Introduction to Game Studies: Games in Culture Chapter 6: Three-Dimensionality and the Early-1990s © Frans Mäyrä & SAGE Publications.

Slides:



Advertisements
Similar presentations
Map of Human Computer Interaction
Advertisements

History of Game Consoles
Video Games By Daniel and Kamil. What is a video game? A video game is a an electronic game that involves interaction with a user interface to generate.
Creativity in Video Gaming Technology Presentation by Horace Flournoy.
Computer Games Digital Games Design Level 5. Three Outcomes Demonstrate understanding of – different digital gaming platforms and related technologies.
GAME:IT Designing Good Games. Question: What makes a computer game a game? A computer game is a software program in which one or more players make decisions.
What is Gameplay? What is Gameplay? Week Twelve Introduction to Game Design.
By: John Grima and knrfknrk.  Magnavox Odyssey  Atari Pong 1975 Some of the first Video game counsels on the consumer market. Had one limited.
Presentation by Doug Wilcox Com 546 – Evolution and Trends in Digital Media – December 6, 2005 Video Games: Pong to Present.
The History of Video Games By: Abena Johnson. Before the Video Game Era  In 1889 before it was called Nintendo it was called Marufuku. (Marufuku.
UFCEKU-20-3Web Games Programming History and Technology of Computer Games.
History of Video Games From Pong to Wii. Introduction This presentation will cover the history of video games, from their modest origin to the present,
Computer Games: History and Content Presented by Barry Dean UWE.
Game Development Essentials An Introduction
Computer Gaming and Networking By Philip Kostka. MMORGPs Most popular MMORPG is World of Warcraft, with over 1 million subscribers worldwide Most popular.
Computer Games: History and Content Presented by Barry Dean UWE.
By Brittany Langley  Digitization and Convergence have changed the way the digital world works.  Over time, we have seen the Gaming world develop and.
Video Games. History The first game created was in 1958 by Physicist Willy Higinbotham. HistoryHistory The first game console created, called “The Brown.
Fifa 14 is created by EA Sports which is an electronic arts video games company who only create sports games where they mimic and try to create the games.
The History of Video Games in the House By: Adam Parsonage, Bryan Devenish, Alan Lilley and Steven Christopher.
Magnavox Odyssey home The Magnavox Odyssey is the world's first commercial home video game console. It was first demonstrated in April 1972 The system.
A Brief History of Video games Presentation by: Marijana Surla William Anderson ITEC December 4, 2007.
Timeline of Consoles. First Generation 1967 debuted as a bulky rectangular brown wooden box with two attached controllers, and thus the name "Brown Box".
December 1, The Beginnings! Video Games started to be developed as early as 1947! First patent was on January 25, The Game was Pong!
Jonathan Crowe Image Sources:.  What sets video game music apart  How the music and sounds are played  History of video game music and sounds  Current.
The History of Consoles Computers for Entertainment By: Brandon Hansen and Chad Spencer.
CMPD 434 MULTIMEDIA AUTHORING
Gaming Akshat Gandhi Darshan Gajara Sahil Ajmera Dharmik Gajara.
By meg. Video game consoles How have video games consoles changed?
Introduction to Game Studies: Games in Culture Chapter 1: Introduction - What is Game Studies? © Frans Mäyrä & SAGE Publications.
Electronic Gaming and the Media Playground
Nintendo’s Recent Advances in the Video Game Market Ben Tarkany Suguru Minajima Benny Yiu Colton Schulte Stephanie Thomas.
Political Issues in the Video Game Industry: Violence and Gaming Alisdair Owens.
The History Of Video Games. A tennis game was created by use of an oscilloscope by William Higinbotham at Brookhaven National Laboratory in the USA 1958.
1 Video Games in 2005 The State of the Art John Salwitz Senior Development Director Electronic Arts, Inc.
PC GAMES Media Technologies Theodoros Nikitopoulos Chamilothoris.
History of Computer Gaming Matt Ormrod Mike Fleece Vin Kacerguis.
Galaga Star Wars Dragon's Lair Paperboy Zaxxon
COMM234 Media & New Technologies Week 10 Gaming Technologies Sarah Wharton
Introduction to Game Studies: Games in Culture Chapter 4: Dual Structure and the Action Games of the 1970s © Frans Mäyrä & SAGE Publications.
A look into the Past and and into the Future….  Ps3 and X-box 360 is what every kid wants. They are just some of the newest video game consoles, but.
What is gaming console & platform? A game console is a device which outputs video signal into TV screen to display the video game. A platform is in which.
Shing Lau & Ben Ingarfield. Overview  Genre: 3D Adventure / Shooter  Perspective: 1 st Person (3 rd Person optional)  Game play:  Player: An Assassin.
The Elements of Game Design—Part 04 Gaming & Simulation Mr. Tillery Orlando Technical Center.
Following is facts from The Entertainment Software Association ( and Swedish Game Industry ( Next: video games.
A Brief History of Videogames Prof. Johansen Quijano.
Open Culture Robin Burke GAM 224. Outline Admin Open Culture fan-dom open architectures / tools machinima Cultural Resistance.
Interactive Authoring Final Project
A Short History of Computer Games Abstracted from en.wikipedia.org/wiki/History_of_computer_and_video_games.
Johansen Quijano University of Texas Arlington English Department Transmedia Storytelling.
EirplayMedia (c) The Games Industry Eirplay Media ©
1 Topics: Introduction to Game Engine Course Overview What is a game engine? Advantages and Disadvantages Torque Game Engine.
Evolution of Video Game Systems CS Miguel Haro Danny Gutierrez Albert Grimes Sergio Delgado.
Identifying the Target Audience Part 2. Target Audience The target audience is the group of people for whom the game is meant. To develop an effective.
1 Game Industry Home video games industry Origins and Development Economics Industry Giants – Nintendo, Sega, 3DO Lessons Conclusion.
Gaming today is a widely recognized part of our culture Gaming is very old (Egyptians – board games) Electronic games required the invention of electronic.
What do we know from research on:. Key points Digital games for learning have some distinctive features (see slide 3) Digital games for learning can have.
Timeline of Gameconsoles Info about the different game consoles. The first console ever, was the Magnavox Odyseyy. There were only sold times.
The Origin of Gaming Kuliah #1 Game Design & Development.
Video game consoles Vojtěch Bureš Petr Matoušek. Video game console Device that outputs a video signal or visual image to display a video game home video.
Controller Timeline By Connor Jeal. Atari 2600 The original year of manufacture for the Atari 2600 and its “Joystick” controller is Its important.
Video game design history Elijah DeCicco and Robert Shepherd.
Competency : Installing of video game
Game Development Essentials An Introduction
Game Design & Development
History of G1-G8 Games and Video Game Ratings Chapter 3 Pages
Game Development Essentials An Introduction
Game Development Essentials An Introduction
Map of Human Computer Interaction
Presentation transcript:

Introduction to Game Studies: Games in Culture Chapter 6: Three-Dimensionality and the Early-1990s © Frans Mäyrä & SAGE Publications

Game Violence Debate Digital games were linked to two highly public acts of violence: the Columbine High School shootings in 1999 and Erfurt, Germany school shootings in Violent games (as well as cinema, comics or rock music) have been blamed for violence, but it has been hard to demonstrate a clear, cause-and-effect relationship between media violence and real violence. Contemporary research is most often interested in particular contexts for media use, and looks for e.g. games’ positive ‘effects’ as well as possible detrimental consequences of digital play. Debate around violent games continues and many countries have introduced games-related legislation.

Towards Three-Dimensional Technology High attention to games’ visuals was related to advances in audiovisual technology. Most contemporary digital games require real- time three-dimensional image synthesis. The increase of available memory and computing power is reflected in how 8-bit gaming technology was replaced first by 16-bit and then by 32, 64 and 128-bit systems. Home computing devices capable of real-time three-dimensional graphics became widely available in the 1990s. Some notable gaming systems are introduced next.

8-Bit Era Atari 2600 (1977)‏ Magnavox Odyssey 2 (1978)‏ NES/ Famicom (1983)‏ Nintendo Game Boy (1989)‏ Commodore 64 (1982)‏ Image credits: Wikipedia,

16-Bit Era PC Engine/ TurboGrafx-16 (1987)‏ Sega Mega Drive (1988)‏ Neo Geo (1990)‏ SNES (1990)‏ Image credits: Wikipedia,

32-Bit / 64-Bit Era 3DO Interactive Multiplayer (1993)‏ Amiga CD-32 (1993)‏ Atari Jaguar (1993)‏ Sega Saturn (1994)‏ Sony PlayStation (1994)‏ Nintendo 64 (1996)‏ Image credits: Wikipedia,

128-Bit Era Sega Dreamcast (1998)‏ Sony PlayStation 2 (2000)‏ Nintendo GameCube (2001)‏ Microsoft Xbox (2001)‏ Image credits: Wikipedia,

Current Era Nintendo DS (2004)‏ Sony PlayStation Portable (2004)‏ Microsoft Xbox 360 (2005)‏ Sony PlayStation 3 (2006)‏ Nintendo Wii (2006)‏ Image credits: Wikipedia,

Consoles and the PC Games-dedicated video gaming consoles and multipurpose home computers (like the Commodore 64) competed in homes during the 1980s. IBM PC was released in The original PC was lacking in sound and graphics, but the open PC architecture provided opportunities for manufacturers of add-on cards. The PC was became an important gaming platform during the 1990s.

Civilization: PC Strategy Game Civilization (Microprose, 1991) was designed by Sid Meier. A turn-based strategy game, Civilization involves taking the role of controlling a civilization, building cities, developing new technologies and competing with other civilizations. Historically-themed, extensive game (years 4000 BC available for gameplay)‏. Long game sessions usually break into several smaller play sessions, with breaks in between.

Civilization Game Art Download and play FreeCiv, an open source Civilization clone: Image credits: MicroProse/2K Games; source:

Ideology in a Game Civilization has been a highly popular and influential game. It has also been criticised, e.g. for simplifying complex historical processes into a ‘toy version’ history, with organically-developing miniature civilizations. Ideological critique has pointed out that to succeed in the game, the player has to adopt principles of Western industrialised society. Civilization would thus implicitly teach Western, imperialistic values and lifestyles.

Start of Three-Dimensional Action: DOOM Doom (id Software, 1993) combined free movement in a three-dimensional environment and fast, shooter style action successfully. With its multiple followers (‘Doom clones’), it started the First Person Shooter (FPS) genre. An important factor in the game’s success was its atmosphere, derived from horror and science fiction film conventions. Also, the shareware distribution model contributed to Doom spreading quickly among the computer gamer communities.

DOOM Game Art Download and play a Windows version of the free Doom shareware episode: htmlhttp:// html Image credits: id Software.

Doom Aesthetics With its graphical violence, futuristic industrial environment and techno soundtrack, Doom represented a shift towards more adult- oriented popular culture in game design. References to cinema (e.g. Alien, Terminator, Evil Dead) as well as other shooter and maze games. Demonic adversaries, fast-paced shooting action and labyrinthine spaces define much of the Doom aesthetics.

Doom Level Design Changes in the design of game level ‘Episode 1, Map 4’ from Doom (id Software, 1993). Image credits: id Software; source:

Gameplay Immersion: Point of View The first person view does not focus our attention as much on the game character as e.g. the view used in ‘third person shooters’ (see Tomb Raider style of games)‏. Doom has very transparent interface: the player focus is strongly on the task and a feeling of immersion in virtual space is created. Image credits: Core Design, Crystal Dynamics; sources:

Components of Gameplay Immersion Three main components:  sensory immersion in the sounds and interactive images of virtual space  challenge-based immersion in the actions of play (sometimes close to an optimal, 'flow' experience)‏  Imaginative immersion in the world of fiction in a game (this immersion can be created e.g. by text alone)‏. Together, these different components contribute to games having considerable immersive potential.

Gameplay Experience Model Game – player interaction and the three components of immersion in play (the SCI model, Ermi & Mäyrä, 2005). Image credits: Laura Ermi & Frans Mäyrä.

Influences on Game Cultures With Doom and followers such as Quake, Unreal and Halo, FPS games found their audience and also developed into new sub-genres (e.g. ‘tactical shooter’, ‘MMOFPS’)‏. Practicing ‘speedruns’ means rushing through a game or level as fast as possible. Recording speedrun style game events gave birth to ‘machinima’, movies created using game engines. Doom-influenced ‘modding’ (user-created game modifications) becoming popular.

Famous Mods ‘Castle Smurfenstein’ modified Castle Wolfenstein to show opponents as Smurfs instead of Nazi characters (1983)‏. ‘Capture the Flag’ style of team play became popular as part of ‘Team Fortress’ (1996), a multiplayer mod for Quake. Counter-Strike was originally developed as a ‘total conversion’ mod of Half-Life (Valve, 1998) by Minh ‘Gooseman’ Le and Jess ‘Cliffe’ Cliffe. Counter-Strike is also an example of a game with its own dedicated ‘CS culture’, including professional CS teams and LAN tournaments. Number of mods can also be used as to estimate the popularity of certain games.

Controversy Continued The violent, adult-oriented themes of FPS style games continue to evoke debate. FPS action has become part of ‘family games’, like those in the Harry Potter franchise (produced by Electronic Arts)‏. Popular contemporary games like Grand Theft Auto III and its follow-ups often feature FPS style of gameplay, but combine it with quests familiar from adventure games. Also Grand Theft Auto III has created controversy with its violent and sexual content.

Assignments on Three-Dimensional and Turn-Taking Benefits and disadvantages of three-dimensional:  find a game that has appeared in both two-dimensional and three-dimensional versions; compare, and give grounds for whether three-dimensional is beneficial or not in games. Real-time and turn-based:  pick a game with either real-time or turn-based action; describe its core game mechanics and explain how the player experiences them temporally during play. Concept design for a real-time board game:  create a design for board game with real-time, rather than turn-based gameplay. Playable paper prototype optional.