How College Students Influenced Gaming

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    How College Students Influenced Gaming - Presentation Transcript

    1. How College Students Influenced Gaming A look into Games that evolved in Colleges
    2. Overview
      • The aim of this presentation is to provide a chronological overview of games written in Colleges from the early ’50s to the early ’80s
    3.  
    4. The Management Game 1950
      • Developed at the Tepper Business School at Carnegie Mellon University by students and faculty.
      • Simulated the ’50s detergent industry
      • Allowed students to take role of companies to compete against one another
      • Used a Bendix G-15 computer and 3000 punched cards needed to be fed every week to run the simulation
      • More production and research modules added in ’61 and ’62 to expand the game making it a truly interactive simulation
    5. The Bendix G-15
    6. Bendix Tape Units
    7. The PLATO I Network 1960
      • Programmed Logic for Automated Teaching Applications (PLATO)
      • Developed at U. Illinois –Urbana Champaign by Donald Bitzer a PhD student and lab assistant at the time.
      • Was to be a computerized learning system
      • Ran on the locally-built ILLIAC I computer
      • Two users at a time
    8. DECUS 1961
      • Digital Equipment Computer User Society
      • Owned by DEC but run by volunteers
      • Was to be a channel to communicating with DEC customers
      • DECUS USA ran a lot of special interest groups and groups were formed in other countries.
      • Programs exchanged through magnetic tape
      • PLATO performed same function on CDC computers.
    9.  
    10.  
    11. Why are we talking about PLATO and DECUS?
      • Even though PLATO and DECUS were started out for educational and customer support reasons respectively, they became a hotbed for game development!
      • They allowed students to share games they had written with other users on these networks
      • This led to improvements and additions in each game.
    12. And now Spacewar!.....
    13. Spacewar! 1962
    14. Spacewar 1962
      • Massachusetts Institute of Technology (MIT)-Tech Model Radio Club
      • Written by Steve Russell, Martin Graetz ,Wayne Wiitanen and others.
      • Written for the DEC PDP-1
      • Beginning of ‘hacker’ culture
      • Was distributed across different Universities
    15. PDP 1
    16. PDP 1
    17. Spacewar! 1962
      • Spacewar was a major influence on many games such as
      • Computer Space by Nutting Associates(1971)
      • Galaxy Game at the Stanford University (1971)
      • Space Wars by Cinematronics (1977)
      • All of which were commercial hits
    18. Spacewar was a major influence and games were written as other Universities in the tradition of Spacewar…
    19. But first lets have a look an important development happened in 1970
    20. PLATO IV
      • University of Illinois at Urbana Champaign
      • A multiuser system that evolved from PLATO I / II / III that could support upto 1000 users
      • This was good for gaming!
    21.  
    22. Making serious use of PLATO!
    23. PLATO Homelink
    24. PLATO Cartridge for the ATARI
    25. The Games In Chronological Order
    26. Baseball 1971
      • First ever baseball game
      • Pomona College
      • Written by a student named Don Daglow
      • Game distrbuted over DECUS
      • Game is documented in the Baseball Hall of Fame in Cooperstown,NY
      • Evolved into Tony La Russa series and Intellivision World Series Baseball .
    27. Baseball Screenshot
      • Courtesy- Dan Daglow
    28. Don Daglow
      • Founded Stormfront Studios in 1988.Its an independent game developer in San Rafael ,CA.
      • Currently its President and CEO
    29. Star Trek 1971
      • UC Irvine
      • Written by Mike Mayfield a senior that year
      • Probably the first ever Star Trek game
      • Mike was inpsired after playing Spacewar!
      • Taught himself BASIC
      • Text only
      • HP liked the game and distributed it over DECUS after asking Mike to write the code in HP BASIC again
    30. Star Trek
    31. This seem familiar?
    32. The mainframe that ran the game: SDS Sigma 7
    33. Hunt the Wumpus 1972
      • University of Dartmouth
      • Written by student named Gregory Yob
      • Wanted to make a hide and seek game without a grid
      • Written in BASIC
      • Was a huge hit with players and was ported to different personal computers
      • Released commercially as a cartridge by TI for their 99-4A PC.
    34. Hunt the Wumpus
    35. Star Trek at Pomona 1972
      • Written by Don Daglow
      • Written for the PDP-10
      • Distributed widely on DECUS
      • Don got a huge amount of fan mail as this free game became a huge hit
      • Source code widely published
    36. An interesting page from the manual
    37. Dogfight 1973
      • Appeared on the PLATO network in 1972
      • One of the first 2 D games involving airplanes
    38. Empire 1973
      • Iowa State College of Agriculture and Mechanical Arts
      • John Daleske and Silas Warner
      • Silas was a student at Indiana University
      • Probably the first networked multiplayer arena shooter style game
      • Supported 32 players at once!
      • Was a huge hit and an influence for years to come.
    39. Silas Warner
      • If Silas’ name rings a bell to some of you, its because he is best know for being the author of Castle Wolfenstein on the Apple II
      • He was the co founder of Muse Software
    40. SPASIM 1974
      • University of Iowa
      • Written by Jim Bowery
      • Got help from John Daleske and Charles Miller
      • 32 player game with Star Trek theme
      • Probably the first FPS 3D Multiplayer networked game
    41. REWARD $500
      • Jim Bowery is offering $500 to anyone who can document an example of a multi-player 3D virtual reality game prior to "Spasim".
    42. Dungeon 1975
      • Claremont Graduate University
      • Written by Don Daglow
      • Unlicensed implementation of Dungeons and Dragons
      • Text Only but probably the first game to use line of sight graphics displays.
      • Top down dungeon maps
    43. Dungeon 1975
    44. Airace 1975
      • Indiana University
      • Written By Silas Warner
      • Modified SPASIM code
      • First 3D Flight simulator
      • Showed a 3D cockpit view of the horizon
      • Bigger hit than SPASIM
      • Flight Simulators have evolved into a genre
    45. Airfight 1975
      • University of Illinois
      • Written by Kevin Gorey after being playing Dogfight(’73) and Warner’s Airace
      • In the fashion of 2D game Dogfight
      • 3D real time flight simulator with 3D views of the horizon, airport and enemy
    46. CG Dynamic Flight Display 1975
      • University of Illinois
      • Written by Bruce Artwick as a part of his thesis after playing Airfight
      • Written for 6800 based micro computer
      • First such simulator on a microcomputer
    47. Why is Bruce an important person?
      • By 1978 Bruce and others from the U of Illinois had formed a company called SubLOGIC
      • They released a 6502 based version of his flight simulator
      • One company bought his idea in the early 80s and is still making a lot of money off it.
    48. That company is
    49. And the software is
    50. Here’s Bruce! 1970s Why did I sell my idea?
    51. Bruce’s Flight Sim
    52. Microsoft’s first box cover
    53. Panther 1975
      • Northwestern University
      • Written by John Edo Haefeli when he was 19
      • A PLATO game
      • Was the inspiration for ATARIs BattleZone which grossed many many millions of dollars
      • Was described in IEEE magazines and created and interest in military simulators
    54. Panther 1975
    55. BattleZone
      • Released in 1980 by ATARI
      • Looks similar to Panther!
      • Probably a coincidence that ATARI had a PLATO account
    56. Adventure 1976
      • Stanford AI Lab
      • Don Woods saw a game called ADVENT written by Will Crowther
      • ADVENT was a massive cave adventure game
      • Text Only
      • Will sent him the code
      • Don improved the game tremendously and released it on the ARPANET
      • Crowther/Woods version becomes the standard Adventure 2.0
    57. Crowther and Woods
    58. A screenshot literally…
    59. ZORK 1977
      • Masschusetts Institute of Technology
      • Written by Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling
      • Members of MIT Dynamic Modelling Group
      • Written on DEC PDP-10
      • Test based and descended from Adventure
      • Set in an underground labyrinth
    60. ZORK 1977
      • Three of the Zork programmers founded Infocom in 1979
      • They released the Zork I-III trilogy
    61. Screenshots
    62. Acheton 1978
      • Cambridge University ,UK
      • Written by students Jon Thackray, David Seal,Jonathan Parrington
      • Made for the IBM 370 Mainframe
      • Inspired by Adventure
      • Huge game having more than 400 rooms
      • Commercially released by Acornsoft
    63. Acheton 1978
      • Probably the first adventure game written outside the US
    64. Some Canadian text games
      • The University of Waterloo games were written in a language called F (for Fantasy) which was locally created by Mark Niemiec. The F language is based on B (the ancestor of C) and is completely non-portable
    65. Martian Adventure 1979
      • University of Waterloo,Canada
      • Written by Brad Templeton and Kieran Carroll
      • Written for the Honeywell Level 66 mainframe
      • Text Only
      • Has a puzzle where there are some keys, and you can't pick them up -- it turns out they are keys on a keyboard and you have to "type keys"
    66. New Adventure 1979
      • University of Waterloo
      • Written by Mark Niemiec
      • Written for the Honeywell Level 66 mainframe
      • Text Only
    67. Warp 1979
      • Stanford University
      • Text Based
      • Written for the HP 300
      • Had an advanced interpreter for text.
    68. Haunt 1980
      • Carnegie Mellon University
      • Written by John Laird
      • Inspired by Adventure
      • Written while doing research on rule based systems
      • Written in a Lisp like language called
      • Was available at USC in 1984
    69. John E. Laird
      • Currently the Director of UMich’s AI Lab in Ann Arbor, MI.
      • Gave some great inputs for this presentation
    70. Hezarin 1980
      • Cambridge University
      • Written by Steve Tinney,Alex Ship and Jon Thackray
      • Once again like Adventure
      • Released by Topologika Ltd.
    71. Kingdom of Hamil 1980
      • Cambridge University
      • Written by John Partington for the IBM 370 mainframe
      • Released by Acornsoft
      • Text based and like Adventure
    72. LORD 1981
      • Helsinki Institute of Technology
      • Written by Olli J. Paavola
      • Based on J.R.R. Tolkien’s books
      • Text Only
      • Non commercial and extremely large
    73. FisK 1982
      • Stanford University
      • Written by an Richard Beigel an undergraduate
      • A Zork like game
      • Played in a large house with rooms full of treasures and bad guys
    74. A Timeline
    75. How everythings connected
    76.  
    77.  
    78. To Summarize
      • Students had a huge impact on many of the games and genres we play today
      • Colleges could have promoted development and helped students with marketing of games
      • Protecting intellectual property is essential, students at that time may not have had resources to do that.
    79. Thanks!

    + wuzziwugwuzziwug, 3 years ago

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