Saturday, 17 November 2012

Game History: Eighties to the Nineties

The Eighties and Nineties saw major developments in the game industries; where there had once been small developers and students sneaking into the computer labs at lunchtime to program their favourite sci-fi TV shows onto the big expensive university machines there was now legitimate publishing companies. Some of these were truly long-lasting, like Electronic Arts which are still around today. Despite some enterprises that produced low-quality games this was an age of plenty for the video game industry; relatively low costs for production meant that it was possible to explore this new genre to its upmost, creating unique and captivating games alongside the more standard, home releases of existing popular arcade games.
The decade began with massive popularity  of systems like Atari and in the US alone it was a $5 billion industry and video game’s influence ranged far beyond the console and the arcade (The number of which doubled between 1980 and 1982). This golden age of video games had a massive effect on popular culture and games like PAC-MAN, heraded by the Guinness World Records as the Most successful coin operated Arcade game, got music in the top popular music charts – the single Pac-man fever from the album of the same name got to number nine in the top charts and sold a total of 2.5 million copies. Pac-Man and Mrs. Pac Man were heavily merchandiced and immensely popular, making the jump to cartoons in 1982 with a cartoon series that lasted for two years (You probably know the Pac-Man ghosts have names, well they also have specific personalities which dictate how they chase you and therefore how much of a threat they are during gameplay). And the Film TRON which depicts a hacker being sucked into a computer and forced to play games with the programs, became a cult sensation which sparked several games and was actually inspired by a video game itself - specifically Pong from Atari.








However we do not see universal success in the industry; the industry took a hit when third party developers (Some of which had come from Atari after quitting because Atari refused to grant them royalties or Authorial credit) These third party developers who and shoddy products began to flood the market. This lead to oversaturation of the market in 1983 which caused drastic drops in prices which in turn threatened the already established company’s abilities to survive. This period saw Atari lose $536 million and though the PC market actually did well; Microsoft released the MS-DOS in 1981 and this Operating system was popular for playing games, which made PCs a viable alternative to console gaiming. The bubble of console gaming in North America burst and was laid low for two years.



Eventually it was stimulus from outside the west that got gaming back on it’s feet; Masayuki Uemura’s 8-bit cartridge console the Famicom sold a whopping 2.5 consoles in Japan by 1984, so he decided to rename it the Nintendo Entertainment System (NES) and release it in Europe and the US. It was an immense success.
The NES brought with it a wealth of fascinating stories and safeguards and regulations to prevent a second such crash – Nintendo placed systems in games to prevent reverse engineering and conventions that means the developer would face the problems if a game was a flop, rather than the provider.
It’s now we see many iconic franchises and names in games taking off – Super Mario Bros., Legend of Zelda, Prince of Persia and Metal Gear all emerged in this era of revival and we see a diverse range of genres appear. Racing games, Action-adventure games, simulations and survival horrors are all genres we recognise today and they all grew up around this time in gaming.




The 1990s saw innovation in video games; now that the foundations had been laid for the medium it was up to the industry to build on it. This was the decade when we moved into 3D environments, with the introductions of polygons and 3D environments game artists really came into their own and now we see the creation of the part of the industry I’m interested in!  Games like Ultima Underworld from Looking glass studios and Nintendo’s Super Mario 64 were the pioneers of 3D graphics where a player no longer had just the options of left, right, up and down any more – the world was opened up to 360 degree views and this called for more specialised labor – the artists were called in to help the programmers develop their games.

Optical discs began to replace ROM cartridges in major home consoles after the Nintendo 64. These CDs were more capable of storing the increasingly large amounts of data for games where ROM cartridges would have failed. This limitation on cartridges caused a shift; developers began to look at the Playstation instead of the Nintendo 64 as a better, more flexible platform for their games. The Playstation also introduced the memory card to gaming to store saved game information.
Other innovations of this time included changing controller designs; we’d begin to see the curvy shape we recognise as a controller today, as well as including analogue sticks –first on the Nintendo 64, forced feedback in the form of rumble strips first found as an optional extra in the Nintendo 64, then as the DualShock controller for the Playstation. And pressure sensitive buttons (Seen first on the Sega DreamCast in 1999) Late in the 1990s we see consoles start to shift towards online gaming, a realm previously only inhabited by PC gamers. When the DreamCast came out with it’s built in modem and internet browsing software, others were quick to follow and almost all consoles since have been capable of connecting to the internet.
At the end of this period we’ve seen a significant shift from the arcade to the home as personal computers and games systems become more affordable, as well as massive developments in content and graphics; what once was the realm of only programmers is now opened up to more artistic avenues.  Better processors and more available memory meant a serious story and narrative were becoming increasingly attainable and we see an explosion in the quality and diversity of genres.
As demand for better in-game graphics increased, artists began to collonise the industry proper, rather than just being needed as illustrators for box art or promotional material. In this era we shifted from pixel sprites and text adventures to 3D models and textures which will only keep developing as we progress.

http://www.pokemongame.co/pokemon-red-gameboy/


Oh, and we got POKéMON in 1996 after the first Gameboy was released in 1989/90!

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