Download presentation
Presentation is loading. Please wait.
Published byMaryann Hubbard Modified over 6 years ago
1
1. Mechanical and Electro-Mechanical Arcade Games (1870–1979)
2
Key Terms Automata Working Model Tester Viewer Trade Stimulator Parlor
Penny Arcade Bagatelle
3
The Beginnings of Coin-Operated Amusement
The second industrial revolution in the 1800s Early coin-operated entertainment devices (working models, testers, viewers) Machines in a variety of locations with appeal to different socio-economic classes
4
The Penny Arcade Sport-themed games introduce new concepts
Driving games in the United States after World War II Pinball’s development from a game of chance to a game of skill
5
2. The Birth of Digital Games: Research and Hacking (1945–1975)
6
Key Terms Computer Mini-Computer The “Hacker Ethic” Batch Processing
Time-Sharing Network Wireframe 3D Persistent Game World
7
Games for Research Games for artificial intelligence research and scientific demonstration William Higinbotham’s Tennis for Two
8
Games and the Hacker Ethic
Increased access to computers The spread and modification of Spacewar! PLATO and early networked gaming The influence of Dungeons & Dragons
9
3. Early Digital Arcade Games and Home Consoles (1971–1977)
10
Key Terms Attract Mode Ball and Paddle Game Dedicated Console
11
Early Digital Arcade and Home Console Games
Relationship to electro-mechanical and early computer games The Magnavox Odyssey and divided game spaces The founding of Atari and influence of Pong Dedicated consoles and the market flood of 1977
12
4. The Golden Age Arcade (1978–1984)
13
Key Terms Transistor–Transistor Logic Microprocessor Shoot ‘em up
Climbing Game Laserdisc Vector Graphics Raster Graphics Multi-Genre Game
14
Golden Age Arcade Games
Space Invaders and shoot ‘em ups The addition of narrative to arcade games Donkey Kong and the “climbing game” The range of control schemes
15
5. Early Cartridge-Based Home Console Games (1976–1983)
16
Key Terms Sprite Venetian Blinds Bank Switching Easter Egg
17
Cartridge-Based Home Consoles
The first “console wars” The emergence of third-party developers Adapting arcade games to the home New design concepts suited for the home (adventure and resource management) The North American console market crash of 1983–1984
18
6. Commercialized Home Computer Games (1977–1995)
19
Key Terms Microcomputer Assembly Language Open Architecture Design
Optical Color Mixing Anti-Aliasing Open World Gameplay Rotoscoping GUI
20
Early Home Computer Games
Adaption of games originating on PLATO and in university contexts to commercial software The continued influence of Dungeons & Dragons Flight and simulation games
21
Mice, GUIs, and Computer Games
Changes in home computer hardware The effect of the mouse on interfaces and gameplay Accelerated gameplay with real-time strategy games
22
7. Japanese Arcade and Console Games (1983–1995)
23
Key Terms Pseudo-3D Pre-Rendered Visuals Beat ‘em-up
24
Japanese Post-Golden Age Arcade Games
Greater emphasis on visuals and sound Refinement and polish of existing forms Beat ‘em up gameplay and Head-to-Head Fighting Games
25
Japanese Consoles and the Home
Nintendo transition and dominance of the home market Nintendo’s franchise establishment Sega’s transition to the home and the second “console war” The proliferation of platforming gameplay
26
8. Realism in Games (1989–1996)
27
Key Terms Multimedia Haptic Feedback Virtual Reality
First Person Shooter Shareware Raycasting Game Engine Mod/Total Conversion
28
CD-ROMs and Photorealism
Re-emergence of laser discs in arcades Interactive film and puzzle games on CD-ROM
29
Real-Time 3D and Spatial Realism
Early efforts in commercialized virtual reality Arcade-based vehicle simulators and 3D imagery Add-ons and enhancements for 3D on home consoles Combining 2D imagery with real-time 3D
30
9. Contemporary Games and Game Design (1996–present)
31
Key Terms Graphics Accelerator Scripted Sequences Streaming
Texture Map/Color Map Shaders Bump Maps Set Pieces
32
3D Game Design in the Late 1990s
Technological shifts New camera and control schemes across genres Cinematic perspectives in 3D games
33
3D Game Design in the 2000s Changes in the game industry
Open world gameplay in the 2000s The emergence of casual and mobile games Digital distribution in the 2000s Realism in 3D surfaces Film-like gameplay The “retro revival”
34
10. Contemporary Independent Games (1996–present)
35
Key Terms Freeware Doujin Soft Creative Sandbox Narrative Exploration
36
Independent Games in the Early 2000s
The Scratchware Manifesto Shareware, Freeware, and Flash games Alternative modes of funding and distribution Blurred lines between games and art
37
Independent Games in the Contemporary
Online distribution of independent games Console platforms and independent games Reviving and reinterpreting earlier genres Expanding audiences and niche appeal Challenges in the independent games sector
Similar presentations
© 2025 SlidePlayer.com. Inc.
All rights reserved.