LAFS SVI Level 4 - History of Computer and Mobile Games

David Mullich
David MullichCourse Director, Game Production Program à Los Angeles Film School
Level 4
David Mullich
Survey of the Videogame Industry
The Los Angeles Film School
LAFS SVI Level 4 - History of Computer and Mobile Games
 Colleague Dietrich Prinz
writes the limited chess
program for Manchester
University's Ferranti Mark I
 Only capable of computing
"mate-in-two" problems
Alan Turing, “Father of
Computer Science and
Artificial Intelligence”
1947: Alan Turing Develops
Chess Theoretical Program
1951: NIMROD
 First instance of a digital
computer designed
specifically to play a
game (Nim)
 Created by Ferranti and
weighed over a ton
 Duplicate displayed at
the New York World's
Fair
1951: OXO / Noughts and
Crosses
(Tic-Tac-Toe)
 First computer game
to use a digital
graphical display
 Created by Alexander
S. Douglas for the
world's first stored-
program computer,
EDSAC
1958: Tennis For Two
 The first video game
ever made!
 Created by American
physicist William
Higginbotham on a
Donner Model 30
analog computer
1961: SpaceWar!
 The first video game
you’d actually want to
play (that is, the first
influential video
game).
 Programmed by a
group of students at
MIT, including Steve
Russell, on the PDP-1
Play SpaceWar!
LAFS SVI Level 4 - History of Computer and Mobile Games
1971: First Interactive Baseball
Game
 Don Daglow writes
computer baseball on a
DEC PDP-10 mainframe at
Pomona College
 Daglow and programmer
Eddie Dombrower later
create Earl Weaver
Baseball, published by
Electronic Arts in 1987
Don Daglow
1971: Star Trek
 Best-known and most
widely played of the
1970s Star Trek titles
 Programmed
(probably by Mike
Mayfield) on a Sigma
7 minicomputer at
University of
California.
Play Star Trek Game
1972: Hunt The Wumpus
 First text adventure
 Written by Gregory Yorb in
BASIC for the PDP-10
 Written in reaction to
existing hide-and-seek
games such as Hurkle,
Mugwump, and Snark
Play Hunt The Wumpus
1974: Airflight
 Developed by Brand
Fortner and others as an
educational flight
simulator
 Popular game on the
PLATO system despite
mediocre graphics
 Inspiration for what
became the Microsoft
Flight Simulator
1975: Adventure
 The first modern text
adventure game
 Originally called
ADVENT and later
Colossal Cave
 Programmed in
Fortran on the PDP-
10 by William
CrowtherPlay Colossal Cave Adventure
1975: Dungeon
 First role-playing
video game
 Created by Daglow on
a PDP-10 at
Claremont Graduate
University
 Unlicensed
implementation of
Dungeons & Dragons
Don Daglow
1978: Multi-User Dungeon
 The first MUD and oldest
Virtual World in existence
 Created by Roy Trubshaw
and Richard Bartle at
Essex University on a
PDP-10
 Began the heritage that
culminates with today's
MMORPGsRichard Bartle
1979: Zork
 Dave Lebling, Marc Blank,
Tim Anderson, and Bruce
Daniels begin writing Zork
for a PDP-10 in 1977
 Team recognized game's
potential on personal
computers and founded
text adventure publisher
Infocom in 1979
LAFS SVI Level 4 - History of Computer and Mobile Games
PC Gaming
G4 Icons – PC Gaming (21:41)
1970s: Home Computer
Hobbyists
 Earliest home computers
were sold as kits and had
no operating systems
 Hobbyists gathered to
discuss home computing
 First meeting of the
Homebrew Computer
Club in Silicon Valley in
1975 inspires Steve
Wozniak to design the
Apple I
1975: Altair 8800
1970s: Home Computer
Hobbyists
 Games were distributed
through hobbyists groups
and magazines such as
Creative Computing and
Dr Dobb’s Journal of
Computer Orthodontia
 These publications
provided game code that
could be typed into a
computer and played
1975: Microchess
 Written by Peter R.
Jennings for the KIM-1
 Jennings founded
Personal Software to
publish to the growing
microcomputer market
 First computer game to
sell 10,000 units, almost
exclusively on cassette
tape
1977: “Trinity” of First
Successful PCs
 Apple II, designed by
Steve Jobs and Steve
Wozniak
 Commodore PET,
designed by Chuck
Peddle
 TRS-80, sold by
Radio Shack
1979: Sierra On-line
 Founded by Ken and Roberta
Williams as On-Line Systems
 Best known for King’s Quest
graphic adventure games,
designed by Roberta, which
were ground-breaking for its
color graphics and third-person
perspective
 Eventually purchased by
Vivendi and Activision Blizzard
King’s Quest 1 Walkthrough.
1980: IBM PC
 IBM markets low-cost
computer in response to the
Apple II’s success
 PC-DOS operating system
created by Bill Gate’s
Microsoft
 IBM’s agreement allows
Microsoft to sell the OS, under
the name MS-DOS, to other
PC makers
 Within a decade, PC “clones”
dominate the home computer
market
1982: Electronic Arts
 Founded by Trip Hawkins
 Hawkins established the
Producer model of publishing,
based on record producers
 Hawkins left EA in 1991 to
form 3DO and later, Digital
Chocolate and If You Can
 Currently the third-largest
gaming company by revenue,
after Activision-Blizzard and
Nintendo
1983: Origin Systems
 Founded by brothers Richard and
Robert Garriott
 Best known for Ultima role-playing
games designed by Richard under
the name Lord British
 Other well-known Origin designers
included Chris Roberts (Wing
Commander) and Warren Spector
(System Shock and Deus Ex)
Ultima 4 Walkthrough
Wing Commander 1 Walkthrough
1984: Commodore 64
 Most popular home
computer of its day and the
best-selling computer model
of all time internationally
 Advanced graphic and
sound capabilities for its
time, and utilized the same
joystick ports as the Atari
2600
 Motto: Computers for the
masses, not the classes
 Inspired a whole new
generation of video game
programmers
1985: Atari ST and Commodore
Amiga 64
 16/32-bit computer based
on the Motorolla 68000
CPU with 512K of RAM, a
graphical user interface
and 3-1/2” microfloppy
disks
 The Apple Macintosh also
arrived at this time but
never gained traction as a
gaming system
LAFS SVI Level 4 - History of Computer and Mobile Games
 Created by Ron Gilbert
and Gary Winnick for
Apple II and Commodore
64
 First game to use the
SCUMM graphical game
engine, an improvement
on contemporary text
parser-based graphical
adventure games
1987: Maniac Mansion
(Lucasfilm Games)
Maniac Mansion Walkthrough
1989: Prince of Persia
(Broderbund)
 Created by Jordan
Mechner for the
Apple II
 Platform Game that
represented a great
leap forward in the
quality of animation
seen in video games
Prince of Persia Walkthrough
Prince of Persia 2 Design Doc
Prince of Persia Tech Doc
1991: Blizzard Entertainment
 Founded by Michael Morhaime,
Allen Adham and Frank Pearce as
Silicon & Synapse
 Its first breakthough hit was
Warcraft: Orcs & Humans in 1994
 Known for the Warcraft, Diablo and
Starcraft series
 First acquired by Davidson &
Associates and later by Vivendi,
which merged with Activision in
2008
Michael Monhaime
Diablo Walkthrough
1991: Civilization (MicroProse)
 One of the most
popular strategy games
of all time
 Lead to several
sequels, most recently
Civilization V
 Designed by Sid Meier
and Bruce Shelley
Sid Meier
1991: Neverwinter Knights (Strategic
Simulations)
 First multiplayer online
role-playing game to
display graphics
 Ran from 1991 to 1997
on AOL
 Licensed Dungeons &
Dragons product
 Developed by Don
Daglow’s Stormfront
Studios
1992: Dune II (Virgin Interactive)
 Established the real-time
strategy game format that
laid the foundation for
Command & Conquer,
Warcraft and Starcraft
 Based on David Lynch’s
1984 movie Dune
 Designed by Brett Sperry,
Joseph Bostic and Aaron E.
Powell of Westwood Studios
Dune II Walkthrough
1992: Doom (id Software)
 First-person shooter
widely regarded as one
of the most influential
titles in gaming history
 Controversial for its
graphic violence
 Designed by Tom Hall,
Sandy Peterson, John
Romero, Shawn Green
John Romero
Doom Walkthrough
1993: Myst (Broderbund)
 Graphic adventure game
that became the best-
selling PC game until The
Sims in 2002
 Helped drive the adoption
of CD-ROM format
 Designed and directed by
brothers Robyn and Rand
Miller of Cyan
Myst Walkthrough
1996: Valve Software
 Founded by Gabe
Newell and Mike
Harrington
 Known for Half-Life,
Counter-Strike and Left
4 Dead series
 Created Steam software
distribution platform
Half-Life Walkthrough
1997: Grand Theft Auto
 Developed by DMA Design
(now RockStar North) and
published by BMG Interactive
 First of the enormously
successful (and violent) open
world action-adventure series
 Originally released on
Windows in October 1997
and then on PlayStation in
December
LAFS SVI Level 4 - History of Computer and Mobile Games
1998: Snake on Nokia Mobile
Phones
 Snake was a casual video
games that originated in
arcades during the late
1970s
 Snake became the standard
pre-loaded game on Nokia
mobile phones in 1998
 Soon every major phone
brand offered “time killer
games” that could be played
for very short moments
1999: EverQuest
 Developed by Sony's 989 Studios
and its early-1999 spin-off Verant
Interactive, and published by Sony
Online Entertainment (SOE)
 Designed by Brad McQuaid, Steve
Clover, and Bill Trost
 Infamous for its addictive qualities.
Many players refer to it as
"EverCrack". There has been one
well-publicized suicide of an
EverQuest user that resulted in his
mother founding Online Gamers
Anonymous.
Everquest Walkthrough
2000: PopCap Games
 Advent of Flash created a
boom in web-based casual
games
 Flagship title Bejeweled
has sold more than 50
million units
 Founded by John Vechey,
Brian Fiete and Jason
Kapaika
 Now owned by Electronic
Arts
2000: The Sims
(Electronic Arts)
 Landmark game allowing
players to build a virtual world
from the ground up
 It became the best-selling
game in PC history, displacing
Myst
 Attracted casual gamers and
female gamers (who made up
60% of its players
 Designed by Will Wright
(creator of SimCity) of Maxis
2004: World of Warcraft (Blizzard)
 Legitimized the entire
genre of massively
multiplayer online
games
 Perfected the rules and
experience of MMOs
 Designed by Rob
Pardo, Jeff Kaplan, Tom
Chilton
2007: Zynga
 Known for its line of Facebook
social games, especially
Farmville (2009)
 Founded by Marc Pinkus and
others. Don Mattrick is current
CEO
 Approached $1B in revenue in
2011, surpassing market value of
Electronic Arts
 Began trading on NASDAQ in
2011. Stock market price has
since plummeted
2007: iPhone (Apple)
 Fundamentally changed
the mobile phone industry
by being designed to
handle other tasks, such
as gaming, beyond
communications
 App Store becomes digital
distribution store for iOS
games
LAFS SVI Level 4 - History of Computer and Mobile Games
1 sur 48

Recommandé

LAFS SVI Level 5 - The History of Console and Arcade Games par
LAFS SVI Level 5 - The History of Console and Arcade GamesLAFS SVI Level 5 - The History of Console and Arcade Games
LAFS SVI Level 5 - The History of Console and Arcade GamesDavid Mullich
4.6K vues67 diapositives
History of Video Games up to 90s par
History of Video Games up to 90sHistory of Video Games up to 90s
History of Video Games up to 90sMark Rotondella
2.9K vues36 diapositives
History of Video Games 90s till 00 par
History of Video Games 90s till 00History of Video Games 90s till 00
History of Video Games 90s till 00Mark Rotondella
1.7K vues38 diapositives
History of Video Games par
History of Video GamesHistory of Video Games
History of Video GamesTugay Sarıkaya
1.8K vues38 diapositives
History of videogames.ppt (1) par
History of videogames.ppt (1)History of videogames.ppt (1)
History of videogames.ppt (1)Adil Azza
875 vues35 diapositives
A history of video games par
A history of video gamesA history of video games
A history of video gamesZach Wilkins
689 vues17 diapositives

Contenu connexe

Tendances

History Of Video Games par
History Of Video GamesHistory Of Video Games
History Of Video GamesArsi hbk
2.3K vues20 diapositives
History of games par
History of gamesHistory of games
History of gamesSenthil Kumar
6.4K vues35 diapositives
Videogames History - 1889 to the Year 2000 - JT Velikovsky par
Videogames History - 1889 to the Year 2000 - JT VelikovskyVideogames History - 1889 to the Year 2000 - JT Velikovsky
Videogames History - 1889 to the Year 2000 - JT VelikovskyJT Velikovsky
4.9K vues152 diapositives
History of videogames par
History of videogamesHistory of videogames
History of videogameschiragsunny
703 vues15 diapositives
History of gaming presentation par
History of gaming presentationHistory of gaming presentation
History of gaming presentationbtecmediasdcellienew
3.6K vues20 diapositives
1.1 history of video games par
1.1 history of video games1.1 history of video games
1.1 history of video gamesSayed Ahmed
308 vues55 diapositives

Tendances(20)

History Of Video Games par Arsi hbk
History Of Video GamesHistory Of Video Games
History Of Video Games
Arsi hbk2.3K vues
Videogames History - 1889 to the Year 2000 - JT Velikovsky par JT Velikovsky
Videogames History - 1889 to the Year 2000 - JT VelikovskyVideogames History - 1889 to the Year 2000 - JT Velikovsky
Videogames History - 1889 to the Year 2000 - JT Velikovsky
JT Velikovsky4.9K vues
History of videogames par chiragsunny
History of videogamesHistory of videogames
History of videogames
chiragsunny703 vues
1.1 history of video games par Sayed Ahmed
1.1 history of video games1.1 history of video games
1.1 history of video games
Sayed Ahmed308 vues
History Of Electronic Game Design par Roy Kimmins
History Of Electronic Game DesignHistory Of Electronic Game Design
History Of Electronic Game Design
Roy Kimmins5.9K vues
Barcamp Derry (Side A) - A Brief History of Video Games par James Burke
Barcamp Derry (Side A) - A Brief History of Video GamesBarcamp Derry (Side A) - A Brief History of Video Games
Barcamp Derry (Side A) - A Brief History of Video Games
James Burke3.8K vues
Video Game History Timeline par Evan Smith
Video Game History TimelineVideo Game History Timeline
Video Game History Timeline
Evan Smith36K vues
The evolution of video games par litossbb
The evolution of video gamesThe evolution of video games
The evolution of video games
litossbb1K vues
History of Video Games par Cort1026
History of Video GamesHistory of Video Games
History of Video Games
Cort10261.8K vues
Timeline history of gaming par HannahWelch1
Timeline history of gamingTimeline history of gaming
Timeline history of gaming
HannahWelch11.3K vues

Similaire à LAFS SVI Level 4 - History of Computer and Mobile Games

The History Of Video Games par
The History Of Video GamesThe History Of Video Games
The History Of Video Gameschris dejong
2.1K vues18 diapositives
Highlights In Video Game History par
Highlights In Video Game HistoryHighlights In Video Game History
Highlights In Video Game HistoryBuffalo Seminary
1K vues11 diapositives
History of gaming finished one par
History of gaming finished oneHistory of gaming finished one
History of gaming finished onePhillips22
468 vues7 diapositives
Video game slideshow par
Video game slideshowVideo game slideshow
Video game slideshowAcroma
3.5K vues8 diapositives
L21 Games par
L21 GamesL21 Games
L21 GamesÓlafur Andri Ragnarsson
345 vues52 diapositives
1 lecture (game history, genere and culture) 12 1-2021 par
1 lecture (game history, genere and culture) 12 1-20211 lecture (game history, genere and culture) 12 1-2021
1 lecture (game history, genere and culture) 12 1-2021Durgesh Pandey
59 vues23 diapositives

Similaire à LAFS SVI Level 4 - History of Computer and Mobile Games(20)

The History Of Video Games par chris dejong
The History Of Video GamesThe History Of Video Games
The History Of Video Games
chris dejong2.1K vues
History of gaming finished one par Phillips22
History of gaming finished oneHistory of gaming finished one
History of gaming finished one
Phillips22468 vues
Video game slideshow par Acroma
Video game slideshowVideo game slideshow
Video game slideshow
Acroma3.5K vues
1 lecture (game history, genere and culture) 12 1-2021 par Durgesh Pandey
1 lecture (game history, genere and culture) 12 1-20211 lecture (game history, genere and culture) 12 1-2021
1 lecture (game history, genere and culture) 12 1-2021
Durgesh Pandey59 vues
Week One - Introduction par chriswalton
Week One - IntroductionWeek One - Introduction
Week One - Introduction
chriswalton777 vues
Timeline consoles par gks1996
Timeline consolesTimeline consoles
Timeline consoles
gks1996172 vues
History of video games par LaMPSHaDe__
History of video gamesHistory of video games
History of video games
LaMPSHaDe__789 vues

Plus de David Mullich

LAFS Game Mechanics - Replayability par
LAFS Game Mechanics - ReplayabilityLAFS Game Mechanics - Replayability
LAFS Game Mechanics - ReplayabilityDavid Mullich
1K vues27 diapositives
LAFS Game Mechanics - Balancing par
LAFS Game Mechanics - BalancingLAFS Game Mechanics - Balancing
LAFS Game Mechanics - BalancingDavid Mullich
561 vues67 diapositives
LAFS Game Mechanics - Narrative Elements par
LAFS Game Mechanics - Narrative ElementsLAFS Game Mechanics - Narrative Elements
LAFS Game Mechanics - Narrative ElementsDavid Mullich
652 vues73 diapositives
LAFS Game Mechanics - Randomness and Risk par
LAFS Game Mechanics - Randomness and RiskLAFS Game Mechanics - Randomness and Risk
LAFS Game Mechanics - Randomness and RiskDavid Mullich
588 vues83 diapositives
LAFS Game Mechanics - Information and Game Mechanics par
LAFS Game Mechanics - Information and Game MechanicsLAFS Game Mechanics - Information and Game Mechanics
LAFS Game Mechanics - Information and Game MechanicsDavid Mullich
486 vues78 diapositives
LAFS Game Mechanics - Social Mechanics par
LAFS Game Mechanics - Social MechanicsLAFS Game Mechanics - Social Mechanics
LAFS Game Mechanics - Social MechanicsDavid Mullich
785 vues75 diapositives

Plus de David Mullich(20)

LAFS Game Mechanics - Replayability par David Mullich
LAFS Game Mechanics - ReplayabilityLAFS Game Mechanics - Replayability
LAFS Game Mechanics - Replayability
David Mullich1K vues
LAFS Game Mechanics - Balancing par David Mullich
LAFS Game Mechanics - BalancingLAFS Game Mechanics - Balancing
LAFS Game Mechanics - Balancing
David Mullich561 vues
LAFS Game Mechanics - Narrative Elements par David Mullich
LAFS Game Mechanics - Narrative ElementsLAFS Game Mechanics - Narrative Elements
LAFS Game Mechanics - Narrative Elements
David Mullich652 vues
LAFS Game Mechanics - Randomness and Risk par David Mullich
LAFS Game Mechanics - Randomness and RiskLAFS Game Mechanics - Randomness and Risk
LAFS Game Mechanics - Randomness and Risk
David Mullich588 vues
LAFS Game Mechanics - Information and Game Mechanics par David Mullich
LAFS Game Mechanics - Information and Game MechanicsLAFS Game Mechanics - Information and Game Mechanics
LAFS Game Mechanics - Information and Game Mechanics
David Mullich486 vues
LAFS Game Mechanics - Social Mechanics par David Mullich
LAFS Game Mechanics - Social MechanicsLAFS Game Mechanics - Social Mechanics
LAFS Game Mechanics - Social Mechanics
David Mullich785 vues
LAFS Game Mechanics - Resource Management Mechanics par David Mullich
LAFS Game Mechanics - Resource Management MechanicsLAFS Game Mechanics - Resource Management Mechanics
LAFS Game Mechanics - Resource Management Mechanics
David Mullich867 vues
LAFS Game Mechanics - Tactical Mechanics par David Mullich
LAFS Game Mechanics - Tactical MechanicsLAFS Game Mechanics - Tactical Mechanics
LAFS Game Mechanics - Tactical Mechanics
David Mullich645 vues
LAFS Game Mechanics - Progression Mechanics par David Mullich
LAFS Game Mechanics - Progression MechanicsLAFS Game Mechanics - Progression Mechanics
LAFS Game Mechanics - Progression Mechanics
David Mullich698 vues
LAFS Game Mechanics - The Core Mechanic par David Mullich
LAFS Game Mechanics - The Core MechanicLAFS Game Mechanics - The Core Mechanic
LAFS Game Mechanics - The Core Mechanic
David Mullich975 vues
LAFS Marketing and Monetization Lecture 6: Advertising and Publicity par David Mullich
LAFS Marketing and Monetization Lecture 6: Advertising and PublicityLAFS Marketing and Monetization Lecture 6: Advertising and Publicity
LAFS Marketing and Monetization Lecture 6: Advertising and Publicity
David Mullich507 vues
LAFS Game Mechanics - Balancing par David Mullich
LAFS Game Mechanics - BalancingLAFS Game Mechanics - Balancing
LAFS Game Mechanics - Balancing
David Mullich768 vues
LAFS Marketing and Monetization Lecture 10: Business And Marketing Plans par David Mullich
LAFS Marketing and Monetization Lecture 10: Business And Marketing PlansLAFS Marketing and Monetization Lecture 10: Business And Marketing Plans
LAFS Marketing and Monetization Lecture 10: Business And Marketing Plans
David Mullich478 vues
LAFS Marketing and Monetization Lecture 9: Community Development And Management par David Mullich
LAFS Marketing and Monetization Lecture 9: Community Development And ManagementLAFS Marketing and Monetization Lecture 9: Community Development And Management
LAFS Marketing and Monetization Lecture 9: Community Development And Management
David Mullich785 vues
LAFS Marketing and Monetization Lecture 8: Monetization and Metrics par David Mullich
LAFS Marketing and Monetization Lecture 8: Monetization and MetricsLAFS Marketing and Monetization Lecture 8: Monetization and Metrics
LAFS Marketing and Monetization Lecture 8: Monetization and Metrics
David Mullich708 vues
LAFS Marketing and Monetization Lecture 7: Sales and Distribution par David Mullich
LAFS Marketing and Monetization Lecture 7: Sales and DistributionLAFS Marketing and Monetization Lecture 7: Sales and Distribution
LAFS Marketing and Monetization Lecture 7: Sales and Distribution
David Mullich518 vues
LAFS Marketing and Monetization Lecture 5: Marketing Materials par David Mullich
LAFS Marketing and Monetization Lecture 5: Marketing MaterialsLAFS Marketing and Monetization Lecture 5: Marketing Materials
LAFS Marketing and Monetization Lecture 5: Marketing Materials
David Mullich567 vues
LAFS Marketing and Monetization Lecture 4: Social Media par David Mullich
LAFS Marketing and Monetization Lecture 4: Social MediaLAFS Marketing and Monetization Lecture 4: Social Media
LAFS Marketing and Monetization Lecture 4: Social Media
David Mullich1.1K vues
LAFS Marketing and Monetization Lecture 3: Game Funding par David Mullich
LAFS Marketing and Monetization Lecture 3: Game FundingLAFS Marketing and Monetization Lecture 3: Game Funding
LAFS Marketing and Monetization Lecture 3: Game Funding
David Mullich728 vues

Dernier

Ch. 7 Political Participation and Elections.pptx par
Ch. 7 Political Participation and Elections.pptxCh. 7 Political Participation and Elections.pptx
Ch. 7 Political Participation and Elections.pptxRommel Regala
72 vues11 diapositives
OEB 2023 Co-learning To Speed Up AI Implementation in Courses.pptx par
OEB 2023 Co-learning To Speed Up AI Implementation in Courses.pptxOEB 2023 Co-learning To Speed Up AI Implementation in Courses.pptx
OEB 2023 Co-learning To Speed Up AI Implementation in Courses.pptxInge de Waard
167 vues29 diapositives
Psychology KS4 par
Psychology KS4Psychology KS4
Psychology KS4WestHatch
68 vues4 diapositives
Collective Bargaining and Understanding a Teacher Contract(16793704.1).pptx par
Collective Bargaining and Understanding a Teacher Contract(16793704.1).pptxCollective Bargaining and Understanding a Teacher Contract(16793704.1).pptx
Collective Bargaining and Understanding a Teacher Contract(16793704.1).pptxCenter for Integrated Training & Education
90 vues57 diapositives
American Psychological Association 7th Edition.pptx par
American Psychological Association  7th Edition.pptxAmerican Psychological Association  7th Edition.pptx
American Psychological Association 7th Edition.pptxSamiullahAfridi4
82 vues8 diapositives
231112 (WR) v1 ChatGPT OEB 2023.pdf par
231112 (WR) v1  ChatGPT OEB 2023.pdf231112 (WR) v1  ChatGPT OEB 2023.pdf
231112 (WR) v1 ChatGPT OEB 2023.pdfWilfredRubens.com
144 vues21 diapositives

Dernier(20)

Ch. 7 Political Participation and Elections.pptx par Rommel Regala
Ch. 7 Political Participation and Elections.pptxCh. 7 Political Participation and Elections.pptx
Ch. 7 Political Participation and Elections.pptx
Rommel Regala72 vues
OEB 2023 Co-learning To Speed Up AI Implementation in Courses.pptx par Inge de Waard
OEB 2023 Co-learning To Speed Up AI Implementation in Courses.pptxOEB 2023 Co-learning To Speed Up AI Implementation in Courses.pptx
OEB 2023 Co-learning To Speed Up AI Implementation in Courses.pptx
Inge de Waard167 vues
American Psychological Association 7th Edition.pptx par SamiullahAfridi4
American Psychological Association  7th Edition.pptxAmerican Psychological Association  7th Edition.pptx
American Psychological Association 7th Edition.pptx
Narration lesson plan.docx par TARIQ KHAN
Narration lesson plan.docxNarration lesson plan.docx
Narration lesson plan.docx
TARIQ KHAN104 vues
Drama KS5 Breakdown par WestHatch
Drama KS5 BreakdownDrama KS5 Breakdown
Drama KS5 Breakdown
WestHatch71 vues
Class 10 English notes 23-24.pptx par TARIQ KHAN
Class 10 English notes 23-24.pptxClass 10 English notes 23-24.pptx
Class 10 English notes 23-24.pptx
TARIQ KHAN107 vues
AI Tools for Business and Startups par Svetlin Nakov
AI Tools for Business and StartupsAI Tools for Business and Startups
AI Tools for Business and Startups
Svetlin Nakov101 vues
Use of Probiotics in Aquaculture.pptx par AKSHAY MANDAL
Use of Probiotics in Aquaculture.pptxUse of Probiotics in Aquaculture.pptx
Use of Probiotics in Aquaculture.pptx
AKSHAY MANDAL89 vues
Solar System and Galaxies.pptx par DrHafizKosar
Solar System and Galaxies.pptxSolar System and Galaxies.pptx
Solar System and Galaxies.pptx
DrHafizKosar85 vues
Structure and Functions of Cell.pdf par Nithya Murugan
Structure and Functions of Cell.pdfStructure and Functions of Cell.pdf
Structure and Functions of Cell.pdf
Nithya Murugan368 vues
11.28.23 Social Capital and Social Exclusion.pptx par mary850239
11.28.23 Social Capital and Social Exclusion.pptx11.28.23 Social Capital and Social Exclusion.pptx
11.28.23 Social Capital and Social Exclusion.pptx
mary850239281 vues
EIT-Digital_Spohrer_AI_Intro 20231128 v1.pptx par ISSIP
EIT-Digital_Spohrer_AI_Intro 20231128 v1.pptxEIT-Digital_Spohrer_AI_Intro 20231128 v1.pptx
EIT-Digital_Spohrer_AI_Intro 20231128 v1.pptx
ISSIP317 vues

LAFS SVI Level 4 - History of Computer and Mobile Games

  • 1. Level 4 David Mullich Survey of the Videogame Industry The Los Angeles Film School
  • 3.  Colleague Dietrich Prinz writes the limited chess program for Manchester University's Ferranti Mark I  Only capable of computing "mate-in-two" problems Alan Turing, “Father of Computer Science and Artificial Intelligence” 1947: Alan Turing Develops Chess Theoretical Program
  • 4. 1951: NIMROD  First instance of a digital computer designed specifically to play a game (Nim)  Created by Ferranti and weighed over a ton  Duplicate displayed at the New York World's Fair
  • 5. 1951: OXO / Noughts and Crosses (Tic-Tac-Toe)  First computer game to use a digital graphical display  Created by Alexander S. Douglas for the world's first stored- program computer, EDSAC
  • 6. 1958: Tennis For Two  The first video game ever made!  Created by American physicist William Higginbotham on a Donner Model 30 analog computer
  • 7. 1961: SpaceWar!  The first video game you’d actually want to play (that is, the first influential video game).  Programmed by a group of students at MIT, including Steve Russell, on the PDP-1 Play SpaceWar!
  • 9. 1971: First Interactive Baseball Game  Don Daglow writes computer baseball on a DEC PDP-10 mainframe at Pomona College  Daglow and programmer Eddie Dombrower later create Earl Weaver Baseball, published by Electronic Arts in 1987 Don Daglow
  • 10. 1971: Star Trek  Best-known and most widely played of the 1970s Star Trek titles  Programmed (probably by Mike Mayfield) on a Sigma 7 minicomputer at University of California. Play Star Trek Game
  • 11. 1972: Hunt The Wumpus  First text adventure  Written by Gregory Yorb in BASIC for the PDP-10  Written in reaction to existing hide-and-seek games such as Hurkle, Mugwump, and Snark Play Hunt The Wumpus
  • 12. 1974: Airflight  Developed by Brand Fortner and others as an educational flight simulator  Popular game on the PLATO system despite mediocre graphics  Inspiration for what became the Microsoft Flight Simulator
  • 13. 1975: Adventure  The first modern text adventure game  Originally called ADVENT and later Colossal Cave  Programmed in Fortran on the PDP- 10 by William CrowtherPlay Colossal Cave Adventure
  • 14. 1975: Dungeon  First role-playing video game  Created by Daglow on a PDP-10 at Claremont Graduate University  Unlicensed implementation of Dungeons & Dragons Don Daglow
  • 15. 1978: Multi-User Dungeon  The first MUD and oldest Virtual World in existence  Created by Roy Trubshaw and Richard Bartle at Essex University on a PDP-10  Began the heritage that culminates with today's MMORPGsRichard Bartle
  • 16. 1979: Zork  Dave Lebling, Marc Blank, Tim Anderson, and Bruce Daniels begin writing Zork for a PDP-10 in 1977  Team recognized game's potential on personal computers and founded text adventure publisher Infocom in 1979
  • 18. PC Gaming G4 Icons – PC Gaming (21:41)
  • 19. 1970s: Home Computer Hobbyists  Earliest home computers were sold as kits and had no operating systems  Hobbyists gathered to discuss home computing  First meeting of the Homebrew Computer Club in Silicon Valley in 1975 inspires Steve Wozniak to design the Apple I 1975: Altair 8800
  • 20. 1970s: Home Computer Hobbyists  Games were distributed through hobbyists groups and magazines such as Creative Computing and Dr Dobb’s Journal of Computer Orthodontia  These publications provided game code that could be typed into a computer and played
  • 21. 1975: Microchess  Written by Peter R. Jennings for the KIM-1  Jennings founded Personal Software to publish to the growing microcomputer market  First computer game to sell 10,000 units, almost exclusively on cassette tape
  • 22. 1977: “Trinity” of First Successful PCs  Apple II, designed by Steve Jobs and Steve Wozniak  Commodore PET, designed by Chuck Peddle  TRS-80, sold by Radio Shack
  • 23. 1979: Sierra On-line  Founded by Ken and Roberta Williams as On-Line Systems  Best known for King’s Quest graphic adventure games, designed by Roberta, which were ground-breaking for its color graphics and third-person perspective  Eventually purchased by Vivendi and Activision Blizzard King’s Quest 1 Walkthrough.
  • 24. 1980: IBM PC  IBM markets low-cost computer in response to the Apple II’s success  PC-DOS operating system created by Bill Gate’s Microsoft  IBM’s agreement allows Microsoft to sell the OS, under the name MS-DOS, to other PC makers  Within a decade, PC “clones” dominate the home computer market
  • 25. 1982: Electronic Arts  Founded by Trip Hawkins  Hawkins established the Producer model of publishing, based on record producers  Hawkins left EA in 1991 to form 3DO and later, Digital Chocolate and If You Can  Currently the third-largest gaming company by revenue, after Activision-Blizzard and Nintendo
  • 26. 1983: Origin Systems  Founded by brothers Richard and Robert Garriott  Best known for Ultima role-playing games designed by Richard under the name Lord British  Other well-known Origin designers included Chris Roberts (Wing Commander) and Warren Spector (System Shock and Deus Ex) Ultima 4 Walkthrough Wing Commander 1 Walkthrough
  • 27. 1984: Commodore 64  Most popular home computer of its day and the best-selling computer model of all time internationally  Advanced graphic and sound capabilities for its time, and utilized the same joystick ports as the Atari 2600  Motto: Computers for the masses, not the classes  Inspired a whole new generation of video game programmers
  • 28. 1985: Atari ST and Commodore Amiga 64  16/32-bit computer based on the Motorolla 68000 CPU with 512K of RAM, a graphical user interface and 3-1/2” microfloppy disks  The Apple Macintosh also arrived at this time but never gained traction as a gaming system
  • 30.  Created by Ron Gilbert and Gary Winnick for Apple II and Commodore 64  First game to use the SCUMM graphical game engine, an improvement on contemporary text parser-based graphical adventure games 1987: Maniac Mansion (Lucasfilm Games) Maniac Mansion Walkthrough
  • 31. 1989: Prince of Persia (Broderbund)  Created by Jordan Mechner for the Apple II  Platform Game that represented a great leap forward in the quality of animation seen in video games Prince of Persia Walkthrough Prince of Persia 2 Design Doc Prince of Persia Tech Doc
  • 32. 1991: Blizzard Entertainment  Founded by Michael Morhaime, Allen Adham and Frank Pearce as Silicon & Synapse  Its first breakthough hit was Warcraft: Orcs & Humans in 1994  Known for the Warcraft, Diablo and Starcraft series  First acquired by Davidson & Associates and later by Vivendi, which merged with Activision in 2008 Michael Monhaime Diablo Walkthrough
  • 33. 1991: Civilization (MicroProse)  One of the most popular strategy games of all time  Lead to several sequels, most recently Civilization V  Designed by Sid Meier and Bruce Shelley Sid Meier
  • 34. 1991: Neverwinter Knights (Strategic Simulations)  First multiplayer online role-playing game to display graphics  Ran from 1991 to 1997 on AOL  Licensed Dungeons & Dragons product  Developed by Don Daglow’s Stormfront Studios
  • 35. 1992: Dune II (Virgin Interactive)  Established the real-time strategy game format that laid the foundation for Command & Conquer, Warcraft and Starcraft  Based on David Lynch’s 1984 movie Dune  Designed by Brett Sperry, Joseph Bostic and Aaron E. Powell of Westwood Studios Dune II Walkthrough
  • 36. 1992: Doom (id Software)  First-person shooter widely regarded as one of the most influential titles in gaming history  Controversial for its graphic violence  Designed by Tom Hall, Sandy Peterson, John Romero, Shawn Green John Romero Doom Walkthrough
  • 37. 1993: Myst (Broderbund)  Graphic adventure game that became the best- selling PC game until The Sims in 2002  Helped drive the adoption of CD-ROM format  Designed and directed by brothers Robyn and Rand Miller of Cyan Myst Walkthrough
  • 38. 1996: Valve Software  Founded by Gabe Newell and Mike Harrington  Known for Half-Life, Counter-Strike and Left 4 Dead series  Created Steam software distribution platform Half-Life Walkthrough
  • 39. 1997: Grand Theft Auto  Developed by DMA Design (now RockStar North) and published by BMG Interactive  First of the enormously successful (and violent) open world action-adventure series  Originally released on Windows in October 1997 and then on PlayStation in December
  • 41. 1998: Snake on Nokia Mobile Phones  Snake was a casual video games that originated in arcades during the late 1970s  Snake became the standard pre-loaded game on Nokia mobile phones in 1998  Soon every major phone brand offered “time killer games” that could be played for very short moments
  • 42. 1999: EverQuest  Developed by Sony's 989 Studios and its early-1999 spin-off Verant Interactive, and published by Sony Online Entertainment (SOE)  Designed by Brad McQuaid, Steve Clover, and Bill Trost  Infamous for its addictive qualities. Many players refer to it as "EverCrack". There has been one well-publicized suicide of an EverQuest user that resulted in his mother founding Online Gamers Anonymous. Everquest Walkthrough
  • 43. 2000: PopCap Games  Advent of Flash created a boom in web-based casual games  Flagship title Bejeweled has sold more than 50 million units  Founded by John Vechey, Brian Fiete and Jason Kapaika  Now owned by Electronic Arts
  • 44. 2000: The Sims (Electronic Arts)  Landmark game allowing players to build a virtual world from the ground up  It became the best-selling game in PC history, displacing Myst  Attracted casual gamers and female gamers (who made up 60% of its players  Designed by Will Wright (creator of SimCity) of Maxis
  • 45. 2004: World of Warcraft (Blizzard)  Legitimized the entire genre of massively multiplayer online games  Perfected the rules and experience of MMOs  Designed by Rob Pardo, Jeff Kaplan, Tom Chilton
  • 46. 2007: Zynga  Known for its line of Facebook social games, especially Farmville (2009)  Founded by Marc Pinkus and others. Don Mattrick is current CEO  Approached $1B in revenue in 2011, surpassing market value of Electronic Arts  Began trading on NASDAQ in 2011. Stock market price has since plummeted
  • 47. 2007: iPhone (Apple)  Fundamentally changed the mobile phone industry by being designed to handle other tasks, such as gaming, beyond communications  App Store becomes digital distribution store for iOS games

Notes de l'éditeur

  1. Alan Mathison Turing (1912 – 1954), was a British mathematician, logician, cryptanalyst, and computer scientist. He was highly influential in the development of computer science, giving a formalisation of the concepts of "algorithm" and "computation" with the Turing machine, which can be considered a model of a general purpose computer. Turing is widely considered to be the father of computer science and artificial intelligence. A Turing machine is a hypothetical device that manipulates symbols on a strip of tape according to a table of rules. Despite its simplicity, a Turing machine can be adapted to simulate the logic of any computer algorithm, and is particularly useful in explaining the functions of a CPU inside a computer.
  2. Nim is an ancient mathematical game of strategy in which two players take turns removing objects from distinct heaps. The normal game is between two players and played with three heaps of any number of objects. The two players alternate taking any number of objects from any single one of the heaps. The goal is to be the last to take an object.
  3. Electronic Delay Storage Automatic Calculator (EDSAC) was an early British computer.[1] The machine, having been inspired by John von Neumann's seminal First Draft of a Report on the EDVAC, was constructed by Maurice Wilkes and his team at the University of Cambridge Mathematical Laboratory in England. The term Von Neumann architecture describes a design architecture for an electronic digital computer with subdivisions of a processing unit consisting of an arithmetic logic unit and processor registers, a control unit containing an instruction register and program counter, a memory to store both data and instructions, external mass storage, and input and output mechanisms EDSAC was the second usefully operational electronic digital stored-program computer.
  4. Higinbotham created Tennis for Two to cure the boredom of visitors to Brookhaven National Laboratory, where he worked.He learned that one of Brookhaven's computers could calculate ballistic missile trajectories and he used this ability to form the game's foundation.
  5. In 1961, a group of students at MIT, including Steve Russell, programmed a game titled Spacewar! on the PDP-1, a new computer at the time. The game pitted two human players against each other, each controlling a spacecraft capable of firing missiles, while a star in the center of the screen created a large hazard for the crafts. The game was eventually distributed with new DEC computers and traded throughout the then-primitive Internet. Spacewar! is credited as the first influential computer game.
  6. Don Daglow wrote the first interactive baseball game, computer baseball, on a DEC PDP-10 mainframe at Pomona College. Players could manage play-by-play strategy for individual games, or simulate an entire season. Daglow went on to team with programmer Eddie Dombrower to design Earl Weaver Baseball, published by Electronic Arts in 1987. Don Daglow is best known for being the creator of early games from several different genres, including pioneering simulation game Utopia for Intellivision in 1981, role-playing game Dungeon in 1975, sports games including the first interactive computer baseball game Baseball in 1971, and the first graphical MMORPG, Neverwinter Nights in 1991. He founded long-standing game developer Stormfront Studios in 1988.
  7. Star Trek was created (probably by Mike Mayfield) on a Sigma 7 minicomputer at University of California. This is the best-known and most widely played of the 1970s Star Trek titles, and was played on a series of small "maps" of galactic sectors printed on paper or on the screen. It was the first major game to be ported across hardware platforms by students. Daglow also wrote a popular Star Trek game for the PDP-10 during 1970–1972, which presented the action as a script spoken by the TV program's characters. A number of other Star Trek themed games were also available via PLATO and DECUS throughout the decade.
  8. Hunt the Wumpus is an early video game, based on a simple hide and seek format featuring a mysterious monster (the Wumpus) that lurks deep inside a network of rooms. It was originally a text-based game written in BASIC. It has since been ported to various programming languages and platforms including graphical versions.
  9. Brand Fortner and others developed Airfight as an educational flight simulator. To make it more interesting, all players shared an airspace flying their choice of military jets, loaded with selected weapons and fuel and to fulfill their desire to shoot down other players' aircraft. Despite mediocre graphics and slow screen refresh, it became a popular game on the PLATO system. Airfight was the inspiration for what became the Microsoft Flight Simulator. The PLATO system was an educational computing environment designed at the University of Illinois and which ran on mainframes made by Control Data Corporation. Games were often exchanged between different PLATO systems.
  10. William Crowther wrote the first modern text adventure game, Adventure (originally called ADVENT, and later Colossal Cave). It was programmed in Fortran for the PDP-10. The player controls the game through simple sentence-like text commands and receives descriptive text as output. The game was later re-created by students on PLATO, so it is one of the few titles that became part of both the PLATO and DEC traditions.
  11. Don Daglow, then a student at Claremont Graduate University, wrote the first role-playing video game on PDP-10 mainframes: Dungeon. The game was an unlicensed implementation of the new tabletop role-playing game Dungeons & Dragons. Although displayed in text, it was the first game to use line of sight graphics, as the top-down dungeon maps showing the areas that the party had seen or could see took into consideration factors such as light or darkness and the differences in vision between species.
  12. Don Daglow, then a student at Claremont Graduate University, wrote the first role-playing video game on PDP-10 mainframes: Dungeon. The game was an unlicensed implementation of the new tabletop role-playing game Dungeons & Dragons. Although displayed in text, it was the first game to use line of sight graphics, as the top-down dungeon maps showing the areas that the party had seen or could see took into consideration factors such as light or darkness and the differences in vision between species.
  13. The writing of the original Zork was started by Dave Lebling, Marc Blank, Tim Anderson, and Bruce Daniels. Unlike Crowther, Daglow and Yob, the Zork team recognized the potential to move these games to the new personal computers and they founded text adventure publisher Infocom in 1979. The company was later sold to Activision.
  14. http://www.hiveworkshop.com/forums/attachments/warcraft-3-world-warcraft-350/69355d1257815732-screenshots-org_in-game1.jpg
  15. http://www.hiveworkshop.com/forums/attachments/warcraft-3-world-warcraft-350/69355d1257815732-screenshots-org_in-game1.jpg
  16. http://www.hiveworkshop.com/forums/attachments/warcraft-3-world-warcraft-350/69355d1257815732-screenshots-org_in-game1.jpg