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Christian Cooper AD500xxE Interactive Gameplay Design Week 2, Lecture 1 The Video Game Revolution AKA The History of Gaming, part II - the electronic era.

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Presentation on theme: "Christian Cooper AD500xxE Interactive Gameplay Design Week 2, Lecture 1 The Video Game Revolution AKA The History of Gaming, part II - the electronic era."— Presentation transcript:

1 Christian Cooper AD500xxE Interactive Gameplay Design Week 2, Lecture 1 The Video Game Revolution AKA The History of Gaming, part II - the electronic era from 1950 - 2001

2 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 2 A History of Video Games A quick tour of the last 40 years of Video games Sadly, not enough time to mention all of the significant milestones Many good timelines and histories available on the WWW - search for them!

3 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 3 1962 Birth of the Video Game? The first experimental computer sends blips across screen - the first video game. But... –William A. Higgenbotham - Tennis for Two on an oscilloscope. October 1958. Developed for exhibition. –Computer game or ballistics demo? David Ahl - recalls playing it, so the former. Ralph Baer (Odyssey) - claimed the latter.

4 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 4 1962 Spacewar! Massachusetts Institute of Technology. –Tech Model Railroad Club. MIT Steve Russell & Friends. –Alan Kotok, Peter Samson, Dan Edwards, Wayne Witanen and J. Martin Graetz. PDP-1 developed but the machine itself was just too large & too expensive for public use. Steve Russell did not seek copyright or patent - Spacewar! Is public domain.

5 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 5 1962 Spacewar! Developed at MIT to make PDP-1 more interesting

6 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 6 1962 Spacewar! Digital Equipment Corp. bundle Spacewar! with every PDP-1 as a demonstration of its capabilities Spacewar! is therefore the first video game to be distributed Two Spacewar! addicts wire up two controllers to create the first games joystick

7 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 7 1966 Magnavox Odyssey Magnavox Odyssey - the first commercial home video game Paddle Hockey; Black & white, no sound Flopped

8 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 8 1971 Computer Space 1st coin operated video game An arcade version of Spacewar! Nolan Bushnell Too complex for users Back too drawing board Develops and produces PONG

9 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 9 1972 Atari Nolan Bushnell founds the company Syzygy with Ted Dabney... …but fortunately, a Roofing company had already taken the name. Bushnell re-names the company Atari. Atari is a term from a game... –... Go

10 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 10 Pong becomes 1st arcade hit Pong is a tennis simulator Simple instructions: –"AVOID MISSING BALL FOR HIGH SCORE". Put next to pinball machines in bars. 1972 Pong

11 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 11 1972 Pong

12 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 12 1972 Pong The prototype of Pong was rejected by Pinball giants Bally (their loss!), so Bushnell installs it in a pub - Andy Capps The Bartender calls up angrily telling Bushnell the machine is broken......In fact it was jammed with too many quarters!

13 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 13 1974 Home Pong Atari creates Pong for the home market

14 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 14 1975 Magnavox Odyssey 200 Sound & Scoring up the thrills of their badminton game

15 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 15 1975 Midway Gun Fight First video game to use a central processor - the Intel 8080

16 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 16 1976 Exidy Death Race first controversy over video game violence… the aim is to run over pedestrians with a car!

17 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 17 1976 Channel F By Fairchild The 1st cartridge game Primitive Tic-tac-toe, Quadra-doodle

18 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 18 1976 Breakout A pong clone with a difference, created for Atari by Steve Jobs and Steve Wozniak Steve Jobs leaves to found Apple Computers

19 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 19 1977 First Video Game Crash Just too many pong imitators The weaker clones die off Atari survives - sold to Warner

20 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 20 1978 Atari VCS (2600) Joysticks & Paddle Combat Magnavox releases Odyssey 2 Atari 400 & 800 lukewarm response Space Invaders huge Arcade hit

21 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 21 1978 Space Invaders By Taito - a Japanese company Designed by Toshihiro Nishikado Aliens were originally soldiers - this was changed to make the game less controversial Caused a coin shortage in Japan! Entire arcades were built just for Space Invaders First reports of video-game related crime - a girl steals $5,000 to play

22 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 22 1978 Space Invaders

23 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 23 1978 Space Invaders

24 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 24 1979 Galaxian First ever colour video arcade game. Still a shameless Space Invaders rip-off. –Though enemy ships break off and form differing flight patterns.

25 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 25 1979 MUD Essex University. Written by Roy Trubshaw. The first MUD (Multi-User Dungeon). Arguable whether this is a game, but the precursor to more modern multi-player games.

26 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 26 1979 Activision Activision; founded by ex-Atari employees Make only games Business thrives Asteroids; Arcade game - had high score facility due to its electronic scoring system

27 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 27 1979 Asteroids

28 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 28 Dodgy Asteroids clone 1979 Asteroids

29 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 29 1980 Great Games! Atari –Battlezone; 3D game A special version - the Bradley Trainer was sold to the US Army –Missile Command; separate button functions and trackball control Midway –Defender; off-screen events –Pac-Man

30 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 30 1980 Defender

31 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 31 1980 Battlezone

32 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 32 1980 Pac-man The single most popular video game of all time - another yen shortage! –Designed by Moru Iwatani –Was based on a pizza! –Originally called Puck-man... –Spawned a TV series, several hundred lines of merchandise and was one of the three most bootlegged and cloned games ever (along with Space Invaders and Pong)

33 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 33 1980 Pac-man

34 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 34 1980 Pac-man Characterisation Pac-man was the first game with a recognisable central character Simple Artificial Intelligence (AI): –“Pinky” - fast –“Blinky” - always follows behind you –“Inky” - will run away from you –“Clyde” - clever The ghosts try to trap you “Power pills” The first “cut scenes”

35 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 35 1980 Stratovox Another shameless Galaxian clone… …but the first game with digitised speech –“Help me!” –“Very good” –“Lucky!” –“We'll be back!” (Arnie style) Not a success

36 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 36 Other games of 1980 Gorf by Jay Fenton - “Quark Laser” “I devour coins!” Ultima - arguably the first CRPG (Computer Role-playing Game) Rogue appears on BSD Unix (by Glenn R. Wichmann), spawning a whole genre of roguelike games - ASCII text top view RPGs - such as Nethack which was an inspiration for Diablo

37 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 37 1981 Nintendo & Sega Export Nintendo and Sega began exporting to US RSI: ‘Space Invaders Wrist’ is reported - and in unrelated news, the first video- game related fatality is also reported Games –Frogger; more ways to die crossing the road –Centipede; designed by a woman

38 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 38 Centipede Donna Bailey 1981 Centipede

39 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 39 1981 Donkey Kong Nintendo Originally a playing-card manufacturer Shigero Miyamoto quickly developed DK Introduction of the character Jumpman - later to become known as Mario Becomes HUGE hit Miyamoto now a legend –...who wrote the Legend of Zelda

40 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 40 1981 Donkey Kong

41 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 41 1982 Colecovision From Connecticut Leather Company, aka Coleco Industries Débuts with –superior graphics –Atari cartridge adapter –Zaxxon –Tron a video game based on a movie based on a computer game, based on a video game –...

42 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 42 1982 Colecovision –Donkey Kong –At the same time… Atari 5200 ships - not backwards compatible with 2600 carts…

43 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 43 1982 PC develops Commodore releases the vic20 Sinclair ZX80 & ZX81 Computers educational? Hit console market hard

44 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 44 1983 2nd Video Game Crash ‘The Software Plague’ Too many 3rd party cartridges Too much baffling choice Bad sales forecast for Christmas Bankruptcy Nolan Bushnell re-enters the market with his new company Sente Games

45 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 45 Games of 1983 Pole Position; arcade driving game with pedals and steering Punch-out; ancestor of fighting games Dragons-Lair; only successful Laserdisk game –Not much in the way of game play, but cinematic graphics

46 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 46 1983 Dragon’s Lair

47 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 47 1984 The fallout Mattel sells electronic division Warner breaks up Atari

48 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 48 1985 home video games dead? Nothing very interesting in this year at all in terms of consoles… –…but Commodore release the Amiga range of home computers, which would influence home video games for the next seven years. –Several modern Software Houses (Psygnosis, Sensible Software, Team 17) developed initially for the Amiga –Microsoft releases Windows® What next?

49 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 49 1986 Nintendo & Sega NES and Super Mario Bros. take the market by storm Sega follows up with Master-System Games –Super Mario Bros.; plumbers now? –Gauntlet; 4 player arcade role-playing game. Introduced the “energy per coin” model

50 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 50 VS 1986 Nintendo & Sega

51 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 51 1987 Acclaim Software developer Manufactures games in symbiotic relationship with & for Nintendo & other platforms Eventually drops consoles and stays with developing for home computers

52 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 52 1988 Nintendo best seller NES is the best selling toy in America Fighting Street is released… which would later become known to the World as Streetfighter - whilst this game is not particularly ground-breaking it would lead to a revolutionary sequel...

53 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 53 1989 Genesis of the Gameboy Sega releases the Genesis (Megadrive) Tetris; most addictive video game ever? –Alexey Pajitnov Gameboy; changes boring journeys forever –Tetris & Gameboy; the most successful combination of software and hardware ever?

54 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 54 Handheld console wars Atari release the Lynx and Sega the Gamegear to compete with the success of Nintendo’s Gameboy… both have colour! …but the Gameboy remains king of the travel video games consoles On the home console front, the TurboGrafx 16 AKA PC Engine is released in the US

55 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 55 Sega Genesis/Megadrive

56 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 56 1990 Do the Mario! Super Mario Bros. 3 - Best Selling Game of All Time $500 million Video game cartridge rental SNK releases the Neo*Geo - advanced graphics and sound, but games cost more than the console itself!

57 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 57 1991 Sonic! Sega’s direct reaction to Mario –Deliberate development of character –Cross between Mickey Mouse, Felix the Cat, and a blue hedgehog - the Disney model of production. Meanwhile Nintendo release the Super NES (SNES) –TV Adverts: “Stay calm - Concentrate on the screen...” Streetfighter 2; megahit arcade game, multiple-characters & multi-player.

58 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 58 1992 Sega’s Optical disk Mortal Kombat; Gory death scenes –Controversy –Otherwise near-perfect SNES port is censored with all gore removed –Inferior Megadrive port is uncensored Dune II; the pre-cursor to Command & Conquer and the whole real-time strategy genre

59 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 59 1993 Sega & Mortal Kombat Mortal Kombat for the Sega, with gore. Politicians question games age rating Games NBA Jam; most successful arcade game, launched ‘celebrity athlete’ games Doom by John Carmack - single-handedly sparked off the current first person shooter phenomena (though it wasn’t the first FPS)

60 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 60 1994 PC CD-Rom PC CD-Rom becomes a viable medium More storage - more action Need for new machines to play games... –Users had to upgrade to play Doom, and now had to upgrade to play Quake. The PC games market would push the demand for high-end PC hardware for years to come

61 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 61 1995 Last of 16bit SNES & Donkey Kong Country 2 Virtua Fighter 2 in arcades; polygon warriors in the arcade, beautifully choreographed brutality in 3D The Virtua Fighter model spawned a swarm of 3D beat ‘em ups - the most well known of which is Tekken Virtua Cop - the gun-based shooting game genre is revived

62 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 62 1995/6 All Change! Sony Playstation (Released late 1995) Sega Saturn Nintendo 64 (Released 1996) Bad times ahead for arcade manufacturers as profits drop off… Several Japanese companies close their American offices and a few American companies go bankrupt

63 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 63 1998 Bemani The Bemani craze hits Japan –Beatmania - December 1997 –Music Games played with alternate input methods fake guitars, keyboards, drums... –Dance Dance Revolution - pad stomping becomes the new button bashing –By Konami a long time Arcade manufacturer

64 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 64 1999 Online or Handheld Sega Dreamcast –Online Gaming - the future for consoles? America - perhaps Britain - cost of BT line rental still prohibitive, but unlimited Internet access providers are starting to form, charging a flat fee per month Pokémon –$3 billion business –Pokémon cards banned at schools –Child spends £500 on cards

65 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 65 This brings us to the present day (the last 5 years, which you can see for yourselves, as the games are still out on the shelves!) The present day: 2000 to date

66 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 66 The future? What does the future hold? Maybe: –Immersive VR? –Continuation of MMOGs? –Subscription-based multi-player games? –Innovation...?! –The gameplay soul of games being mortgaged in exchange of better graphics and sound? Watch and see...

67 13th October, 2005AD500xxE Interactive Gameplay Design - Week 2, Lecture 1 67 Next Lecture The Games Design Document –with Mario Michaelides Thursday 20th October, 2005 –10:00 - 11:00 –G.006


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