This document provides a summary of the history and evolution of computer games. It discusses early experimental games in the 1940s-1960s, the rise of arcade games and consoles like Pong, Atari 2600, and Nintendo Entertainment System in the 1970s-1980s, the growth of PC gaming and genres like interactive fiction, and the modern gaming market dominated by consoles like PlayStation, Xbox and Nintendo Switch. It also covers topics like the impact of games, genres like casual/social games, monetization strategies, and debates around using games and gamification to solve problems and improve intelligence and skills.
5. Early Games
Cathode ray tube amusement device, 1947
Analog game, purely electromechanical
Controlled by control knobs which influences the
trajectory of the CRT's light beam
Player controls a reticle and aligns it to an airplane to shoot down
6. Noughts And Crosses, 1952
A Tic-Tac-Toe game
Ran on EDSAC
Used the tank display CRT as
35 x 16 pixel screen for
displaying his game
Game did not get well known
Early Games
7. Early Games
Early 1960s - Two cultures contributed to the idea that
computers should be things we interact with and play with:
Walter Isaacson: The Innovators
Hackers - “the hands on imperative”
Rebel entrepreneurs - eager to break into the amusement
industry
9. Programmed on PDP-1 in MIT in 1960
by Steve Russel
One of the first time-sharing computers
Space game where two players try to
shoot each others without being drawn
to the sun in the center
Spacewar! 1961
Early Games
10. Impact:
1. Collaboration - Liquid network effect
2. Free - Open Source
3. Strengthened the view that
Computers should be Personal and
Interactive in real-time
Spacewar! 1961
Early Games
11. Arcades
Special purpose machines
Most popular game was PONG
Arcades became popular amongst
young in 1971-1974
2-D boards and movement
of objects
Special controls and buttons
12.
13. Pong 1974
Atari VCS 2600 1977
Game Consoles
In 1974 game consoles start to appear
Computer games market emerges
Atari became the industry leader - Nolan Bushnell
VCS – Video Computer System 1974 – 1984
Discontinued in 1991
14.
15. The Video Game Crash
In 1983 the computer game market crashed
Throughout the 1984 and 1985, the home video game industry
was nearly dead
Too much supply of similar games
Low quality
The public lost interest
Atari did not want to credit developers
16. Game Consoles Come Back
Nintendo Entertainment System, 1986
Started the second computer console revolution
Changed the way games were marketed
Strict control of what games were produced and sold
Instituted quality standards
Instituted content standards
17. Enter the Personal Computer
In the 80s Personal computers become more wide spread
Games slowly appear in the PCs
18.
19. Interactive fiction
In the 80s Interactive fiction games became popular
Role-playing game in which the player moves around in imaginative
adventure world and solves mysteries
Early games where text games with simple commands
Slowly graphics was added
20. Enter CD-ROM
With CD-ROM new types of games became possible
More graphic
The 7th guest from 1992
Myst from 1993 became an
unexpected huge success
21.
22. Multiplayer and 3-D Games
Early games were multiplayer games
Pong and Spacewar! were multiplayer
Most games after that were single player games where
player plays against the computer or players take turn
In the late 80s and early 90s networks start to appear
Ethernet LANs, then the Internet
23.
24. DOOM introduced 3-D graphics and multiplayer capabilities in 1993
3D game where the player moves around in a 3-D world
Breakthrough graphics
Multiplayer capability on a LAN
Multiplayer and 3-D Games
26. “Games offer immediate feedback, you can see your progress,
you can try something and be frustrated but later learn more…
that’s why game play is so engaging to us.”
—Barbara Chamberlin, project director at
the New Mexico State University Learning Games Lab
27.
28. Addiction
Some games are highly addictive
Role playing games, MUD (Multiple User Dialog)
Example: EverQuest
Games with progression, construction and commands
Examples: WarCraft, CounterStrike, Sims
Impact of Computer Games
29.
30. Really simple game, but highly addictive
Released on May 24, 2013,
discontinued Feb 8, 2014
31. Violence
Some games are violent, made for mature
adult audience
Most games are not violent
Impact of Computer Games
32.
33. The Gaming Market
“In twenty years, games will have taken over the world and everything will
be virtual reality.”
-- Ray Kurzwiel
41. Sony
Products: PlayStation, PlayStation2, 3 and 4
PlayStation Portable
Have the broadest market
Has most of the games
PlayStation3 came with IBM’s Cell
Movie and TV show downloads
PlayStation4 released late 2013
42.
43. XBox
Products: XBox, XBox 360, XBox One
Appeal to hard-core games
Most powerful console
Xbox Live – online game service
Kinect
Microsoft is promoting
xbox as entertainment
device
56. Casual Games
Simple and easy games, last for short time (50+ hours)
Addictive with low barriers
Pictures from
PopCap
Source: IGDA 2008-2009 Casual Games White Paper
58. Source: The online computer and video game industry (OECD Report)
The MMORPG Top List
Thousands of players
Roles and responsibility
Continuity and progress
MMORPG
60. Monetizing games
Monetization strategy depends heavily on the type of game
To make successful games, you have to be a really
good game designer
Art style, tone, uniqueness, game design and balancing have to
work
61. Monetizing games
Ad supported - free, low barrier, large audience
Free 2 Play - optional in-play purchase, time, skills, virtual stuff
Download - Pay for downloads for PC, console and mobile games
Subscription - Pay for access, monthly
Money gaming - Play for money and take rake or percentage
62. Give player access to play significant portion of the game
without paying
Then charge for extras, VIP access, more choices, virtual
stuff, advancement
Based on the Freemium concept
Free to Play - F2P
65. The 90-9-1 Rule
In social communities, 90% of the
users don’t contribute
In gaming 90% play for free but
are needed so the community
works
90% Play for free
9% Pay for added value
1% Pay for anything
90. Fluid intelligence is the capacity to think logically and
solve problems in novel situations, independent of
acquired knowledge
Crystallized intelligence is the ability to use skills,
knowledge, and experience
Evolution of Man gave us Intelligence