a seemingly inferior machine. Thus while both the ST and Amiga were host to many technically excellent games, their time of prominence proved to be shorter than that of the 8-bit machines, which saw new ports well into the 80s and even the 90s.
Dedicated sound cards started to address the issue of poor sound capabilities in IBM PC compatibles in the late 1980s. AdLib set an early de facto standard for sound cards in 1987, with its card based on the Yamaha YM3812 sound chip. This would last until the introduction of Creative Labs' Sound Blaster in 1989, which took the chip and added new features while remaining compatible with AdLib cards, and creating a new de facto standard. However, many games would still support these and rarer things like the Roland MT-32 and Disney Sound Source into the early 90s. The initial high cost of sound cards meant they would not find widespread use until the 1990s.
The UK was in prime position to rise to prominence in the gaming computers market in the late 1980s for various reasons. Personal computer users in the UK were offered a smooth scale of power versus price, from the ZX Spectrum up to the Amiga. Developers and publishers were also in close enough proximity to offer each other support. Moreoever the NES—though outselling all the other home consoles—made much less of an impact than it did in the United States due to the enormous popularity of personal computers there.
Shareware gaming first appeared in the mid 1980s, but its big successes came in the 1990s. [citation needed]
Early online gaming
Dial-up bulletin board systems were popular in the 1980s, and sometimes used for online game playing. The earliest such systems were in the late 1970s and early 1980s and had a crude plain-text interface. Later systems made use of terminal-control codes (the so-called ANSI art, which included the use of IBM-PC-specific characters not part of an ANSI standard) to get a pseudo-graphical interface. Some BBSs offered access to various games which were playable through such an interface, ranging from text adventures to gambling games like blackjack (generally played for "points" rather than real money). On some multiuser BBSs (where more than one person could be online at once), there were games allowing users to interact with one another. Some such games were fantasy role-playing games known as "multi-user dungeons" (MUDs). This genre eventually evolved into what is known today as MMORPG.
SuperSet Software created Snipes, a text-mode networked computer game in 1983 to test a new IBM Personal Computer based computer network and demonstrate its capabilities. Snipes is officially credited as being the original inspiration for Novell NetWare. It is believed to be the first network game ever written for a commercial personal computer and is recognized alongside 1974’s Maze War (a networked multiplayer maze game for several research machines) and Spasim (a 3D multiplayer space simulation for time shared mainframes) as the precursor to multiplayer games such as 1987's MIDI Maze, and Doom in 1993. Commercial online services also arose during this decade. The first user interfaces were plain-text—similar to BBSs— but they operated on large mainframe computers, permitting larger numbers of users to be online at once. By the end of the decade, inline services had fully-graphical environments using software specific to each personal computer platform. Popular text-based services included CompuServe, The Source, and GEnie, while platform-specific graphical services included PlayNET and Quantum Link for the Commodore 64, AppleLink for the Apple II and Macintosh, and PC Link for the IBM PC—all of which were run by the company which eventually became America Online—and a competing service, Prodigy. Interactive games were a feature of these services, though until 1987 they used text-based displays, not graphics.
Handheld LCD games
Nintendo's Game & Watch line was first released in 1980. The success of these LCD handhelds spurred dozens of other game and toy companies to make their own portable games, many of which were copies of Game & Watch titles or adaptations of popular arcade games. Improving LCD technology meant the new handhelds could be more reliable and consume less batteries than LED or VFD games, most only needing watch batteries. They could also be made much smaller than most LED handhelds, even small enough to wear on one’s wrist like a watch. Tiger Electronics borrowed this concept of videogaming with cheap, affordable handhelds and still produces games in this model to the present day.
Video game crash of 1983
At the end of 1983, the industry experienced losses more severe than the 1977 crash. This was the "crash" of the video game industry, as well as the bankruptcy of several companies that produced North American home computers and video game consoles from late 1983 to early 1984. It brought an end to what is considered to be the second generation of console video gaming. Causes of the crash include the production of poorly designed games such as E.T. the Extra-Terrestrial and Pac-Man for the Atari 2600 that suffered due to extremely tight deadlines. It was discovered that more Pac-Man cartridges were manufactured than there were systems sold. In addition, so many E.T. the Extra-Terrestrial cartridges were left unsold that Atari allegedly buried thousands of cartridges in a landfill in New Mexico.
Third generation consoles (1985–1989)
In 1985, the North American video game console market was revived with Nintendo’s release of its 8-bit console, the Famicom, known outside Asia as Nintendo Entertainment System (NES). It was bundled with Super Mario Bros. and instantly became a success. The NES dominated the North American and the Japanese market until the rise of the next generation of consoles in the early 1990s. Other markets were not as heavily dominated, allowing other consoles to find an audience like the Sega Master System in Europe, Australia and Brazil (though it was sold in North America as well).
In the new consoles, the gamepad took over joysticks, paddles, and keypads as the default game controller included with the system. The gamepad design of an 8 direction Directional-pad (or D-pad for short) with 2 or more action buttons became the standard.
The Legend of Zelda series made its debut in 1986 with The Legend of Zelda. In the same year, the Dragon Quest series debuted with Dragon Quest, and has created a phenomenon in Japanese culture ever since. The next year, the Japanese company Square was struggling and Hironobu Sakaguchi decided to make his final game—a role-playing game (RPG) modeled after Dragon Quest and titled Final Fantasy—resulting in Final Fantasy series, which would later go on to become the most successful RPG franchise. 1987 also saw the birth of the stealth game genre with Hideo Kojima’s Metal Gear series' first game Metal Gear on the MSX2 computer—and ported to the NES shortly after. In 1989, Capcom released Sweet Home on the NES, which served as a precursor to the survival horror genre.
In 1988, Nintendo published their first issue of Nintendo Power magazine.[26]
1990s
The 1990s were a decade of marked innovation in video gaming. It was a decade of transition from pixels to full fledged 3D graphics and gave rise to several genres of video games including, but not limited to, the first person shooter, the real time strategy, and the MMO. Handheld gaming began to become more popular throughout the decade, thanks in part to the release of the Game Boy. Arcade games, although still relatively popular in the early 1990s, begin a decline as home consoles become more common.
The video game industry matured into a mainstream form of entertainment in the 1990s. Major developments of the 1990s included the beginning of a larger consolidation of publishers, higher budget games, increased size of production teams and collaborations with both the music and motion picture industries. Examples of this would be Mark Hamill's involvement with Wing Commander III or Quincy Jones' introduction of QSound.
The increasing computing power and decreasing cost of processors as the Intel 80386, Intel 80486, and the Motorola 68030, caused the rise of 3D graphics, as well as "multimedia" capabilities through sound cards and CD-ROMs. Early 3D games began with flat-shaded graphics (Elite, Starglider 2 or Alpha Waves[27] ), and then simple forms of texture mapping (Wolfenstein 3D).
In the early 1990s, shareware distribution was a popular method of publishing games for smaller developers, including then-fledgling companies such as Apogee (now 3D Realms), Epic Megagames (now Epic Games), and id Software. It gave consumers the chance to try a trial portion of the game, usually restricted to the game’s complete first section or "episode", before purchasing the rest of the adventure. Racks of games on single 5 1/4" and later 3.5" floppy disks were common in many stores, often only costing a few dollars each. Since the shareware versions were essentially free, the cost only needed to cover the disk and minimal packaging. As the increasing size of games in the mid-90s made them impractical to fit on floppies, and retail publishers and developers began to earnestly mimic the practice, shareware games were replaced by shorter game demos (often only one or two levels), distributed free on CDs with gaming magazines and over the Internet.
In 1991, Sonic the Hedgehog was introduced. The game gave Sega's Mega Drive console mainstream popularity, and rivaled Nintendo's Mario franchise. Its namesake character became the mascot of Sega and one of the most recognizable video game characters.
In 1992 the game Dune II was released. It was by no means the first in the genre (several other games can be called the very first real-time strategy game, see the History of RTS), but it set the standard game mechanics for later blockbuster RTS games such as Warcraft: Orcs & Humans, Command & Conquer, and StarCraft. The RTS is characterized by an overhead view, a "mini-map", and the control of both the economic and military aspects of an army. The rivalry between the two styles of RTS play—Warcraft style, which used GUIs accessed once a building was selected, and C&C style, which allowed construction of any unit from within a permanently visible menu—continued into the start of the next millennium.
Alone in the Dark (1992), while not the first survival horror game, planted the seeds of what would become known as the survival horror genre today. It established the formula that would later flourish on CD-ROM based consoles, with games such as Resident Evil and Silent Hill.
Adventure games continued to evolve, with Sierra Entertainment’s King's Quest series, and LucasFilms'/LucasArts' Monkey Island series bringing graphical interaction and the creation of the concept of "point-and-click" gaming. Myst and its sequels inspired a new style of puzzle-based adventure games. Published in 1993, Myst itself was one of the first computer games to make full use of the new high-capacity CD-ROM storage format. Despite Myst’s mainstream success, the increased popularity of action-based and real-time games led adventure games and simulation video games, both mainstays of computer games in earlier decades, to begin to fade into obscurity.
It was in the 1990s that Maxis began publishing its successful line of "Sim" games, beginning with SimCity, and continuing with a variety of titles, such as SimEarth, SimCity 2000, SimAnt, SimTower, and the best-selling PC game in history, The Sims, in early 2000.
In 1996, 3dfx Interactive released the Voodoo chipset, leading to the first affordable 3D accelerator cards for personal computers. These devoted 3D rendering daughter cards performed a portion of the computations required for more-detailed three-dimensional graphics (mainly texture filtering), allowing for more-detailed graphics than would be possible if the CPU were required to handle both game logic and all the graphical tasks. First-person shooter games (notably Quake) were among the first to take advantage of this new technology. While other games would also make use of it, the FPS would become the chief driving force behind the development of new 3D hardware, as well as the yardstick by which its performance would be measured, usually quantified as the number of frames per second rendered for a particular scene in a particular game.
Several other, less-mainstream, genres were created in this decade. Looking Glass Studios' Thief: The Dark Project and its sequel were the first to coin the term "first person sneaker", although it is questionable whether they are the first "first person stealth" games. Turn-based strategy progressed further, with the Heroes of Might and Magic (HOMM) series (from The 3DO Company) luring many mainstream gamers into this complex genre.
The first true MUDs (Multi-User Dungeons) were developed in the early 90s. Id Software’s 1996 game Quake pioneered play over the Internet in first-person shooters. Internet multiplayer capability became a de facto requirement in almost all FPS games. Other genres also began to offer online play, including RTS games like Microsoft Game Studios’ Age of Empires, Blizzard’s Warcraft and StarCraft series, and turn-based games such as Heroes of Might and Magic. MMORPGs (Massively multiplayer online role-playing game), such as Ultima Online and EverQuest freed users from the limited number of simultaneous players in other games and brought the MUD concept of persistent worlds to graphical multiplayer games. Developments in web browser plug-ins like Java and Adobe Flash allowed for simple browser-based games. These are small single player or multiplayer games that can be quickly downloaded and played from within a web browser without installation. Their most popular use is for puzzle games, side-scrollers, classic arcade games, and multiplayer card and board games.
Few new genres have been created since the advent of the FPS and RTS, with the possible exception of the third-person shooter. Games such as Grand Theft Auto III, Tom Clancy's Splinter Cell, Enter the Matrix, and Hitman all use a third-person camera perspective, but are otherwise very similar to their first-person counterparts.
Decline of arcades
With the advent of 16-bit and 32-bit consoles, home video games began to approach the level of graphics seen in arcade games. An increasing number of players would wait for popular arcade games to be ported to consoles rather than going out. Arcades experienced a resurgence in the early to mid 1990s with games such as Street Fighter II and Mortal Kombat and other games in the one-on-one fighting game genre, and NBA Jam. As patronage of arcades declined, many were forced to close down. Classic coin-operated games have largely become the province of dedicated hobbyists and as a tertiary attraction for some businesses, such as movie theaters, batting cages, miniature golf, and arcades attached to game stores such as F.Y.E..
The gap left by the old corner arcades was partly filled by large amusement centers dedicated to providing clean, safe environments and expensive game control systems not available to home users. These are usually based on sports like skiing or cycling, as well as rhythm games like Dance Dance Revolution, which have carved out a large slice of the market. Dave & Buster's and GameWorks are two large chains in the United States with this type of environment. Aimed at adults and older kids, they feature full service restaurants with full liquor bars and have a wide variety of video game and hands on electronic gaming options. Chuck E. Cheese's is a similar type of establishment focused towards small children.
Handhelds come of age
In 1989, Nintendo released the Game Boy, the first handheld console since the ill-fated Microvision ten years before. The design team headed by Gunpei Yokoi had also been responsible for the Game & Watch systems. Included with the system was Tetris, a popular puzzle game. Several rival handhelds also made their debut around that time, including the Sega Game Gear and Atari Lynx (the first handheld with color LCD display). Although most other systems were more technologically advanced, they were hampered by higher battery consumption and less third-party developer support. While some of the other systems remained in production until the mid-90s, the Game Boy remained at the top spot in sales throughout its lifespan.[citation needed]
Mobile phone gaming
Mobile phones became videogaming platforms when Nokia installed Snake onto its line of mobile phones in 1998. Soon every major phone brand offered "time killer games" that could be played in very short moments such as waiting for a bus. Mobile phone games early on were limited by the modest size of the phone screens that were all monochrome and the very limited amount of memory and processing power on phones, as well as the drain on the battery.
Fourth generation consoles (1990–1994)
The Sega Mega Drive (known in North America as the Sega Genesis) proved its worth early on after its debut in 1989. Nintendo responded with its own next generation system known as the Super NES in 1991. The TurboGrafx-16 debuted early on alongside the Genesis, but did not achieve a large following in the U.S. due to a limited library of games and excessive distribution restrictions imposed by Hudson.
The intense competition of this time was also a period of not entirely truthful marketing. The TurboGrafx-16 was billed as the first 16-bit system but its central processor was an 8-bit HuC6280, with only its HuC6260 graphics processor being a true 16-bit chip. Additionally, the much earlier Mattel Intellivision contained a 16-bit processor. Sega, too, was known to stretch the truth in its marketing approach; they used the term "Blast Processing" to describe the simple fact that their console's CPU ran at a higher clock speed than that of the SNES (7.67 MHz vs 3.58 MHz).
In Japan, the 1987 success of the PC Engine (as the TurboGrafx-16 was known there) against the Famicom and CD drive peripheral allowed it to fend off the Mega Drive (Genesis) in 1988, which never really caught on to the same degree as outside Japan. The PC Engine eventually lost out to the Super Famicom, but, due to its popular CD add-ons, retained enough of a user base to support new games well into the late 1990s.
CD-ROM drives were first seen in this generation, as add-ons for the PC Engine in 1988 and the Mega Drive in 1991. Basic 3D graphics entered the mainstream with flat-shaded polygons enabled by additional processors in game cartridges like Virtua Racing and Star Fox.
SNK's Neo-Geo was the most expensive console by a wide margin when it was released in 1990, and would remain so for years. It was also capable of 2D graphics in a quality level years ahead of other consoles. The reason for this was that it contained the same hardware that was found in SNK's arcade games. This was the first time since the home Pong machines that a true-to-the-arcade experience could be had at home.
Fifth generation consoles (1995–2000)
In 1993, Atari re-entered the home console market with the introduction of the Atari Jaguar. Also in 1993, The 3DO Company released the 3DO Interactive Multiplayer, which, though highly advertised and promoted, failed to catch up to the sales of the Jaguar, due its high pricetag. Both consoles had very low sales and few quality games, eventually leading to their demise. In 1994, three new consoles were released in Japan: the Sega Saturn, the PlayStation, and the PC-FX, the Saturn and the PlayStation later seeing release in North America in 1995. The PlayStation quickly outsold all of its competitors, with the exception of the aging Super Nintendo Entertainment System, which still had the support of many major game companies.
The Virtual Boy from Nintendo was released in 1995 but did not make high sales. In 1996 the Virtual Boy was taken off the market.
After many delays, Nintendo released its 64-bit console, the Nintendo 64 in 1996. The consoles flagship title, Super Mario 64, became a defining title for 3D platformer games.
PaRappa the Rapper popularized rhythm, or music video games in Japan with its 1996 debut on the PlayStation. Subsequent music and dance games like beatmania and Dance Dance Revolution became ubiquitous attractions in Japanese arcades. While Parappa, DDR, and other games found a cult following when brought to North America, music games would not gain a wide audience in the market until the next decade.
Other milestone games of the era include Rare's Nintendo 64 title GoldenEye 007 (1997), which was critically acclaimed for bringing innovation as being the first major first-person shooter that was exclusive to a console, and for pioneering certain features that became staples of the genre, such as scopes, headshots, and objective-based missions.[citation needed] The Legend of Zelda: Ocarina of Time (1998) for the Nintendo 64 is widely considered the highest critically acclaimed game of all time.[28] The title also featured many innovations such as Z-targeting which is commonly used in many games today.
Nintendo's choice to use cartridges instead of CD-ROMs for the Nintendo 64, unique among the consoles of this period, proved to have negative consequences. While cartridges were faster and combated piracy, CDs could hold far more data and were much cheaper to produce, causing many game companies to turn to Nintendo's CD-based competitors. In particular, SquareSoft, which had released all previous games in its Final Fantasy series for Nintendo consoles, now turned to the PlayStation; Final Fantasy VII (1997) was a huge success, establishing the popularity of role-playing games in the west and making the PlayStation the primary console for the genre.
By the end of this period, Sony had become the leader in the video game market. The Saturn was moderately successful in Japan but a failure in North America and Europe, leaving Sega outside of the main competition. The N64 achieved huge success in North America and Europe, though it never surpassed PlayStation's sales. The N64 was also successful in Japan, even though it failed to repeat the tremendous success of the Famicom and Super Famicom there due to stiff competition by PlayStation.
Transition to 3D and CDs
The fifth generation is most noted for the rise of fully 3D games. While there were games prior that had used three dimensional environments, such as Virtua Racing and Star Fox, it was in this era that many game designers began to move traditionally 2D and pseudo-3D genres into full 3D. Super Mario 64 on the N64, Crash Bandicoot on the PlayStation, and Tomb Raider on the Saturn (later released on the PlayStation as well), are prime examples of this trend. Their 3D environments were widely marketed and they steered the industry's focus away from side-scrolling and rail-style titles, as well as opening doors to more complex games and genres. Games like GoldenEye 007 or Legend Of Zelda Ocarina of time were nothing like shoot-em-ups or RPG's before them. 3D became the main focus in this era as well as a slow decline of Cartridges in favor of CDs.
2000s
This section needs additional citations for verification. (November 2007) |
The most recent decade has shown innovation on both consoles and PCs, and an increasingly competitive market for portable game systems.
The phenomena of user-created modifications (or "mods") for games was one trend that began around the turn of the millennium. The most famous example is that of Counter-Strike; released in 1999, it is still the most popular online first-person shooter, even though it was created as a mod for Half-Life by two independent programmers. Eventually, game designers realized the potential of mods and custom content in general to enhance the value of their games, and so began to encourage its creation. Some examples of this include Unreal Tournament, which allowed players to import 3dsmax scenes to use as character models, and Maxis' The Sims, for which players could create custom objects.
Mobile games
Mobile gaming interest was raised when Nokia launched its N-Gage phone and handheld gaming platform in 2003. While about two million handsets were sold, the product line was seen as not a success and withdrawn from Nokia's lineup. Meanwhile many game developers had noticed that more advanced phones had color screens and reasonable memory and processing power to do reasonable gaming. Mobile phone gaming revenues passed 1 billion dollars in 2003, and passed 5 billion dollars in 2007, accounting for a quarter of all videogaming software revenues. More advanced phones came to the market such as the N-Series smartphone by Nokia in 2005 and the iPhone by Apple in 2007 which strongly added to the appeal of mobile phone gaming. In 2008 Nokia revised the N-Gage brand but now as a software library of games to its top-end phones. At Apple's App Store in 2008, more than half of all applications sold were games for the iPhone.
Sixth generation consoles (since 2001)
In the sixth generation of video game consoles, Sega exited the hardware market, Nintendo fell behind, Sony solidified its lead in the industry, and Microsoft developed a gaming console.
The Dreamcast, introduced in 1998, opened the generation but failed to become a hit, and faded from the market before the subsequent consoles appeared. Sega retreated to the third-party game market. Sony opened the new decade with the PlayStation 2, which would go on to become the top-selling sixth generation console. Nintendo followed a year later with the GameCube, their first disc-based console. Though more or less equal with Sony's system in technical specifications, the GameCube suffered from a lack of third-party games compared to Sony's system, and was hindered by a reputation for being a "kid's console" and lacking the mature games the current market appeared to want.
Before the end of 2001, Microsoft Corporation, best known for its Windows operating system and its professional productivity software, judged the console market profitable for entry with the decline of Sega and Nintendo, and introduced the Xbox. Based on Intel's Pentium III CPU, the console used much PC technology to leverage its internal development. In order to maintain its hold in the market, Microsoft reportedly sold the Xbox at a significant loss[29] and concentrated on drawing profit from game development and publishing. Shortly after its release in November 2001 Bungie Studio's Halo: Combat Evolved instantly became the driving point of the Xbox's success, and the Halo series would later go on to become one of the most successful console shooters of all time. By the end of the generation, the Xbox had drawn even with the GameCube in sales globally, but since nearly all of its sales were in North America, it pushed Nintendo into third place in the American market.
Nintendo still dominated the handheld gaming market in this generation. The Game Boy Color, in 1998, and then the Game Boy Advance in 2001, maintained Nintendo's market position. Finnish cellphone maker Nokia entered the handheld scene with the N-Gage, but it failed to win a significant following.
Return of alternate controllers
One significant feature of this generation was various manufacturers' renewed fondness for add-on peripheral controllers. While novel controllers weren't new, as Nintendo featured several with the original NES, and PC gaming has previously featured driving wheels and aircraft joysticks, for the first time console games using them became some of the biggest hits of the decade. Konami introduced a soft plastic mat versions of its foot controls for its Dance Dance Revolution franchise in 1998. Sega bundled controllers that looked like maracas with Samba de Amigo. Nintendo introduced a bongo controller for a few titles in its Donkey Kong franchise. Publisher RedOctane introduced Guitar Hero and its guitar-shaped controller for the PlayStation 2.
Online gaming rises to prominence
As affordable broadband Internet connectivity spread, many publishers turned to online gaming as a way of innovating. Massively multiplayer online role-playing game (MMORPGs) featured significant titles for the PC market like World of Warcraft and Ultima Online. Historically, console based MMORPGs have been few in number due to the lack of bundled Internet connectivity options for the platforms. This made it hard to establish a large enough subscription community to justify the development costs. The first significant console MMORPGs were Phantasy Star Online on the Sega Dreamcast (which had a built in modem and after market Ethernet adapter), followed by Final Fantasy XI for the Sony PlayStation 2 (an aftermarket Ethernet adapter was shipped to support this game). Every major platform released since the Dreamcast has either been bundled with the ability to support an Internet connection or has had the option available as an aftermarket add-on. Microsoft's Xbox also had its own online gaming service called Xbox Live. Xbox Live was a huge success and proved to be a driving force for the Xbox with games like Halo 2 that were overwhelmingly popular.
Rise of casual PC games
Beginning with PCs, a new trend in casual gaming, games with limited complexity that were designed for shortened or impromptu play sessions, began to draw attention from the industry. Many were puzzle games, such as Popcap's Bejeweled and Diner Dash, while others were games with a more relaxed pace and open-ended play. The biggest hit was The Sims by Maxis, which went on to become the best selling computer game of all time, surpassing Myst.[30]
Console gaming largely continued the trend established by the PlayStation toward increasingly complex, sophisticated, and adult-oriented gameplay. Most of the successful sixth-generation console games were games rated T and M by the ESRB, including many now-classic gaming franchises such as Halo, Resident Evil, and Grand Theft Auto, the latter of which was notable for both its success and its notoriety. Even Nintendo, widely known for its aversion to adult content (with very few exceptions most notably Conker's Bad Fur Day for the Nintendo 64), published its first M-rated game, Silicon Knights's Eternal Darkness: Sanity's Requiem, and the GameCube was the temporary exclusive platform for Capcom's Resident Evil 4. This trend in hardcore console gaming would partially be reversed with the 7th generation release of the Wii.
Seventh generation consoles (since 2005)
A major rift opened in console gaming philosophy and design in the seventh generation, with some calling the identification of video game "generations" questionable and arbitrary, while PC gaming began to go into relative decline as major publishers steered their efforts to consoles.
The generation opened early for handheld consoles, as Nintendo introduced their Nintendo DS and Sony premiered the PlayStation Portable (PSP) within a month of each other in 2004. While the PSP boasted superior graphics and power, following a trend established since the mid 1980s, Nintendo gambled on a lower-power design but featuring a novel control interface. The DS's two screens, one of which was touch-sensitive, proved extremely popular with consumers, especially young kids and middle-aged gamers, who were drawn to the device by Nintendo's Nintendogs and Brain Age series, respectively. While the PSP attracted a significant portion of veteran gamers, the DS allowed Nintendo to continue its dominance in handheld gaming. Nintendo updated their line with the Nintendo DS Lite in 2006, and the Nintendo DSi in 2008 (Japan) and 2009 (Americas and Europe), while Sony updated the PSP in 2007. Nokia withdrew their N-Gage platform in 2005 but reintroduced the brand as a game-oriented service for high-end smartphones on April 3, 2008.[31]
Apple Inc. entered the realm of mobile gaming hardware with the initial release of the iPhone and iPod Touch in the summer of 2007. The greatest shift brought by Apple's entry was to abandon the traditional reliance on "brick and mortar" retail sales for software purchases; instead, the iPhone platform relies entirely on digitally-distributed content.
In console gaming, Microsoft stepped forward first in November 2005 with the Xbox 360, and Sony followed in 2006 with the PlayStation 3, released in Europe in March 2007. Setting the technology standard for the generation, both featured high-definition graphics, large hard disk-based secondary storage, integrated networking, and a companion on-line gameplay and sales platform, with Xbox Live and the PlayStation Network, respectively. Both were formidable systems that were the first to challenge personal computers in power (at launch) while offering a relatively modest price compared to them. While both were more expensive than most past consoles, the Xbox 360 enjoyed a substantial price edge, selling for either $300 or $400 depending on model, while the PS3 launched with models priced at $500 and $600. The top-of-the-line PS3 was the most expensive game console on the market since Panasonic's version of the 3DO, which was around $700.
Nintendo was not expected to compete credibly at all, with most industry analysts predicting a distant third place finish for its new Revolution console, later renamed Wii, introduced a couple days after the PS3, and one even going so far as to predict a market exit similar to Sega. Instead, Nintendo pulled off an industry turnaround in business. While the Wii's power was greater than that of last generation's consoles (bar the xbox), it was clearly behind Microsoft and Sony's consoles, and Nintendo themselves refused to publish or confirm technical specifications, instead touting the console's new control scheme, featuring motion-based control and infrared-based pointing. Many gamers, publishers, and analysts dismissed the Wii as an underpowered curiosity, but were surprised as the console sold out through the 2006 Christmas season, and remained so through the next 18 months, becoming the fastest selling game console in most of the world's gaming markets.
In June 2009, Sony announced that it would release its PSPgo! for $249.99 on October 1 in Europe and North America, and Japan on November 1. The PSPgo was a newer, slimmer version of the PSP, which had the control pad slide from the base, where its screen covers most of the front side.
Increases in development budgets
With high definition video an undeniable hit with veteran gamers seeking immersive experiences, expectations for visuals in games along with the increasing complexity of productions resulted in a spike in the development budgets of gaming companies. While many game studios saw their Xbox 360 projects pay off, the unexpected weakness of PS3 sales resulted in heavy losses for some developers, and many publishers broke previously arranged PS3 exclusivity arrangements or cancelled PS3 game projects entirely in order to cut losses.
Nintendo capitalizes on casual gaming
Meanwhile, Nintendo took cues from PC gaming and their own success with the Nintendo Wii, and crafted games that capitalized on the intuitive nature of motion control. Emphasis on gameplay turned comparatively simple games into unlikely runaway hits, including the bundled game, Wii Sports, and Wii Fit. As the Wii sales spiked, many publishers were caught unprepared and responded by assembling hastily-created titles to fill the void. Although some hardcore games continued to be produced by Nintendo, many of their classic franchises were reworked into "bridge games", meant to provide new gamers crossover experiences from casual gaming to deeper experiences, including their flagship Wii title, Super Mario Galaxy, which in spite of its standard-resolution graphics dominated critics' "best-of" lists for 2007. Many others, however, strongly criticized Nintendo for its apparent spurning of its core gamer base in favor of a demographic many warned would be fickle and difficult to keep engaged.
Motion control revolutionizes game play
The way gamers interact with games changed dramatically, especially with Nintendo's wholesale embrace of motion control as a standard method of interaction. The Wii Remote implemented the principles to be a worldwide success. To a lesser extent, Sony experimented with motion in its Sixaxis and subsequent DualShock 3 controller for the PS3, while Microsoft continually mentioned interest in developing the technology for the Xbox 360. While the Wii's infrared-based pointing system has been widely praised, and cited as a primary reason for the success of games such as Nintendo's Metroid Prime 3: Corruption and EA's Medal of Honor: Heroes 2. Despite these titles success, reliable motion controls have been more elusive, with even the most refined motion controls failing to achieve true 1-to-1 reproduction of player motion on-screen. Nintendo's 2008 announcement of its MotionPlus module intends to address these concerns.
Alternate controllers also continue to be important in gaming, as the increasingly involved controllers associated with Red Octane's Guitar Hero series and Harmonix's Rock Band demonstrate. In addition to this, Nintendo has produced various add-on attachments meant to adapt the Wii Remote to specific games, such as the Wii Zapper for shooting games and the Wii Wheel for driving games.[32] With the introduction of the Balance Board in Nintendo's Wii Fit package, motion controls have been extended to players feet. Third party efforts from THQ, EA, and other publishes that integrate Nintendo's Balance Board is expected in 2009.
During E3 2009, Microsoft presented Project Natal for the Xbox 360, while Sony presented their own motion controls, similar to that of Nintendo's Wii Remote a day later. The controller is more precise and games can also utilise the motion tracking from the Playstation Eye to further enhance gameplay. Sony's motion controller is due for release in the Spring of 2010.[33]
Cloud Computing comes to games
In 2009, a few cloud computing services were announced targeted at video games. These services allow the graphics rendering of the video games to be done away from the end user, and a video stream of the game to be passed to the user. OnLive allows the user to communicate with their servers where the video game rendering is taking place.[34][35] Gaikai is used entirely in the user's browser, and communicates with servers ideally close to the user.[36]
See also
- Chronology of console role-playing games
- Chronology of real-time strategy video games
- Chronology of real-time tactics video games
- List of years in video games
- Timeline of video arcade game history
- Game On (exhibition), a touring exhibition detailing the history of video games.
- Home computer
- Personal computer game
- Video game console
- Golden age of video arcade games
- Tactics of early video games
- History of online games
Notes
- ^ Many early video games were lost and no record of their existence remains.
References
This article includes a list of general references, but it lacks sufficient corresponding inline citations. (January 2009) |
- Footnotes
- ^ US 2455992, also available from http://www.jmargolin.com/patents/2455992.pdf
- ^ 1949-50 Whirlwind "bouncing Ball" demo program by Charly Adama - Computer Graphic Timeline 1945-2000
- ^ a b John Anderson. "WHO REALLY INVENTED THE VIDEO GAME?". Atari Magazines. Retrieved November 27.
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- ^ "1960: DEC PDP-1 Precursor to the Minicomputer". CED Magic. Retrieved 2008-12-04.
- ^ Ritchie, Dennis. "Yes, A video game contributed to Unix Development". Retrieved 2007-04-05.
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(help) - ^ "Videogames: In the Beginning" by Ralph Baer, published by Rolenta Press, 2005 ISBN 0964384817, 9780964384811
- ^ Crawford, Chris (2003). Chris Crawford on Game Design. New Riders. ISBN 0-88134-117-7.
- ^ "Donkey Kong". Arcade History. 2006-11-21. Retrieved 2006-11-21.
- ^ "ジャンプバグ レトロゲームしま専科". Retrieved 2008-06-18.
- ^ "KLOV: Jungle King". KLOV. Retrieved 2007-02-08.
- ^ "Pac-Land". Arcade History. Retrieved 2006-11-21.
- ^ a b Wheatley, Sean (2003-05-15). "Namco". TNL. Retrieved 2006-11-23.
- ^ a b "Namco History Vol 4". Anime Densetsu. Retrieved 2006-11-24.
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(help) - ^ Stahl, Ted (July 26, 2006). "Chronology of the History of Video Games: Golden Age". Retrieved 2009-07-06.
- ^ a b Ryan Geddes & Daemon Hatfield (2007-12-10). "IGN's Top 10 Most Influential Games". IGN. Retrieved 2009-04-14.
- ^ Hjul, Alison (1986-03). "Yie Ar Kung Fu" (3). Your Sinclair: 19.
{{cite journal}}
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(help); Cite journal requires|journal=
(help) - ^ "The History of Street Fighter". GameSpot. Retrieved 2008-10-11.
- ^ Kunkel, Bill; Worley, Joyce; Katz, Arnie, "The Furious Fists of Sega!", Computer Gaming World, Oct 1988, pp. 48-49
- ^ Spencer, Spanner, The Tao of Beat-'em-ups (part 2), EuroGamer, Feb 12, 2008, Accessed Mar 18, 2009
- ^ Evolution of a Genre: Beat 'Em Ups, ABC Television, Nov 6, 2007, Accessed March 24, 2009
- ^ Nintendo Power November 2007. Future US, Inc. 2007. pp. 77–80.
- ^ "Top 11 Survival Horror Games: Sweet Home". UGO Networks. 2008-05-21. Retrieved 2009-04-17.
- ^ "Matt". "FX-Entertainment: The 1st Issue of Nintendo Power Magazine!". X-Entertainment. Retrieved 2009-03-10.
- ^ Christophe de Dinechin. "The Dawn of 3D Games".
- ^ "GameRankings: All Time Best". Retrieved 2009-07-15.
- ^ Cole, Vladimir (2005-09-26). "Forbes: Xbox lost Microsoft $4 billion (and counting)". Joystiq. Retrieved 2007-07-18.
{{cite web}}
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(help) - ^ Walker, Trey (2002-03-22). "The Sims overtakes Myst". GameSpot. CNET Networks. Retrieved 2008-03-15.
- ^ "A New Day for N-Gage". Nokia. Retrieved 2008-04-03.
- ^ Miller, P. "Nintendo Packing Wii Wheel with Mario Kart Wii". Retrieved 2009-07-13.
- ^ Eaton, K. "Sony, Microsoft Motion Controls will beat Wii at its own game". Retrieved 2009-07-13.
- ^ "FAQ". OnLive. Retrieved 2009-07-27.
- ^ Kelly, Kevin. "GDC09: Rearden Studios introduces OnLive game service and 'microconsole'". Joystiq.com. Retrieved 2009-03-25.
- ^ "Watch Gaikai Stream Full Games to You Over the Web". Retrieved 2009-07-21.
- Additional online sources
- Herman, Leonard (3rd edition - 2001). Phoenix: The Fall & Rise of Videogames. Rolenta Press. ISBN 0-9643848-5-X.
{{cite book}}
: Check date values in:|year=
(help)CS1 maint: year (link) - Kohler, Chris (2005). Power-Up: How Japanese Video Games Gave the World an Extra Life. Brady Games. ISBN 0-7440-0424-1.
- Forster, Winnie (2005). The Encyclopedia of Game Machines - Consoles, handheld & home computers 1972-2005. Gameplan. ISBN 3-00-015359-4.
- DeMaria, Rusel (2 edition (December 18, 2003)). High Score!: The Illustrated History of Electronic Games. McGraw-Hill Osborne Media. ISBN 0-07-223172-6.
{{cite book}}
: Check date values in:|year=
(help)CS1 maint: year (link) - Day, Walter. The Golden Age of Video Game Arcades (1998) - A 200-page story contained within Twin Galaxies' Official Video Game & Pinball Book of World Records. ISBN 1-887472-25-8
- The Video Game Revolution (2004) is a documentary from PBS that examines the evolution and history of the video game industry, from the 1950s through today, the impact of video games on society and culture, and the future of electronic gaming.
- Video Game Invasion: The History of a Global Obsession (2004) (Documentary. Press Release, IMDb)
- The First Video Game a description at Brookhaven National Laboratory
- Leonard Herman, Jer Horwitz, Steve Kent, and Skyler Miller (2002). "The History of Video Games". Gamespot. CNET Networks International Media.
{{cite web}}
: CS1 maint: multiple names: authors list (link) - Ars Technica's The evolution of gaming: computers, consoles, and arcade
- "Guitar Hero Info" - details the Release Date and Credits of Guitar Hero
- MGS4 boosts PS3 sales in Japan - GameSpot
- Additional literary sources
- The first quarter: A 25-year history of video games by Steven L. Kent
- From Sun Tzu to Xbox: War and Video Games by Ed Halter
- Game Over: the maturing of mario by David Sheff
- Joystick Nation by J.C. Herz
- Masters of Doom by David Kushner
- Opening the Xbox: Inside Microsoft's Plan to Unleash an Entertainment Revolution by Dean Takahashi
- Play Between Worlds: Exploring Online Game Culture by TL Taylor
- SMARTBOMB: The Quest for Art, Entertainment, and Big Bucks in the Videogame Revolution by Heather Chaplin and Aaron Ruby.
- The Video Game Theory Reader edited by Mark J.P. Wolf and Bernard Perron.
- Videogames: In The Beginning by Ralph Baer
- The Ultimate History of Video Games by Steven L. Kent
- Power-Up: How Japanese Video Games Gave the World an Extra Life by Chris Kohler.