Laserdisc & PC Games

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    Laserdisc & PC Games - Presentation Transcript

    1. S u r v e y o f D I g I t a l G a m e s Victor LaCour
    2. Laser Disc Games
      • Beginning of interactive cinema
      • Early games were memorization of timed choices
      • Called laser disc for it use of laserdisc technology-pioneer/hitachi-computer program interfaced with Laserdisc machine
      • Beginning of high capacity disk and multimedia based games
      • Rejuvenated arcades
      • Rick Dyer formed Advanced Microcomputer Systems to develop games
        • Dyer used to build ticker tape adventure games (similar game design, different technology)
      • Saw Bally’s Astron Belt game at an Expo, convinced him he could create Dragon’s Lair
      • Asked ex-Disney Animator Don Bluth to collaborate
        • Bluth needed project for Secret of Nimh animator team
      • Deadline of 8 months to develop game so to beat Astron belt, 1.8 million budget
    3. DR RELEASED
      • Interactive cartoon
      • Used computer to control laserdisc player
      • Breakthrough for multimedia gaming (merged videos with games)
      • Cinematronics released the game 1983
      • First game to have 50 cents to play!
      • $4300 price tag (industry-wide average)
      • However, after a few hours on location, a prototype had crowds 30 deep with quarters lining the screen; the 50 cent issue became a moot
      • initial scarcity of the game, coupled with the onslaught of players -many arcade owners install an additional monitor on top of the cabinet so on-lookers would watch. At the height of the frenzy, it was reported that one machine in a good location could easily bring in $1400/week. - ten times a conventional machine
      • Grossed over 32 million dollars by early 1984
      • Still considered to be best of its genre
      • - Debatable only to Cliffhanger
      • Designed 24 cells per second
      • well above standard
      • 6months
      • 1 million
      • No voice talent
    4. DR TIMELINE
      • 1982 (Early) Rick Dyer begins developing Dragon's Lair. writers and storyboard artists to assemble a concept for
      • 1982 (October) Rick and Cinematronics' president, Jim Pearce, approach Don Bluth Productions (Don Bluth/Gary Goldman) to become a partner in the creation of this historic laser disc game.
      • 1983 (March) Dragon's Lair is the hit of the Chicago Game Convention.
      • 1983 (June) Tthe first Dragon's Lair arcade coin-op games ship to arcades across North America (including Canada). becomes a household name and licenses are granted for lunch boxes, children's sleepwear, stickers, collector's cards and board games. In 1984, a TV series is created and airs that same year, then followed by a vast number of video game versions for home entertainment...
      • 1984 Dragon's Lair for Coleco Adam (cartridge)
      • 1987 Dragon's Lair for Commodore 64 (cassette)
      • 1987 Dragon's Lair (Escape From Singe's Castle) for Commodore 64 (floppy disk)
      • 1989 Dragon's Lair for the Commodore Amiga (floppy disk)
      • Dragon's Lair (Escape From Singe's Castle) for Commodore Amiga (floppy disk)
      • 1990 Dragon's Lair for Macintosh Plus / SE (floppy disk)
      • Dragon's Lair for Nintendo NES
      • Dragon's Lair for Nintendo Game Boy®
      • Dragon's Lair for Atari ST
      • 1991 Dragon's Lair for PC (floppy disk)
      • Dragon's Lair (Escape from Singe's Castle)for PC (floppy disk)
      • 1992 Dragon's Lair (Escape from Singe's Castle) for Macintosh II and LC (floppy disk)
      • Dragon's Lair (The Curse of Mordroc) for PC (floppy disk)
      • Dragon's Lair (The Curse of Mordred) for Macintosh II and LC (floppy disk)
      • Dragon's Lair for Nintendo Super NES
      • 1993 Dragon's Lair for Sega CD (CD)
      • Dragon's Lair for PC (CD-ROM)
      • Dragon's Lair for 3DO (CD)
      • 1994 Dragon's Lair for MAC (CD-ROM)
      • Dragon's Lair for CD-I (CD)
      • 1995 Dragon's Lair for Atari Jaguar
      • 1997 Dragon's Lair Deluxe Pack for PC (CD-ROM)
      • Dragon's Lair DVD-ROM for PC (DVD-ROM)
      • 1998 Dragon's Lair DVD-Video for home DVD players (DVD)
      • 2000 Dragon's Lair for Nintendo Game Boy® Color
      • 2001 Dragon's Lair Arcade Authentic for PC (CD-ROM)
      • 2002 Dragon's Lair 3D for PlayStation®2, Nintendo GameCube™, Xbox™, PC (CD-ROM), MAC
    5. Laser Disc Issues
      • Players complained that laser games weren’t challenging enough,
      • Based on memorization. Too simple too tedious..
      • Operators didn’t like the initial high cost and unreliability of the earlier laser models
      • The original laserdisc players shipped with the game (Pioneer LD-V1000 or PR-7820) often broke.
      • Laserdisc players weren't built to undergo strain. ------designed primarily for playing movies, as the data was read linearly. DR would seek to different locations every few seconds. Massive amount of seeking, coupled with the raw amount of operation hours result in failure, overheating and slipping out of sync
      • player often had to be repaired or replaced.
      • Industry critics believed that laser games would only be a passing fad.
      • games that used computer graphic overlays such as Mylstars MACH III and Williams Star Rider.
    6.  
    7. PC’s FIRST GAMES Interactive Fiction Game Strategy Simulation Dungeon Games Presentation by Jake Bakkila
    8. Interactive Fiction Interactive Fiction Games, also known as Text-Based Adventure Games, are computer games that simulate an environment using nothing but descriptive text. The player navigates the environment using simple text commands. ex: -You are in a room. >Look -You are in a room. There is a chair in the middle of the room >Sit in chair -You sit in the chair.
    9. Adventure/Colossal Cave -ADVENT- First interactive fiction game, made in 1975 by Will Crowther, developer of ARPANET -Written in Fortran, the game was based on the layout of Mammoth Cave, Kentucky, but added fictional aspects, like dwarves -Expanded in 1976 by Don Woods at Stanford, who added more adventure/fantasy elements -Spread across internet in 1977, where it was discovered by students at MIT
    10. Adventure -1976
      • Stanford AI Lab
      • ADVENT was a massive cave adventure game
      • Text Only
      • Will sent Don the code
      • Don improved the game tremendously and released it on the ARPANET
      • Crowther/Woods version becomes the standard Adventure 2.0
    11. 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
      • Probably the first adventure game written outside the US
    12. U of WATERLOO – 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
    13. 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"
      New Adventure -1979
      • University of Waterloo
      • Written by Mark Niemiec
      • Written for the Honeywell Level 66 mainframe
      • Text Only
    14. Warp 1979
      • Stanford University
      • Text Based
      • Written for the HP 300
      • Had an advanced interpreter for text.
    15. 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
      • Was available at USC in 1984
    16. Zork (pre-Infocom) -Programmed in 1977 by students & staff at MIT -Larger, more vivid and more refined than Adventure -Zork's text parser understood full sentences, rather than just verb and verb-noun commands -This parser was dubbed the Zork Implementation Language, and became widely used -Took place in an underground labyrinth
    17. ZORK 1977
      • Three of the Zork programmers founded Infocom in 1979
      • They released the Zork I-III trilogy
      • 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
    18. Screenshots
    19.  
    20. Infocom
      • Founded in 1979 by MIT students and staff
      • Based in Cambridge, Mass.
      • Very successful in early 1980s due to:
        • technically advanced games
        • aggressive marketing
        • extra elements that came with game (“Feelies”)
    21. Zork Implementation Language (ZIL)
      • ZIL was the language used for all Infocom games
      • Allowed for complex, sentence-length commands and multiple possible commands for the same task
      • Gave player greater control and freedom in game, and allowed for more interesting and complex options in games
    22. Infocom Marketing
      • Infocom focused on making games that had very detailed descriptions, plots and supporting characters, in order to make the text-based environment more welcoming
      • Infocom also distributed their games not just through computer stores but through book stores as well
      • All games used a standardized virtual machine, allowing for simultaneous platform releases (Mac, Atari, Commodore, etc.)
    23. Infocom “Feelies”
      • Additional documentation/miscellany that came with nearly every game
      • Ranged from personal diary of the protagonist (Planetfall) to menu of in-game restaurant (Ballyhoo) to change-of-address forms (Bureaucracy) to scratch-n-sniff card (Leather Goddesses of Phobos)
      • Gave player a more realized universe for the game, explaining anything from back story to in-game elements
    24. “ Feelies” continued
      • Often had clues for the game, like semi-complete maps, discussion of elements that would later be incorporated in puzzles, etc.
      • Also served as an effective means of copy protection, both active and passive
    25.  
    26.  
    27. Further Elements of Many Infocom Games
      • Score (x out of 100) and Moves
      • Sense of humor
      • Difficulty of puzzles/InvisiClues
      • Turn limits (time, hunger, etc.)
      • Frequent death
      • Self-awareness
      • AFGNCAAP, or Ageless, Faceless, Gender-Neutral, Culturally-Ambiguous Adventure Person as the protagonist
    28. Title focus:
      • Planetfall (1983)
      • Bureaucracy (1987)
    29. Planetfall -Developed by Steve Meretzky, one of only two interactive fiction writers allowed into the Science Fiction Writers of America organization. -Wildly popular game, both witty and serious -Introduced a NPC, the robot Floyd, a first for Infocom games -Player needed to eat and to sleep, also a first for Infocom -Time-limit -Emotionally powerful scenes -Inspired a novel of the same name
    30. Bureaucracy -Written by Douglas Adams -Funny, experimental, personal and endlessly (and purposely) frustrating -“Registration screen” allows for customization -Counter-intuitive puzzles -Blood pressure, time limit, hunger
    31.  
    32. Infocom's Collapse -Invested in Cornerstone, a database product that did not sell well -Bought by Activision in 1985 -Closed in 1989
    33. Infocom's Influence -Adventure games -Sierra -LucasArts -Choose your Own Adventure Books -Interactive Fiction still produced today, large community online
    34. SSI and Strategy From Avalon Hill to SSI
    35. Avalon Hill: TACTICS 1
      • Started in 1958 by Charles S. Roberts
      • His first game was Tactics, a pioneering board game
      • Previous strategy games were offshoots of the
      • miniature hobby scene
      • Pioneered many elements of strategy games, such as hexagonal grids, odds percentage based combat, terrain, unit health and morale, varying goal conditions, and historical relevance
    36. Tactics II by Avalon Hill
      • First released in 1958
      • A more polished Tactics
    37. Panzerblitz by Avalon Hill
      • Released in 1970
      • Designed by James F. Dunnigan
      • Set in the eastern front during WWII
      • One of the first war games to focus on smaller details of units (companies and squads) as opposed to large groups (regiments and divisions)
      • One of the most popular games by Avalon Hill
    38. Panzerblitz: Game Board
    39. Panzerblitz: Stats
    40. Panzerblitz: Rules
    41. Line of Sight Determination
    42. Joel Billings, founder of SSI
      • Father was Robert Billings a WWII army vet with a PhD in English who specialized in American war novels
      • In 1965, when Joel was 7, his father brought home the first big commercial war game, Avalon Hill’s Tactics II
      • Taught war games to his high school chess club and then started his own war game club
      • Had trouble finding opponents, he even played with distant players by mail
    43. Strategic Simulations, Inc.
      • Joel was a math and econ major in college, where he first started using computers for mathematical modeling
      • He played Star Trek on the mainframe
      • In 1979, he tried to convince an IBM programmer to let him produce war games for the TRS-80
      • Met Trip Hawkins, a marketing manager for Apple, (later became president of EA), who convinced him to develop for the Apple computer
    44. SSI
      • Joel put flyers in hobby shops looking for programmers interested in war games
      • 2 responses: John Lyon and Ed Willeger
      • Both only had experience programming mainframes, but learned BASIC to develop for the Apple computer
      • John Lyon wrote the first SSI game, Computer Bismarck
      • Ed Willeger wrote the second, Computer Ambush
    45. Computer Bismarck
      • Billings asked Avalon Hill to
      • publish Computer Bismarck but Tom
      • Shaw was not interested
      • Also asked Automated Simulations,
      • but no success, so he decided to
      • self publish the game
      • Released for Apple II in January of 1980 and TRS-80 a few months later
      • Sent out advertisements to the members of the Apple II warranty mail list (about 20,000 addresses) in February
      • Soon retail stores started asking to sell the game, and by March 90% of sales were retail
      • Detailed Packaging: Game shipped in a large box to resemble a desktop wargame
    46. Computer Bismarck
      • Ascii Text Mode Graphics
      • Keyboard Input
      • Hex Based Map
    47. Battle For Normandy
      • Released in 1982
      • Apple II, Atari 8-Bit, C64,
      • PC-DOS
      • Play as Allied or German Commander
      • You have 24 Days (turns) to accomplish your goal
      • One of first computer wargames to simulate fatigue and leadership
      • Weather plays a factor
    48. Germany 1985
      • Released in 1982 for Apple II
      • and 1983 for C64
      • Cold War scenario with Soviet Union versus NATO forces
      • Capture the greatest number of towns after a certain number of turns to win
      • Unit speed based on visibility to enemy units
    49. Germany 1985: Menu
    50. Germany 1985: Soviet Attack
    51. SSI in 1985
      • By 1985 SSI had over 60 titles
      • Most games still written in BASIC
      • Amiga, Apple II, Atari 8-bit, Atari ST, C64, IBM PC, TRS-80
      • Atari was the best selling platform
      • Had tools for processes, such as map generation and distance calculation, that were common across all the games to improve speed of development
      • This allowed the game designers to make the games without being hardcore coders
      • SSI brought in a lot of fresh talent to design games
    52. PC Game Designers
      • Bill Budge
        • Pinball Construction Set
          • 1983
          • Introduced “builder” genre in video games
          • Users constructed their own virtual pinball games
          • Included bumpers, flippers, and spinners
    53. PC Game Designers
      • Richard Garriott
        • Akalabeth
          • 1980
          • Wire frame graphics
          • Extension from text adventures
          • Pre-Cursor to Ultima series
    54. PC Game Designers
      • Robert Woodhead
        • Wizadry series (1980’s)
          • Dungeon & Dragon type gameplay
          • Introduced graphical element to D&D style games
          • Included a command-driven battle system seen in future RPG’s such as Final Fantasy
    55. PC Games
      • Castle Wolfenstein
        • 1981
        • Stealth action game
        • One of first games to have digitized speech
    56. Games (cont.)
      • Swashbuckler
        • 1982
        • Early Fighting game
        • As game progressed enemies become more numerous and faster
    57. PC Games (cont.)
      • Lode Runner
        • 1983
        • Player must collect all the gold in the level while avoiding enemy robots
        • Multi-Story Platform/Puzzle game
        • PC COMPONENT: Ability to create your own levels
    58. Games (cont.)
      • The Bard’s Tale
        • 1985
        • First-person 3d graphics
        • D&D style RPG
        • Non-linear game play
        • Clever Writing
    59. Games (cont.)
      • Oregon Trail
        • 1985
        • Educational game
        • As an American pioneer, the player must travel across the Oregon Trail, while facing numerous challenges
    60. NES/Famicom
      • The crash was distinctly American
      • Crash shifted consoles solely towards Japan
      • Famicom released to Japan in 1983
      • NES released to US in 1985
      • Brought quality games into the home
      • Set new standard for consoles
    61. Flight Simulator
    62. 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
    63. 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
    64. Bruce Artwick
      • By 1978 Bruce 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.
      • In 1975, Bruce Artwick was working on his Master’s Thesis in Electrical Engineering at the University of Illinois entitled, “A Versatile Computer-Generated Dynamic Flight Display.”
      • Artwick teamed up with others from the U of Illinois and with his flight instructor, Stu Moment, to form a company called SubLOGIC to develop and market a commercial aircraft simulator based on his thesis work.
      • The resulting FS1 Flight Simulator was an instant success, and by the end of 1980 had become one of the bestselling software titles for the Apple computer.
    65. Bruce’s Flight Sim
      • By 1981, Microsoft approached Artwick with a proposition – allow Microsoft to exclusively license his program for the new yet-to-be-introduced computer, the
      • IBM-PC.
      • Artwick accepted, and Microsoft Flight
      • Simulator 1.01 was released for the IBM-PC in 1982.
      • Many versions of MSFS were released throughout the decade, each improving all aspects of the product
      • FSIM Requires implementation of
      • Equations of Motion
      • Quaternion Transformation methods
      • Direct Cosine Euler Transformations
      • Non dimensional aerodynamic coefficient implementation,
    66. Simulation Engine
      • The core simulation engine (SimEngine) refers to
      • the theory, principles, functions, and processes which
      • directly relate to the way in which aircraft behavior is simulated. This includes the motion of aircraft, but also
      • includes the way the aircraft reacts with the ground, the
      • methodologies used to simulate thrust and propulsion,
      • and the simulation of a host of systems typically found
      • in a real aircraft.
      • Interface Support
      • To handle the interaction with all the different components of the game, the SimEngine must have a robust way to interface with these components. The majority of this interaction is handled through a C++ class structure interface, complete with unit conversions, error handling and multiple parameter indices.
      • Terrain/Sim interaction
      • One of the biggest problems with any simulation is the
      • interaction between the simulated object and the world
      • in which it is being simulated.
      • Limitations of hardware resources, it is not reasonable to
      • expect to have the entire world “loaded” at all times.
      • Therefore, there exists a classic “Catch 22” with respect to the SimEngine and the Terrain System
      • The terrain system must know where the aircraft is to know what terrain needs to be loaded, but the aircraft must know where the ground is to determine if the aircraft has crashed, landed or otherwise should be interacting with the ground
    67. Terrain/Sim Interaction (cont…)
      • The terrain system is designed to perform asynchronous loading whenever possible to minimize the stutters due to terrain loading.
      • Terrain may need to be synchronously loaded, or force loaded, at the same time.
      • The SimEngine skips certain functions until a valid return from the terrain system is achieved.
    68. subLOGIC FS1 for the Apple II (1980)
    69. subLOGIC FS 1 for the TRS-80 (1980)
    70. Microsoft  FS 1 for the IBM PC (1982)
    71. FS 2 for the PC (1986)
    72. Microsoft Flight Simulator 2004
    73. Six Degrees of Freedom (6-DOF)
      • Six Degrees of Freedom (6-DOF)
      • The SimEngine is based on the core concept of
      • simulating in the 6-DOF space (rotational – pitch, roll and yaw; and translational – longitudinal, lateral and vertical).
      • This provides the fidelity required to simulate any possible aircraft orientation and position in a three dimensional environment.
    74.  
    75. Propulsion
      • A significant portion of simulation time is spent dealing with the propulsion characteristics for a given aircraft.
      • There are three main types of propulsion simulated to a high fidelity level:
        • Piston Engines
        • Turbine Engines
        • Turboprop Engines
      • In addition to the engine modules, a Propeller module is also required to convert shaft horsepower or torque to thrust.
      • There are two other, lower fidelity engine models currently employed:
        • Rocket Engine
        • Helicopter Engine

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