A video game (or videogame) is a game that typically
involves user/player interaction with a controller interface to generate visual
feedback on a video screen. It also generally has some system of reward
presented to the user in return for meeting certain accomplishments within the
framework of a given ruleset.
The various types of electronic devices that video games are played on are known
as platforms and examples of these are personal computers and video game
consoles. Video games also exist across a full range of technology ranging from
large computers such as mainframes down to smaller hand-held devices (like cell
phones and PDAs). There are very specialized video games such as Arcade games,
which while extremely common at one point have seen their use decline over the
years. Many players identify their platform of choice as a distinct form of
video gaming apart from the rest. The main separations between the many
platforms within a generation are interface options, and level of social
interaction inherent to the majority of games found them. The quantitative value
of these separations has shifted over the years, though.
Video games are generally manipulated by a control interface of some sort, and
these vary across all platforms. For instance, a dedicated console controller
might consist of a only a button and a joystick or feature upwards of a dozen
buttons and one or more joysticks all on the same controller. Early computer
based games historically relied on the availability of a keyboard for gameplay,
or more commonly expected the user to purchase a separate joystick with at least
one button to play. Many modern PC games allow the player to use a keyboard and
mouse simultaneously.
Beyond the common element of video based feedback, video games have also
utilized many other systems to provide interaction and information to a player.
Chief examples of these include various audio playback devices (speakers) and an
array of haptic interactive peripherals (i.e., vibration or force feedback).
Origins
The history of video games traces to 1948, where the idea of a video game was
conceived and patented by Thomas T. Goldsmith Jr. and Estle Ray Mann[1]. In
1958, the first video game was introduced to the public,[citation needed]
William Higinbotham's Tennis for Two. Later in 1972, the Magnavox Odyssey was
released, the first consumer-available video game console.[citation needed]
Platforms
In common usage a "PC game" refers to a game that is played on a personal
computer connected to a high-resolution video monitor. A "console game"
historically has referred to a specialized single purpose electronic device that
connects to a standard television set or composite video monitor. A "hand-held"
game is a self contained electronic device or miniature computer and monitor
combination that is portable and can be held in a user's hands. "Arcade game"
generally refers to 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 many games that bridge
one or more platform. There are also many platforms that have non video game
variations such as in the case of electro-mechanically based arcade games.
Beyond what has already been mentioned, there are also many types of devices
with screens which have the ability to play games but are not dedicated video
game machines. Platforms such as mobile phones, PDAs, graphing calculators, and
watches come to mind here.
In general practice, a platform is a distinct class of interfaces and expected
experiences combined to provide a consistent experience to the user/player.
Genres
Main article: Computer and video game genres
Due to many reasons, be it loose definition standards both among the fans, the
journalistic community at large, or even the constant simplification of language
when communicating, many users frequently misapply genres as platforms. A video
game, like most other forms of media may be categorized into genres based on
many factors such as method of game play, types of goals, and more.
Games have often been easier to classify by genre due to the technical
constraints of various platforms, and commercial pressures like one would
experience in any hit driven, entertainment market. As the production values of
video games have increased over the years both in visual appearance and depth of
story telling, the demand for more creative talent has driven game companies to
bring in artists from outside of what one would traditionally call the video
game industry.
The reuse of genres is most clearly seen in the trend by publishers to establish
"franchises", which often recycle the characters, situations, conflicts,
gameplay mechanics, and/or themes over the course of any number of sequels.
Therefore, although many games may combine genres, very few exist outside the
paradigms of previously established genres with notable exceptions, which when
successful, generally define a new genre through subsequent imitation by
competition. A game that launches a genre may also not be the first game of its
kind. It may just be the first that was significantly commercially successful
enough to drive other companies to try and replicate its success. Examples of
this would be Super Mario 64 which launched the 3-D Platform genre for console
gaming, and Doom which launched the First-person shooter genre for PC gaming.
There are many genres of video gaming and each appears across nearly all
platforms, a sampling of common genres include:
Action
Stealth-based
Adventure
Graphical
Text-based
Casual
Fighting
Platform
Puzzle
Racing
Role-playing (RPG)
Simulation
Sports
Strategy game
Real-time (RTS)
Turn-based
Shooters
First Person (FPS)
Scrolling Shooter
Shooting (SHMUPS)
Multiplayer
Online
There are also even combinations of these genres such as with Massively
multiplayer online role-playing game (MMORPG)
It is also common to see higher level genre terms that are collective in nature
across all other genres such as with Christian or Horror themed games.
Social aspects
Multiplayer video games
Video gaming has traditionally been a social experience. From its early
beginnings, video games have commonly been playable by more than a single
player. Multiplayer video games are those that can be played either
competitively or cooperatively by using either multiple input devices, or
byhotseating. Tennis for Two, arguably the first video game, was a two-player
game as was its successor, PONG. The first commercially available console game
system to support multiple games (the Magnavox Odyssey), had two controller
inputs.
Since that time, most console systems 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, such as the Multitap. In the early
days, multi-player Coin-op games commonly featured hotseat play for at least two
players. In later years it was more common to feature two-player simultaneous
competitive play. Public business establishments which feature predominantly
coin-op video games are generally referred to as arcades, and were widely
popular during the golden age of arcade games.
Many early computer games for non IBM PC descendant based platforms featured
multiplayer support. Personal computer systems from Atari and Commodore both
regularly featured at least two game ports. 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 (300-1200bps), and the prohibitive cost involved with putting a
computer online in such a way where multiple visitors could make use of it.
IBM PC (PC for short) based Computer games started out with a lower availability
of multiplayer options, largely due to many games being dependent on keyboard or
mouse based interactions, a single gaming port (if any) available, and network
options that were limited. 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 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.[2]
Benefits of video gaming
Perhaps the most visible benefit of video gaming are its artistic and
entertainment contributions. As a form of multimedia entertainment, modern video
games contain a highly unique fusion of 3D art, CG effects, architecture,
artificial intelligence, sound effects, dramatic performances, music,
storytelling, and, most importantly, interactivity. This interactivity enables
the player to explore environments that range from simulated reality to
stylized, artistic expressions (something no other form of entertainment can
allow) were the actions of the player operating as a single, irreducible
variable. In this respect, every game scenario will play out a slightly
different way every time. Even if the game is highly scripted, this can still
feel like a large amount of freedom to the person who is playing the game.
A related property is that of emergent behavior. While many games including card
games and sports rely on emergent principles, video games commonly present
simulated story worlds where emergent behavior occurs within the context if the
game. This is something that some gamers find appealing as it introduces a
certain level of randomness to a game. In discussing the issue, game designer
Warren Spector has used the term "emergent narrative" to describe how, in a
simulated environment, storyline can be created simply by "what happens to the
player."[1] Emergent behavior in video games date back to the earliest games
though. Generally any place where you have event driven instructions for AI in a
game, you will inevitably see this. For instance, take a racing game where cars
are programmed to avoid crashing and they encounter an obstacle in the track,
the cars might then maneuver to avoid the obstacle causing the cars behind them
to slow and/or maneuver to accommodate the cars in front of them and the
obstacle. The programmer never wrote code to specifically create a traffic jam,
yet one now exists in the game.
In Steven Johnson's book, "Everything Bad Is Good For You," he argues that video
games in fact demand far more from a player than traditional games like
Monopoly. To experience the game, the player must first determine the
objectives, as well as how to complete them. They must then learn the game
controls and how the human-machine interface works, including menus and HUDs.
Beyond such skills, which after some time become quite fundamental and are taken
for granted by many gamers, video games are based upon the player navigating
(and eventually mastering) a highly complex system with many variables. This
requires a strong analytical ability, as well as flexibility and adaptability.
To emphasize the point, Johnson notes that the strategy guide for Grand Theft
Auto III is 53,000 words long. He argues that the process of learning the
boundaries, goals, and controls of a given game is often a highly demanding one
that calls on many different areas of cognitive function. Indeed, most games
require a great deal of patience and focus from the player, and, contrary to the
popular perception that games provide instant gratification, games actually
delay gratification far longer than other forms of entertainment such as film or
even many books. [2] Some research[3] suggests video games may even increase
player's attention capacities.
Multiplayer games, which take advantage of the fact that computer games can use
the internet, provide players with the opportunity to compete with other players
from across the globe, something that is also unique to electronic gaming.
MMORPG's take the concept much further with the establishment of vast, online
communities existing in persistent, virtual worlds. Millions of players around
the globe are attracted to video gaming simply because it offers such
unprecedented ability to interact with large numbers of people engaged
simultaneously in a structured environment where they are all involved in the
same activity (playing the game).
Even simple games offer potential benefits to the player. Games like Tetris and
Pac-man are well-designed games that are easy to pick up but difficult to
master, much like chess or even poker. Despite their simplicity, simple games
may also feature online capabilities or powerful AI. Depending on the game,
players can develop and test their techniques against an advanced computer
player or online against other human players.
More obvious benefits to the player can come in the form education on the game's
subject matter. For example, a RTS set during the American Civil War may feature
the use of period armies engaging in historical battles, and outwitting an
opponent such as Robert E. Lee.
Controversy
Main article: Video game controversy
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
illegal drugs, consumption of alcohol or tobacco, propaganda, or profanity in
some games. Among others, critics of video games sometimes include parents'
groups, politicians, organized religion 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, as well as a popular topic of debate. Proponents and opponents of
censorship are often very passionate about their individual views.
Historically, this type of controversy and criticism is not unique to video
games. The same situation has been applied to Comic books, motion pictures and
to some extent music. Moreover, it appears to be a question of age. Since these
art forms have been around longer, the backlash against them occurred farther in
the past, beyond the remembrance of today's youth. In both cases, the attempts
at censorship in the United States were struck down as a violation of First
Amendment rights, and they have gone on to become fully integrated facets of
society.
Games that have sparked notable national controversy in the United States
include Mortal Kombat, Night Trap, Doom, the Grand Theft Auto series and, most
notably, Grand Theft Auto: San Andreas' infamous Hot Coffee mod fiasco which
boosted the game's ESRB rating from M (Mature) to AO (Adults Only)[4].
Demographics
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 is expanding significantly, into the 25-40 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 are being significantly
attracted to playing certain online multi-user video games that offer a more
communal experience, and a small hardcore group of young females are playing
aggressive games that are usually thought of as being 'traditionally male'
games. The most loyal fan-base is reported to be for large role-playing
games.[citation needed]
Development
Main article: Game development
Video games are made by developers, who used to do this as individuals or small
teams in the 80's. Now, development commonly requires a large team consisting of
designers, graphic designers and other artists, programmers, sound designers,
musicians, and other technicians; all of which are managed by producers. The
visionary for any game may come from any of the roles outlined. Development by
committee rarely works.
With the start of the 21st century we can see a major boom in the numbers of
game developing teams and studios. This business, although tough and risky,
proves to be a goldmine for the determined groups. Previous industry giants like
EA Games, Valve, and Rockstar are slowly being displaced by newer studios with
smaller budgets yet more determined and younger members who have developed a
passion for video gaming throughout their whole lives. Most of these studios are
modding existing engines and games until they get enough media attention and
sponsors to start a new project from scratch. Prime examples of such teams are
Dimension Studios and Turtle Rock Studios. Both of these provide content for
already existing games and are making a fortune out of it. An older team,
Gearbox Software, started out in a similar fashion by modding the original
Half-Life engine; now it is one of the major video game developers.
Video games are developing fast in all areas, but the problem is of cost, and
how developers intend to keep the costs low enough to attract publisher
investment. Most video game console development teams number anywhere from 20 to
50 people, with some teams exceeding 100. The average team size as well as the
average development time of a game have grown along with the size of the
industry and the technology involved in creating games. This has led to regular
occurrences of missed deadlines and unfinished products; Duke Nukem Forever is
the quintessential example of these problems.
See also: Video game industry practices
Game modifications
Main article: Mod (computer gaming)
Games running on a PC are often designed with end-user modifications in mind,
and this consequently allows modern computer games to be modified by gamers
without much difficulty. These mods can add an extra dimension of replayability
and interest. The Internet provides an inexpensive medium to promote and
distribute mods, and they have become an increasingly important factor in the
commercial success of some games. Developers such as id, Valve, Crytek, Epic and
especially Blizzard Entertainment ship their games with the very development
tools used to make the game in the first place, along with documentation to
assist mod developers, which allows for the kind of success seen by popular mods
such as Counter-Strike.
Cheats
Main article: Computer and video game cheating
Cheating in computer games may involve cheat codes implemented by the game
developers for playtesting, modification of game code by third parties (by
either cheat cartridge hardware or a software trainer), or players exploiting a
software glitch.
Cheats usually make the game easier by providing an unlimited amount of some
resource (lives, health or ammunition for example) but might provide an unusual
or amusing feature, like reversed colors in a game.
Glitches
Main article: Computer glitch
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
save data or cause the game to malfunction.
Glitches in games for home computers, and now in consoles like the Xbox 360,PS3
and the Wii, may be later corrected if the developers' release a patch.
Sales
A typical retail display (in Geneva, Switzerland) with a large selection of
games for several major consolesThe three largest markets for computer and video
games are the United States (largest), Japan (2nd largest) and the United
Kingdom (3rd) also in that order as the largest producers of video games [3].
Other significant markets include Australia, Canada, Spain, Germany, South
Korea, Mexico, France and Italy. Both India and the 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 avoid computer games and instead buy console
games, with a strong preference for games catering to local tastes. In South
Korea, computer games are preferred, especially MMORPG games and real-time
strategy games; there are over 20,000 PC bang Internet cafes where computer
games can be played for an hourly charge.
The NPD Group tracks computer and video game sales in the United States. It
reported that as of 2004:
Console and portable software sales: $6.2 billion, up 8% from 2003[5]
Console and portable hardware and accessory sales: $3.7 billion, down 35% from
2003[5]
PC game sales: $1.1 billion, down 15% from 2006[6]
These figures are sales in dollars, not units; unit shipments for each category
were higher than the dollar sales numbers indicate, as more software and
hardware was sold at reduced prices compared to 2003.
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.
Naming
Non-gamers use several umbrella terms for console, PC, arcade, handheld, and
similar games since they do not agree on the best name. For many, either
"computer game" or "video game" describes these games as a whole. Other commonly
used terms include "entertainment software," "interactive entertainment media,"
"electronic interactive entertainment," "electronic game," "software game," and
"videogame" (as one word). Gamers are quite happy to use the vague term "games",
or "videogame/video game" to distinguish them from board games and card games
when necessary. In the past, it was common for parents and/or elderly people,
who were unfamiliar with video games, to refer to all of them as "Nintendo
games" due to Nintendo's overwhelming popularity in the late 80s and 90s (this
is an example of a genericized trademark). Computer and video games are a subset
of interactive media, which includes virtual reality, flight and engineering
simulation, multimedia and the World Wide Web.
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