Showing posts with label history. Show all posts
Showing posts with label history. Show all posts

Sunday, January 16, 2011

What Are the Origins of Video Games?

With the Sony Playstation 3, Microsoft Xbox 360, and Nintendo Wii consoles for playing games on your TV, and the new and impressive changes being made to computer games and computer hardware, we lose track of video game origins.  The first video game, computer game, and video game console were the first of the games and consoles we view as commonplace today.  Here is a brief set of "firsts" for the video gaming world:

The first video game:  The first true recorded video game was a game called Tennis for Two (which later evolved into Pong).  It was a tennis-style sports game created in 1958 by William Higinbotham, and actually used a monochrome oscilloscope as it's display!  Higinbotham designed the game with two control boxes with knobs so each player could control their in-game paddles located on the sides of the oscilloscope.  The control also included a button to serve the ball.  The true technical marvel used in Tennis For Two utilized a simple analog computer to display the "tennis ball" as a blip of light on the oscilloscope's screen, and to calculate the ball's trajectory.
The first computer game: Three men named Steve Russel, Alan Kotok, and Peter Sampson, all students at MIT, created the first computer game called Spacewar! in 1962.  It was a combat game which took place in space, where the players fought each other in their own spaceships.  It was built on the DEC (Digital Equipment Corporation) PDP-1 computer and featured a moving background, non-player obstacles, and synthesized music.
The first video game console (television gaming apparatus): was the Brown Box invented by Ralph Baer in 1968.  Millions of TVs existed in the United States in the late 1960’s, but they were only used for viewing radio broadcasts.  Ralph Baer determined that he could create a gaming apparatus that could be hooked up to the televisions and allow people to play interactive games with a piece of hardware using their televisions as video displays.  The design was ultimately purchased by a company called Magnavox, which bought the concept device from him, fine-tuned it, and made it into the first commercially sold video game console: the Magnavox Odyssey, in 1972.  Among the first game options were a light-rifle shooting game, a baseball game, a volleyball game, and a racing game.  Other educational options--though not "games" in their definitive sense--were available as well, such as an interactive US States study map.

Source: Supercade- A Visual History of the Videogame Age 1971-1984 (Van Burnham)
(Available on Amazon) 

What is a (Video) Game?

Defining a video game is relatively simple: a video game is simply an electronic version of a game that generates its visual feedback on a video monitor.  This leads to the more important and abstract question then: “what is a game?”  Knowing the answer to this question forms the core understanding of games structures and essence.  After learning this, you will better understand any game you have played and will ever play at any time in your entire life.  

Difficulty arises when trying to form a distinction to how games are different from every other facet of life.  What purpose should games fulfill that other life activities may not?  

In 1950, a dutch historian by the name of Johan Huizinga gave the first good definition of a game.  The definition could be roughly summed up to describe a game as a “magic circle”, where the player engages in an activity with its own rules and expectations, that stands outside ”ordinary” life, and is ”not serious” but at the same time absorbs the player.  This first genuine attempt to define a game fell short though as too many potential overlaps with "real life" activities that are not games could be made (example: taking a final exam in a University could be taken as a “game” by his definition).  Many other attempts at definitions arose throughout the next fifty years by many people who defined certain aspects of games, such as that they were a psychological escape from every-day-life, as well as four main classifications of games.  However, no definitions made clear what differentiated a game from the rest of every-day-life activities.  Finally in 2003, a man by the name of Jesper Juul analyzed many of the academic papers on games, and published his own paper which summed up the 6 essential qualities needed for a game to be considered a true "game":
  1. Fixed Rules - A game needs a fixed set of rules to be a baseline for every player to play against.
  2. Variable and Quantifiable Outcome - The game must provide different possible outcomes.  The goal/outcome must also be well defined.
  3. Valorization of the Outcome - Some possible outcomes of the game are better than others.  
  4. Player Effort - The game must be challenging and it must allow the player to interact with and change the outcome based on their decisions.
  5. Attachment of the Player to the Outcome - The player must care about specific aspects of the outcome.
  6. Negotiable Consequences - The player must have the option to lose or leave the game at any time, as well as having the option to opt-out of any real life consequences (so losing the game will have no financial or physical impact on the player's real life).
Combining these definitions, we can finally describe a game as:
"A fixed set of rules determining a valorized and variable outcome, which the player is attached to and has to work towards, but has negotiable consequences."


And as stated initially, a video game is simply a game that uses a video monitor for its output.


Jesper Juul’s full paper can be found here: http://www.jesperjuul.net/text/gameplayerworld/