Unit 15 - LO1

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Unit 15 - Computer Game Technologies
and Platforms
L/600/6610
LO1 - Understand Game Platform Types
Learning Outcome
(LO)
The learner will:
Pass
The assessment criteria are
the pass requirements for this
unit.
The learner can:
Merit
For merit the evidence
must show that, in
addition to the pass
criteria, the learner is
able to:
Distinction
For distinction the evidence
must show that, in addition
to the pass and merit
criteria, the learner is able
to:
1
Understand game
platform types
P1
Describe game platform
types with some
appropriate use of
subject terminology
M1 - Describe how
computer games
platform types have
developed over time
D1 - Explore potential
future gaming platform
types
2
Understand
hardware
technologies for
game platforms
P2
Describe hardware
technologies for game
platforms with some
appropriate use of
subject terminology
M2 - Describe mobile
technologies for game
platforms
D2 - Evaluate the suitability
of mobile technologies for
game play
3
Understand
software
technologies for
game platforms
P3
Describe software
technologies for game
platforms expressing
ideas with some
appropriate use of
subject terminology
M3 - Discuss the
different software
technologies for multiple
platform usage
D3 - Justify the choice of
platform on which to run an
identified software
technology
4
Be able to connect
and configure
platforms and
devices to enable
gameplay
P4
Apply techniques to
connect and configure
platforms and devices
with some assistance
M4 - Explain the
different connection
types for multiplayer
gaming
D4 - Justify how the
connection types are
appropriate for the different
multiplayer gaming
experiences
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Assessment Criteria P1
Learners must create detailed evidence on the different types of game
platforms available which could be in the form of a report or presentation.
They will need to describe the different game platforms available using
appropriate terminology. They will need to look at all the game platforms
identified in the teaching content for learning outcome 1.
Assessment Criteria M1
For merit criterion M1 learners will need to research the history of
computer games platforms, it would be expected they research multiple
platforms and look how the platform types have developed over time. This
may be included as a clear and additional section in the original evidence
on current platforms P1.
Assessment Criteria D1
For distinction criterion D1 learners will need to show they have
explored/researched in some detail any potential for future gaming
platforms types in the market place. This may be included in the original
evidence as a clearly separate section or as a separate report. This may be
ideas that the learner has for developments or platforms that have been
suggested as being in development by the leading gaming organisations.
Scenario
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Scenario
The learners could be taught the different types of platforms
available (Arcade, Consoles, PC, Mobile, Television etc) and
investigate the different features and limitations of each platform
as small groups. If each group is given a separate area of
research, they can then report back and explain to the wider
group allowing more depth of research than individual working.
The learners should then research the historical development of
the different game platforms and experience of playing some
different platform including historical games will give a good
insight to the development to the features and any limitations.
Groups discussions on the limitations may be initially obvious but
learners should identify how the initial technologies have been
improved and expanded to the current technologies.
The learner will need to investigate emerging technologies and
advances in technology for each platform type and how potential
future platforms may further improve the gamin experiences.
Group research and discussions will open ideas as to
developments and ideas as to the scope.
Criteria
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The beginnings of the gaming market go back over 35 years with claims of computer
games going back further still. Some claim Space Wars as the first game or Tic-Tac-Toe.
Others claim Pong was the first introduced by Trip Hawkins to the public in the mid
seventies. This was when games were first introduced to a mass audience.
Console
Handheld
Atari VCS vs Collecovision
Game and Watch
What is commonly accepted is that games
have generations, every three to four years we
have the next generation of consoles or
handhelds that surpasses the previous and
the competition between manufacturers has
brought about change and progression. From
the list on the left there are numerous
consoles that did not make it that cannot be
discounted from the lists, Jaguar, Saturn, BBC
micro, Neo Geo, PC Engine, QL, CD32, Nomad,
Binatone, Lynx etc. Even Nintendo had games
machines that did not make it like Virtual Boy.
When the NES reached it’s peak in America,
20% of homes had one. This was considered
shocking at the time. Now it is rare for a home
not to have a console of some kind.
Sinclair ZX81 vs. Commodore Vic
20
Commodore 64 vs. ZX Spectrum
NES vs. Master System
Gameboy
SNES vs. Megadrive
Atari vs. Amiga
Playstation vs. Nintendo 64 vs.
Dreamcast
Gameboy Advance
Xbox vs. Playstation 2 vs.
Nintendo Cube
DS vs. PSP
Xbox 360 vs. Playstation 3 vs. Wii
iPhone, iPad and
Android
Xbox One vs. Playstation 4 vs.
WiiU
Vita, DSi, iPhone
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And along with the console wars comes the development of the games. Games are like
musicians, we believe they are the best that is around ever and then three months later we
forget who they are. When Pong came out it was revolutionary, two white lines, one white ball
and that was it. Levels meant speed. Pacman is the most quoted game to the point where
Google put a version as their banner and had to remove it because of the number of lost work
hours.
There are classics in the gaming world like there are musicians whose careers lasted longer than
an album or two. Kong, Mario, Doom, Zork, Sonic, Tetris, COD, WOW, Angry Birds, these are
games that have a history, they are quoted as milestones, blamed for problems, compared to as
golden ages, but there is always a potential for something better, something more popular. We
rave about the newest game app until something else comes along.
Along with the games, there are the gaming companies, Atari was king, until new machines
meant new game styles. In Britain Imagine because EA. Nintendo still make their own games but
Sega stopped hardware production, Squaresoft are not allowed to release a game in Japan on a
week day, and more money is spent on marketing certain games than production costs
combined.
Gone are the days when one could make a game in your bedroom in a few weeks of coding, now
games can take years to develop. But popular apps like Draw Something sold more than all 30
apps the company made before hand combined. The ability to create an App and make millions
is still here, the programs like App Inventor are free.
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Assessment
Development of most video games is undertaken by a developer,
which may be a single person or a large business.
 Typically, large-scale commercial games are created by
development teams within a company specialising in computer
or console games
 A typical modern video game can cost from £750,000 to over
£15,000,000 to develop
 Development is normally funded by a publisher
 A contemporary game can take from one to three years to
develop, though there are exceptions, sometimes known as
vapourware
 One famous example is Duke Nukem Forever which has been in
development since 1996, with an original release in 1998 and
Elite, due for a remake since 1981.
P1.1 - Task 01 – Introduce the history of the Gaming industry with
examples from the various generations.
Background History
and Age of Sector
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Developments
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Present
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For a long period of time it was the Arcades that drove the quality and
demand for gaming forward. They had three unique selling points that made
them attractive to the customer, multiplayer, atmosphere and gadgets. For
twenty years they also had the graphical quality.
Arcade machines use a technology called Jamma Boards, Mame software and
Sega, the loading speed was much quicker. re installed on processor chips
directly onto a Jamma Board and placed inside an arcade cabinet. Because
the chip was direct, like cartridges on a Nintendo. A CRT monitor was
sunken into the cabinet. The cabinets were then decorated to add appeal.
Flattened cabinets like Pong and Space Invaders came in later where the
player sat overlooking the screen against a second player at the other side.
The first public Game cabinet, Pong, created by Trip Hawkins, broke after
three hours when the coin slot and tray was so filled with money it could not
accept any more.
Throughout the late seventies and through the eighties Arcade machines
had this appeal, the quality of games improved graphically and the level of
interaction became more exaggerated. Classics such as Pacman, Centipede,
Star Wars, Operation Wolf, Street Fighter, King of the Fighters and Kong all
had their beginnings in the Arcades. Now the technology looks dated but
Arcades still exist.
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Multiplayer – The first Multiplayer console games did not come into play
until 1977 when Arcades had them from 1971 with Galaxy or 1972 with
Pong. Games like h2Overdrive allowed 4 players in driving seats to
compete against each other. The later Street Fighter Cabinets allowed
the two users to stand in a raised ring above a crowd and fight on a big
screen. It was the new online play at the time, the equivalent of boxing
rings while parents played with sot machines, crane grabs and coin
drops.
Atmosphere – Arcades were the shopping malls of the 70’s. It was where
teenagers used to go, the smell, the crowds, the prestige of having your
name on the scoreboard for eternity, the audience participation and the
noises. They appeared in films, Terminator, War Games, Tron, they were
regulated and protected spaces and they were huge money spinners.
The art work on the machines is considered classic, pinball tables, air
hockey, whack-a-mole, these all added atmosphere. They were
designed for the short term players, 10p for three minutes play, now
they cost £2 for the same. Better players could last longer, Centipede,
Pacman and Kong had the option for hours of play for the better
players, extended play for driving games encouraged addiction and
repeat performances.
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Assessment
Gadgets – The Arcades had alternative controllers, something the consoles did not have until
Playstation 1. Now the Wii has controllers for everything and Kinect you become the
controller. In Arcades they had guns for Operation Wolf and MacCready, Snowboards,
Basketballs, Car driving cabinets for driving games, Motorcycle controllers for Hang On,
Hammers for Whack-a-Mole. Some of the more exaggerated Arcade machines had
gyroscopes, force feedback, devices that would be considered fitness workout machines.
These all added novelty value.
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Arcades became the testing round for Console release, companies such as Taito, Bally
Midway, Sega, Bandai, Namco and Konami all made their fortunes in Arcades before
transferring over to Consoles.
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Arcades became associated with holidays, Brighton, Bognor, Canvey Island, along with Candy
Floss, Ice Cream and Chips. On the downside they have been blamed for most of the
problems associated with gaming until recently, addiction, aggressive behaviour, expense,
psychological removal from society.
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Hardware – As the industry grew, the need for better graphics and action grew.
Developments included Laser-disc (realistic graphics with animated overlays, see Mad Dog
McCree and Dragons Lair) Vector based games like Star wars maintained the action whereas
graphic games like Sega Rally maintained the quality.
P1.2 - Task 02 – Introduce the Arcade game market and different hardware requirements and
describe the background for the industry using game examples.
M1.1 – Task 03 – Describe how the Arcade platform type has developed over time
D1.1 – Task 04 – Research and explore the potential future of the Arcade Gaming platform
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Background and History
Coin Operated
Vector
How it has developed over time (M)
Scenario
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Alongside the Arcades came the Consoles, see slide 5, often running one step behind
with aspirations of being better. When Arcades reached their apogee around 1990,
consoles and computers took over, the quality of the graphics and sound steadily
improving with each generation when the arcades had reached their technical peak.
Every three year a new console would push the market, doubling the bit rate,
strengthening the graphics, adding a new UPS to each product, tape became cards
became cartridges, CD’S DVD’s Blue Ray. UHF became SCART, HDMI, resolution,
interactivity, screen size, all developments that pushed the market onwards.
And with this games moved on, longer, higher quality, faster, more real. With the
newest generation it is not even about games, multimedia, home entertainment
systems, DVD players, Skype, Kinect, Wii Sports etc. Newspapers report this is the last
generation, but they said that about the others too.
Below you will find a number of links to guides about the current games consoles.
This should not and does not replace your own research but acts as a starting point.
Wikipedia is also another good website – just make sure you double check the validity
of the information.
http://arstechnica.com/gaming/news/2008/11/afeature-guide-to-currentgeneration-gaming-consoles.ars
http://products.howstuffworks.com/video-game-console-reviews.htm
http://products.howstuffworks.com/video-game-console-reviews.htm
http://www.consumersearch.com/video-game-consoles
http://www.dooyoo.co.uk/video-game-console/
http://www.getprice.com.au/game-consoles.htm
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CPU - Number of Cores/Threads: 8/8
◦ Frequency: speculated to be running a base clock speed of 1.6 Ghz
on a 2.75 Ghz capable chip
◦ Shared L2 Cache: 2 x 2 MB
◦ Custom CPU for background processing such as downloading and
recording gameplay.
GPU: AMD next-generation Radeon based graphics engine
◦ Peak Shader Throughput: 69.420 TFLOPS
◦ GPU Cores: 1152
◦ GPU Clock: 800 MHz
Memory: 8GB GDDR5, Frequency: 5500 MHz, System Memory Bus: 256-bit, System Memory Bandwidth: 176.0
GB/s
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Storage size: 500GB hard disk drive, user removable
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External dimensions: Approximately 275 x 53 x 305 mm
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Mass: Approx 2.8 kg (6.2 lb)
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BD/DVD drive (read only): BD x 6 CAV, DVD x 8 CAV, Blu-ray and DVD playback, no audio CD support
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Input/Output: Super-Speed USBx (USB 3.0) port x2, AUX port x1
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Networking: Ethernet x1, IEEE 802.11b/g/n (2.4 GHz only), Bluetooth 2.1+EDR
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AV output: HDMI out port, digital out optical port. SD output is supported for lower-resolution displays. HD
output at 720p, 1080p and 1080i.
Included Peripherals: PlayStation 4 system x1, Wireless controller (DualShock 4) x1, Mono headset x1, AC power
cord x1, HDMI cable x1, USB cable x1
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Legacy Support - PlayStation 4 does not support direct backward compatibility with PlayStation 3 media.
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DualShock 4 - DualShock 4 has an integrated touch pad, headset jack, share button, and LED player identifier.
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PlayStation Camera - The PlayStation Camera has a 1280x800 pixel sensor capable of capturing video at 60fps.
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Manufacturer - Sony, Foxconn and ASUSTeK for SCEI
Product family - PlayStation
Type - Video game console
Generation - Seventh generation era
Retail availability - November 11, 2006
Units sold - 80 million (as of December 31, 2012)
Media - Blu-ray Disc, DVD, CD (all models) Super Audio CD (20 GB, 60 GB, 80 GB (CECHExx
models)
Operating system - XrossMediaBar
CPU - 3.2 GHz Cell Broadband Engine with 1 PPE & 7 SPEs
Storage capacity - 2.5" SATA hard drive
(20 GB, 40 GB, 60 GB, 80 GB, or 160 GB included) (upgradeable)
Graphics - 550 MHz NVIDIA/SCEI RSX 'Reality Synthesizer' Controller input Sixaxis, DualShock 3
Flash memory input MemoryStick/PRO/Duo* SD/MMC* CompactFlash/Microdrive*
Audio/video output - HDMI 1.3a out , S/PDIF out, AV Multi out
◦ composite video/stereo audio cable** , S-Video cable, SCART cable , component video cable
◦ D-Terminal cable
Connectivity - IEEE 802.11b/g Wi-Fi***, Bluetooth 2.0 (EDR) , 4 × USB 2.0 (2 x in 40 GB model),
Wired gigabit Ethernet
Online services PlayStation Network
Best-selling game - Metal Gear Solid 4, 4.5 million (as of December 31, 2008)
Backward compatibility PlayStation (all models) PlayStation 2 (20 GB, 60 GB and CECHExx 80 GB
models) Predecessor PlayStation 2
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Manufacturer – Microsoft
Product family – Xbox
Generation - Seventh generation era
Retail availability - November 22, 2005
Units sold Worldwide: 82.9 million (as of January 14, 2012)
Media - DVD, CD
◦ Add-on: HD DVD (discontinued)
CPU 3.2 GHz PowerPC Tri-Core Xenon
Storage capacity 20, 60 or 120 GB hard drive,
◦ memory cards 64, 256 or 512 MB
Graphics 500 MHz ATI Xenos
Controller input 4 maximum (wired, wireless, or combination of either)
Connectivity 3 × USB 2.0, IR port, 100 Mbit Ethernet, Add-on: Wifi
802.11a/b/g
Online services Xbox Live
Best-selling game Halo 3, 8.1 million (as of January 3, 2008)
Backward compatibility 478 original Xbox games (requires hard drive and the
latest update)
Predecessor Xbox
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Optical Drive
Game DVR
HDCP Encryption
Blu-Ray/DVD
Yes, Upload Studio
No for games
8GB DDR3
Clock: 2133MHz Bandwidth: 68.26 GB/s+ 32MB eSRAM
Bandwidth: 204 GB/s(102 In/102 Out)
8GB Flash Memory
RAM
Flash Memory
CPU
8 Core AMD custom CPU - Frequency: 1.75 GHz
GPU
Clock Speed: 853 MHz(originally 800 MHz)
Shader Cores: 768 - Peak Throughput: 1.23 TFLOPS
Storage
500 GB Hard Drive non-replaceable, External Hard Drive support coming[n]
Second Screen
SmartGlass App on Android, iOS, Windows Phone and Windows 8
Cloud Storage
Mandatory Game Installs
Required Internet
Connection
Yes
Yes
Backwards Compatibility
None, Microsoft is exploring possibilities.
Cross Game Chat
Motion Control
Voice Commands
Skype, Party Chat [n]
Kinect 2
Yes, Kinect 2 is needed.
Xbox Live
Required for Online Play
USB 3.0
Yes, With Twitch.TV
Achievements will be ported From Xbox 360.
Gigabit Ethernet, Wi-Fi (A/B/G/N dual-band at 2.4ghz and 5ghz) includes Wi-Fi Direct
support
HDMI input and output (4K support)
DirectX 11.1
Subscription Service
USB
Live Streaming
Reputation Preservation
Networking
A/V Hookups
API
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After Day One patch, No
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Manufacturer - Nintendo
Type - Video game console
Generation - Seventh generation
Retail availability - November 19, 2006
Units shipped Worldwide: 101 million
Media - 12 cm Wii Optical Disc 8 cm, Nintendo
GameCube Game Disc
CPU - IBM PowerPC-based "Broadway"
Storage capacity - 512 MB Internal flash memory, SD card, SDHC card and
Nintendo GameCube Memory Card
Graphics - ATI "Hollywood"
Controller input - Wii Remote, Wii Balance Board, Nintendo GameCube controller,
Nintendo DS/DSi
Connectivity - Wi-Fi Bluetooth, 2 × USB 2.0, LAN Adapter (via USB) Online
services Nintendo Wi-Fi Connection WiiConnect24 Wii Shop Channel
Best-selling game - Wii Sports (pack-in, except in Japan and South Korea) 40.5
million (as of December 31, 2008)
Wii Play, 20.91 million (as of December 31, 2008)
Backward compatibility - Nintendo GameCube Predecessor Nintendo GameCube
+ legacy console download.
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Storage - Internal flash memory: 8GB(7.2GB usable) –
Expandable memory via external USB hard drive and
SDHC memory cards.
CPU - IBM Power®-based multi-core microprocessor
GPU - AMD Radeon-based High Definition GPU
RAM - The Wii U has 2GB of RAM. 1GB of RAM is allocated to system
functions. Examples of system functions include TVii and Mii-verse. The
other 1GB is allocated for games.
INPUT/OUTPUT - Four USB 2.0 connector slots, 2 on the back, and 2 on
the front behind the cover, with support for Wii LAN adapters.
Dimensions – Height 1.8 inches – Width 6.8 inches, Length 10.5 inches,
Weight- 1.6kg (3.5 pounds)
Media - 12-centimeter proprietary optical discs holding 25 Gigabytes,
equivalent to a single layer Blu-Ray Disc, 12-centimeter Wii optical discs
Supported Resolutions - 1080p, 1080i, 720p, 480p, 480i
Supported Video Output Connections - HDMI 1.4, Component, S-video,
Composite
Audio Output - AV Multi Out connector, six-channel PCM linear output
through HDMI
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The future is uncertain, but all three console producers will release a new
console. When, what, and how are all closely guarded secrets and we can
only speculate on these answers.
One idea about the future of games machines is having a relatively low
powered console or pc and streaming games from a server. This service
is called Onlive and was released in the second half of 2009. Still cannot
see it happening.
http://news.bbc.co.uk/1/hi/technology/7969044.stm
Most analysts thought that the next generation of consoles will be
released around 2012, with perhaps Nintendo leading with an updated
HD version of its Wii console. They were wrong/
Some analysts thought that motion controls will feature prominently in
all of the next crop of consoles. They were partially right.
This goes against the previous 5 year life cycle of past games consoles
probably due to the expense and cost of development of new hardware
and software.
It is worth noting that the PS2 despite being launched in the year 2000
was still outselling the Xbox 360 in Japan until 2011 and is the biggest
selling home console of all time with over a staggering 140 million sold.
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Console
CPU
Graphics
Memory
Nintendo
Wii
(2006)
IBM Broadway
729MHz
256KB L2
2.9 GFLOPS
1.9 GB/s Bus
ATI Hollywood
243MHz
975M Texels/Sec
3MB Buffer (27.3 GB/s)
7.9 GB/s Memory
24MB (3.9 GB/s)
64MB (4 GB/s)
512MB Flash
8.5GB Optical Discs
PS3
(2006)
Cell
3.2GHz, 1 Main Core
512KB L2
7 Auxiliary SIMD Units
1.75MB Local Memory
217.6 GFLOPS
25.6 GB/s Memory
NVIDIA RSX, 500MHz
24 Pixel Pipelines, 8 Vertex Pipelines
250M Polygons/Sec
12G Texels/Sec, 8G Samples/Sec
20.8 GB/s Memory
256MB (25.6 GB/s)
256MB (20.8 GB/s)
20-80GB HDD
2x Blu-ray (72Mbps)
Xbox 360
(2005)
IBM Xenon
3.2GHz, Three Cores
1MB Shared L2
115.2 GFLOPS
21.6 GB/s Interface
ATI Xenos
500MHz
48 Unified Pipelines, 500M Polygons/Sec
8G Texels/Sec, 16G Samples/Sec
10MB Buffer (256 GB/s)
22.4 GB/s Memory
512MB (22.4 GB/s)
20-120GB HDD
12x DVD (133Mbps)
P1.3 - Task 05 – Introduce the Console market and different hardware requirements for 3 current
technologies and describe the USP using game and hardware examples.
M1.2 – Task 06 – Describe how the Console Platform Type has developed over time
D1.2 – Task 07 – Research and explore the potential future of the Console Gaming platform
Hardware
USP
Games
How it has developed over time (M)
Scenario
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Tasks
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Comparisons
Additional Features
Potential Future Developments (D)
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Scenario
Missing from all this is the PC games market which unlike consoles has not
developed due to the three year cycle, competition and sales figures but
through advances in partial technology. But PC games still sell well, they are
still superior graphically to consoles, they still have their genres that
consoles have not been able to breach. And all technical developments have
been channelled through PC technologies. PC’s had CD drives 4 years before
the first console, the SegaCD, they had BluRay 2 years before PS3, they had
hard drive storage for games 15 years before the Xbox360.
Until 1978 PC’s were monochrome but since the introduction of VGA
graphics, PC’s have had a higher resolution and bit depth than any console.
The first networked play games on PC was around for 18 years before
consoles could match the online capacity. Doom, Quake, WOW, Eve and a
host of others have dominated the online market with games like WOW
having up to 6m users online at any one time.
More importantly games are made on PC’s, they are constructed and coded
on PC’s using PC language. Characters and objects are predominantly made
in Maya, ZBrush and 3d Studio Max. Game Engines like Unity, Torque,
CryEngine ran on PC’s and save the code to make them compatible with
consoles and handhelds. This makes them PC compatible and in line with
console releases. Games like Skyrim are as good on either format but never
considered by the industry as popular.
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Offline – In terms of gaming and processing power, the consoles, including current
models would struggle to keep up with PC processing power. Consoles have the
same chips as PC’s but a step behind. In Offline terms, PC’s have the capacity for
better screen resolution, with the right money and card, better interaction (102 keys
keyboard and mouse) more storage (measures in 100’s of GB) with additional
features that consoles will possibly not have for a generation (CD burning,
duplication, removable hardware, additional upgrade capacity etc.) Good graphics
cards on the PC can cost as much or more than a whole console. In terms of offline
capacity this is why PC games are superior, but often lack the appeal of consoles.
Online – PC’s have been online for so long that it is not a unique thing any more.
Other than email, chat, internet and communications which is standard, PC gaming
has that crowd puller. 15,000 people queued at the doors of Blizzcon 2013. An
average of 6m users of WOW at a time. 68% of gamers play online almost
exclusively. Click here for information. For every online xBox game like COD there
are 3 PC games with more figures, DOTA, Starcraft, WOW, Star Trek Online, Eve,
every PC gamer has their choice.
Interactivity – unlike consoles, PC’s have that capacity for expansion. Interactivity in
terms of online play is matched by the addition of a better camera, Team Play,
expandability, long term exposure, textual and chat interaction, video play
recording that the Xbox One has just gained. This extra capacity for PC Gamers has
always set them above he console users. Add to this a whole range of hardware
additions, game chairs, different mice, USB fondue sets, 7.2 surround sound etc.
And the PC gamers world has become more exclusive.
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Where PC Games differ from consoles is the availability and the negative issues. Until
recently downloadable content kept PC gaming active, expansion packs, bug fixes,
patches and mods. The life of Doom was extended for 2 years because of modding.
New levels generated by users.
 But Piracy, online and offline versions has plagued the PC market more than the
console market since the early days. New and better protection methods limit this
down slightly but never for long. On PirateBay the seed and peer value of a new PC
game is about 10,000. The same cannot be said about Console of Handheld games.
Yes there are ways of copying console games but PC’s cannot be account blocked
other than through Steam.
P1.4 - Task 08 – Introduce the PC game market and describe the 3 different USP points
given to PC Gamers.
M1.3 – Task 09 – Describe how the PC Platform Type has developed over time
D1.3 – Task 10 – Research and explore the potential future of the PC Gaming platform
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In your introduction describe briefly:
1.
Background history of PC Games Industry with examples
2.
Reasons why the PC Games have developed differently from Consoles
3.
Examples of the hardware changes that affected PC gaming advances.
Then explain:
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Offline Capacity
Online Capacity
Interactivity
How it has developed over time (M)
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Ever since Mattel, Microvision and Nintendo introduced
the world to handheld systems people have enjoyed
gaming on the go and there have been some notable
success and failures through this journey.
Today with a plethora of different systems that can play
games, hand held gaming is both maturing and hitting
the main stream.
Today the main contenders are:
◦ Nintendo’s DS, DSi
◦ Sony’s PSP and Vita
◦ Apple’s IPOD Touch/iPhone, iPad
◦ Mobile phones - Java in nature but developing,
dominated by IOS, Android and Windows based.
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Scenario
http://en.wikipedia.org/wiki/Handheld_game_console
http://www.engadget.com/2006/03/03/a-brief-history-ofhandheld-video-games/
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Nintendo first introduced the DS onto the Japanese market in November 2004. It
later, in March 2006 (JAP) redesigned it with a sleeker smaller exterior and better
screens, microphone and speakers – thus retiring the original DS design.
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In October 2008 (JAP), Nintendo have released the DSi with additional features
such as camera and in built MP3 (AAC) playback, faster processor, increased RAM,
internal storage capacity, an additional SD card reader, larger screens and
improved speakers BUT has lost the Gameboy Advanced cartridge slot.
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The DS quickly became a phenomenon due to its innovative touch screen interface
attracting non gamers into purchases. Couple this with casual friendly game and
non game releases such as Nintendogs, Brain Training, 42 Classic Games, Mario
Kart DS and many others.
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Technical specs are much lower than that of their rivals but that has not stopped
the DS from achieving global dominance of sales. The DS has in built WiFi to allow
wiresless play and access to Multiplayer games over the internet.
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Nintendo’s DS uses ROM cartridges but the DSi has the added facility of the DSi
Store where software can be, for a price of course, downloaded onto the DSi’s
internal memory making digital distribution a viable part of the supply chain.
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To look at the influential titles that the DS has you could try some of the links
below. Remember critical acclaim does not necessarily equal commercial sales.

Some notable games are:
◦ Brain Training Mario Kart DS
Nintendogs New Super Mario brothers
◦ Animal Crossing :Wild world
http://www.metacritic.com/games/ds/ or http://en.wikipedia.org/wiki/List_of_bestselling_video_games
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Sony’s first foray into the handheld market has been a reasonable success
considering the historic dominance of the Nintendo brand. Sony launched its PSP in
December 2004 (JAP), and was instantly an object of desire due to its sleek, stylish
looks and massive widescreen LCD screen.
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Whereas Nintendo has chosen to stick to ROM based cartridges Sony has used a
proprietary UMD (Universal Media Disc) which is a small optical storage device like a
minidisc. This is power hungry as the disc needs to be spinning in order to be read
leading to poor battery performance.
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The PSP is much more of a multimedia device, offering MP3 playback, films, photos,
internet browsing and VOIP (with later models PSP 2000 and 3000).
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There have been some stand out titles such as God of War – Chains of Olympus,
Wipeout Pure and the Grand Theft Auto stories collection.
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News Flash – Sony have just announced the PSP Go which removes the UMD drive http://news.bbc.co.uk/1/hi/technology/8076573.stm

Some notable games include:
◦ Monster Hunter Freedom Unite (3 million shipped in Japan)
◦ Grand Theft Auto: Liberty City Stories (2,725,507 approximately: 2 million in US,
125,507 in Japan, 600,000 in UK)
◦ Daxter (2.3m), Monster Hunter Freedom 2 (2.25m), Crisis Core: Final Fantasy VII
(1.96m during 2008), Midnight Club 3: DUB Edition (1.3m approximately: 1.1m in
US, 200,000 in UK), Monster Hunter Freedom (1.2m), Need for Speed Most
Wanted 5-1-0 (1,127,151 approximately: 1.1m in US, 27,151 in Japan),
◦ Hot Shots Golf: Open Tee (1m), Tekken: Dark Resurrection (1m), Wipeout Pure
(1m)
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Scenario
http://en.wikipedia.org/wiki/List_of_best-selling_video_games
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Apple released the I-phone in June 2007 (USA) and the I-pod Touch in September
the same year (USA). Both feature a large multi-point touch screen and solid state
memory store, either 8, 16 or 32 gig.
Obviously both can play music, store contacts, play games controlled either through
the touch screen or tilt sensors, play video and access the internet through its
wireless functions. Through the online Apps store consumers can access a huge
variety of different programs both gaming and non-gaming.
There have been a few notable IPod/I-phone titles:
◦ Aurora Feint: The Beginning, Candy Crush, Flappy Birds, Crash Bandicoot Nitro
Kart 3D, Enigmo, Super Monkey Ball, Tap Tap Revenge, Temple Run, Labyrinth,
Sonic the Hedgehog, Tetris, Spore Origins
◦ There are many other popular Apps not covered here.
http://toucharcade.com/
The range of devices means the market share of Apple is around 60%, with the
iPhone, iPad, iTouch etc., this market is flexible, new machines being released every
two years keeps the gaming more buoyant and App development profitable.
Because of the vastness of the App community and the quick turnover of Apps,
there tends to be an initial enthusiasm, a flurry of sales and then drop off.
Expected sales of 1m are not uncommon. The compatibility with genres, iPhone to
iPad means a lucrative transfer of products and Apps making this a vibrant market.
The downside is the limitation of the device. Lovely though they look and colourful,
they have low resolution and low memory usage. The hardware limitations
compared to the handheld market makes them limited but the pricing strategy
usually matches this limitation.
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Mobile phones and Tablets (PDA’s) that can play games come in many different variations. The games
themselves can be free, free with a trial period or limited functionality, purchased or on a pay monthly basis.
Most modern handsets can play games although some are designed with gaming in mind. Nokia’s Engage
released in October 2003 was one such phone that ran dedicated Engage software as well as other compatible
software including Java apps. It was for all intense purposes a failure and other companies seemed to have
learnt from this. Again the limitations of quality and memory storage is matched by the pricing strategy.
Important considerations for each handset are: how the hardware handles 2D and 3D visuals, how the
controls, screen and sound suit gaming and, also importantly, what each handset is like to live with as a
phone. Some useful mobile sites: http://www.gameloft.co.uk/ or http://www.pocketgamer.co.uk/
Android and Microsoft are contenders for this market. Both OS’s run a series of upgrades like IOS but are more
open source. This means the development of games and apps is more prevalent, spawning varieties of the
same game in different formats. For every Flappy Birds there is 5 alternatives. The market share for Android is
almost that of apple, just by different manufacturers, Samsung, Nokia, Motorola etc.
Microsoft’s however is more restricted, not as popular and has only a small share of the market. The benefits
is the compatibility with the mass Windows market.
Some notable mobile phone titles:
◦ Block Breaker Deluxe (8m), Sonic the Hedgehog (8m), Final Fantasy IV: The After Years (3m)
◦ Brain Challenge (1.5m), Bubble Bash (1m), Coin Stack 2600 (1m in Korea)
◦ Doom RPG (1m), Guitar Hero III Mobile (1m), Super Bomberman (1m)
P1.5 - Task 11 – Introduce the Handheld and PDA Gaming market and different hardware
requirements for 4 current technologies and describe the USP using game and hardware examples.
M1.4 – Task 12 – Describe how the Console Platform Type has developed over time
D1.4 – Task 13 – Research and explore the potential future of the Console Gaming platform
Hardware
USP
Games
Comparisons
How it has developed over time (M)
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Most new TVs are smart TVs. This means they're Internet-connected to
provide features that old TV sets just couldn't manage. Currently about
25m American households have a smart TV, and by 2015 it's estimated
that 50% of all TVs sold worldwide will be smart TVs.
This means users can access programming far beyond a few local
channels. But smart TVs also offer plenty of entertainment options in
addition to expanded viewing. Smart TVs stream media, act as gaming
platforms, and let you browse the Web on a big screen.
Just like on smartphones, the way to get the most out of your smart TV is
to use apps. They vary from manufacturer to manufacturer since each has
its own app store, but there are several that are more popular than
others. With them, your smart TV can become a home gym complete with
personal trainer, a very local lecture hall, a gigantic jukebox, and a largeas-life videophone.
But just because there's an app for that, doesn't mean your smart TV is
the best place to use it. Some apps that are more text focused—such as
Twitter, Facebook, and LinkedIn—are best left to devices with a keyboard
or touchscreen.
With so much to offer it's a surprise how under used smart TVs are, only
12 million of America's smart TVs are even connected to the Internet. The
decision is not for want of application choice, but rather seems to be
focused on how consumers are used to interacting with their TV.
P1.6 - Task 14 – Introduce the Alternative Gaming Market and different hardware requirements
and describe the USP using game and hardware examples.
M1.5 – Task 15 – Describe how the Alternative Gaming market has developed over time
D1.4 – Task 16 – Research and explore the potential future of the Alternative Gaming platform.
Scenario
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P1.1 - Task 01 – Introduce the history of the Gaming industry with examples from the various
generations.
P1.2 - Task 02 – Introduce the Arcade game market and different hardware requirements and
describe the background for the industry using game examples.
M1.1 – Task 03 – Describe how the Arcade platform type has developed over time
D1.1 – Task 04 – Research and explore the potential future of the Arcade Gaming platform
P1.3 - Task 05 – Introduce the Console market and different hardware requirements for 3 current
technologies and describe the USP using game and hardware examples.
M1.2 – Task 06 – Describe how the Console Platform Type has developed over time
D1.2 – Task 07 – Research and explore the potential future of the Console Gaming platform
P1.4 - Task 08 – Introduce the PC game market and describe the 3 different USP points given to
PC Gamers.
M1.3 – Task 09 – Describe how the PC Platform Type has developed over time
D1.3 – Task 10 – Research and explore the potential future of the PC Gaming platform
P1.5 - Task 11 – Introduce the Handheld and PDA Gaming market and different hardware
requirements for 4 current technologies and describe the USP using game and hardware
examples.
M1.4 – Task 12 – Describe how the Console Platform Type has developed over time
D1.4 – Task 13 – Research and explore the potential future of the Console Gaming platform
P1.6 - Task 14 – Introduce the Alternative Gaming Market and different hardware requirements
and describe the USP using game and hardware examples.
M1.5 – Task 15 – Describe how the Alternative Gaming market has developed over time
D1.4 – Task 16 – Research and explore the potential future of the Alternative Gaming platform.
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Download