Game development has evolved significantly from early board and dice games to modern electronic games. Early pioneers like William Higginbotham and Ralph Baer experimented with electronic games for computers and arcades in the 1950s-1960s. The arcade phenomenon of the late 1970s, driven by games like Space Invaders and Pac-Man, helped launch the commercial video game industry. This led to the creation of early video game consoles in the 1970s-1980s by companies like Atari, Nintendo, and SEGA. However, a video game crash in 1983 caused a temporary slump before the industry rebounded with the NES. Now the game industry has converged across multiple platforms including consoles, computers, mobile
3. First Games?
- First suspect: Sport
• Activities
• Running
• Wrestling
• Archery
• Gameplay features
• Produce a measure of physical
skill by competition against
other person
4. First Games?
- Second suspect: Divination
• Randomizers
• Objects used for divination
• Gameplay features
• Produce a random outcome
within well-defined limits and
clear states
Source:
Parlett, David, The Oxford History of Board Games,
Oxford University Press, 1999
5. Dice Games
• Inventors
• Lydians of Asia according to Herodotus
• Gameplay features
• Provide variety of ranges for randomizers
and tie results to abstract measures
numbers
6. Board Games
• Origins
• traced to keeping track of
player’s scores in dice games
• Gameplay features
• Introduced game token to
maintain game state
• Linked series of actions to
randomized values to manipulate
game state
7. Card Games
• Background intertwined with Dominoes & Mah-
Jong tiles
• Modern variants probably Persian origin
• Brought to Europe by Arabs 13th century
• Gameplay features
• Random but fixed distribution
• Define Game Space
8. Live-Action Roleplaying Games
• Earlier similar activities
• re-enactments of battles between Osiris and Seth
in ancient Egypt
• ‘carrousel’ games at European courts during the
17th and 18th centuries
• Gameplay features
• Players represent their characters
• Players physically act out what they do in the
game
• Extra-game activities may take a majority of time
spent
9. Novelty Games
• Machines that provide gameplay or
lets players test skills
• Gameplay features
• Coin-op
• Machine controls game flow
10. Pinball
• Reaction to games being banned
due to being used for gambling
• Gameplay features
• Flippers
• Electro-mechanical game system
11. Spacewar! - 1962
• Stephen "Slug" Russell, MIT
• Demonstrate the Type 30 Precision CRT Display
• “It should demonstrate as many of the computer's
resources as possible, and tax those resources to the
limit;
• Within a consistent framework, it should be interesting,
which means every run should be different;
• It should involve the onlooker in a pleasurable and
active way -- in short, it should be a game.”
12. Tennis for Two - 1958
• William Higginbotham
• Demonstrate system
• Analog computer
• Real-time game
13. A.S. Douglas - 1952
• Part of Ph.D. thesis in Human-Computer
Interaction
• Tic-Tac-Toe
• Play by dialing numbers
• Computer opponent
14. Ralph Baer - 1951
• Asked to Build the best television set in
the world.
• Built in several prototypes between
1966-1968
• Hand controller and light gun
• Use of sensor
• Magnavox signed an agreement in 1971
and the first video game system got
released in May 1972: Odyssey
15. Computer Space – 1970
Back to Spacewar
•Nolan Bushnell decided to
develop trade Spacewar
•Stand-alone machine
16. Coin-eaters
• 1974 to 1975
• 57 games are released.
• 1976
• 53 videogames by 15 companies
• First controversy
• Death Race 2000
24. History Of First Person Shooting Game
• Wolfenstein 3D is a first-person
shooter video game developed by id
Software.
• Release May 5, 1992
• Genre(s): First-person shooter
• 2D sprites presented from several set
viewing angles, This technique
sometimes referred to as 2.5D
graphics.
• Wolf3D Engine
27. FPS online
• FPS usually support death match
modes
• Examples of games dedicated to
online play
• Team Fortress Classic, 1999
• Counter-Strike, 1999
• Battlefield 1942, 2002
• Gameplay as for FPS, plus team work
and sometimes specialized roles
30. Massively Multiplayer Online Games
• Typically based upon role-playing games
• Ultima Online, Origin Systems, 1997
• Everquest, Sony, 2000
• Puzzle Pirates, Three Rings, 2001
• Sims Online, Maxis, 2003
• World of Warcraft, Blizzard Entertainment, 2004
• Gameplay typical team work and
character development but extra-game
aspects as socializing also important
31.
32.
33.
34. Sport Games
• Annual version
• FIFA 200X, Electronic Arts, 200X-1
• Madden NFL 200X, EA Sports, 200X-1
• Tiger Woods PGA Tour, 200X-1
• Tightly tied to real-world statistics
• Volunteers collect
• Knowledge of real world domain important
aspect of game
35. Racing
• Grand Theft Auto 3, Rockstar
Games, 2001
• Midtown Madness 3, Digital
Illusions, 2003
• Navigation essential gameplay
part
41. The Birth of Console Games
Atari VCS/2600 Mattel Intellivision Colecovision
42. The Video Game Slump
• Temporary decline
• Oversupply
• Lack of innovation
• Competitive pricing
• Personal computer revolution
• Console arcade games
• Economics (coin-op)
43. A New Golden Age
Nintendo Entertainment
System (NES)
SEGA Master
System (SMS)
Sony
PlayStation
45. The Personal Computer
Revolution
IBM (International
Business Machine)
was not made for gaming
Apple II was made
with the player in mind
Commodore 64 competed
successfully with Apple
46. Multiplayer Meets the Online Elite
• PLATO
• MUDs
• CompuServe
• QuantumLink (AOL)
• GEnie
• LAN-based games
• Online games
47. Convergence
Industry Segments Come Together
Sony
PS2
Microsoft
Xbox
Nintendo
GameCube
Example of convergence: The “Big 3” console makers have either linked their systems to
the online world or have made them multipurpose entertainment machines (rather than
single-purpose game machines).
48. Summary
•Before the arcades
•Game industry origins
•Arcade phenomenon
•Birth of console games
•Video game slump
•New golden age
•Senate hearings & video game violence
•Personal computer revolution
•Multiplayer meets the online elite
•Convergence: Industry segments come together
49. Key Chapter Questions
■ What are the significant milestones in the history of electronic game development?
■ Who are the pioneers in game development, and how did they contribute to the
industry?
■ How did the game industry evolve from coin operated electromechanical and
mainframe computer games of the ’60s to today’s console, personal computer, online,
and mobile industries?
■ What factors contributed to the video game slump of the early 80s?
■ Why did certain game companies and game titles succeed during game development
history and why did some fail miserably?