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History of Videogames
   Part One: The 1970s




From Introduction to Game
                  Study,
              Chapter 4
  Thanks to Frans Mäyrä & SAGE Publications

                                         MontanaTech
Multi-Layered Meaning Making
 Behind their digital surface, many
  games are „remediated‟ versions of old
  games.
 Games have a close relationship with
  advances of technology. Early games
  like Tennis for Two or Spacewar were
  developed and used as demos of the
  powers of new technology.
 It can be said that interactivity is what
  games are and what they do, at the
  very core of gameplay, hence they are
  great demos for the lastest hot tech.
Innovat
               Ralph Baer
                 or
               http://www.youtube.com/watch?v=1LsRGUOD
               HlQ



 Developed the "Brown Box" console video game
  system and several other prototypes in 1966. In
  1971, it was licensed to Magnavox, and after
  being renamed Magnavox Odyssey, the console
  was released to the public in 1972.
 Created the first light gun and game for home
  television use, sold grouped with a game
  expansion for the Odyssey, known as the
  Shooting Gallery.[7] The light gun itself was the
  first peripheral for a video game console.
 Another invention is Simon, an electronic pattern-
Games at the Forefront of Computing
 Non-keyboard interfaces, immersive
  alternative realities and anthropomorphic
  characters were introduced by games
  (Bushnell, 1996).
 Games demonstrate how computer software
  can be designed to be highly usable and
  enjoyable.
 According to this view, games lead the way
  into an information society where most
  people are „computer literate‟.
 MOORE‟S LAW says that computer power
  doubles every 18 months.
Game „Classics‟
 The concept of „classic‟ relates to a „standard
  of excellence‟, which is referred to in
  discussions that compare, contextualise and
  make sense of different (artistic) phenomena.
 As distinct from “Genre”, „Canon‟ refers to a
  body of „great works‟ that a civilised person is
  supposed to know.
 This textbook introduces a certain group of
  „classic games‟ but many alternative „canons
  of digital games‟ can be created.
Three Decades of Digital Games
 Our focus will be on three decades: 1970s, 80s
  and 90s.
 There is no agreement of the exact periods in
  games‟ historiography.
 The „golden age of video games‟ can, in different
  sources, refer to e.g. the years 1978–1981,
  1978–1985, 1971–1983 or 1971–1984.
 The early period is generally seen as more
  influential, original and important for game
  development than the years from late-1980s
  onwards.
Games in the Information Society
 In social history terms, playing of popular games
  is rooted in the rise of affluence and free time in
  the late industrial societies.
 “Hobbies” are activities that reflect and
  reproduce the values and activities typical to the
  work place.
 Several thinkers have written about transition
  into an „information society‟, where the main
  emphasis is on knowledge and information in
  various forms.
Games in the Information Society
 A digital game is immaterial information –
  software code – therefore the rise of the games
  industry is an interesting example of the
  information economy in action.
 The instability of the games industry has
  displayed the risks of an information economy.
 History includes the video game crash of 1977,
  then 1983, foreshadowing the „dot-com crash‟ of
  2000-2002.
 Despite this, the trend appears to be moving
  towards „experience economy‟ or „media society‟.
1970s: Learning the Lexicon
                 The 1970s
                  introduced the first
                  video games, both
                  in arcades and into
                  homes.
                 Growing gradually
                  more complex, the
                  early games
                  introduced players
                  with the evolving
                  „grammar and
                  lexicon‟ (sets of key
PONG (1972): Popular and
   Simple
                                                                              More on page 58




             Image credits: Wikipedia; http://en.wikipedia.org/wiki/Image:Pong.png

 Watch video of original arcade PONG gameplay:
  http://www.youtube.com/watch?v=LPkUvfL8T1I
 Play a simple, single-player version of PONG:
  http://www.xnet.se/javaTest/jPong/jPong.html
 More PONG remakes: http://www.pong-story.com/pcpong.htm
Designer/Engine
                       er
                      Al Alcorn
                      http://www.youtube.com/watch?v=dWvjSppMqdA




 Atari designer of Pong in 1972 – “the birth of
  interactive entertainment.”
 Simple core gameplay and key factors of
  success:

1. 1. easy to learn controls
2. 2. Familiar game mechanics
3. 3. Infinite variety generated by multiplayer
  interaction
Secrets of PONG
 The core gameplay idea is already widely
  familiar from tennis, squash and other similar,
  physical games.
 Players know immediately what to do.
 The single, turn-knob controller is easy to
  handle, but hard to master.
 The on-screen PONG paddle was divided into
  eight segments, so that hitting the ball with the
  edges would produce angle shots.
 As a two-player game against a real person as
  an opponent, PONG would provide infinite
  variety in its gameplay.
History of Gaming Devices
 The physical and electronic characteristics of
  gaming devices matter considerably for most
  gamers.
 The earliest digital games were often created
  with „mainframe‟ computers in research
  laboratories and universities.
 Four main routes of mainstream game evolution:
     arcade gaming consoles („arcade video games‟)
     home video game consoles („video games‟)
     home computers („computer games‟)
     handheld consoles („electronic games‟).
Evolution of Controllers
 There have been many
  kinds of special controllers
  developed for digital play.
 Sometimes a good
  controller has provided a
  particular system with the
  necessary competitive
  edge.                       Above Atari VSC/Atari 2600 (1977);
                                 below, Nintendo Famicom/NES (1983)




                                        Image credits: Wikipedia, www.wikipedia.org
Shooter Game: Space Invaders
(1978)
 Shooting galleries were popular
  as fairground attractions.
 Different kinds of digital
  „shooters‟ have become one of
  the most popular kinds of action
  games.
 Space Invaders by Japanese
  Taito appeared as a “mixture
  between pinball and a Marvel
  comic”. (Sellers, 2001)
 Introduced „high score‟ which
  contributed to the social
  playability of the game.
                  Image credits: The International Arcade Museum, www.klov.com;
                                  The History of Computing Project, www.thocp.net
Designer/Engine
  er
 Toshihiro Nishikado
 http://www.youtube.com/watch?v=-7PNELxGPF8




 What Nishikado achieved at
  the level of shell or
  representation, was the
  theme of a battle of laser
  defence against invading
  space aliens.
 This effectively recreatedthe
  simple core concept into a
  new kind of “shell” experience
  – a science fiction action
  adventure.
“Playability”
Playability is a concept related to HCI “usability
  which relates to learnability, memoriability, and
  effectivity of use. The extension of usability
  into the area of “fun.”
Four divisions:
 Functional playability– usability of game and
  its controls.
 Structural playability – enjoyability of balance
  of game rules and challenges
 Audio Visual – implementation of a/v into
  experience.
1980s: Introducing Adventure,
  Characters and Fiction in Games
 From 1970 to 1980 the total recreation
  expenditures in the US more than doubled.
 It is questionable whether there was actually
  more leisure time available - people just used
  more money on leisure and entertainment.
 Games profited from evolving technology by
  providing more complex digital entertainment.
 The 1980s introduced fictional storytelling and
  character elements to mainstream digital games.
Pac-Man as a Pop Phenomenon
 Pac-Man (Namco, 1980) was originally designed
  by Toru Iwatani, and in Japan it was called „Puck
  Man‟.
 Designed to appeal to a wide audience, also
  females - one of the all-time most popular
  games.
 Consciously avoided references to killing and
  war in its shell (imagery, thematic level).
 Small, cute characters and cheerful melodies
  were designed.
 Pac-Man toys, cereal, lunchboxes, a hit song
  and an animated cartoon series were produced
  to profit from its success.
Pac-Man‟s Characters
 The main character was
  designed to illustrate the
  game‟s main activity: eating.
 Chasing and escaping while
  navigating is the other main
  player activity.
 Four ghost characters were
  differentiated by their colour
  and style of movement (which
  also gave them personality).
 The ghosts‟ animated eyes
  showed their direction of
  movement.

                                   Image credits: Wikipedia, www.wikipedia.org.
Pac-Man Design




 Pac-Man game design: arcade cabinet (US version, published by
  Midway), screenshots
 Play a Pac-Man clone online:
  http://www.thepcmanwebsite.com/media/pacman_flash/
                  Image credits: The International Arcade Museum, www.klov.com.
Game Genre Systems
 Game genre can be based on the game‟s shell
  or iconography („space game‟) or its interactivity
  (type of action: a „shooter game‟),
 Large numbers of possible actions exist in
  games (listing them, Mark J.P. Wolf classifies
  games into 42 different genres).
 From a descriptive linguistics perspective, genre
  terminology needs to be recognised by players to
  be truly useful.
 Game genres are constantly being named and
  renamed by players, experts and game media:
  living game cultures are in a state of flux.
Genre of Pac-Man
 If action decides the genre, Pac-Man can be called
  an „eating game‟.
 Many classic board games are based on „eating‟
  other player‟s game pieces.
 Perhaps more importantly, Pac-Man is a „maze
  game‟: labyrinth navigation is a central feature.
 The dynamics of chase increase the difficulty: player
  needs to multi-task in real time while navigating the
  maze.
Puzzles and Games
 Chris Crawford (1984) compares and
  differentiates games from puzzles, stories and
  toys.
 The quality and degree of interactivity is the key.
 A puzzle does not actively respond to moves
  made by man (a static puzzle is not a „dynamic
  system‟).
 Even a classic jigsaw puzzle can be made into a
  digital game - see http://www.jigzone.com/ (adds
  real-time counters, competitive challenge or
  conflict).
Visual Storytelling
 By the early 1980s, there was already an
  entire generation (shikaku sedai, the visual
  generation) living immersed in Anime and
  Manga in Japan.
 Japanese popular culture influenced digital
  game design.
 The Japanese games enhanced the
  gameplay experience by introducing
  recognisable characters, exploration-inviting
  places and rudimentary storylines to motivate
  action.
Donkey Kong (1981)
 Designed by Shigeru Miyamoto, Donkey Kong
  included cut scenes (short non-interactive
  sequences or movies) to advance the plot.
 The villain of the game is the ape, which
  escapes with „Jumpman‟s‟ girlfriend and the
  player is faced with the task of winning her
  back.
 Jumpman would later be known as Mario, the
  most famous game character of all time.
 The game narrative progresses through four
  different game screens with different building
  platforms to climb - making this the archetypal
  „platform game‟.
Donkey Kong Art




 Donkey Kong arcade cabin, screenshots
 Play a Donkey Kong clone online:
  http://donkey-kong.freeonlinegames.com/

                  Image credits: The International Arcade Museum, www.klov.com.
Legacy of Donkey Kong
 From the starting screen of escaping ape to
  the final screen with Jumpman rescuing the
  lady, Donkey Kong was able to convey an
  entire storyline.
 The story progressed as a reward to
  successful player action - a solution that many
  games have replicated since then.
 Many later Mario series games had similar
  features to Donkey Kong: sideways-depicted
  jumping landscapes, and „rescue the lady‟
  type plots.
Popularity of Mario
 The game designer of the Mario games (Shigeru
  Miyamoto) has become the most celebrated of all
  time - known also for the Legend of Zelda series.
 More than 200 games with Mario characters have
  been published, selling nearly 200 million copies
  worldwide.
 Relating to their popularity, Mario games have
  generally been well-designed: their high playability
  includes clear goals, immediate rewards from the
  successful use of game controls, enjoyable visual
  and audio design, and a „sense of magic‟ permeating
  their fictional universe.
Mario in the List of Best-Selling Games
     Estimations of digital games that have sold over
      10 million copies:
    1.    Super Mario Bros. (NES version) - 40.23 million
    2.    Tetris (Game Boy version) - 30 million
    3.    Pokémon Red, Blue and Green (Game Boy version) - 20.08 million
    4.    Super Mario World (SNES version) - 20 million
    5.    Super Mario Bros. 3 (NES version) - 18 million
    6.    The Sims (PC version) - 16 million
    7.    Pokémon Gold and Silver (Game Boy version) - 14.51 million
    8.    Super Mario Land (Game Boy version) - 14 million
    9.    Nintendogs (Nintendo DS version) - 13.6 million
    10.   Pokémon Ruby and Sapphire (Game Boy Advance version) - 13 million
    11.   Grand Theft Auto: Vice City (PlayStation 2 version) - (13 million)
    12.   Grand Theft Auto: San Andreas (PlayStation 2 version) - (12 million)
    13.   Gran Turismo 3: A-Spec (PlayStation 2 version) - (11 million)
    14.   Grand Theft Auto III (PlayStation 2 version) - 11 million
    15.   Super Mario 64 (Nintendo 64 version) - 11 million
    16.   Pokémon FireRed and LeafGreen (Game Boy Advance version) - 10.66 million
    17.   Gran Turismo (PlayStation version) - 10.5 million
    18.   Super Mario Bros. 2 (NES version) - 10 million
    19.   Pac-Man (Atari 2600 version) - 10 million

     Source: www.wikipedia.org
Shigeru Miyamoto‟s Titles in
      Game Franchises
 Entire series of games have been produced, known
  as franchises.
 List of game franchises with more than 25 million
  units sold:
     Mario (more than 193 million)         Sonic the Hedgehog (44 million)
     Pokémon (155 million)                 Lineage (43 million)
     The Sims (85 million)                 Dragon Quest (41 million)
     Final Fantasy (75 million)            Crash Bandicoot (34 million)
     Tetris (60 million)                   Tomb Raider (32 million)
     Madden NFL (60 million)               Resident Evil (31 million)
     The Legend of Zelda (52 million)      James Bond (30 million)
     Grand Theft Auto (52 million)         Mega Man (27 million)
     Donkey Kong (48 million)              Medal of Honor (27 million)
     Gran Turismo (47 million)             Command & Conquer (25 million)
                                            Street Fighter (25 million)


                Source: www.wikipedia.org
More Depth of Character: RPGs
 Role playing games (RPGs) have developed into
  different varieties: „pen-and-paper‟ or „tabletop‟
  RPGs, „live action role playing‟ („larp‟) and
  computer RPGs.
 First tabletop RPGs (like Dungeon & Dragons,
  1974) had their roots in miniature war games.
 Typically RPG games involve the creation of a
  character with various attributes, such as
  strength and intelligence.
 A game master (GM) will present the challenges
  of an adventure to players, who take on the roles
  of their player characters (PCs) during the
  adventure.
Early Computer Games: Text
Adventures
 Early computer games often relied on text and
  typing rather than graphics and audio.
 The earliest text adventure game was
  ADVENT (1975-76), programmed by Will
  Growther and Don Woods.
 The player would read descriptions from the
  screen and type in commands like „go north‟.
 Infocom produced famous games like Zork
  (1977-1980), and The Hitchhiker’s Guide to
  the Galaxy (1984).
Rogue-like Games
 An alternative to text description was to use the
  computer monitor to draw images by using text
  characters.
 Famous games of this type: Angband,
  Hack/NetHack, Moria, Rogue.
 Known as ASCII graphics, these games only
  relied on basic letters and numbers (ASCII
  characters) to display the game world.
 Rogue-like games often featured randomly
  generated dungeons, adding to their replay
  value.
Typical Rogue-like Interface

 ------                         -    Wall
|....|      ############       #    Unlit hallway
|....|      #           #      .    Lit area
|.$..+########          #      $    Some quantity of gold
|....|        #      ---+---   +    A door
------        #      |.....|   |    Wall
              #      |.!...|   !    A magic potion
              #      |.....|
              #      |..@..|   @    The adventurer
  ----        #      |.....|
  |..|        #######+..D..|   D    A dragon
  |<.+###     #      |.....|   <    Stairs to the previous level
  ---- #      #      |.?...|   ?    A magic scroll
        ######       -------




                Source: www.wikipedia.org
Adventure Game Types
  Several distinctly different types of games with „adventure‟ elements
   exist.
  Taking two key features, interaction temporality and the consistency
   of game world, the following table can be constructed:
Game Genre         Interaction         Game World          Example
                   Temporality         (mostly)
Action RPGs        Real time           Random              Diablo (1996)
Interactive Fiction Turn-based         Pre-scripted        Zork (1980)
Platform Games     Real time           Pre-scripted        Donkey Kong
                                                           (1981)
Roguelike Games Turn-based             Random              NetHack (1985-
                                                           2003)

  Contemporary games are often „action adventures‟, featuring both
   real-time interaction as well as interlinking puzzle structures.
Ultima RPG Series
 Richard Garriott started the
  design of computer games
  while still at school.
 His first published game was
  called Akalabeth (1979),
  made for Apple II personal
  computer.
 His Ultima series of
                                 Akalabeth screen (Image
  computer RPGs is
  considered the longest            credit, Wikipedia,
  running RPG franchise.           www.wikipedia.org)
Ultima IV: Game with Thematic
               Depth
 The fourth game in the Ultima series represented
  an attempt to go beyond hack-and-slash battles
  or straightforward puzzles.
 The player is destined to become Avatar, a hero
  figure who is faced with various ethical choices.
 The game follows the main character‟s struggle
  to understand the Eight Virtues and reach
  Avatarhood.
 The player can become engrossed in the fiction
  and ethical dilemmas, but it is also possible to
  face Ultima IV as „just a game‟.
RPG Player Styles
 In late-1990s, participants in the
  rec.games.frp.advocacy Usenet newsgroup
  developed „Threefold Model‟ to identify different
  playing styles.
 It is one of the key player or play style typologies,
  differentiating between:
   „dramatist‟ (values how well the in-game action creates a satisfying
    storyline)
   „gamist‟ (is focused on game challenges, „winning the game‟)
   „simulationist‟ (values above all a coherent and believable, simulated
    game world).
  (Source: http://www.darkshire.net/jhkim/rpg/theory/threefold/)
Ultima IV Art




 Ultima IV screenshots; install and play original Ultima IV
  for DOS or XU4 remake from
  http://xu4.sourceforge.net/download.php

                Image credits: Origin/Electronic Arts; source: www.mobygames.com.
Assignments on Diversifying
   Game Cultures
 The birth of a genre:
   select a digital game (preferably from the 1980s) that you
    consider to have started a new genre. Give a short
    description of it, and give your reasons for attributing it as
    the first in a particular game genre.
 Maps in games:
   look for examples of the use of maps in games; describe
    and discuss them. You can either take a particular game
    and map, or write about the role of maps in games in
    general.
Map of Britannia, shipped with Ultima IV.
      Image credits: Origin/Electronic Arts; source: www.uo.com.

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Weeks 6, 7 Game Design

  • 1. History of Videogames Part One: The 1970s From Introduction to Game Study, Chapter 4 Thanks to Frans Mäyrä & SAGE Publications MontanaTech
  • 2. Multi-Layered Meaning Making  Behind their digital surface, many games are „remediated‟ versions of old games.  Games have a close relationship with advances of technology. Early games like Tennis for Two or Spacewar were developed and used as demos of the powers of new technology.  It can be said that interactivity is what games are and what they do, at the very core of gameplay, hence they are great demos for the lastest hot tech.
  • 3. Innovat Ralph Baer or http://www.youtube.com/watch?v=1LsRGUOD HlQ  Developed the "Brown Box" console video game system and several other prototypes in 1966. In 1971, it was licensed to Magnavox, and after being renamed Magnavox Odyssey, the console was released to the public in 1972.  Created the first light gun and game for home television use, sold grouped with a game expansion for the Odyssey, known as the Shooting Gallery.[7] The light gun itself was the first peripheral for a video game console.  Another invention is Simon, an electronic pattern-
  • 4. Games at the Forefront of Computing  Non-keyboard interfaces, immersive alternative realities and anthropomorphic characters were introduced by games (Bushnell, 1996).  Games demonstrate how computer software can be designed to be highly usable and enjoyable.  According to this view, games lead the way into an information society where most people are „computer literate‟.  MOORE‟S LAW says that computer power doubles every 18 months.
  • 5. Game „Classics‟  The concept of „classic‟ relates to a „standard of excellence‟, which is referred to in discussions that compare, contextualise and make sense of different (artistic) phenomena.  As distinct from “Genre”, „Canon‟ refers to a body of „great works‟ that a civilised person is supposed to know.  This textbook introduces a certain group of „classic games‟ but many alternative „canons of digital games‟ can be created.
  • 6. Three Decades of Digital Games  Our focus will be on three decades: 1970s, 80s and 90s.  There is no agreement of the exact periods in games‟ historiography.  The „golden age of video games‟ can, in different sources, refer to e.g. the years 1978–1981, 1978–1985, 1971–1983 or 1971–1984.  The early period is generally seen as more influential, original and important for game development than the years from late-1980s onwards.
  • 7. Games in the Information Society  In social history terms, playing of popular games is rooted in the rise of affluence and free time in the late industrial societies.  “Hobbies” are activities that reflect and reproduce the values and activities typical to the work place.  Several thinkers have written about transition into an „information society‟, where the main emphasis is on knowledge and information in various forms.
  • 8. Games in the Information Society  A digital game is immaterial information – software code – therefore the rise of the games industry is an interesting example of the information economy in action.  The instability of the games industry has displayed the risks of an information economy.  History includes the video game crash of 1977, then 1983, foreshadowing the „dot-com crash‟ of 2000-2002.  Despite this, the trend appears to be moving towards „experience economy‟ or „media society‟.
  • 9. 1970s: Learning the Lexicon  The 1970s introduced the first video games, both in arcades and into homes.  Growing gradually more complex, the early games introduced players with the evolving „grammar and lexicon‟ (sets of key
  • 10. PONG (1972): Popular and Simple More on page 58 Image credits: Wikipedia; http://en.wikipedia.org/wiki/Image:Pong.png  Watch video of original arcade PONG gameplay: http://www.youtube.com/watch?v=LPkUvfL8T1I  Play a simple, single-player version of PONG: http://www.xnet.se/javaTest/jPong/jPong.html  More PONG remakes: http://www.pong-story.com/pcpong.htm
  • 11. Designer/Engine er Al Alcorn http://www.youtube.com/watch?v=dWvjSppMqdA  Atari designer of Pong in 1972 – “the birth of interactive entertainment.”  Simple core gameplay and key factors of success: 1. 1. easy to learn controls 2. 2. Familiar game mechanics 3. 3. Infinite variety generated by multiplayer interaction
  • 12. Secrets of PONG  The core gameplay idea is already widely familiar from tennis, squash and other similar, physical games.  Players know immediately what to do.  The single, turn-knob controller is easy to handle, but hard to master.  The on-screen PONG paddle was divided into eight segments, so that hitting the ball with the edges would produce angle shots.  As a two-player game against a real person as an opponent, PONG would provide infinite variety in its gameplay.
  • 13. History of Gaming Devices  The physical and electronic characteristics of gaming devices matter considerably for most gamers.  The earliest digital games were often created with „mainframe‟ computers in research laboratories and universities.  Four main routes of mainstream game evolution:  arcade gaming consoles („arcade video games‟)  home video game consoles („video games‟)  home computers („computer games‟)  handheld consoles („electronic games‟).
  • 14. Evolution of Controllers  There have been many kinds of special controllers developed for digital play.  Sometimes a good controller has provided a particular system with the necessary competitive edge. Above Atari VSC/Atari 2600 (1977); below, Nintendo Famicom/NES (1983) Image credits: Wikipedia, www.wikipedia.org
  • 15. Shooter Game: Space Invaders (1978)  Shooting galleries were popular as fairground attractions.  Different kinds of digital „shooters‟ have become one of the most popular kinds of action games.  Space Invaders by Japanese Taito appeared as a “mixture between pinball and a Marvel comic”. (Sellers, 2001)  Introduced „high score‟ which contributed to the social playability of the game. Image credits: The International Arcade Museum, www.klov.com; The History of Computing Project, www.thocp.net
  • 16. Designer/Engine er Toshihiro Nishikado http://www.youtube.com/watch?v=-7PNELxGPF8  What Nishikado achieved at the level of shell or representation, was the theme of a battle of laser defence against invading space aliens.  This effectively recreatedthe simple core concept into a new kind of “shell” experience – a science fiction action adventure.
  • 17. “Playability” Playability is a concept related to HCI “usability which relates to learnability, memoriability, and effectivity of use. The extension of usability into the area of “fun.” Four divisions:  Functional playability– usability of game and its controls.  Structural playability – enjoyability of balance of game rules and challenges  Audio Visual – implementation of a/v into experience.
  • 18. 1980s: Introducing Adventure, Characters and Fiction in Games  From 1970 to 1980 the total recreation expenditures in the US more than doubled.  It is questionable whether there was actually more leisure time available - people just used more money on leisure and entertainment.  Games profited from evolving technology by providing more complex digital entertainment.  The 1980s introduced fictional storytelling and character elements to mainstream digital games.
  • 19. Pac-Man as a Pop Phenomenon  Pac-Man (Namco, 1980) was originally designed by Toru Iwatani, and in Japan it was called „Puck Man‟.  Designed to appeal to a wide audience, also females - one of the all-time most popular games.  Consciously avoided references to killing and war in its shell (imagery, thematic level).  Small, cute characters and cheerful melodies were designed.  Pac-Man toys, cereal, lunchboxes, a hit song and an animated cartoon series were produced to profit from its success.
  • 20. Pac-Man‟s Characters  The main character was designed to illustrate the game‟s main activity: eating.  Chasing and escaping while navigating is the other main player activity.  Four ghost characters were differentiated by their colour and style of movement (which also gave them personality).  The ghosts‟ animated eyes showed their direction of movement. Image credits: Wikipedia, www.wikipedia.org.
  • 21. Pac-Man Design  Pac-Man game design: arcade cabinet (US version, published by Midway), screenshots  Play a Pac-Man clone online: http://www.thepcmanwebsite.com/media/pacman_flash/ Image credits: The International Arcade Museum, www.klov.com.
  • 22. Game Genre Systems  Game genre can be based on the game‟s shell or iconography („space game‟) or its interactivity (type of action: a „shooter game‟),  Large numbers of possible actions exist in games (listing them, Mark J.P. Wolf classifies games into 42 different genres).  From a descriptive linguistics perspective, genre terminology needs to be recognised by players to be truly useful.  Game genres are constantly being named and renamed by players, experts and game media: living game cultures are in a state of flux.
  • 23. Genre of Pac-Man  If action decides the genre, Pac-Man can be called an „eating game‟.  Many classic board games are based on „eating‟ other player‟s game pieces.  Perhaps more importantly, Pac-Man is a „maze game‟: labyrinth navigation is a central feature.  The dynamics of chase increase the difficulty: player needs to multi-task in real time while navigating the maze.
  • 24. Puzzles and Games  Chris Crawford (1984) compares and differentiates games from puzzles, stories and toys.  The quality and degree of interactivity is the key.  A puzzle does not actively respond to moves made by man (a static puzzle is not a „dynamic system‟).  Even a classic jigsaw puzzle can be made into a digital game - see http://www.jigzone.com/ (adds real-time counters, competitive challenge or conflict).
  • 25. Visual Storytelling  By the early 1980s, there was already an entire generation (shikaku sedai, the visual generation) living immersed in Anime and Manga in Japan.  Japanese popular culture influenced digital game design.  The Japanese games enhanced the gameplay experience by introducing recognisable characters, exploration-inviting places and rudimentary storylines to motivate action.
  • 26. Donkey Kong (1981)  Designed by Shigeru Miyamoto, Donkey Kong included cut scenes (short non-interactive sequences or movies) to advance the plot.  The villain of the game is the ape, which escapes with „Jumpman‟s‟ girlfriend and the player is faced with the task of winning her back.  Jumpman would later be known as Mario, the most famous game character of all time.  The game narrative progresses through four different game screens with different building platforms to climb - making this the archetypal „platform game‟.
  • 27. Donkey Kong Art  Donkey Kong arcade cabin, screenshots  Play a Donkey Kong clone online: http://donkey-kong.freeonlinegames.com/ Image credits: The International Arcade Museum, www.klov.com.
  • 28. Legacy of Donkey Kong  From the starting screen of escaping ape to the final screen with Jumpman rescuing the lady, Donkey Kong was able to convey an entire storyline.  The story progressed as a reward to successful player action - a solution that many games have replicated since then.  Many later Mario series games had similar features to Donkey Kong: sideways-depicted jumping landscapes, and „rescue the lady‟ type plots.
  • 29. Popularity of Mario  The game designer of the Mario games (Shigeru Miyamoto) has become the most celebrated of all time - known also for the Legend of Zelda series.  More than 200 games with Mario characters have been published, selling nearly 200 million copies worldwide.  Relating to their popularity, Mario games have generally been well-designed: their high playability includes clear goals, immediate rewards from the successful use of game controls, enjoyable visual and audio design, and a „sense of magic‟ permeating their fictional universe.
  • 30. Mario in the List of Best-Selling Games  Estimations of digital games that have sold over 10 million copies: 1. Super Mario Bros. (NES version) - 40.23 million 2. Tetris (Game Boy version) - 30 million 3. Pokémon Red, Blue and Green (Game Boy version) - 20.08 million 4. Super Mario World (SNES version) - 20 million 5. Super Mario Bros. 3 (NES version) - 18 million 6. The Sims (PC version) - 16 million 7. Pokémon Gold and Silver (Game Boy version) - 14.51 million 8. Super Mario Land (Game Boy version) - 14 million 9. Nintendogs (Nintendo DS version) - 13.6 million 10. Pokémon Ruby and Sapphire (Game Boy Advance version) - 13 million 11. Grand Theft Auto: Vice City (PlayStation 2 version) - (13 million) 12. Grand Theft Auto: San Andreas (PlayStation 2 version) - (12 million) 13. Gran Turismo 3: A-Spec (PlayStation 2 version) - (11 million) 14. Grand Theft Auto III (PlayStation 2 version) - 11 million 15. Super Mario 64 (Nintendo 64 version) - 11 million 16. Pokémon FireRed and LeafGreen (Game Boy Advance version) - 10.66 million 17. Gran Turismo (PlayStation version) - 10.5 million 18. Super Mario Bros. 2 (NES version) - 10 million 19. Pac-Man (Atari 2600 version) - 10 million  Source: www.wikipedia.org
  • 31. Shigeru Miyamoto‟s Titles in Game Franchises  Entire series of games have been produced, known as franchises.  List of game franchises with more than 25 million units sold:  Mario (more than 193 million)  Sonic the Hedgehog (44 million)  Pokémon (155 million)  Lineage (43 million)  The Sims (85 million)  Dragon Quest (41 million)  Final Fantasy (75 million)  Crash Bandicoot (34 million)  Tetris (60 million)  Tomb Raider (32 million)  Madden NFL (60 million)  Resident Evil (31 million)  The Legend of Zelda (52 million)  James Bond (30 million)  Grand Theft Auto (52 million)  Mega Man (27 million)  Donkey Kong (48 million)  Medal of Honor (27 million)  Gran Turismo (47 million)  Command & Conquer (25 million)  Street Fighter (25 million) Source: www.wikipedia.org
  • 32. More Depth of Character: RPGs  Role playing games (RPGs) have developed into different varieties: „pen-and-paper‟ or „tabletop‟ RPGs, „live action role playing‟ („larp‟) and computer RPGs.  First tabletop RPGs (like Dungeon & Dragons, 1974) had their roots in miniature war games.  Typically RPG games involve the creation of a character with various attributes, such as strength and intelligence.  A game master (GM) will present the challenges of an adventure to players, who take on the roles of their player characters (PCs) during the adventure.
  • 33. Early Computer Games: Text Adventures  Early computer games often relied on text and typing rather than graphics and audio.  The earliest text adventure game was ADVENT (1975-76), programmed by Will Growther and Don Woods.  The player would read descriptions from the screen and type in commands like „go north‟.  Infocom produced famous games like Zork (1977-1980), and The Hitchhiker’s Guide to the Galaxy (1984).
  • 34. Rogue-like Games  An alternative to text description was to use the computer monitor to draw images by using text characters.  Famous games of this type: Angband, Hack/NetHack, Moria, Rogue.  Known as ASCII graphics, these games only relied on basic letters and numbers (ASCII characters) to display the game world.  Rogue-like games often featured randomly generated dungeons, adding to their replay value.
  • 35. Typical Rogue-like Interface ------ - Wall |....| ############ # Unlit hallway |....| # # . Lit area |.$..+######## # $ Some quantity of gold |....| # ---+--- + A door ------ # |.....| | Wall # |.!...| ! A magic potion # |.....| # |..@..| @ The adventurer ---- # |.....| |..| #######+..D..| D A dragon |<.+### # |.....| < Stairs to the previous level ---- # # |.?...| ? A magic scroll ###### ------- Source: www.wikipedia.org
  • 36. Adventure Game Types  Several distinctly different types of games with „adventure‟ elements exist.  Taking two key features, interaction temporality and the consistency of game world, the following table can be constructed: Game Genre Interaction Game World Example Temporality (mostly) Action RPGs Real time Random Diablo (1996) Interactive Fiction Turn-based Pre-scripted Zork (1980) Platform Games Real time Pre-scripted Donkey Kong (1981) Roguelike Games Turn-based Random NetHack (1985- 2003)  Contemporary games are often „action adventures‟, featuring both real-time interaction as well as interlinking puzzle structures.
  • 37. Ultima RPG Series  Richard Garriott started the design of computer games while still at school.  His first published game was called Akalabeth (1979), made for Apple II personal computer.  His Ultima series of Akalabeth screen (Image computer RPGs is considered the longest credit, Wikipedia, running RPG franchise. www.wikipedia.org)
  • 38. Ultima IV: Game with Thematic Depth  The fourth game in the Ultima series represented an attempt to go beyond hack-and-slash battles or straightforward puzzles.  The player is destined to become Avatar, a hero figure who is faced with various ethical choices.  The game follows the main character‟s struggle to understand the Eight Virtues and reach Avatarhood.  The player can become engrossed in the fiction and ethical dilemmas, but it is also possible to face Ultima IV as „just a game‟.
  • 39. RPG Player Styles  In late-1990s, participants in the rec.games.frp.advocacy Usenet newsgroup developed „Threefold Model‟ to identify different playing styles.  It is one of the key player or play style typologies, differentiating between:  „dramatist‟ (values how well the in-game action creates a satisfying storyline)  „gamist‟ (is focused on game challenges, „winning the game‟)  „simulationist‟ (values above all a coherent and believable, simulated game world). (Source: http://www.darkshire.net/jhkim/rpg/theory/threefold/)
  • 40. Ultima IV Art  Ultima IV screenshots; install and play original Ultima IV for DOS or XU4 remake from http://xu4.sourceforge.net/download.php Image credits: Origin/Electronic Arts; source: www.mobygames.com.
  • 41. Assignments on Diversifying Game Cultures  The birth of a genre:  select a digital game (preferably from the 1980s) that you consider to have started a new genre. Give a short description of it, and give your reasons for attributing it as the first in a particular game genre.  Maps in games:  look for examples of the use of maps in games; describe and discuss them. You can either take a particular game and map, or write about the role of maps in games in general.
  • 42. Map of Britannia, shipped with Ultima IV. Image credits: Origin/Electronic Arts; source: www.uo.com.