We live in the future. The future that was shown in classic now
sci-fi movies, future that was only a strange fantasy to our
grandparents. Well, we still don’t have flying cars and personal robots,
but we have 3d movies, rover on Mars and computers that can be fitted
into a pocket. However, what have changed in the game industry? What are
the differences between 80’s, 90’s and now?
The main difference
made the influence of the Internet. Apart from big, official news
portals, many games have their own fan pages where one can find game
related articles and tips. In many cases, they also offer mods – usually
fan-made game modifications that introduce changes to already installed
game. It can be small addition such as a new weapon, character or big
as an entire new world. Game developers make creating mods easier by
adding creation tools to original games and it often pays off with game
popularity.
Another difference regarding the Internet is playing
games itself. MMORPGs, like World of Warcraft, engage millions of
players spending many hours in virtual worlds every day. People love to
play with their friends, so no wonder that social portals like Facebook
and MySpace offer their own games. Most of them are free to play,
although, they tempt players to buy additional points or items. The most
popular of them is FarmVille, which has over 70 million active users
worldwide.
The first console that allowed players to play on-line
was Dreamcast. Released in 1998 by SEGA, it was the first entry into
the sixth generation of video game consoles. It was followed by Sony
PlayStation2, which enabled not only playing new games but also old PS1
games and DVDs. One year later Nintendo released GameCube – their first
disc-based console. In spite of generally positive comments it was
criticised for its silly design and lacking the mature games.
In
2001, Microsoft entered the console market with the Xbox – device that
used much PC technology. Microsoft sold Xbox console with quite a loss
and at the same time scooping money from games. The most significant
one, which decided about Xbox success, was Bungie Studio's Halo: Combat
Evolved. It was the first of the series that became one of the most
successful console shooters of all time. Another influential game
released in 2001 was GTA III. It contributed to popularization of open
world games where players could decide where they want to go. Also,
mobile games become more and more popular since early 2000s.
The
seventh generation started in 2004 with Nintendo DS and PlayStation
Portable handheld consoles. In 2005, Microsoft released Xbox 360
followed by Sony’s PlayStation 3 a year later. Both were characterized
by great graphic, large hard disc-based secondary storage and Internet
connection. Still, PlayStation was more expensive as it came with Wi-Fi
and Blu-ray disc. Nintendo decided to go in different direction and
released Wii – motion controlled console with lower-definition graphic.
Although Wii was underestimated by hard-core gamers, it became the
fastest selling console in most of the world's gaming markets.
It’s
hard to guess how game industry is going to look in the next 10-20
years, but we can be sure that it’s going to be exciting.
11/29/2012
A history of computer games part two: 1980s - 1990s
In 1978 Tatio released Space
Invaders which is accredited
as an initiator of the golden age of video games. Its success inspired
many other manufactures to create new titles (often clones of already popular
games), one of them was legendary Pac-Man. Video gaming was established as a
mainstream hobby, arcade machines could have been found on every corner and revenue
generated by them was enormous. Video games' golden age lasted up to 1986.
Another important thing that
occurred in 80' was severe video game crash. I would call it an irony of fate
as it was, in a way, caused by success of games: they became more and more
popular, manufactures saw the potential profit in games industry so they
quickly produced lots of low quality, poorly designed games. That made
customers lose their confidence, so they stopped buying them and that led to bankruptcy
of several video games companies.
Among most significant of
those cheesy games were movie-inspired E.T. and Pac-Man version for the Atari
2600 console. Atari rushed them to be released for the holiday season and
expected to be bestsellers. In the reality, they turned out to be financial
flops, and now they are believed to be responsible for Atari bankruptcy. Also,
E.T. is considered to be one of the worst video games ever.
The video game industry was
revitalized in 1985 by Nintendo. Their new console Nintendo Entertainment
System (NES) became huge success instantly, mostly because of a quick
recognition of the Italian-plumber-eating-mushrooms-and-saving-princess-game
Super Mario Bros. NES was the first third-generation video game console and was
characterized by 8-bit graphic and gamepad in place of joystick.
Another worth to mention fact
about 80's is the spring of new game genres: action-adventure, role-playing
video games, beat 'em up, real-time strategy, survival horror just to name a
few. Game franchises such as The Legend of Zelda, Prince of Persia, Final
Fantasy, Street Fighter were initiated at the time and nowadays, they are still
significant and popular. In addition, the release of Game Boy in 1989 made handheld
gaming more popular.
One of the most important
developments in games' history of 90's was introduction of 3d graphic, which made
them a bit closer to what we know them as today. 3d technology gave rise to
some genres such as first-person shooter and real-time strategy. Multi-User
Dungeons (MUD) games gained popularity in 90's as well. Typically, they were
text-based computer equivalents of Dungeons & Dragons kind of games and can
be called the ancestors of MMORPG games, such as World of Warcraft.
The interesting thing about
gaming in early 90's was shareware distribution - people could have, for small amount
of money, bought and tried trial versions of games before purchasing them. At first,
they were sold on floppy discs but as games became more advanced and space
consuming, they were replaced by free CD demos distributed with magazines and
over the Internet.
People started to prefer
enjoying games on comfy sofas at homes over stuffy bars and crowded shopping centres.
In that way, home consoles became more common and little by little started displacing
arcade games. One of new consoles was Sega's Mega Drive which at a fast rate,
thanks to releasing Sonic the Hedgehog game, it gained mainstream popularity.
Sonic quickly became as popular as Nintendo's Mario did. Three years later, in
1994, Sony introduced to the world their 32-bit, fifth-generation video game
console - PlayStation.
The last thing about late
90's I want to mention in this post is the introduction of mobile gaming. I believe
it's quite significant as nowadays it's the most common form of gaming. The
first played on phone game was 1998 Nokia's Snake.
11/19/2012
Catch up
It's my eighth week at the uni so I guess it's good time to write some thoughts on the course and share my experience. I wanted to write that kind of post a few weeks ago, but I felt it was too early; I preferred to wait and have a closer look at the course from wider perspective. Also, as English is not my first language I feel a bit intimidated when it comes to writing so I was putting it off...
Till now my biggest (and in a way most obvious) progress regards 3d modelling. I felt quite worried about modelling because I didn’t use any 3d software before the course but now, after 2 months, I do things that look like an actual (cheap) game asset and I feel I'm on the right way. Long way.
I would not call it easy, but even the new projects are getting more complex and complicated, the things that we learned at the beginning became easier and more natural, so I guess the thing is to keep practicing.
My second biggest improvement is in the place where 2d meets 3d - sketching from life. My pieces of work may not look better in terms of mark making but I can tell the difference in a way I approach drawing. Now, as I've got better understanding of perspective, I almost subconsciously draw horizon line and try to fit everything in. Also, thanks to working with 3ds Max, breaking objects to simple shapes became much easier which makes drawings more accurate.
In spite of lack of any progress, in any way at all, I like Critical Game Studies the most. No, not because I can sit and literally do nothing for an hour, in comparison to freezing my butt off for 6 hours in Bradgate Park. No. The reason for that is that it keeps reminding me why I'm on this course, why it is right course for me and it makes other two modules more coherent. I just need to start uploading this blog more often...
10/30/2012
A history of computer games part one: 1950s - 1970s
Video games conquer the world. It's not a secret. The list of platforms one can use to play games expands rapidly; games can be found on every mobile phone, tablet device and even on TV’s teletext. Hardcore fans queue for hours outside the stores, just to be sure they get their hands on newly released games and individuals like me spend enormous amount of money and effort to get into game industry. But when has it started? What was the first computer game ever?
Well... It's a matter of an argument as people have different opinions on what can be called an actual computer game. However, the year 1952 was certainly a significant milestone in history of computer gaming. In this year A.S. Douglas wrote his PhD degree at the University of Cambridge on Human-Computer interaction and in order to demonstrate his thesis he created OXO which was a graphical version of tic-tac-toe in which one played against the computer.
The next important date is year 1958. At that time William Higinbotham, an American physicist, used Brookhaven National Laboratory oscilloscope to create game called Tennis for Two. As the name indicates it was multi-player game in which each player’s aim was - like in real life - play ball over the net, using - unlike in real life - box-shaped ancestor of gamepad. As opposed to OXO, Tennis for Two was exposed to wider audience by being an open house exhibit at Brookhaven national laboratory. Still, its audience was relatively small in comparison to the audience of the next, distributed with new DEC computers and traded throughout the Internet game - Spacewar!. It was created by group of MIT students led by Steve Russell.
Imagine two spaceships firing photon torpedoes on each other while fighting with sun gravity... sounds epic, isn't it? In the reality it looked something like that:
Nonetheless, I'm sure that in 1962 it was epic. After all that was first sci-fi computer game ever! Apart from being great invention itself, it inspired other computer programmers to make next step toward creating computer games we know today. One of them was Nolan Bushnell.
In 1971 Nolan Bushnell in collaboration with Ted Dabney created their own version of Spacewar! - Computer Space which was the first arcade game in history. Although commercial flop of 1,500 coin-operated Computer Space machines, Bushnell did not stop to believe in computer games potential. He thought that the reason of the failure was the overcomplicated control system, so one year later he founded Atari, Inc. and released another, much simpler, arcade game - PONG. It turned out to be a huge success, as over 19,000 machines were sold and many imitations were created making video games more and more popular.
The last big innovations of 70', which are worth to mention, were home video game consoles. The first one was Odyssey created by Ralph Baer and his associates and released by Magnavox. 100,000 copies were sold just in one year which indicated bright future of virtual gaming.
Obviously these are only a few inventions that initiated game history, but in my opinion they are the most significant.
Links:
http://www.designboom.com/eng/education/pong2.html
http://www.pong-story.com/
http://en.wikipedia.org/wiki/History_of_video_games
The next important date is year 1958. At that time William Higinbotham, an American physicist, used Brookhaven National Laboratory oscilloscope to create game called Tennis for Two. As the name indicates it was multi-player game in which each player’s aim was - like in real life - play ball over the net, using - unlike in real life - box-shaped ancestor of gamepad. As opposed to OXO, Tennis for Two was exposed to wider audience by being an open house exhibit at Brookhaven national laboratory. Still, its audience was relatively small in comparison to the audience of the next, distributed with new DEC computers and traded throughout the Internet game - Spacewar!. It was created by group of MIT students led by Steve Russell.
Imagine two spaceships firing photon torpedoes on each other while fighting with sun gravity... sounds epic, isn't it? In the reality it looked something like that:
Nonetheless, I'm sure that in 1962 it was epic. After all that was first sci-fi computer game ever! Apart from being great invention itself, it inspired other computer programmers to make next step toward creating computer games we know today. One of them was Nolan Bushnell.
In 1971 Nolan Bushnell in collaboration with Ted Dabney created their own version of Spacewar! - Computer Space which was the first arcade game in history. Although commercial flop of 1,500 coin-operated Computer Space machines, Bushnell did not stop to believe in computer games potential. He thought that the reason of the failure was the overcomplicated control system, so one year later he founded Atari, Inc. and released another, much simpler, arcade game - PONG. It turned out to be a huge success, as over 19,000 machines were sold and many imitations were created making video games more and more popular.
The last big innovations of 70', which are worth to mention, were home video game consoles. The first one was Odyssey created by Ralph Baer and his associates and released by Magnavox. 100,000 copies were sold just in one year which indicated bright future of virtual gaming.
Obviously these are only a few inventions that initiated game history, but in my opinion they are the most significant.
Links:
http://www.designboom.com/eng/education/pong2.html
http://www.pong-story.com/
http://en.wikipedia.org/wiki/History_of_video_games
10/16/2012
Hello,
My name is Karol. Yes, I can assure you that there where I come from it's a male name. So, where am I from? I was born, raised and spent most of my life in Poland. However, three years ago, for many different reasons, one of which was a desire to study abroad, I decided to move to the UK. Now, after three years of living in Milton Keynes, where I was working and trying to improve my English, I moved to Leicester to undertake the study of Game Art Design at De Montfort University.
Why this particular course?
Well... first of all I have to confess that I'm not a big gamer. I'd rather call myself a casual gamer. I enjoy games, but don't spend entire nights on playing them, I don't look forward for any specific titles to be released, I've never played Halo, World of Warcraft and many others... But I've always admired them and people who created those fantastic worlds and creatures that inhabit them. And since I was a child I have known that this is what I want to do in my life - I want to draw monsters for money. My dream became closer to reality when I learned that there is a course, accredited by Creative Skillset, which really helps people to get into the industry. I signed for the course straightaway even though I’ve never had any opportunity to be a part of art schools and haven’t had any formal art education. When I got the place I started to believe that if I am stubborn and work hard enough, some day I will make my dream come true.
Drawing, drawing, drawing.. but what else?
Movies have always been among my interests. Since I can remember I have been watching everything that contains robots/spaceships/dragons/aliens/mutants... Now, when I think about it, it makes me a little bit concerned that when my peers where watching Pokémon I was allowed to watch movies like Aliens and Terminator... However I appreciate that because movies like these had magnificent influence on my imagination, creativity and helped me to build my visual library. Still, my interests don't only focus on watching films - I love watching how they are being made. I buy extended DVD versions to watch videos from sets, listen directors' commentary and I collect art books to check how particular designs were developed. Apart from drawing and watching movies I enjoy reading. On my bookshelves you can find books written by J.R.R. Tolkien, Brandon Sanderson, Neil Gaiman and my favourite Philip K. Dick (movies such as Blade Runner, Minority Report and Total Recall were based on his books!).
That's enough about pleasures, now I have to focus on work!
What are my ambitions for this course? I want to improve my drawing skills and learn how to efficiently use 3d software. As a person who has never used a 3d asset before I guess it would be reasonable to focus on that second bit, still, I don't even think about neglecting 2d. After all, my dream job would be drawing monsters.
My name is Karol. Yes, I can assure you that there where I come from it's a male name. So, where am I from? I was born, raised and spent most of my life in Poland. However, three years ago, for many different reasons, one of which was a desire to study abroad, I decided to move to the UK. Now, after three years of living in Milton Keynes, where I was working and trying to improve my English, I moved to Leicester to undertake the study of Game Art Design at De Montfort University.
Why this particular course?
Well... first of all I have to confess that I'm not a big gamer. I'd rather call myself a casual gamer. I enjoy games, but don't spend entire nights on playing them, I don't look forward for any specific titles to be released, I've never played Halo, World of Warcraft and many others... But I've always admired them and people who created those fantastic worlds and creatures that inhabit them. And since I was a child I have known that this is what I want to do in my life - I want to draw monsters for money. My dream became closer to reality when I learned that there is a course, accredited by Creative Skillset, which really helps people to get into the industry. I signed for the course straightaway even though I’ve never had any opportunity to be a part of art schools and haven’t had any formal art education. When I got the place I started to believe that if I am stubborn and work hard enough, some day I will make my dream come true.
Drawing, drawing, drawing.. but what else?
Movies have always been among my interests. Since I can remember I have been watching everything that contains robots/spaceships/dragons/aliens/mutants... Now, when I think about it, it makes me a little bit concerned that when my peers where watching Pokémon I was allowed to watch movies like Aliens and Terminator... However I appreciate that because movies like these had magnificent influence on my imagination, creativity and helped me to build my visual library. Still, my interests don't only focus on watching films - I love watching how they are being made. I buy extended DVD versions to watch videos from sets, listen directors' commentary and I collect art books to check how particular designs were developed. Apart from drawing and watching movies I enjoy reading. On my bookshelves you can find books written by J.R.R. Tolkien, Brandon Sanderson, Neil Gaiman and my favourite Philip K. Dick (movies such as Blade Runner, Minority Report and Total Recall were based on his books!).
That's enough about pleasures, now I have to focus on work!
What are my ambitions for this course? I want to improve my drawing skills and learn how to efficiently use 3d software. As a person who has never used a 3d asset before I guess it would be reasonable to focus on that second bit, still, I don't even think about neglecting 2d. After all, my dream job would be drawing monsters.
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