History of Video Game Design

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Presentation transcript:

History of Video Game Design Mrs. Jardine

Why do we play games? Bernard Suites said “Playing a game is a voluntary effort to overcome unnecessary obstacles.” Is it voluntary? Do you go in knowing the rules? Is it free? Is it uncertain? Are there rules? Is it make believe? Does it have a goal?

Playing Catch Basic Add rules or conditions What are some other ideas? What happens when you fail? What happens when you meet the criteria?

What is a game? Requires at least one player Has rules Has a win and/or lose condition Discussion

What is a video game? A game that is played on a video screen Does it need human interaction with a user interface Other descriptions?

A game needs a clear objective so the player knows what the goal is

What is the goal for these games? Battleship Operation Mouse Trap What are some others?

1940 For the Westinghouse display at the World's Fair, Edward U. Condon designs a computer that plays the traditional game Nim in which players try to avoid picking up the last matchstick. Tens of thousands of people play it, and the computer wins at least 90% of the games.

1947 Thomas T. Goldsmith Jr. and Estle Ray Mann file a patent for a "cathode ray tube amusement device." Their game, which uses a cathode ray tube hooked to an oscilloscope display, challenges players to fire a gun at a target. Video

1950-1955 1950--Claude and Englishman Alan Turing create chess programs 1952—A. S. Douglass creates OXO on Cambridge’s EDSAC computer as part of his research on human-computer interactions 1954--Programmers at New Mexico's Los Alamos laboratories, the birthplace of the atomic bomb, develop the first blackjack program on an IBM-701 computer. 1955—US Military design the war game Hutspiel.

1956-1960 1956--Arthur Samuel demonstrates his computer checkers program, written on an IBM-701, on national television. Six years later the program defeats a checkers master 1958--Willy Higinbotham creates a tennis game on an oscilloscope and analog computer for public demonstration at Brookhaven National Laboratory. It was similar to Pong. 1959--Students at MIT create Mouse in the Maze on MIT's TX-0 computer. Users first draw a maze with a light pen, then a mouse navigates the labyrinth searching for cheese.

1961-1965 1962--MIT student Steve Russell invents Space war!, the first computer-based video game. 1965--A day after Dartmouth defeats Princeton 28–14 in football to win the Ivy League championship, a Dartmouth student programs the first computer football game.

1966-1970 1968--Ralph Baer patents his interactive television game. Four years later Magnavox releases Odyssey, the first home video game system, based on his designs. 1970--Scientific American publishes the rules for LIFE in Martin Gardner's "Mathematical Games" column. In this simulation, isolated or overcrowded cells die, while others live and reproduce. Hackers rush to implement it on their computers, watching beautiful patterns emerge and change.

1971-1975 1971--Minnesota college students Don Rawitsch, Bill Heinemann, and Paul Dillenberger create Oregon Trail, a simulation of pioneers' westward trek. 1972--Nolan Bushnell and Al Alcorn of Atari develop an arcade table tennis game. When they test it in Andy Capps Tavern in Sunnyvale, California, it stops working. Why? Because people played it so much it jammed with quarters. Pong, an arcade legend, is born. 1975--Atari introduces its home version of Pong. Atari's founder, Nolan Bushnell, cannot find any partners in the toy business, so he sells the first units through the Sears Roebuck sporting goods department.

1976-1980 1977--Atari releases the Video Computer System, more commonly known as Atari 2600. Featuring a joystick, interchangeable cartridges, games in color, and switches for selecting games and setting difficulty levels, it makes millions of Americans home video game players. 1980--A missing slice of pizza inspires Namco’s Toru Iwatani to create Pac-Man, which goes on sale in July 1980. That year a version of Pac- Man for Atari 2600 becomes the first arcade hit to appear on a home console. Two years later, Ms. Pac-Man strikes a blow for gender equality by becoming the best-selling arcade game of all time..

1981-1985 1981--Video game fans go ape over Nintendo’s Donkey Kong, featuring a character that would become world-famous: Jumpman. Never heard of him? That’s because he’s better known as Mario—the name he took when his creator, Shigeru Miyamoto, makes him the star of a later game by Nintendo.

1986-1990 1986--The emerging educational software market leaps ahead with the introduction of The Learning Company's Reader Rabbit program. The educational computer business mushrooms with the introduction of CD-ROMs in the 1990s, but crashes with the rise of the Internet. 1988--John Madden Football introduces gridiron realism to computer games, making this game—and its many console sequels—perennial best-sellers. 1989--Nintendo's Game Boy popularizes handheld gaming. Game Boy is not the first handheld system with interchangeable cartridges— Milton Bradley introduced Microvision 10 years earlier—but it charms users with its good game play, ease of use, and long battery life.

1991-1995 1992--Westwood Studios' Dune II establishes the popularity of real- time strategy games that require players to act as military leaders deploying their resources and forces on the fly in order to defeat opponents. 1993--Concern about bloodshed in games such as Mortal Kombat prompts United States Senate hearings on video game violence. The controversy riles the industry and prompts the creation of a video game rating system. Ironically, that same year the game Doom popularizes "first person shooters.“ 1995--Sony releases PlayStation in the United States, selling for $100 less than Sega Saturn. The lower price point, along with the arrival of Nintendo 64 in 1996, weakens Sega's home console business. When Sony PlayStation 2 debuts in 2000, it becomes the dominant home console and Sega exits the home console business.

1996-2000 1998--Legend of Zelda: Ocarina of Time transports players to the richly imagined world of Hyrule, full of engaging characters, thought- provoking puzzles, and the most memorable musical instrument to ever appear in a video game. 2000--Will Wright's The Sims models real life. It is not the first simulation game—Utopia on Intellivision (1982), Peter Molyneaux's Populous (1989), Sid Meier's Civilization (1991), and Wright's own SimCity (1989) preceded it—but it becomes the best-selling computer game ever and the most popular game with female players.

2001-2005 2001--Microsoft enters the video game market with Xbox and hit games like Halo: Combat Evolved. Four years later, Xbox 360 gains millions of fans with its advanced graphics and seamless online play. 2004--Nintendo maintains its dominance of the handheld market with the Nintendo DS, an easy-to-use, portable gaming system packed with two processors, two screens, multiplayer capabilities, and a stylus for the touchscreen. Great games like Super Mario Kart DS helped too.

2006-2010 2006--Nintendo Wii gets gamers off the couch and moving with innovative, motion-sensitive remotes. Not only does Nintendo make gaming more active, it also appeals to millions of people who never before liked video games. 2007--Grab your guitar, microphone, bass, or drums, and start playing Rock Band. That's what millions of would-be musicians did with Harmonix's hit title. 2008--More than 10 million worldwide subscribers make World of Warcraft the most popular massively multiplayer online (MMO) game. MMOs create entire virtual universes for players and redefine how we play, learn, and relate to each other.

2009-Present 2009--Social games like Farmville and mobile games like Angry Birds shake up the games industry. Millions of people who never would have considered themselves gamers now while away hours playing games on new platforms like Facebook and the iPhone. 2010--The indie game movement comes of age with the tremendous popularity of Minecraft, the addictive brick-building game from Swedish developer Markus Persson. 2014--"Free-to-play" becomes a dominant business model as blockbusters like CrossFire, League of Legends, World of Tanks, and even Kim Kardashian: Hollywood achieve sales in the hundreds of millions of dollars through microtransaction payments for in-game items and premium content.