26.5.08

The Game Has Changed

In the early years of video games (for argument’s sake we'll say the First and Second generations of gaming), consoles and arcade systems seemed wrought with conflict, uncertainty and loss. Conflict arose (and to an extent still exists) between different publishers of video game software, and developers of home consoles over who would dominate public interest. It seems the main focus of game makers during this period was to create a game compelling enough to play repeatedly, ensuring renewed player interest in the game and medium. The concern lay primarily with creating a fan base of repeat players, customers who would spend their entire allowance, pay check or "couch change" on Space Invaders or the newest Atari or PC game. Of course, early games were all about the fun-factor, being the coolest game on the shelf, but one can also see that these games were developed in a way that was not only meant to be fascinating, but also to create a new, never before seen market place that would remain sustainable for years to come.

As I was growing up in the 80's – post gaming "crash" – it seemed that video games were becoming an increasingly important entertainment medium. The difference between the Second generation and the Third (the Nintendo era) seems to originate not only from the focus on home consoles, in turn causing the slow decline of arcade culture, but also from the style of the games produced. Home games became more intricate. There was more depth in narratives and game play. A wider range of colour, graphics and stylistic techniques were applied making games more appealing than they ever had been before. New technologies allowed developers to store and process more information, allowing players to explore larger “worlds” of a higher graphic caliber. The Fourth generation (the 16-bit times) took this even further, displaying the potential might of video games as entertainment. 16-bit allowed for graphics more clear than ever before, invoking new forms of player interface and interaction within games.

However, up to this point, the majority of games created for play were two dimensional (and often only 2-player on consoles). Side-scrollers, over-head views and third person perspectives lacked the depth of the real world. Some games tried to utilize the technological limitations of the time to create a 3D environment. Doom, the PC game that introduced the first-person shooter genre, was set in a 3D environment. But, more often than not, most games were stuck in the second dimension; that is until the turning point in gaming, the Fifth generation (32-bit/64-bit, CD/Cartridge revolutionary war). The Fifth generation consoles, primarily PS2 and N64, set the stage for a new style of games. Not only were the graphics at this time superior to anything previously seen (perhaps Neo-Geo is the closest predecessor), but these systems fostered the 3D revolution of video games. Playing a video game like Golden Eye, Final Fantasy, or even Mario 64 was more like exploring a simulated world as opposed to simply progressing through “levels”.

Now, the difference between the Fifth generation and the “Next Generation” consoles (Six and Seventh generations) is immense. The last two generations of consoles and games have focused on creating realistic 3D worlds that promote players to explore the virtual reality with which they are engaged. Games like Grand Theft Auto, the Sims, and MMORPG’s like World of Warcraft, involve players with virtual worlds to the extent that they almost feel immersed within the game itself. CD technology permits developers to store more information in a game that was previously allowed, giving gamers more options, variable actions/reactions to what is occurring within the game, making games less linear and more open to discovery. Although many video games still retain the old formula of completing an objective or goal, accomplishing these goals is not always the main focus of a game. It seems that as technology develops at an ever increasing rate, so does the consumer’s desire for more realistic forms of entertainment. Providing players with a more realistic, all-encompassing, entertainment experience wherein the outcome of the game is determined by those playing it, “Next Gen” systems have solidified their spot in entertainment culture, ensuring their position as an economic juggernaut for years to come.

18.5.08

An Introduction

My name is Kyle. I’m a student at Brock University at the age of 24. I think back on my life and I can scarcely remember a time when video games weren’t a part of it. My video gaming experience began with the Atari 2600. Since then I’ve owned an assortment of different gaming consoles and computers, all of which were capable of (and used for) playing video games.

My experience with video games seems relatively expansive. I can say that I’ve logged over 90 hours on a game within one week of its release. I’ve spent many nights awake trying to pass the final boss. Dad and I used to cruise through Mario 3 and test our skills in Tetris. I’ve never really had a favourite type of video game. If a game is intriguing, tests the mind, requires split second decisions and keeps the action up, I’ll get a kick out of it.

It’s only over the last few years that I’ve really began to question why it is I, and many others like me, get so much pleasure out of engaging video games, sometimes to the extent of living their lives through them. As video games become increasingly realistic, more involved and elaborate, the more people seem to gravitate towards them. Entire subcultures surrounding “gaming” have cropped up the world over. Online poker is the hottest new thing. World of Warcraft, Second Life, Ultima and Everquest are just a few of the virtual worlds that exist parallel to our reality. As time moves on, the stigma that video gamers used to have (that of the loner, anti-social type) is no longer applicable. Gamers come from almost every class and age bracket. Video games have become grossly popular, and to an extent I was there for its maturation to a dominant form of modern entertainment. This has always fostered in me a love for discussing the nature of video games and gaming culture.