Talk:History of video games

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Virtual Reality and motion capture[edit]

This article will need to be updated with the recent growing trends in vitual reality (including the HTC vive, oculus rift, playstation vr) and with motion capture technology (microsoft kinect, playstation move, HTC vive motion capture, etc).— Preceding unsigned comment added by (talk) 03:01, 10 May 2016‎ (UTC)

Video gaming in Latin America[edit]

I added a small section to this article about a year ago regarding video games in South America, which was deleted at some point (which I couldn't find due to the article's long edit history), so I decided to add it back in again to see it deleted by @Indrian:. I was hoping we could discuss whether the section is due; perhaps get a second opinion on it. I personally think that it is, even just due to the continent's large population. It frustrates me how US-centric this article currently is, so I intended to globalize it some. Thoughts? ~Mable (chat) 09:29, 2 September 2016 (UTC)

  • So I am not entirely in disagreement with you, but here is how I see things. This is the top level history article covering the entire span of 50+ years of video game history in a manner that has to be readable while covering all the basics. Therefore, most of the actual story is going to have to be left to daughter articles. When discussing the global video game industry, there are really only three regions that actually matter: North America, Western Europe, and East Asia. These three regions represent almost 90% of the entire video game marketplace, and before the rise of mobile gaming I would imagine it was closer to 95% or even 98%. Also, these are the regions where nearly every top developer and publisher of video game product resides, be it on PC, console, or mobile devices (Eastern Europe has a few as well, but the overall market there is still small).
Latin America is the next biggest market after these three, but it only constitutes roughly 4% of the market and boats no publishers or developers with real global influence. By country, Brazil is the biggest market in the region at $1.2 billion, but is only the 12th largest market overall, which is even less impressive than it sounds when you consider the market leader, China, sits at $24 billion and the top 7 countries account for 75% of all revenue. Mexico is the only other country in Latin America with revenues over $1 billion. Brazil's only real claim to fame is that Tectoy managed to bust through what is usually a piracy-riven market to sell -- as of late 2015 -- 5 million Master System consoles and 3 million Genesis consoles. That's fewer consoles in nearly 30 years than the number of NES consoles Nintendo once sold in the United States in a single year.
So in short, yes the article should be more global. I started a rewrite of the piece the other year that introduced some light info on Western Europe and Japan, but I only got through the very early industry, where the U.S. really was predominant. Had I continued (which I still might someday), I would have covered topics such as the rise of the 8-bit home computer market in Western Europe, the Famicom boom in Japan, and the MMO craze in continental East Asia, among other things. I probably would have even devoted a sentence or two to Sega's success in Brazil as part of discussing Nintendo and Sega's global rivalry. But a whole section on Latin America? The region has not had the impact either creatively or financially to warrant such treatment in the top level article. Of course, I would have no problem with a daughter article on the topic that goes into as much detail as the reliable sources allow. Indrian (talk) 13:54, 2 September 2016 (UTC)

Semi-protected edit request on 7 September 2016[edit]

The second generation of home consoles is listed as lasting to 1992 when it should be 1982. 2602:306:BCDA:EC30:10CA:97C5:49BE:9BEE (talk) 01:43, 7 September 2016 (UTC)

1992 appears to be correct, read the third paragraph of the main article Second generation of video game consoles - X201 (talk) 08:00, 7 September 2016 (UTC)
I always find it very odd that we on Wikipedia consider a 'generation' to continue until the discontinuation of the last console of said generation, but I really don't want to get involved with that discussion myself ^_^; ~Mable (chat) 12:03, 7 September 2016 (UTC)

Semi-protected edit request on 24 September 2016[edit]

A game made in 1997 called Total Annihilation should be added as it was the first RTS game to implement 3D units and terrain physics and line of sight. (talk) 14:05, 24 September 2016 (UTC) Real-time strategy became a popular genre of computer games in the early 90s, with Dune II setting the standard game mechanics of many games since. Meanwhile, Alone in the Dark influenced the survival-horror genre with its action-adventure elements. It established the formula that would later flourish on CD-ROM–based consoles, with games such as Resident Evil, which coined the name "survival horror" and popularized the genre, and Silent Hill.

Not done: please provide reliable sources that support the change you want to be made. I'm personally aware of Total Annihilation, but we'll need a source to back up that it was the first to implement those features. While this claim is also made at Total Annihilation, it is done in the lead only without any sourcing. -- ferret (talk) 15:28, 24 September 2016 (UTC)

Semi-protected edit request on 20 February 2017[edit]

The Nintendo Switch marks the start of generation 9, potentially along with Xbox Scorpio, if it indeed can be considered a separate console to the Xbox one, but this remains yet to be seen. (talk) 00:38, 20 February 2017 (UTC)

Not done: please provide reliable sources that support the change you want to be made. There are numerous discussions about this already at Nintendo Switch. -- ferret (talk) 00:43, 20 February 2017 (UTC)