DIGM 465: Overview of Gaming Prof. Paul Diefenbach TA: Patrick Kemp gam´ing Pronunciation: gām´ĭng Noun - the act of playing for stakes in the hope of.
Download ReportTranscript DIGM 465: Overview of Gaming Prof. Paul Diefenbach TA: Patrick Kemp gam´ing Pronunciation: gām´ĭng Noun - the act of playing for stakes in the hope of.
DIGM 465: Overview of Gaming Prof. Paul Diefenbach TA: Patrick Kemp gam´ing Pronunciation: gām´ĭng Noun - the act of playing for stakes in the hope of winning Is winning important? Gaming – entertainment containing “gameplay”. Gameplay - One or more causally linked series of challenges in a simulated environment. Introduction Design of digital games and interactive media from concept to production. Gaming: Art vs. Technology – Entertainment + technology component – Interactive media requires engineering Syllabus Review Questionaire Gaming Overview A Brief History of Gaming Tic-Tac-Toe ’52 – first CRT Tennis-for-two ’58 – pong on o-scope Space War ’61 – 1st widely dist. Atari’s Pong ’72 – 1st popular arcade Wump , Adventure ’72 – 1st text adventures Death Race ’76 – 1st controversial Atari 2600 ’77 – 1st cartridge console Zork ’77 – 1st commercially successful text adventure Space Wars ’78 – 1st vector arcade Space Invaders ‘78 – 1st high score MUD ’79 – 1st multi-user adventure Pac-Man ’80 – most popular arcade William A. Higinbotham Father of Video Games? Brookhaven National Labs – 1958 William A. Higinbotham Tennis for Two 3 weeks to build Debuts Oct. 1958 Tech Model Railroad Club SciFi Nerd Inventors? MIT club -1961 Discussing E.E. "Doc" Smith’s “Lensman” Demo for new DEC PDP-1 ($120k) Tech Model Railroad Club Spacewar! Led by Steve Russel 1962 OpenHouse debut Demo for new DEC PDP-1 Copies spread over ARPAnet Ralph Baer Console Industry Visionary 1951 - Loral TV engineer – “Build best tv set in world” – Why not include interactive games? 1966 – Sanders Associates 1968 – first patent No takers till 1971 Ralph Baer Magnavox Odyssey Introduced 1972: $100 B&W, no sound – two sizes of color mylar overlays – six plug-in game cards, a pack of playing cards, poker chips, play money, a scorecard (as the machine itself can not calculate or display any scores) and a pair of dice 100,000 copies, $100M licensing fees Nolan Bushnell Video Arcade Visionary 1962 University of Utah student – Spacewar! exposure 1965 Salt Lake City carnival 1970 invents “Computer Space” – W/Ted Dabney Bought by Arcade-game manufacturer Nutting Associates – makes 1500 1972 - Leaves over money dispute and w/Dabney starts a new company……. Atari Pong is Born! Term from Japanese game “Go” 1972 - Al Alcorn hired – Given simple tennis game assignment as learning exercise Bally passes on game – Atari markets game itself – test-marketed in “Andy Capps” bar for 2 weeks 1976 Sold to Warner - $28M 1977 Introduces Atari Video Computer System (2600) for $250 Vector vs. Raster Spacewar! revisited Cinematronics - 1977 – “Space Wars” Vector graphics – method of drawing sharp geometric shapes with straight lines – Earliest form of polygon graphics Golden Age 1978 - Space Invaders – High score triggers coin shortages – Spurs home console market 1980 - Pac Man – 600k various arcade versions Battlezone – first 3D game Donkey Kong – “Mario” branding 1982- arcade videogame industry makes 3x $ of the movie biz – double number of videogame arcades than there were in 1980. 1982 – consoles $1B 1983 – consoles $3.2B Crash Console crash – 1983-84 – Atari 2600 Pac-Man, ET – Too many products, too many – – – – companies Failed company games discounted Commodore 64 – 22M sold Surviving companies can’t compete leading to high inventories. Atari loses $356M in 1983 Arcade gaming down some 40% – estimated that up to 1/2 arcades close this year. – Saved by laserdisk? “Dragon’s Lair” by Don Bluth A Brief History of Gaming Nintendo ’85 – revived industry Game Boy ‘89 – 1st popular handheld Doom ’93, DKC ’94 – 1st popular 3D FPS Playstation, Nintento 64, Sega – battle of format EverQuest, Lineage – successful MMORPG PlayStation 2 ‘00– 1st DVD, dynamic 3D Nokia N-Gage ‘03 – 1st multi-function handheld 2006: Xbox 360, Playstation III, Nintendo Revolution 2006: Fight Night Round 3 – today’s State of the Art Traditional Gaming Display – TV, monitor Controller – Joystick, gamepad, wheel, etc. Console – PC, PS2, Gameboy, etc. Graphics – Vector, sprites, 3D Logic – Rules, storyline, levels Categories Console PC Arcade Online Handheld Location-Based Entertainment Gambling Non-Entertainment Non-entertainment Education Business – teaching fiscal, economic and trading skills. Military uses simulation-based games Health/medical sector – doctors who spent at least three hours a week playing video games made about 37 percent fewer mistakes in laparoscopic surgery and performed the task 27 percent faster . Marketing: – GM & wild tangent in Computer Graphics magazine. Game Categories Action – – – – FPS 3rd person Fighting Hybrid Action/Adventure Adventure – Graphics Adventures – Fantasy Role-Playing (FRP,RPG, MMORPG) Simulation – Vehicle – Construction/Management Sports Strategy Other: Puzzles & Casual, Educational, etc. Game Industry Customer Retailer Distributor Publisher Developer Subcontractor Customer Pays $20-70 for 20-40hrs entertainment ($1-$2/hr) Under 18: 34% PC, 45% console – 90% adult purchased Average 2004: 28 y.o., (27 female) Now 30 y.o., (28 female) 43% female Casual vs. Hardcore Retailer Wholesale ~50% MSRP – actual price 10-50% above wholesale Mail Order General Merchandise Software Other: online, bundling, etc. Distributor Distributors are Middlemen 300 Warehouse Sales Staff Fulfillment 250 200 150 shipped 100 50 0 1997 2000 2003 Publisher Software Owners 300 Funds Development Advertises Name branding Financial control Contracts developers – In house, external 250 200 150 $ Sales 100 50 0 1997 2000 2003 Developers Creative team that creates game Most companies < 200 people Lives contract to contract 10-50 people per title Receives advance and royalty Programmers, writers, artists, modelers, animators, musicians, sound engineers, researchers, etc. Business and Design Issues Technical – – – – Non-intrusive user interfaces Information overload Standards Resources: location dependent DB Public acceptance – Privacy concerns/legal – Social behavior Business Model – Oligopoly vs. open source – Minimize costs : Repositories – Non-gaming games Idea to Gold 1. 2. Idea Pre-production 3. Production 4. Fully Staffed Testing 5. Small staff overseen by Publisher-assigned producer Fleshed out Design Doc. & Demo Project Planning Alpha, Beta Configuration QA Content ratings, Licensing, etc. Manufacturing – “going gold” Idea to Gold