History of GameDev Industry: Difference between revisions

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In the early days of arcade machines, sprites and individual units had been designed the usage of graph paper and painstakingly transformed to bytes via way of means of hand, then inserted as bytes without delay into meeting language.  
In the early days of arcade machines, sprites and individual units had been designed the usage of graph paper and painstakingly transformed to bytes via way of means of hand, then inserted as bytes without delay into meeting language.  
When domestic computer systems together with the Atari 800 and C64 regarded with inside the past due 70s and early 80s, hobbyists ought to broaden video games with no need an high priced PC, as they had been reasonably-priced and self-contained machines with an appealing equipment. We nonetheless needed to create individual units and sprites via way of means of hand on graph paper due to the fact there had been no editors. Even after they began out to appear , that they'd the downside that they needed to be loaded into reminiscence like every other program. You`d have assembler, maps, individual/sprite editors, sound software program taking on precious RAM, so that you could not without problems write a sport that used complete 48K/64K. Edit to add: you'll have assemblers that may be loaded into each halves of Spectrum or C64 reminiscence so that you can write code to get entry to the opposite half!
When domestic computer systems together with the Atari 800 and C64 regarded with inside the past due 70s and early 80s, hobbyists ought to broaden video games with no need an high priced PC, as they had been reasonably-priced and self-contained machines with an appealing equipment. We nonetheless needed to create individual units and sprites via way of means of hand on graph paper due to the fact there had been no editors. Even after they began out to appear , that they'd the downside that they needed to be loaded into reminiscence like every other program. You`d have assembler, maps, individual/sprite editors, sound software program taking on precious RAM, so that you could not without problems write a sport that used complete 48K/64K. Edit to add: you'll have assemblers that may be loaded into each halves of Spectrum or C64 reminiscence so that you can write code to get entry to the opposite half!
As a result, writing code was much more laborious and time-consuming process, and the games still turned out to be hits.
As a result, writing code was much more laborious and time-consuming process, and the games still turned out to be hits.<ref>History of Video Games – 80’s, 90’s, & 00’s, https://hosatech.com/press-release/history-of-video-games/#:~:text=NES%20Family%20Computer%20(~62%20million%20sold)%20%7C%20(1983)&text=As%20one%20of%20the%20bestselling,was%20its%20innovative%20business%20model.</ref>


=='''Most popular game hits of 1980s'''==
=='''Most popular game hits of 1980s'''==

Revision as of 14:10, 30 April 2022

Introduction

The process of creating a video game is called video game development. Commercial PC and console games are generally developed in phases: first, in pre-production, pitches, prototypes, and game design documents are written; if the idea is approved and the developer receives funding, then full-scale development begins. A team of 20–100 people with varied tasks, including designers, artists, programmers, and testers, is normally involved in the development of a whole game. Traditional game development is usually funded by a publisher and takes several years to complete. The independent game industry has benefited from the rise of accessible game production technologies such as Unity and Unreal Engine, as well as new online distribution channels such as Steam and Uplay and the mobile game market for Android and iOS devices.[1]

Phases of game development

Video game development is typically divided into 3 stages: pre-production, production, and post-production.

Pre - production

A concept artist sets the tone for the project early on by developing artwork and sketches. These early visuals help form the language of the game, giving everyone working on the project a visual guide to the overall look and feel. Pre-production essentially specifies what the game is about, why it should be developed, and how long it will take to make it.

Pre-production will answer questions such as:

  1. What is the game about?
  2. Who is the intended audience?
  3. Do you think there's a market for it? What is the nature of the competition?
  4. On what platform will it be released?
  5. How will it be made profitable? Is it going to be a platform game or a free-to-play game with in-game purchases?
  6. How long will it take for it to mature?
  7. What kind of personnel and resources would it necessitate?
  8. What is the budget estimate?

This stage can span anywhere from a week to a year, depending on the project kind, resources, and financial resources available, and can account for up to 20% of overall production time. The team is currently fairly small. There could be a producer, programmer(s), and concept artist. A video game producer is in charge of the project's economic aspects, primarily the finances. They are in charge of the budget and marketing tactics for the product.

Production

Production is the pipeline's longest stage, and it's all hands on deck. Production takes anything from one to four years and is where the game begins to take shape. The story has been fine-tuned, assets (characters, creatures, props, and locations) have been made, the rules of play have been established, levels and worlds have been constructed, code has been written.

Milestones in the production

Several milestones must be met throughout the game development process.

Prototype: This is the game's first test (which happens in pre-production and is described in detail above). Some games may never progress beyond this point. First playable: provides you a much better picture of how the game will look and play. While it's far from complete, placeholders have been replaced with higher-quality materials, and artwork has been added.

Vertical slice: is a completely playable sample of your game that may be used to pitch it to studios or investors. A vertical slice, which can last anything from a few minutes to half an hour, gives you a first-hand look at your game.

Pre-alpha: During the pre-alpha stage, the majority of the content is being developed. Some major decisions will need to be made at this point in the game's development. To improve gameplay, content may be deleted or new components may need to be introduced.

Alpha: The game is "feature complete," which means that all of the major features have been implemented and the game is completely playable from beginning to end. Some aspects, such as art assets, may need to be added, but controls and functionality should be fully functional. The QA testers will ensure that everything runs smoothly and will report any mistakes to the team.

Beta: at this stage, all of the material and assets have been integrated, so the team should concentrate on optimization rather than adding new services or features. Gold master: The game is finished and ready to be delivered to a publisher and made available to the general audience.

Post - production

The game development process continues after production is completed and the game has shipped, with certain team members being relegated to maintenance (fixing bugs, generating patches) or creating additional or downloadable content (DLC). Others may move on to the next project or the sequel.

A post-mortem or debriefing may be undertaken to examine what went well and what could be improved for the future. All of the design documentation, materials, and code have been finalized, gathered, and preserved for future use.[2]

Early decades of video games (1950s - 1980s)

The First Video Games

The most resounding impact William “Willy” Higinbotham had on the world had nothing to do with video games. Higinbotham worked on the team that developed the first atomic bomb at Los Alamos Laboratory. As a relative footnote to his role in such pivotal global events, Higinbotham is also known for having arguably developed the first electronic video game. While serving as a senior physicist at Brookhaven National Laboratory, Higinbotham was aware that even though the innovations his facility was producing could be world-changing, they were not necessarily impressive on display to visitors. To entertain attendees at an annual public visitors’ day in 1958, he spent a few hours developing a rudimentary tennis simulation using analog computer technology designed to track missile trajectories and a pair of 5-inch oscilloscope screens. The result, Tennis for Two, was a popular feature for visitors but appeared only once more on the next annual visitors’ day. Higinbotham couldn’t even be bothered to pursue a patent for his patched together diversion, which was based on technology that was already on its way to obsolescence; digital computers had already begun to appear, and much larger cathode ray tube displays were in use in household televisions. Only more than a decade later, when the eerily similar Pong burst onto the commercial scene, did the significance of Higinbotham’s Tennis for Two as a milestone in video game history become apparent. As with the most remembered milestones in the history of communication technology, the actual story of the first video game is not so clear-cut as Higinbotham and Tennis for Two. There were other prototypes that could be called electronic games that were developed before Higinbotham’s 1958 demonstration. OXO, a simulation of the popular pencil and paper game called “Noughts and Crosses” or “Tic Tac Toe,” was developed in 1952 as part of Alexander “Sandy” Douglas’ doctoral work at the University of Cambridge. While the program ran on a digital computer (the Electronic Delay Storage Automatic Calculator, or EDSAC) and used a cathode ray tube display, OXO often eludes credit as the first video game because it lacked a moving graphic display. A similar effort was a draughts (checkers) simulation made in 1951 by Christopher Strachey at England’s National Physical Laboratory in London, which was a pioneering artificial intelligence program. British engineering firm Ferranti exhibited a computer developed to play the game Nim using a series of lights as an interface at the Festival of Britain in 1951, and famed British mathematician Alan Turing worked with Dietrich Prinz on a rudimentary chess simulation that had no visual interface and was programmed by Prinz in 1951. Another argument for the earliest origin of the video game can be based on a patent for a “Cathode Ray Tube Amusement Device” filed in 1947 and issued in 1948. That device, developed by Thomas T. Goldsmith, Jr. and Estle Ray Mann at Dumont Laboratories in Upper Montclair, New Jersey, allowed users to control a dot on a screen to aim at paper overlay targets, with successful targeting tracked mechanically rather than by computer processing. While sharing some visual display traits with Higinbotham’s Tennis for Two game, Goldsmith and Mann’s device was completely mechanical and used no computer program or memory. There is therefore a good case for Tennis for Two as the first video game prototype because earlier putative “first” video games lacked either a graphical motion display (e.g., Nim, OXO) or computing technology (e.g., the Cathode Ray Tube Amusement Device). Bragging rights regarding which invention might truly be called the first video game notwithstanding, it is notable that all these early precursors and prototypes simulated a game or sport, and of these, the graphical motion display is frequently cited as a necessary criterion for an early prototype to be called a “video game.” Thus, even retrospective glances at video game history place a heavy emphasis on action and simulation as defining characteristics of video games.

First commercial games

Tennis for Two and its various predecessors was never widely played or released commercially; they were either produced only as working prototypes or exhibited to the public at isolated events. The first video game to find a large audience and be available beyond a single exhibition was Spacewar! Initially developed by three students at the Massachusetts Institute of Technology, Stephen R. “Slug” Russell, J. Martin Graetz, and Wayne Witanen (with help from others at later stages), in 1962, Spacewar! allowed two players to control dueling spaceships and attempt to shoot each other with torpedoes while orbiting a black hole. Spacewar!, played using a cathode ray tube display and custom-built controllers on the Digital Equipment Corporation’s PDP-1 computer, also featured a score display, a player-friendly feature not available on the oscilloscope display used by Tennis for Two. This and other competition-oriented features ensured Spacewar! was a hit. Within a year of its 1962 demonstration at the Massachusetts Institute of Technology’s annual Science Open House in May 1962, copies and variations of the Spacewar! the program began to emerge at research laboratories across the United States, and the game was being played not only on PDP-1 computers but on other computers that used a cathode ray tube display as well. A much more polished video game than Tennis for Two, Spacewar! might also be considered the first video game, especially Spacewar! used digital computing hardware rather than analog technology. More relevant to the video game industry boom to come, Spacewar! was certainly the first video game to be commercialized. While the actual Spacewar! game as originally programmed could not be commercialized because it was played on expensive research computers that were usually inaccessible to the public, the first coin-operated arcade games were both adaptations of Spacewar!: Galaxy Game, a one-of-a-kind arcade unit that debuted on the Stanford University campus in Palo Alto, California in 1971 and was the first coin-operated video game, and Computer Space, a mass-produced coin-operated arcade game released later the same year throughout the United States. Therefore, whatever early device is credited as the first video game, there’s no debating that Spacewar! accomplished two milestones important to the scalability of the video game as a mass medium: it was the first video game to be played on more than one machine, and the first video game to be adapted for commercialization. While the technologies employed to create the first video game prototypes and their predecessors varied, some conceptual themes are apparent across all these early games. Each had a basis in simulating competition, either competitive action simulations or simulations of competitive strategy games. While some of the early precursors imitated competitive board games and parlor games (OXO, chess, draughts/checkers, Nim), the prototypes most often referred to as actual video games and the first video game to evidence the medium’s commercial potential featured competitive action simulations of sport or combat (Cathode Ray Tube Amusement Device, Tennis for Two, Spacewar!). Therefore, even in the earliest roots of video games, an emphasis is established on conceptual inspiration from simulation of competitive games and other competitive activities, sometimes based only on strategic competitions like board games or parlor games but more often based on action simulations of sport or combat.

Commercial Success in Arcades and the Home

Just as the first video game prototypes were conceptually rooted in simulating the themes of competitive enterprises from board games to sports to war, the biggest early commercial successes in video game history drew from the same sources of inspiration. While Spacewar! adaptation Computer Space was not commercially successful as the first mass-produced commercial arcade game, the release of Pong by Atari, Inc. the following year in 1972 met commercial success immediately beginning with its well-received introduction at a local watering hole called Andy Capp’s Tavern. Pong held to the same tennis theme as Tennis for Two, continuing the tradition of video games’ reliance on simulations of competitive activities. The year 1972 also saw the release of the first commercial home video game console, the Magnavox Odyssey, which featured sports and shooting games among its game titles. The Odyssey console used light signals combined with overlays placed on the users’ television screens to simulate graphics and featured predominantly sports and action games, though some games featured other simulations such as roulette. Other successful arcade and home consoles would follow, once again with action sport and combat simulations predominant in their themes. In fact, the popular Atari Video Computer system (VCS, later renamed the Atari 2600 as later console versions were developed) was released with a game titled Combat that featured 27 combat games such as tank and biplane duels. Oddly enough, the first video game industry crash in 1977 was precipitated in part by a glut of Pong copycats on the arcade market. Action games also defined the video game industry’s recovery from its 1977 crash, most notably the iconic Pac-Man coin-operated arcade game released by Namco in 1980. Pac-Man’s simple action hunt-and-chase play made the game a commercial success and a cultural phenomenon. In fact, Pac-Man was so popular that after the arcade game sparked a resurgence from the 1977 industry crash, the let-down from a much-anticipated but poorly produced console version of Pac-Man contributed to a second video game industry crash in 1983.[3]

1980-s

The era of computer games began in 1980 in exactly the same way as it ended in the late 1970s, large companies made huge money on arcade games (special machines that often stood in computer clubs and shopping centers.) Exactly in 1980, the legendary Pac-Man game came out and just blew up the world of arcade games. People who decided that you can earn good money on games began to rivet games like boots. Every second company tried to get rich on low-grade games, which later turned into a collapse for arcade games. In 1982, only 10% of all games in the world brought at least some profit to their enterprise. At that time, the market was dominated by a North American company, I think everyone knows, Atari. With a lot of credibility in the market, this company can be said to have controlled it, but everything changed in 1983 when the Video game crash occurred, which not only changed the video game market, but also completely changed the entire video game world. Next, the whole process of collapse will be described step by step.[4]

Video game crash 1983

We used to suppose that the gaming enterprise is an excellent marketplace wherein billions of bucks are “boiled”. The identical Grand Theft Auto V for the primary day of income delivered the creators extra than 800 million greenbacks - that is the maximum worthwhile product with inside the complete enjoyment enterprise in general. And at the cabinets of gaming stores, we constantly see dozens of titles, from high-price range AAA video games to area of interest indies. However, this became now no longer continually the case. In the records of video games, one second while the very lifestyles of the enterprise became known as into query became simply remembered - it became the crash of the enterprise that befell in 1983. It affected the complete US console marketplace: the entire sales of businesses reduced via way of means of nearly ninety seven percent - from 3 billion greenbacks to a hundred million. We speak approximately this occasion as a part of the “Month of the 80s”. Journalists used to partner the disintegrate of the enterprise with the disintegrate of Atari, which at that point ruled the market. And, despite the fact that the enterprise did now no longer initiate the disaster directly, it additionally touched it - in large part because of unsuccessful enterprise decisions. In the ones years, domestic computer systems started to compete with consoles, and as a result, the enterprise attempted with the aid of using any way to guard the market. Including very expensive, however extraordinarily awful video games made in a hurry. In 1982, Atari offered out the licensing rights to evolve the super-famous Pac-Man for his or her Atari 2600. The domestic console had much less processing electricity than arcade machines, so the port needed to be reduce back. As a result, the sport appeared a good deal worse in this platform than on slot machines. Atari`s failures, in addition to an overabundance of low-pleasant video games from third-celebration companies, have caused a trendy growth in client mistrust of video games and consoles. As a result, in 1983 their income collapsed - as did the marketplace itself. For all positions and for all manufacturers. 97% - was the fall in revenues of console manufacturers - from 3 billion to 100 million dollars. That was crazy. [5]

Revival

The disaster affected best North America, in which the consoles are maximum widespread. In Europe, everybody turned into used to the usage of computers, and in Japan there has been a closed industry - they had been now no longer even laid low with the collapse. So assist got here from there. Following the fulfillment of the Famicon at home, Nintendo determined to go into the almost empty North American market. However, for America, the set-pinnacle field turned into appreciably redesigned: it turned into known as an "enjoyment system" in order now no longer to say games (shops had been nevertheless afraid to promote them), and cartridge ports placed on pinnacle resembled second-era consoles. pinnacle drawers. , had been driven forward. Thus, the Nintendo Entertainment System turned into born. The NES performed an nearly decisive function in restoring the marketplace and bringing lower back the overall hobby with inside the gaming industry. In 3 years - from 1985, while the console went on sale, to 1988 - the marketplace grew from 100 million to 2 billion dollars. It became 70% managed with the aid of using Nintendo. [6]

Small sonsole stat

Sega SG-1000 (~2 million sold) | (1983) At the time, Sega was a subsidiary of Gulf & Western – one of the top five arcade manufacturers. The Sega SG-1000 was the first of its kind to be made specifically for households. NES Family Computer (~62 million sold) | (1983) “The NES featured a number of groundbreaking games, such as the platform game Super Mario Bros. and the action-adventure games The Legend of Zelda and Metroid. As one of the bestselling consoles of its time, the NES helped revitalize the US video game industry following the video game crash of 1983.” A huge part of the NES’s success was its innovative business model. NES licensed third party publishers to create & distribute the NES’s games. Sega Master (~13 million sold) | (1985) The original Master System models use both cartridges and a credit card-sized format known as Sega Cards.

Development tools

It's undeniable that, for the 1980s, games like Mario, Pac-Man, and Tetris were genius innovations. However, it does not fit in my head how such games were written at that time with limited resources. Most games at that time were written in Assembly language, but compilation, debugging and other subtleties, how were they carried out? Nowadays, there are many environments such as visual studio, jet brains and other very convenient resources, but they simply did not exist before. In the 70s and 80s, expert sport builders used pass assemblers to broaden PC video games after which dispatched the output bits and bytes to gaming hardware thru an RS232 cable. In the early days of arcade machines, sprites and individual units had been designed the usage of graph paper and painstakingly transformed to bytes via way of means of hand, then inserted as bytes without delay into meeting language. When domestic computer systems together with the Atari 800 and C64 regarded with inside the past due 70s and early 80s, hobbyists ought to broaden video games with no need an high priced PC, as they had been reasonably-priced and self-contained machines with an appealing equipment. We nonetheless needed to create individual units and sprites via way of means of hand on graph paper due to the fact there had been no editors. Even after they began out to appear , that they'd the downside that they needed to be loaded into reminiscence like every other program. You`d have assembler, maps, individual/sprite editors, sound software program taking on precious RAM, so that you could not without problems write a sport that used complete 48K/64K. Edit to add: you'll have assemblers that may be loaded into each halves of Spectrum or C64 reminiscence so that you can write code to get entry to the opposite half! As a result, writing code was much more laborious and time-consuming process, and the games still turned out to be hits.[7]

Most popular game hits of 1980s

3. Super Mario Bros 3 (1988, Nintendo)

Super Mario Bros 3 is arguably the best natural platformer ever made, a brilliantly built undertaking introducing power-up costumes (inclusive of the famed tanooki suit), feisty enemies and myriad gameplay innovations. With its non-linear, frequently pretty experimental layout it set the tone for Nintendo`s present day era, making ready us for various and modern Mario titles consisting of Super Mario 64, Sunshine, Galaxy and Paper Mario. In 2020, a pristine unopened replica bought at public sale for $156,000. It turned into a steal.

2. Pac-Man (1980, Namco)

Famously designed through Toru Iwatani as an antidote to the typical shooters of the era, Pac-Man changed spaceships and extraterrestrial beings with a lovable sentient mouth and 4 lovely ghosts. Everything approximately the sport is iconic, from its pill-littered maze, to its “waka waka” sound effects, to its top notch kawaii person design. It become an arcade celebrity that spawned a vending gold rush, a slew of sequels and, as I even have argued with inside the past, the idea of survival horror. Whichever manner you have a take a observe it, Pac-Man, like Space Invaders, will usually be a established image of video games and the pride they bring.

3. Tetris (1984,various)

How did a puzzle recreation programmed on an vintage Electronica 60 pc at Moscow`s Dorodnitsyn computing center cross directly to seduce the whole world? How did seven in another way configured terminus losing right into a restricted area make addicts of an envisioned one thousand million players? The upward push of Tetris is the maximum captivating tale the video games enterprise owns, and on the center of it's miles coder Alexey Pajitnov, whose youth love of form puzzles solid a killer app that quite a whole lot made the Game Boy and taken its object-sorting magic to each platform since. This isn`t a recreation approximately heroes, it`s a recreation approximately that maximum human of endeavors: tidying up and locating an area for things. Perhaps this is why we like it a lot and why, while we near our eyes, we will nonetheless see an infinity of shapes falling lightly into place.

References

  1. Wikipedia. Video game development; 2022. Available from: https://en.wikipedia.org/wiki/Video_game_development
  2. Nadia Stefyn. How video games are made: the game development process; 2019. Available from: https://www.cgspectrum.com/blog/game-development-process
  3. Rachel Kowert, Thorsten Quandt, editors. The Video Game Debate: Unravelling the Physical, Social, and Psychological Effects of Video Games. Routledge, 2015. p. 11 - 14.
  4. The Video Game Crash of 1983 - Gaming Historian link: https://www.youtube.com/watch?v=kv7DJrLAZus
  5. Nadia Oxford, 21.09.2021, Ten Facts about the Great Video Game Crash of '83, https://web.archive.org/web/20120121113548/http://games.ign.com/articles/119/1195693p1.html
  6. Artyom Kaleev, 04.11.2018, Crysis of the video game crasf in 1983, https://dtf.ru/gameindustry/30568-krizis-igrovoy-industrii-1983-goda-prichiny-i-posledstviya
  7. History of Video Games – 80’s, 90’s, & 00’s, https://hosatech.com/press-release/history-of-video-games/#:~:text=NES%20Family%20Computer%20(~62%20million%20sold)%20%7C%20(1983)&text=As%20one%20of%20the%20bestselling,was%20its%20innovative%20business%20model.