Video Game 東吳大學資訊管理系 江清水 Ching-Shoei Chiang From wikipedia 1 Video Games • A video game is an electronic game that involves interaction with a user interface to generate visual feedback on a video device. • Pong (marketed as PONG) is one of the earliest arcade video games, and is a tennis sports game featuring simple twodimensional graphics. The aim is to defeat an opponent—either computer-controlled or a second player—by earning a higher score. The game was originally manufactured by Atari Incorporated (Atari), who released it in 1972. Wikipedia 2 Video Games: History • William Higinbotham, a nuclear scientist, created Tennis For Two on October 18, 1958. It was never commercially released because it wasn't meant to be an actual video game, but an electrical experiment although in 1982 Creative Computing magazine has said it was the first. • The game used actual screen representations of the match. However, while Tennis for Two is the most notable of the video game predecessors, Cathode-Ray Tube Amusement Device created in 1948 by Thomas T. Goldsmith Jr. and Estle R. Mann is considered the oldest one known. • Two other notable predecessors were created as well. In 1951 the Nimrod computer was built by a team at Ferranti International and first displayed to the public during that year's Festival of Britain’s Exhibition of Science. The computer was designed specifically to play the centuries-old game Nim and used lights to represent the location. Wikipedia 3 Video Games: History • The following year A.S. Douglas at the University of Cambridge created OXO( or Noughts and Crosses). It was designed to study the interaction between human and computer. Both Nimrod and OXO were designed not to be entertaining. • There is still debate as to whether any of these can be classified as the "first video game" as the term "implies that electronic signals are converted to images on a screen using a raster pattern, a series of horizontal lines composed of individual pixels." • Oscilloscopes, which Tennis for Two was played on, did not use the raster process. Wikipedia 4 Video Games: History • 1970s -By the late 1970s, the computer game industry formed from a hobby culture, when personal computers just began to become widely available. The industry grew along with the advancement of computing technology, and often drove that advancement. • 1980s - In the mid 1980s the industry crashed due to the production of too many badly developed games (quantity over quality), resulting in the fall of the North American industry and giving rise to the Japanese industry, particularly the games company Nintendo. • 1990s -The 1990s saw advancements in gaming related technology. Among the significant advancements were: • The widespread adoption of CD-based storage and software distribution • Widespread adoption of GUI-based operating systems, such as the series of Microsoft Windows and Mac OS • Advancement in 3D graphics technology, as 3D graphic cards became widely adopted, with 3D graphics now the de facto standard for video game visual presentation • Continuing advancement of CPU speed and sophistication • 2000s - Today, the video game industry is a juggernaut of development; profit still drives Wikipedia 5 technological advancement which is then used by other industry sectors. Though Video Games: History • 1970s -By the late 1970s, the computer game industry formed from a hobby culture, when personal computers just began to become widely available. The industry grew along with the advancement of computing technology, and often drove that advancement. • 1980s - In the mid 1980s the industry crashed due to the production of too many badly developed games (quantity over quality), resulting in the fall of the North American industry and giving rise to the Japanese industry, particularly the games company Nintendo. Wikipedia 6 Video Games: History • 1990s -The 1990s saw advancements in gaming related technology. Among the significant advancements were: • The widespread adoption of CD-based storage and software distribution • Widespread adoption of GUI-based operating systems, such as the series of Microsoft Windows and Mac OS • Advancement in 3D graphics technology, as 3D graphic cards became widely adopted, with 3D graphics now the de facto standard for video game visual presentation • Continuing advancement of CPU speed and sophistication • 2000s - Today, the video game industry is a juggernaut of development; profit still drives technological advancement which is then used by other industry sectors. Though maturing, the video game industry is still very volatile, with third-party video game developers quickly cropping up and, just as quickly, going out of business.[citation needed] Wikipedia 7 Video Games: History • 1990s -The 1990s saw advancements in gaming related technology. Among the significant advancements were: • The widespread adoption of CD-based storage and software distribution • Widespread adoption of GUI-based operating systems, such as the series of Microsoft Windows and Mac OS • Advancement in 3D graphics technology, as 3D graphic cards became widely adopted, with 3D graphics now the de facto standard for video game visual presentation • Continuing advancement of CPU speed and sophistication Wikipedia 8 Video Games: History • 2000s - Today, the video game industry is a juggernaut of development; profit still drives technological advancement which is then used by other industry sectors. Though maturing, the video game industry is still very volatile, with third-party video game developers quickly cropping up and, just as quickly, going out of business. Wikipedia 9 Video Games Interaction • Video games typically also use other ways of providing interaction and information to the player. • Audio is almost universal, using sound reproduction devices, such as speakers and headphones. • Other feedback may come via haptic peripherals, such as vibration or force feedback, with vibration sometimes used to simulate force feedback. Wikipedia 10 Video Games platforms • • • • • • • The term "platform" refers to the specific combination of electronic or computer hardware which, in conjunction with low-level software, allows a video game to operate. The term "system" is also commonly used. In common use a "PC game" refers to a form of media that involves a player interacting with a personal computer connected to a high-resolution video monitor. A "console game" is played on a specialized electronic device that connects to a standard television set or composite video monitor. A "handheld" gaming device is a self contained electronic device that is portable and can be held in a user's hands. "Arcade game" generally refers to a game played on an even more specialized type of electronic device that is typically designed to play only one game and is encased in a special cabinet. These distinctions are not always clear and there may be games that bridge one or more platforms. There are also devices with screens which have the ability to play games but are not dedicated video game machines (examples are mobile phones, PDAs and graphing calculators). Wikipedia 11 Types of Video Games In general, video games can be divided in to three types: 1. core games, 2. casual games, 3. serious games, depending on the target audience. Wikipedia 12 Definition of core games • Core games are what most consider to be video games; the games players buy in a store and play on a PC, or a video game console. • These core games can also be divided into the types core games, casual games, and serious games themselves as well, but are still considered part of the group of core games. • What defines core games is that they are generally larger and more expanded than the games in the casual games and serious games branch. Wikipedia 13 Definition of casual games • A casual game is a video game or online game targeted at a mass audience of casual gamers. • Casual games can have any type of gameplay, and fit in any genre. • They are typically distinguished by their simple rules and lack of commitment required in contrast to more complex hardcore games. • Casual games typically are played on a personal computer online in web browsers, although they now are starting to become popular on game consoles, too. • Casual gaming demographics also vary greatly from those of traditional computer games, as the typical casual gamer is older and more predominantly female, with over 74% of those purchasing casual games being women. • E.G. winlinez五色球 Wikipedia 14 Video Game Development • Video game development and authorship, much like any other form of entertainment, is frequently a cross-disciplinary field. • Video game developers, as employees within this industry are commonly referred, primarily include programmers and graphic designers. • Over the years this has expanded to include almost every type of skill that one might see prevalent in the creation of any movie or television program, including sound designers, musicians, and other technicians; as well as skills that are specific to video games, such as the game designer. All of these are managed by producers. • In the early days of the industry, it was more common for a single person to manage all of the roles needed to create a video game. As platforms have become more complex and powerful in the type of material they can present, larger teams have been needed to generate all of the art, programming, cinematography, and more. This is not to say that the age of the "one-man shop" is gone, as this is still sometimes found in the casual gaming and handheld markets, where smaller games are prevalent due to technical limitations of the target platform (such as cellphones and PDAs). Wikipedia 15 Video Game Development • With the growth of the size of development teams in the industry, the problem of cost has increased. Development studios need to be able to pay their staff a competitive wage in order to attract and retain the best talent, while publishers are constantly looking to keep costs down in order to maintain profitability on their investment. • Typically, a video game console development team can range in sizes of anywhere from 5 to 50 people, with some teams exceeding 100. In May 2009, one game project was reported to have a development staff of 450. • The growth of team size combined with greater pressure to get completed projects into the market to begin recouping production costs has led to a greater occurrence of missed deadlines and unfinished products. Wikipedia 16 Cheating in Video Game • Cheating in computer games may involve cheat codes implemented by the game developers, modification of game code by third parties, or players exploiting a software glitch. • Cheats usually make the game easier by providing an unlimited amount of some resource; for example lives, weapons, health, or ammunition. • Other cheats might provide an unusual or amusing feature, like altered game colors or graphical appearances. Wikipedia 17 Glitches in Video Game • Software errors not detected by software testers during development can find their way into released versions of computer and video games. This may happen because the glitch only occurs under unusual circumstances in the game, was deemed too minor to correct, or because the game development was hurried to meet a publication deadline. • Glitches can range from minor graphical errors to serious bugs that can delete saved data or cause the game to malfunction. • In some cases publishers will release updates (referred to as patches) to repair glitches. Wikipedia 18 Demographics in Video Game • The November 2005 Nielsen Active Gamer Study, taking a survey of 2,000 regular gamers, found that the U.S. games market is diversifying. • The age group among male players has expanded significantly up into the 2540 age group. • For casual online puzzle-style and simple mobile cell phone games, the gender divide is more or less equal between males and females. • Females have been shown to be significantly attracted to playing certain online multi-user video games that offer a more communal experience, and a small number of young females have been shown to play aggressive games that are sometimes thought of as being "traditionally male" games. • According to the ESRB(Entertainment Software Rating Board) almost 41% of PC gamers are women. With such video game social networks as Miss Video Game and Guild Cafe having a large percentages of female gamers, the "traditionally male" games are now considered cross-gendered. • When comparing today’s industry climate with that of 20 years ago, women and many adults are more inclined to be using products in the industry. While the market for teen and young adult men is still a strong market, it’s the other demographics which are posting significant growth. • In 2008, the average American gamer has been playing for 12 years, and is now, on average, 35 years of age. Wikipedia 19 Multiplayer in Video Game • Video gaming has traditionally been a social experience. Multiplayer video games are those that can be played either competitively or cooperatively by using either multiple input devices, or by hotseat. • Hotseat play allows players to play a multiplayer game with only one copy of the game or only one device. • Tennis for Two, arguably the first video game, was a two player game, as was its successor Pong. The first commercially available game console, the Magnavox Odyssey, had two controller inputs. • Since then, most consoles have been shipped with two or four controller inputs. Some have had the ability to expand to four, eight or as many as twelve inputs with additional adapters. • Multiplayer arcade games typically feature play for two to four players, sometimes tilting the monitor on its back for a top-down viewing experience allowing players to sit opposite one another. • Many early computer games for non-PC descendant based platforms featured multiplayer support. Wikipedia 20 Multiplayer in Video Game • PC-based computer games started with a lower availability of multiplayer options because of technical limitations. • PCs typically had either one or no game ports at all. • In online gaming, a MUD (multi-user dungeon), pronounced /mʌd/, is a multi-user real-time virtual world described entirely in text. It combines elements of role-playing games, hack and slash(a type of gameplay that emphasizes close combat with short-range weapons), interactive fiction, and online chat. • Network games for these early personal computers were generally limited to only text based adventures or MUDs that were played remotely on a dedicated server. This was due both to the slow speed of modems (300-1200bit/s), and the prohibitive cost involved with putting a computer online in such a way where multiple visitors could make use of it. • However, with the advent of widespread local area networking technologies and Internet based online capabilities, the number of players in modern games can be 32 or higher, sometimes featuring integrated text and/or voice chat. MMOs (Massively multiplayer online game) can offer extremely high numbers of simultaneous players; • Eve Online set a record with just under 36,000 players on a single server in 2006. Wikipedia 21 Controversy in Video Game • Like related forms of media, computer and video games have been the subject of frequent controversy and censorship, due to the depiction of graphic violence, sexual themes, advergaming(a form of advertising in games), consumption of drugs, consumption of alcohol or tobacco, propaganda, or profanity in some games. • Among others, critics of video games sometimes include parents' groups, politicians, organized religious groups, and other special interest groups, even though all of these can be found in all forms of entertainment and media. • Various games have been accused of causing addiction and even violent behavior. • "Video game censorship" is defined as the use of state or group power to control the playing, distribution, purchase, or sale of video games or computer games. • Video game controversy comes in many forms, and censorship is a controversial subject. Wikipedia 22 Controversy in Video Game • Proponents and opponents of censorship are often very passionate about their individual views. • Various national content rating organizations, such as the Entertainment Software Ratings Board or ESRB in North America, rate software for certain age groups and with certain content warnings. • Some of these organizations are optional industry self-regulation (such as the ESRB), while others are part of national government censorship organizations. • Also, parents are not always aware of the existence of these ratings. • ESRB http://www.esrb.org/ratings/ratings_guide.jsp Wikipedia 23 Raiting in ESRB • EARLY CHILDHOOD Titles rated EC (Early Childhood) have content that may be suitable for ages 3 and older. Contains no material that parents would find inappropriate. • EVERYONE Titles rated E (Everyone) have content that may be suitable for ages 6 and older. Titles in this category may contain minimal cartoon, fantasy or mild violence and/or infrequent use of mild language. • EVERYONE 10+ Titles rated E10+ (Everyone 10 and older) have content that may be suitable for ages 10 and older. Titles in this category may contain more cartoon, fantasy or mild violence, mild language and/or minimal suggestive themes. Wikipedia 24 Raiting in ESRB • TEEN Titles rated T (Teen) have content that may be suitable for ages 13 and older. Titles in this category may contain violence, suggestive themes, crude humor, minimal blood, simulated gambling, and/or infrequent use of strong language. • MATURE Titles rated M (Mature) have content that may be suitable for persons ages 17 and older. Titles in this category may contain intense violence, blood and gore, sexual content and/or strong language. • ADULTS ONLY Titles rated AO (Adults Only) have content that should only be played by persons 18 years and older. Titles in this category may include prolonged scenes of intense violence and/or graphic sexual content and nudity. • RATING PENDING Titles listed as RP (Rating Pending) have been submitted to the ESRB and are awaiting final rating. (This symbol appears only in advertising prior to a game's release.) Wikipedia 25 Commercial aspects in Video Game • The three largest producers of and markets for computer and video games (in order) are North America (US and Canada), Japan and the United Kingdom. • Other significant markets include Australia, Spain, Germany, South Korea, Mexico, France and Italy. • Both India and China are considered emerging markets in the video game industry and sales are expected to rise significantly in the coming years. • Sales of different types of games vary widely between these markets due to local preferences. • Japanese consumers tend to purchase console games over computer games, with a strong preference for games catering to local tastes. • In South Korea, computer games are preferred, especially MMORPG(Massively multiplayer online role-playing game) games and real-time strategy games. • There are over 20,000 Internet cafés in South Korea where computer games can be played for an hourly charge. Wikipedia 26 Commercial aspects in Video Game • The NPD (National Purchase Diary) Group tracks computer and video game sales in the United States. It reported that: • Console and portable software sales: $6.2 billion, up 8% from 2003 • Console and portable hardware and accessory sales: $3.7 billion, down 35% from 2003 • PC game sales: $1.1 billion, down 15% from 2006 • PC games that are digitally distributed either directly or by networks such as Steam are not tracked by the NPD, and Steam does not list sales numbers for games downloaded through their service. • Unauthorized distribution is also rampant on the PC. • The game and film industries are also becoming increasingly intertwined, with companies like Sony having significant stakes in both. • A large number of summer blockbuster films spawn a companion game, often launching at the same time to share the marketing costs. Wikipedia 27