GAME DESIGN H History of Digital Games i s t o Developments in Art, Design, and Interaction r y The growth of videogame design programs in higher education and explosion of o amateur game development has created a need for a deeper understanding of game f history that addresses not only “when,” but “how” and “why.” Andrew Williams takes D the first step in creating a comprehensive survey on the history of digital games as commercial products and artistic forms in a textbook appropriate for university i g instruction. History of Digital Games adopts a unique approach and scope that traces the interrelated concepts of game design, art and design of input devices from i t the beginnings of coin-operated amusement in the late 1800s to the independent a games of unconventional creators in the present. Rooted in the concept of videogames l as designed objects, Williams investigates the sources that inspired specific game G developers as well as establishing the historical, cultural, economic and technological contexts that helped shape larger design trends. a m Key Features: e • Compiled from dozens of interviews with restorers of antique coin-operated amusements, computer hackers at the dawn of digital games, past and s current industry professionals and influential independent game developers • Full-color images and game screenshots • Interweaves discussion on arcade games, home console games and computer games while highlighting the distinctions of each game context • Designed for ease of reading with helpful headings and in-text explanation of key terms W • Links to online resources illia m About the author: s Andrew Williams, Ph.D., is an assistant professor of Art and Design History at the University of Wisconsin-Stout in Menomonie, Wisconsin. He teaches a variety of graduate and undergraduate courses on digital games, fine art and design history. Williams also established and curated the vintage game collection of the Gaming and Digital Innovation Lab at UW-Stout in addition to maintaining his own catalog of games, game hardware and input devices. 159848 ISBN: 978-1-1388-8555-4 90000 9 781138885554 www.crcpress.com AN A K PETERS BOOK 9781138885554_cover.indd 1 12/7/16 3:07 PM History of Digital Games History of Digital Games Developments in Art, Design and Interaction Andrew Williams CRC Press Taylor & Francis Group 6000 Broken Sound Parkway NW, Suite 300 Boca Raton, FL 33487-2742 © 2017 by Taylor & Francis Group, LLC CRC Press is an imprint of Taylor & Francis Group, an Informa business No claim to original U.S. Government works Printed on acid-free paper Version Date: 20170127 International Standard Book Number-13: 978-1-138-88555-4 (Paperback) 978-1-138-88553-0 (Hardback) This book contains information obtained from authentic and highly regarded sources. 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Identifiers: LCCN 2016035577| ISBN 9781138885554 (pbk. : alk. paper) | ISBN 9781138885530 (hardback : alk. paper) Subjects: LCSH: Video games--Design--History. | Electronic games--Design--History. | Video arcades--History. | Video art--History. Classification: LCC GV1469.3 .W56 2017 | DDC 794.8--dc23 LC record available at https://lccn.loc.gov/2016035577 Visit the Taylor & Francis Web site at http://www.taylorandfrancis.com and the CRC Press Web site at http://www.crcpress.com Contents Preface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xi Acknowledgments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .xiii Author . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .xv Chapter 1 — Mechanical and electromechanical arcade Games (1870–1979) . . . . 1 Arcade Game Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1 The Beginnings of Coin-Operated Amusement . . . . . . . . . . . . . . . . . . . . . . . . . . . .2 Automata and Coin-Op Working Models . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2 Coin-Op Competitive Testers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 Coin-Op Viewers at the Turn of the Century . . . . . . . . . . . . . . . . . . . . . . . . . . .6 A Gathering of Games and Amusements at the Penny Arcade . . . . . . . . . . . . . . .7 Sport-Based Games and the Roots of Digital Game Genres . . . . . . . . . . . . .10 Early Developments in Pinball . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14 A New Emphasis on Art and Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17 The Prohibition of Pinball . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19 Postwar Mechanical and Electromechanical Game Design . . . . . . . . . . . . . . . . .20 Driving and Racing Games after World War II . . . . . . . . . . . . . . . . . . . . . . . .21 Missile-Launching Games in Japan and the United States . . . . . . . . . . . . . . .24 v vi Contents Pinball as a Game of Skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26 The Sunset of Electromechanical Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27 Chapter 2 — Games as experiments (1912–1977) . . . . . . . . . . . . . . . . . . . . . . . . . 29 Electronic Computers and Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29 Early Games in Research and Scientific Demonstration . . . . . . . . . . . . . . . . . . . .30 Chess and Artificial Intelligence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30 Beyond Chess . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32 Turing’s Imitation Game and Artificial Intelligence . . . . . . . . . . . . . . . . . . . .33 Tennis for Two and the Beginning of Entertainment Applications for Computer Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34 The Hacker Ethic and Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36 The Spread and Modification of Spacewar! . . . . . . . . . . . . . . . . . . . . . . . . . . . .37 Computer Networks and Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40 The ARPAnet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .41 Programmed Logic for Automated Teaching Operations and Multiplayer Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .41 Adapting Dungeons & Dragons to PLATO . . . . . . . . . . . . . . . . . . . . . . . . .43 Early 3D and Networked Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49 Into the Commercial Realm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50 Chapter 3 — early Commercialized Digital Games (1971–1977) . . . . . . . . . . . . . . . 51 New Technology in the Consumer Market . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51 Approaches to Commercialized Digital Games . . . . . . . . . . . . . . . . . . . . . . . . . . .51 Monetizing Spacewar! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52 The Magnavox Odyssey and Divided Game Space . . . . . . . . . . . . . . . . . . . . .55 Pong and Variations on Ball and Paddle Game Design . . . . . . . . . . . . . . . . .58 Late Ball and Paddle Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .60 Adapting Electromechanical Games to the Digital Arcade . . . . . . . . . . . . . . . . .62 Racing Games in the Early Digital Arcade . . . . . . . . . . . . . . . . . . . . . . . . . . . .63 Early Variants of Maze and Shooting Games . . . . . . . . . . . . . . . . . . . . . . . . . .67 Dedicated Consoles in the Home and Signs of Trouble . . . . . . . . . . . . . . . . .68 Chapter 4 — the Golden age arcade (1978–1984) . . . . . . . . . . . . . . . . . . . . . . . . . 71 The Golden Age Arcade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .71 Tendencies and New Concepts in the Golden Age . . . . . . . . . . . . . . . . . . . . . . . . .72 Shooting and Shoot ’em Ups in the Golden Age . . . . . . . . . . . . . . . . . . . . . . .73 Other Directions in Shooter Design, Input, and Theme . . . . . . . . . . . . . .76 Stronger Characters and Narrative in Arcade Games . . . . . . . . . . . . . . . . . . .79 Contents vii Laserdiscs, Narrative, and Gameplay . . . . . . . . . . . . . . . . . . . . . . . . . . . . .84 Eclectic Approaches to Arcade Game Design . . . . . . . . . . . . . . . . . . . . . . . . .85 The End of the Golden Age Arcade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89 Chapter 5 — Cartridges and home Consoles (1976–1984) . . . . . . . . . . . . . . . . . . . 91 The Second Generation of Home Consoles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .91 Atari and the VCS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .92 Game Design for the VCS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .93 Changes at Atari . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .94 Competition in the Home Market . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95 The Emergence of Third-Party Developers . . . . . . . . . . . . . . . . . . . . . . . . . . . .95 Mattel and Coleco Enter the Console Market . . . . . . . . . . . . . . . . . . . . . . . . .97 Beyond the Arcade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .99 Adding Content to Home Console Games . . . . . . . . . . . . . . . . . . . . . . . . . . . .99 Altering Time in Home Console Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100 Adventure and Exploration in Console Games . . . . . . . . . . . . . . . . . . . .101 Resource Management Games on Home Consoles . . . . . . . . . . . . . . . . .106 Sports Games for the Home . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .107 The North American Console Crash . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .108 Other Factors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110 Fallout of the Crash . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110 Chapter 6 — home Computers (1977–1995) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113 The Microcomputer Revolution . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .113 Computer Games of the Late 1970s and Early 1980s . . . . . . . . . . . . . . . . . . . . . .114 From Text to Graphic Adventure Games . . . . . . . . . . . . . . . . . . . . . . . . . . . .116 Early Computer Role-Playing Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120 Other Directions in CRPGs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .122 Flight and Vehicle Simulations on Computers . . . . . . . . . . . . . . . . . . . . . . . .123 Visuals and Action-Adventure Games for Computers . . . . . . . . . . . . . . . . .128 The Mouse and Computer Games of the Later 1980s and 1990s . . . . . . . . . . . .129 Later Role-Playing Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .130 Developing the Point-and-Click Adventure . . . . . . . . . . . . . . . . . . . . . . . . . .131 Management and Strategy Games in the Late 1980s and Early 1990s . . . .135 Synthesis and Development of the RTS Game . . . . . . . . . . . . . . . . . . . . . . . .137 Chapter 7 — Japan, 2D Game Design and the rebirth of Consoles (1983–1995) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .141 Japanese Games and Game Companies in the Early 1980s . . . . . . . . . . . . . . . .141 2D Game Design Trends after the Golden Age Arcade . . . . . . . . . . . . . . . . . . . .142 viii Contents Pseudo-3D in Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .142 Side-Scrolling Action and the Beat ’em Up . . . . . . . . . . . . . . . . . . . . . . . . . . .143 The Head-to-Head Fighting Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .145 Western Responses to the Head-to-Head Fighting Game . . . . . . . . . . . . . .148 Japanese Companies Transition to the Home . . . . . . . . . . . . . . . . . . . . . . . . . . . .149 Stabilizing and Controlling the Console Market . . . . . . . . . . . . . . . . . . . . . .151 Establishing Nintendo’s Franchises . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .152 Super Mario Bros . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .152 The Legend of Zelda . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .154 Computer Games and the JRPG on the Famicom/NES . . . . . . . . . . . . . . . .157 Sega Joins the Console Market . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .159 16-Bit Consoles, Marketing, and Game Design . . . . . . . . . . . . . . . . . . . . . . . . . .159 New Contenders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .160 New Platformers for New Consoles and Intensified Competition . . . . . . . .161 Chapter 8 — early 3D and the Multimedia Boom (1989–1996) . . . . . . . . . . . . . . . 165 Two Paths to Realism: Multimedia Imagery and Real-Time 3D . . . . . . . . . . . .165 CD-ROMs and Photo-Realism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .166 Interactive Film and Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .166 Puzzle Games in the Era of Multimedia . . . . . . . . . . . . . . . . . . . . . . . . . . . . .168 Real-Time 3D and Spatial Realism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .171 Early Commercialized Virtual Reality . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .171 Simulators in Arcades Spawn a 3D Revolution . . . . . . . . . . . . . . . . . . . . . . .175 Adapting Home Consoles to a 3D Context . . . . . . . . . . . . . . . . . . . . . . . . . . .177 Combining 2D Images with Real-Time 3D in PC Games . . . . . . . . . . . . . .179 The Influence of id Software . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .180 The Triumph of Real-Time 3D in Games . . . . . . . . . . . . . . . . . . . . . . . . .184 Chapter 9 — Contemporary Game Design (1996–present) . . . . . . . . . . . . . . . . . . 185 New Hardware for Real-Time 3D Gaming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .185 3D Game Design in the Late 1990s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .186 Platforming and Adventure Games in Full 3D . . . . . . . . . . . . . . . . . . . . . . .186 First Person in Full 3D . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .189 Hybrid First-Person Shooter/Role-Playing Games at the Turn of the Millennium . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .193 Looking Glass Studios and Its Offshoots . . . . . . . . . . . . . . . . . . . . . . . . .193 Cinematic Perspectives at the Turn of the Millennium . . . . . . . . . . . . . . . .195 Games and Game Design in the New Millennium . . . . . . . . . . . . . . . . . . . . . . .198 Changes in the Industry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .198 Contents ix New Consoles and the Maturing of Games in the 2000s . . . . . . . . . . . . . . .199 Sega’s Exit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .199 Microsoft’s Entry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .200 The Proliferation of Open World Gameplay . . . . . . . . . . . . . . . . . . . . . . . . . .202 Reducing Load Times on Consoles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .203 The Emergence of Casual and Mobile Games . . . . . . . . . . . . . . . . . . . . . . . .203 Digital Distribution in the 2000s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .206 Casual Games and Digital Distribution . . . . . . . . . . . . . . . . . . . . . . . . . .208 Game Visuals and Gameplay Aesthetics in the 2000s and Beyond . . . . . .209 Realism in Surfaces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .210 Film-Like Gameplay in the 2000s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .212 Criticism and Backlash against the Industry . . . . . . . . . . . . . . . . . . . . . .214 Chapter 10 — Independent Games (1997–present) . . . . . . . . . . . . . . . . . . . . . . . 215 The Scratchware Manifesto and Dimensions of “Indie” . . . . . . . . . . . . . . . . . . .215 The Early Independent Game Scene . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .216 Success with Shareware . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .216 Flash and 2D Freeware Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .218 Flash and Struggles for Legitimacy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .218 Japan’s Doujin Soft and Freeware Scene . . . . . . . . . . . . . . . . . . . . . . . . . .221 Freeware Experiments with Games and Art . . . . . . . . . . . . . . . . . . . . . .223 The Mainstream Breakout of Independent Games . . . . . . . . . . . . . . . . . . . . . . .226 Steam and Independent Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .227 Console Manufacturers Pursue Independent Developers . . . . . . . . . . . . . .229 Success beyond “Games” . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .234 Creative Sandboxes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .234 Narrative Exploration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .235 Meeting Challenges in the Contemporary . . . . . . . . . . . . . . . . . . . . . . . . . . .237 Bibliography . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .239 Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .243
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