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CSE1GDT Game Design Theory Paul Taylor 2009. A Brief history of Video Games 1951 C. Strachey attempted to run a draughts program –It crashed the Pilot.

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Presentation on theme: "CSE1GDT Game Design Theory Paul Taylor 2009. A Brief history of Video Games 1951 C. Strachey attempted to run a draughts program –It crashed the Pilot."— Presentation transcript:

1 CSE1GDT Game Design Theory Paul Taylor 2009

2 A Brief history of Video Games 1951 C. Strachey attempted to run a draughts program –It crashed the Pilot Ace mainframe –The game was ported to a new mainframe and was finally run in October 1951. 1952 Tic Tac Toe was demonstrated on the EDSAC Computer Moving forwards 6 whole years.....

3 1958 Tennis for Two is born into existence by William Higinbotham It was the first Video Game that didn’t simply emulate an existing board game http://www.virginmedia.com/images/Tennis _for_Two-tennis-431.jpg

4 SpaceWar! This was the first influential video game. Created by MIT students in 1961 –First to be distributed across many computers Programmed for a DEC PDP-1 –SpaceWar! Would eventually become an included program with PDP-1 Machines http://sophia.javeriana.edu.co/~ochavarr/co mputer_graphics_history/historia/images/1 961_SpaceWar.jpg

5 Arcade Machines The first arcade machine was released in September 1971, featuring the “Galaxy Game” –A reprogrammed version of SpaceWar! Running on a PDP-11 http://cdn.dipity.com/uploads/events/3ea22f 93174a9256312f2e47590765f7.jpg

6 1972 - Pong Nolan Bushnell creates a little company called ‘Atari’ which enters the market with ‘Pong’ Soon many clones started appearing http://www.videogamesblogger.com/wp- content/uploads/2009/02/nolan-bushnell- next-to-pong-arcade-machine2.jpg

7 1972 - The first Console Magnavox released the first console –The ‘Magnavox Odyssey’ –Cartridges simple changed switches within the system –It ran on batteries! http://www.thegameconsole.com/magnavo xodyssey.jpg

8 1974 – E.T. Pong Go Home In 1974/75 Pong was released as a home console http://www.gooddealgames.com/articles/Game%20 Consoles/2%20Atari%20Pong.jpg

9 1976 – The Coleco Telstar This would launch a console war between Atari and Coleco http://www.gooddealgames.com/articles/G ame%20Consoles/6%20Coleco%20Telstar.jpg

10 1976 - Fairchild Channel F It flopped Why call it the ‘Channel F’?? It introduced true cartridges to consoles http://www.gooddealgames.com/articles/G ame%20Consoles/11%20Fairchild%20Cha nnel%20F.jpg

11 1977 – The Atari VCS (The Atari 2600) The 2600 proved video games as a success at large. 2 years later Atari recruited an amateur game designer, Chris Crawford. US $199 http://news.cnet.com/i/bto/20080102/Atari_ 2600.png

12 1971 Baseball (BASBAL) Introduced Sabermetric-style Mathematics Sabermetrics is statistical and mathematical analysis of baseball games. –This was used up til 1997!!!

13 Star Trek - 1971 http://upload.wikimedia.org/wikipedia/com mons/thumb/3/3c/Star_Trek_text_game.pn g/320px-Star_Trek_text_game.png

14 Text Adventures 1972, Hunt the Wumpus –The first text-navigation game –Not based on a grid (dodecahedron) http://www.gameclassification.com/files/games/Hunt-the-Wumpus.jpg

15 Text Adventures Part ][ 1975, Colossal Caves, ADVENT, Adventure –The first real text-adventure game –No-Map http://www.nacionarcade.net/wp- content/uploads/2009/02/advent.png

16 3D Shooters 1973/4 –Spasim nad Maze War released. –Wireframe graphics It would take till 1994 before 3D Shooters would become a mainstream genre

17 Role Play Games 1975 –dnd and Dungeon released –The first popular RPG games –The first was probably pedit5, from 1974 Dungeon was an unlicensed copy of the popular dnd board game –How does this compare today? –http://www.techdirt.com/articles/20100730/17 081510430.shtmlhttp://www.techdirt.com/articles/20100730/17 081510430.shtml

18 1981 - Atari Over 10,000 employees In the US 1 in 4 households owned an Atari Atari was worth over 1.2 Billion dollars

19 1982 – Atari Pac-Man Ported from the arcade machine –In only 6 weeks! It was a poor copy, due to the lesser hardware of the 2600 12 million Cartridges were manufactured 7 million sold –Many returned = A financial blow

20 E.T. Go Home! Atari purchased the rights to E.T. In 1982 for US $20M Manufactured 5-12M copies –This was more than the existing console-base! The game sucked! REALLY sucked! http://pwned.jp/gamecovers/atari/cbec69d0 88f272ba1e2c4968f1733e1a- E_T__the_Extra_Terrestrial.jpg

21 14 Truckloads of ET and Pac-Man were buried in the Nevada Desert http://www.geeks.co.uk/wp- content/uploads/2009/10/ET.gif http://andromeda.plymouthlibrary.org/blog/li bchoice/images/ET.png

22 1982 - Enter the Commodore Sold 30M units Allowed peope to play games and program / use work software http://upload.wikimedia.org/wikipedia/com mons/thumb/9/9d/Commodore64.jpg/320p x-Commodore64.jpg

23 Games were originally developed by a single person, who managed all of the aspects of the game It usually took days, or possibly weeks to create a game –Nowadays the cycle for most games is rarely under 18months, and involving hundreds, or 1000’s of people With Atari fading away, Nintendo brought in the NES –Nintendo Seal of Quality Avoided the Cartridge flood which reduced profitability

24 At the same time, many keen gamers were starting to develop games on their Home Computers The computing power of these machines, and the difference in capabilities to consoles led the development of game genres Elements such as varying backgrounds and storylines started emerging Following this games started to develop a learning curve, where experience also became an important factor

25 Newer Computers had EGA (16) and even VGA(256!!) graphics, Sound Cards and even Mouse input, –The advent of the mouse is where the computer really took over the RTS genre Developing games started to incorporate the length of the game play to be extended –both for enjoyment and marketing The release of the PlayStation killed arcade machines –Sony also broadened the games market from Hard-Core to Kids, by marketing the PS1 at young adults

26 This created a much larger market, and thus required that games be designed for specific areas of the market Marketing people saw this change and the ‘casual gamer’ was born –Did they exist? Or did the market create them? It forced the developers to change the format of games –Difficulty didn’t need to be part of gameplay –Frustration was to be avoided –Ergonomics were a key to a games success –Beauty of the game was also a major influence

27 This brings us to roughly now… The aspects we cover in Game Design are a good summary of what is involved at the moment –Changes WILL happen, forever no doubt On the up side, basic ingredients for games haven’t changed, just extra spices, and a few new dishes on the menu

28 How Not to Develop a Game Limbo of the Lost –Do you trust the people you work with?

29 Limbo of the Lost

30 Oblivion

31 Wow! Limbo of the LostOblivion

32 Tim Croucher, Steve Bovis and Laurence Francis One of these guys is not like the others…. I’d recommend avoiding developing like this!

33 The Design Process.... Concept Elaboration Tuning

34 Graphic Design http://opal-gem.deviantart.com/art/My- wewy-design-flow-diagram-83391221

35 The Rule of Three’s Introduction Variation 1 Variation 2+ Full On! http://brainjuicegames.wordpress.com/cate gory/brain-juice/

36 The End


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