Friday 27 April 2012

Industry crash game



Industry crash
See also: Video game crash of 1983
As the video game market became flooded with poor-quality cartridge games created by numerous companies attempting to enter the market, and over-production of high profile releases such as the Atari 2600 adaptations of Pac-Man and E.T. grossly underperformed, the popularity of personal computers for education rose dramatically. In 1983, consumer interest in console video games dwindled to historical lows, as interest in computer games rose.[8] The effects of the crash were largely limited to the console market, as established companies such as Atari posted record losses over subsequent years. Conversely, the home computer market boomed, as sales of low-cost color computers such as the Commodore 64 rose to record highs and developers such as Electronic Arts benefited from increasing interest in the platform.
The console market experienced a resurgence in the United States with the release of the Nintendo Entertainment System (NES). In Europe, computer gaming continued to boom for many years after. Computers such as the ZX Spectrum and BBC Micro were successful in the European market, where the NES was not as successful despite its monopoly in Japan and North America. The only 8-bit console to have any success in Europe would be the Sega Master System.[9] Meanwhile in Japan, both consoles and computers became major industries, with the console market dominated by Nintendo and the computer market dominated by NEC's PC-88 (1981) and PC-98 (1982). A key difference between Western and Japanese computers at the time was the display resolution, with Japanese systems using a higher resolution of 640x400 to accommodate Japanese text which in turn had an impact on game design and allowed more detailed graphics. Japanese computers were also using Yamaha's FM synth sound boards from the early 1980s.
New genres
Increasing adoption of the computer mouse, driven partially by the success of games such as the highly successful King's Quest series, and high resolution bitmap displays allowed the industry to include increasingly high-quality graphical interfaces in new releases. Meanwhile, the Commodore Amiga computer achieved great success in the market from its release in 1985, contributing to the rapid adoption of these new interface technologies.
Further improvements to game artwork were made possible with the introduction of FM synthesis sound. Yamaha began manufacturing FM synth boards for computers in the early-mid 1980s, and by 1985, the NEC and FM-7 computers had built-in FM sound.[10] The first sound cards, such as AdLib's Music Synthesizer Card, soon appeared in 1987. These cards allowed IBM PC compatible computers to produce complex sounds using FM synthesis, where they had previously been limited to simple tones and beeps. However, the rise of the Creative Labs Sound Blaster card, released in 1989, which featured much higher sound quality due to the inclusion of a PCM channel and digital signal processor, led AdLib to file for bankruptcy by 1992. Also in 1989, the FM Towns computer included built-in PCM sound, in addition to a CD-ROM drive and 24-bit color graphics.
In 1991, id Software produced an early first-person shooter, Hovertank 3D, which was the company's first in their line of highly influential games in the genre. There were also several other companies that produced early first-person shooters, such as Arsys Software's Star Cruiser,[12] which featured fully 3D polygonal graphics in 1988,[13] and Accolade's Day of the Viper in 1989. Id Software went on to develop Wolfenstein 3D in 1992, which helped to popularize the genre, kick-starting a genre that would become one of the highest-selling in modern times.[14] The game was originally distributed through the shareware distribution model, allowing players to try a limited part of the game for free but requiring payment to play the rest, and represented one of the first uses of texture mapping graphics in a popular game, along with Ultima Underworld.
While leading Sega and Nintendo console systems kept their CPU speed at 3–7 MHz, the 486 PC processor ran much faster, allowing it to perform many more calculations per second. The 1993 release of Doom on the PC was a breakthrough in 3D graphics, and was soon ported to various game consoles in a general shift toward greater realism.[16] In the same time frame, games such as Myst took advantage of the new CD-ROM delivery format to include many more assets (sound, images, video) for a richer game experience.
Many early PC games included extras such as the peril-sensitive sunglasses that shipped with The Hitchhiker's Guide to the Galaxy. These extras gradually became less common, but many games were still sold in the traditional over-sized boxes that used to hold the extra "feelies". Today, such extras are usually found only in Special Edition versions of games, such as Battlechests from Blizzard.
Contemporary gaming
By 1996, the rise of Microsoft Windows and success of 3D console titles such as Super Mario 64 sparked great interest in hardware accelerated 3D graphics on the IBM PC compatible, and soon resulted in attempts to produce affordable solutions with the ATI Rage, Matrox Mystique and S3 ViRGE. Tomb Raider, which was released in 1996, was one of the first 3D third-person shooter games and was praised for its revolutionary graphics. As 3D graphics libraries such as DirectX and OpenGL matured and knocked proprietary interfaces out of the market, these platforms gained greater acceptance in the market, particularly with their demonstrated benefits in games such as Unreal.[18] However, major changes to the Microsoft Windows operating system, by then the market leader, made many older MS-DOS-based games unplayable on Windows NT, and later, Windows XP (without using an emulator, such as DOSbox).
The faster graphics accelerators and improving CPU technology resulted in increasing levels of realism in computer games. During this time, the improvements introduced with products such as ATI's Radeon R300 and NVidia's GeForce 6 Series have allowed developers to increase the complexity of modern game engines. PC gaming currently tends strongly toward improvements in 3D graphics.
Unlike the generally accepted push for improved graphical performance, the use of physics engines in computer games has become a matter of debate since announcement and 2005 release of the nVidia PhysX PPU, ostensibly competing with middleware such as the Havok physics engine. Issues such as difficulty in ensuring consistent experiences for all players,[22] and the uncertain benefit of first generation PhysX cards in games such as Tom Clancy's Ghost Recon Advanced Warfighter and City of Villains, prompted arguments over the value of such technology.
Similarly, many game publishers began to experiment with new forms of marketing. Chief among these alternative strategies is episodic gaming, an adaptation of the older concept of expansion packs, in which game content is provided in smaller quantities but for a proportionally lower price. Titles such as Half-Life 2: Episode One took advantage of the idea, with mixed results rising from concerns for the amount of content provided for the price.
Platform characteristics
Openness
The defining characteristic of the PC platform is the absence of centralised control; all other gaming platforms (except Android phones, to an extent) are owned and administered by a single group.
The advantages of openness include:
Reduced software cost
    Prices are kept down by competition and the absence of platform-holder fees. Games and services are cheaper at every level, and many are free.
Increased flexibility
    PC games decades old can be played on modern systems (through emulation software if need be).[28] Conversely, newer games can often be run on older systems by reducing the games' fidelity and/or scale.
Increased innovation
    One does not need to ask for permission to release or update a PC game, and the platform's hardware and software are constantly evolving. These two factors make PC the centre of both hardware and software innovation. Closed platforms, by comparison, tend to remain much the same throughout their lifespan.
But there are also disadvantages, including:
Increased complexity
    A PC is a general-purpose tool. Its inner workings are exposed to the owner and misconfiguration can create enormous problems. Hardware compatibility issues are also possible.
Increased hardware cost
    PC components are generally sold individually for profit (even if one buys a pre-built machine), whereas the hardware of closed platforms is mass-produced as a single unit and often sold at a loss.[27]
    Games will also use PC hardware less efficiently than that of a closed platform, since the huge variety of possible makes and models prohibits focused optimisation.
Reduced security
    It is difficult, and in most situations ultimately impossible, to control the way in which PC hardware and software is used. This leads to far more software piracy and cheating than closed platforms suffer from.
Although the PC platform is almost completely decentralised at a hardware level, there are two dominant software forces: the Microsoft Windows operating system and the Steam distribution service. These hold an estimated 95%[31] and 70%[32] of their respective markets.
Fidelity
A PC will generally have far more processing resources at its disposal than other gaming systems. Game developers can use this to improve the visual fidelity of their game relative to other platforms, but even (and in fact particularly) if they do not, games running on PC are likely to benefit from higher screen resolution, higher framerate, and anti-aliasing. Increased draw distance is also common in open world games.
Better hardware also increases the potential fidelity of a PC game's rules and simulation. PC games often support more players or NPCs than equivalents on other platforms[36] and game designs which depend on the simulation of large numbers of tokens (e.g. Total War, Spore, Dwarf Fortress) are rarely seen anywhere else.The PC also supports greater input fidelity thanks to its compatibility with a wide array of peripherals. The most common forms of input are the mouse/keyboard combination and gamepads, though touchscreens and motion controllers are also available. The mouse in particular lends players of first-person shooter and real-time strategy games on PC great speed and accuracy.
PC game development
Main article: Video game development

Game development, as with all video games, is generally undertaken by one or more game developers using either standardized or proprietary tools. While games could previously be developed by very small groups of people, as in the early example of Wolfenstein 3D, many popular PC games today require large development teams and budgets running into the millions of dollars.
PC games are usually built around a central piece of software, known as a game engine, that simplifies the development process and enables developers to easily port their projects between platforms. Unlike most consoles, which generally only run major engines such as Unreal Engine 3 and RenderWare due to restrictions on open-source software[citation needed], personal computers may run games developed using a larger range of software. As such, a number of alternatives to expensive engines have become available, including open source solutions such as Crystal Space, or OGRE.
User-created modifications
Main article: Mod (video gaming)
The multi-purpose nature of personal computers often allows users to modify the content of installed games with relative ease. Since console games are generally difficult to modify without a proprietary software development kit, and are often protected by legal and physical barriers against tampering and homebrew software ,it is generally easier to modify the personal computer version of games using common, easy-to-obtain software. Users can then distribute their customized version of the game (commonly known as a mod) by any means they choose.
The inclusion of map editors such as UnrealEd with the retail versions of many games, and others that have been made available online such as GtkRadiant, allow users to create modifications for games easily, using tools that are maintained by the games' original developers. In addition, companies such as id Software have released the source code to older game engines, enabling the creation of entirely new games and major changes to existing ones.
Modding had allowed much of the community to produce game elements that would not normally be provided by the developer of the game, expanding or modifying normal gameplay to varying degrees. Arguably, the most notable example is Counter-Strike, a mod for Half Life. Counter-Strike turned the initial adventure FPS into a round based, tactical FPS.
Distribution
Physical distribution

PC games are typically sold on standard storage media, such as compact discs, DVD, and floppy disks.[42] These were originally passed on to customers through mail order services,[43] although retail distribution has replaced it as the main distribution channel for video games due to higher sales. Cassette tapes[45] and different formats of floppy disks were initially the staple storage media of the 1980s and early 1990s, but have fallen out of practical use as the increasing sophistication of PC games raised the overall size of the game's data and program files.
The introduction of complex graphics engines in recent times has resulted in additional storage requirements for modern games, and thus an increasing interest in CDs and DVDs as the next compact storage media for PC games. The rising popularity of DVD drives in modern PCs, and the larger capacity of the new media (a single-layer DVD can hold up to 4.7 gigabytes of data, more than five times as much as a single CD), have resulted in their adoption as a format for computer game distribution.