Introduction to Gaming
Total Page:16
File Type:pdf, Size:1020Kb
IWKS 2300 Fall 2019 A (redacted) History of Computer Gaming John K. Bennett How many hours per week do you spend gaming? A: None B: Less than 5 C: 5 – 15 D: 15 – 30 E: More than 30 What has been the driving force behind almost all innovations in computer design in the last 50 years? A: defense & military B: health care C: commerce & banking D: gaming Games have been around for a long time… Senet, circa 3100 B.C. 麻將 (mahjong, ma-jiang), ~500 B.C. What is a “Digital Game”? • “a software program in which one or more players make decisions through the control of the game objects and resources in pursuit of a goal” (Dignan, 2010) 1.Goal 2.Rules 3.Feedback loop (extrinsic / intrinsic motivation) 4.Voluntary Participation McGonigal, J. (2011). Reality is Broken: Why Games Make Us Better and How They Can Change the World. Penguin Press Early Computer Games Alan Turning & Claude Shannon Early Chess-Playing Programs • In 1948, Turing and David Champernowne wrote “Turochamp”, a paper design of a chess-playing computer program. No computer of that era was powerful enough to host Turochamp. • In 1950, Shannon published a paper on computer chess entitled “Programming a Computer for Playing Chess”*. The same algorithm has also been used to play blackjack and the stock market (with considerable success). *Programming a Computer for Playing Chess Philosophical Magazine, Ser.7, Vol. 41, No. 314 - March 1950. OXO – Noughts and Crosses • PhD work of A.S. Douglas in 1952, University of Cambridge, UK • Tic-Tac-Toe game on EDSAC computer • Player used dial control to select appropriate square OXO – Noughts and Crosses EDSAC (1949) Tennis for Two • Tennis For Two (1958) by William Higginbotham, Brookhaven National Laboratory • Demonstration of trajectory calculation • Based on analog, rather than digital computing Tennis For Two (1958) Spacewar! • Spacewar! (1962) by Steve Russell, MIT • Demonstration of DEC PDP-1 computer • Huge success, Spacewar! later installed with every shipped PDP-1 • Spread around ARPAnet Spacewar! (1962) Text Based Gaming • Gregory Yob (1972), Hunt the Wumpus (Basic) • William Growther (1976), Adventure (PDP-10) • Marc Blanc & Co. (1980) Zork (Apple II, TRS- 80) • Michael Toy, Ken Arnold, and Glenn Wichman Rogue (UC Berkeley, 1981) • Roy Trubshaw (1978), MUD • First online multiplayer game, developed at Essex University for the DEC PDP-10 Adventure Rogue (Michael Toy, Glenn Wichman & Ken Arnold) MUD & Temple of Apshai Big Bang Theory & MUD Computer platforms… • 1976: Steve Wozniak & Steve Jobs finish Apple I, marketed for $666.66 • 1977: Apple II released. Color graphics (~$1500) • 1979: Atari releases Atari 400 and 800 Apple I & II Computer platforms… • 1980: Jack Tramiel announces the intention to build a $300 home computer • 1980: Commodore VIC 1001 color computer • 1981: Rebranded VIC-20 sells for $299,95 • 1982: Commodore 64 announced for $595 • 750,000 Commodore VIC-20s shipped • 600,000 Apple computers • 1981: IBM releases the IBM PC (~$1500) The First Arcade Games • 1971: Nolan Bushnell turns Spacewar! into the world’s first coin- op arcade videogame • Bushnell founds Atari in 1972 • First product: PONG PONG (1972) The Growth of Arcade Games • …copies follow, as well as more arcade games… • 1971 – 1973: 30 videogames by 11 manufacturers • 1974 – 1975: 57 new games • 1976: 53 new games Evolution of 2D Shooters Koster, R. 2005. A Theory of Fun for Game Design. Paraglyph Press. Arcade Innovations • Shark Jaws (Atari 1975) featuring animated characters Arcade Innovations • Night Driver (Atari 1976) first person driving game Arcade Innovations • Space Wars (Cinematronics 1977) featuring vector graphics Arcade Innovations • High score list in Asteroids (Atari 1979) Arcade Innovations • Galaxian (Namko 1979) first ever color arcade game Arcade Innovations • Dragon’s Lair (Cinematronics 1983) with laserdisc system, advanced graphics Video Game Crash of 1977 • TONS of Pong clones… • TONS of poor console systems… • Too many competitors • Didn’t end until Space Invaders (1978), which ultimately influenced Shigeru Miyamoto (Mario creator) “Golden Age” of Arcade Games • Space Invaders (Taito 1978) is a huge success in Japan and U.S. • Japanese government has to quadruple Yen production because of coin shortage • First arcade game licensed for a home console (Atari VCS) • Pakkuman (パックマン) (Namco 1980), named Pac-Man in U.S. • Donkey Kong (Nintendo 1981) Arcade Success • In 1982, the arcade videogame industry makes three times as much money as the movie business! Meanwhile… • 1966 Ralph Baer (Sanders Associates) describes a TV based videogame system Home TV Game. • Patent application in 1968 • Licensed by Magnavox in 1971 • Magnavox Odyssey home videogame system released in1972 • 1974 Atari starts developing a home version of PONG, out by Christmas in 1975. Magnavox Odyssey More home systems… • Channel F (1976) first programmable videogame system • Copies follow… • 1976: RCA Studio II • 1977: Atari VCS (1982: Atari 2600) • 1978: Odyssey2, Bally Professional Arcade • 1979: Intellivision • 1982: ColecoVision, Arcadia 2001, Atari 5200, Vectrex 1982-1983 going strong… • Sales in videogames rise from $950 million to $3.2 billion dollars • 25% of U.S homes have (at least) one system • 200 games available for Atari …until the Crash of 1983 • End of 2nd generation of console video gaming • Low end computers > video game consoles • “Why buy your child a video game and distract them from school when you can buy them a home computer that will prepare them for college?” • Too many competitors • Poor games (E.T.; Pac-man), media coverage Pac-Man for Atari 2600 (1982) E.T. the Extra-Terrestrial (1982) 3 year gap and then… Nintendo Entertainment System (NES) • Often credited for single-handedly saving the gaming industry (1985) • Shigeru Miyamoto’s Super Mario Bros., The Legend of Zelda, Dragon Quest • Hironobu Sakaguchi – role-playing game, Final Fantasy (1987) • Not so final… highly successful (current) RPG franchise “Isometric” Games (1982-1989) • Parallel Projection—Popular technique that used 2D sprite and tile-based graphics to represent 3D environments • e.g., Marble Madness (1984) Zaxxon(1982) Tetris/Тетрис (1986) • Alexey Pajitnov, Dmitry Pavlovsky, Vadim Gerasimov, Academy of Science, USSR • Timeless; instant accessibility and simple gameplay rules system • Winner of nine Guinness World Records including “Most Ported Video Game” and “Game With the Most Official and Unofficial Variants” 16/32-bit Consoles & PCs • Arcade games decline in popularity… • Super Nintendo a.k.a. SNES (1990) • Sega Mega-Drive a.k.a. Sega Genesis (1988) • Neo Geo (1990) • 8-bit Nintendo Game Boy (1989) • …Development of new genres with increasing performance, especially on PCs: • First-Person Shooter (FPS) • Real-Time Strategy (RTS) • Turn-Based System (TBS) • (Revamped) Role-Playing Game (RPG) First-Person Shooter (FPS) Wolfenstein 3D (1992) Doom (1993) Myst (1993) Quake (1996) Real-Time Strategy (RTS) Command & Conquer (1995) Warcraft II: Tides of Darkness (1995) Turn-Based Strategy (TBS) Civilization II (1996) SimCity 2000 (1994) Super Nintendo (SNES) Donkey Kong Country (1994) Super Metroid (1994) Earthworm Jim (1994) Chrono Trigger (1995) 64-bit Consoles • Console Wars: Round #1 • Sony PlayStation (1995) • Nintendo 64 (1996) • Microsoft Xbox (2001) • GameBoy Color (1998) vs. PlayStation Portable (2004) N64 / Xbox / PS1 Mario 64 (1996) GoldenEye: 007(1997) Super Smash Bros. (1999) LoZ: Ocarina of Time (1998) PlayStation… …and the Xbox Kinect (Released Nov. 2010) • 8 million sales in the first 60 DAYS • Guinness World Record as fastest selling consumer electronic device in history Xbox One • One of the most powerful computing systems ever made (5 Billion transistors) Nintendo Switch (March 2017) Xbox One X • 4K gaming: $500, Nov. 2017 Playstation 4 (Nov. 2013) Playstation 5 (Nov. 2020?) A Closer Look at “Gaming” What is the targeted demographic of game developers? A: Boys and girls aged 8-15 B: Women aged 15-25 C: Single white males aged 8-34 D: Men aged 15-25 E: Families (adults and children) What is the targeted demographic of game developers? • Single white males aged 8-34 Gamers Actual Demographic Entertainment Software Association (ESA2017) • Average male gamer is 32 years old • Average female gamer is 36 years old • 70% percent of gamers are 18+ years of age or older. • 45% of all players are women • Women 18+ years represent a greater portion of the game-playing population (33%) than boys age 17 or younger (17%) • 11% are over the age of 50 • 65% of gamers play games with other gamers in person • 90% of the time parents are present at the time games are purchased or rented Computer games and game players: Why A lot of research into this, especially learning psychology. Two (related) often asked questions: 1. “Why does someone voluntarily do the same repetitive task in a game over and over?” 2. “How can this enthusiasm / keenness / determination / focus be transferred to learning situations (or other thing we care about)?” …and here’s why (Question 1) • Because games are difficult. • In addition to completing the game, there is the challenge of figuring out what to do and how to do it i.e. mastering the game. • They present a challenge. • They appeal our curiosity. • Often a game presents instant feedback to the player on his or her actions. The learning curve of a good computer game is: • not too easy (will get bored) • not too hard (will get frustrated) • something that opens up new parts of the game (and provides other “rewards”) in return for in-game skill development. • encouraging a sense of “just one more go” in the player. Learning …using computer games Computer games in learning: how? “Games are widely used as educational tools, not just for pilots, soldiers and surgeons, but also in schools and businesses…. Games require players to construct hypotheses, solve problems, develop strategies, learn the rules of the in-game world through trial and error. Gamers must also be able to juggle several different tasks, evaluate risks and make quick decisions….