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History of Early Video Game Consoles

The document summarizes the history and evolution of gaming platforms and technologies from the 1940s to the 1990s. It discusses early examples like the "Brown Box" in 1967 and the Magnavox Odyssey in 1972. It also covers the rise of arcade gaming with Atari in the 1970s and the introduction of home consoles like the Atari VCS 2600 in 1977. The integration of microprocessors allowed for more advanced games. Personal computers in the 1980s enabled game development and opened gaming to wider audiences. Multiplayer gaming emerged over networks and LAN connections in the 1990s.

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0% found this document useful (0 votes)
23 views12 pages

History of Early Video Game Consoles

The document summarizes the history and evolution of gaming platforms and technologies from the 1940s to the 1990s. It discusses early examples like the "Brown Box" in 1967 and the Magnavox Odyssey in 1972. It also covers the rise of arcade gaming with Atari in the 1970s and the introduction of home consoles like the Atari VCS 2600 in 1977. The integration of microprocessors allowed for more advanced games. Personal computers in the 1980s enabled game development and opened gaming to wider audiences. Multiplayer gaming emerged over networks and LAN connections in the 1990s.

Uploaded by

Ramesh Raj
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

3.

PLATFORM/LANGUAE/FRAMEWORK/TOOLS

3.1 History
The first recognized example of a game machine was unveiled by Dr. Edward Uhler Condon
at the New York World’s Fair in 1940. The game, based on the ancient mathematical game
of Nim, was played by about 50,000 people during the six months it was on display, with the
computer reportedly winning more than 90 percent of the games. However, the first game
system designed for commercial home use did not emerge until nearly three decades later,
when Ralph Baer and his team released his prototype, the “Brown Box,” in 1967. The
“Brown Box” was a vacuum tube-circuit that could be connected to a television set and
allowed two users to control cubes that chased each other on the screen. The “Brown Box”
could be programmed to play a variety of games, including ping pong, checkers and four
sports games. Using advanced technology for this time, added accessories included
a lightgun for a target shooting game, and a special attachment used for a golf putting game.
According to the National Museum of American History, Baer recalled, “The minute we
played ping-pong, we knew we had a product. Before that we weren’t too sure.”

Fig 6 Brown box

The “Brown Box” was licensed to Magnavox, which released the system as the Magnavox
Odyssey in 1972. It  preceded Atari by a few months, which is often mistakenly thought of as the
first games [Link] August 1972 and 1975, when the Magnavox was discontinued,
around 300,000 consoles were sold. Poor sales were blamed on mismanaged in-store marketing
campaigns and the fact that home gaming was a relatively alien concept to the average American at
this [Link] mismanaged it might have been, this was the birth of the digital gaming we know
today.
3.1.1 Onward To Atari And Arcade Gaming

Sega  and Taito were the first companies to pique the public’s  interest in arcade gaming when they
released the electro-mechanical games Periscope and Crown Special Soccer in 1966 and 1967. In
1972, Atari (founded by Nolan Bushnell, the godfather of gaming) became the first gaming company
to really set the benchmark for a large-scale gaming community.

3.1.2 The nature of the games sparked competition among players, who could record their high scores
… and were determined to mark their space at the top of the list.

Atari  not only developed their games in-house, they also created a whole new industry around the
“arcade,” and in 1973, retailing at $1,095, Atari began to sell the first real electronic video game
Pong, and arcade machines began emerging in bars, bowling alleys and shopping malls around the
world. Tech-heads realized they were onto a big thing; between 1972 and 1985, more than 15
companies began to develop video games for the ever-expanding market.

3.1.3 The Roots Of Multiplayer Gaming As We Know It

During the late 1970s, a number of chain restaurants around the U.S. started to install video games to
capitalize on the hot new craze. The nature of the games sparked competition among players, who
could record their high scores with their initials and were determined to mark their space at the top of
the list. At this point, multiplayer gaming was limited to players competing on the same screen.

The first example of players competing on separate screens came in 1973 with “Empire” — a
strategic turn-based game for up to eight players — which was created for the PLATO network
system. PLATO (Programmed Logic for Automatic Teaching Operation), was one of the first
generalized computer-based teaching systems, originally built by the University of Illinois and later
taken over by Control Data (CDC), who built the machines on which the system ran.

According to usage logs from the PLATO system, users spent about 300,000 hours playing Empire
between 1978 and 1985. In 1973, Jim Bowery released Spasim for PLATO — a 32-player space
shooter — which is regarded as the first example of a 3D multiplayer game. While access to PLATO
was limited to large organizations such as universities — and Atari — who could afford the
computers and connections necessary to join the network, PLATO represents one of the first steps on
the technological road to the Internet, and online multiplayer gaming as we know it today.
At this point, gaming was popular with the younger generations, and was a shared activity in that
people competed for high-scores in arcades. However, most people would not have considered four
out of every five American households having a games system as a probable reality.

3.1.4 Home Gaming Becomes A Reality

In addition to gaming consoles becoming popular in commercial centers and chain restaurants in the
U.S., the early 1970s also saw the advent of personal computers and mass-produced gaming consoles
become a reality. Technological advancements, such as Intel’s invention of the world’s first
microprocessor, led to the creation of games such as Gunfight in 1975, the first example of a
multiplayer human-to-human combat shooter.

While far from Call of Duty, Gunfight was a big deal when it first hit arcades. It came with a new
style of gameplay, using one joystick to control movement and another for shooting direction
— something that had never been seen before.

3.1.5 As home gaming and arcade gaming boomed, so too did the development of the gaming
community.

In 1977, Atari released the Atari VCS (later known as the Atari 2600), but found sales slow, selling
only 250,000 machines in its first year, then 550,000 in 1978 — well below the figures expected.
The low sales have been blamed on the fact that Americans were still getting used to the idea of color
TVs at home, the consoles were expensive and people were growing tired of Pong, Atari’s most
popular game.

When it was released, the Atari VCS was only designed to play 10 simple challenge games, such as
Pong, Outlaw and Tank. However, the console included an external ROM slot where game cartridges
could be plugged in; the potential was quickly discovered by programmers around the world, who
created games far outperforming the console’s original designed.

Fig 7 microprocessor
The integration of the microprocessor also led to the release of Space Invaders for the Atari VCS in
1980, signifying a new era of gaming — and sales: Atari 2600 sales shot up to 2 million units in
1980. As home and arcade gaming boomed, so too did the development of the gaming community.
The late 1970s and early 1980s saw the release of hobbyist magazines such as Creative Computing
(1974), Computer and Video Games (1981) and Computer Gaming World (1981). These magazines
created a sense of community, and offered a channel by which gamers could engage.

3.1.6 Personal Computers: Designing Games And Opening Up To A Wider Community

The video game boom caused by Space Invaders saw a huge number of new companies and consoles
pop up, resulting in a period of market saturation. Too many gaming consoles, and too few
interesting, engaging new games to play on them, eventually led to the 1983 North American video
games crash, which saw huge losses, and truckloads of unpopular, poor-quality titles buried in the
desert just to get rid of them. The gaming industry was in need of a change. At more or less the same
time that consoles started getting bad press, home computers like the Commodore Vic-20, the
Commodore 64 and the Apple II started to grow in popularity. These new home computer systems
were affordable for the average American, retailing at around $300 in the early 1980s (around $860
in today’s money), and were advertised as the “sensible” option for the whole family. These home
computers had much more powerful processors than the previous generation of consoles; this opened
the door to a new level of gaming, with more complex, less linear games. They also offered the
technology needed for gamers to create their own games with BASIC code. Even Bill Gates
designed a game, called Donkey (a simple game that involved dodging donkeys on a highway while
driving a sports car). Interestingly, the game was brought back from the dead as an iOS app back in
2012. While the game was described at the time as “crude and embarrassing” by rivals at Apple,
Gates included the game to inspire users to develop their own games and programs using the
integrated BASIC code program. Magazines like Computer and Video Games
and Gaming World provided BASIC source code for games and utility programs, which could be
typed into early PCs. Games, programs and readers’ code submissions were accepted and shared. In
addition to providing the means for more people to create their own game using code, early
computers also paved the way for multiplayer gaming, a key milestone for the evolution of
the gaming community. Early computers such as the Macintosh, and some consoles such as the Atari
ST, allowed users to connect their devices with other players as early as the late 1980s. In
1987, MidiMaze was released on the Atari ST and included a function by which up to 16 consoles
could be linked by connecting one computer’s MIDI-OUT port to the next computer’s MIDI-IN port.
While many users reported that more than four players at a time slowed the game dramatically and
made it unstable, this was the first step toward the idea of a deathmatch, which exploded in
popularity with the release of Doom in 1993 and is one of the most popular types of games today.

3.1.7 The real revolution in gaming came when LAN networks, and later the Internet, opened up
multiplayer gaming.

Multiplayer gaming over networks really took off with the release of Pathway to Darkness in 1993,
and the “LAN Party” was born. LAN gaming grew more popular with the release of Marathon on the
Macintosh in 1994 and especially after first-person multiplayer shooter Quake hit stores in 1996. By
this point, the release of Windows 95 and affordable Ethernet cards brought networking to the
Windows PC, further expanding the popularity of multiplayer LAN games.

3.2 Rules

The rules of the gaming industry are changing. In a highly-competitive market, game makers need
to ensure they’re not only developing products which meets the needs of an increasingly
demanding market, but that also stand up to the rigours of security. Be it online gaming or
gambling, users are sharing sensitive data such as personal information or credit card details which
means they could be open to exploitation. These are security concerns which consumers seem to
share. According to a recent survey, the majority of gamers want developers to better protect their
data and improve cybersecurity and fewer than 40 percent of gamers said they feel confident with
current safeguards for security by games developers. It would be a matter of course that customers
need reassurance their personal information and bank details are safe. Dealing with threats from
external hackers is one thing, but one of the most challenging cyber dilemmas that organisations
are faced with is that of the insider threat and how to protect against it. For gaming companies
there are risks from privileged users within the organisations – those with the keys to the ‘crown
jewels’ – the game developers themselves. With millions of users sharing information there is the
potential for a rogue developer to insert code for insider exploitation. Given these challenges, how
can gaming companies create a secure audit trail of who did what and when in production? And for
fixes in games, is it possible to provide a fully audited trail of developers’ activity? There are
added complications when outsourcing development to third-party users with direct access to
production hosts or technicians or code developers that must remotely access production servers.
Game makers don’t want to disrupt the player’s experience, but managing security is paramount.
3.2.1 Managing Privileged Users

Game developers are in a position of enormous responsibility, and gaming companies need to
build in checks and processes to ensure that all activity is accountable and traceable. As the
equivalent of the systems administrator, they have a position of trust: troubleshooting issues or
providing support resolution requires escalated privileges – and this has inherent security risks.
There are several challenges for gaming companies: not only in ensuring the security of games
during the product development process, but also having confidence that any live fixes to games
are fully traceable and there are no ‘backdoors’ that could be exploited. The fourth Anti Money
Laundering Directive came into place in June last year, and it has meant the gaming community
must increase their diligence. Casinos and online platforms will be responsible for reporting
suspicious transactions and maintaining sufficient records of their incoming and outgoing
payments in order to adhere to the new directive, and companies have to conform and notify
players on how they secure funds. With the risk that games could be manipulated for either stealing
financial or personal data, the millions of transactions that are made could leave an organisation
exposed when it comes to protecting data, as well as violating compliance with PCI-DSS.

3.2.2 Records of Activity

What can gaming companies do to ensure the security and integrity of games during production
and for any post-production fixes? The best approach is to log operations and store records of
activity in a tamper-proof way, which is time stamped and independent of users and other devices
– similar to a “black box” on an aeroplane. However, whilst log management systems will provide
some information, many don’t go far enough as they’re not always capable of recording the actions
performed by privileged users. This gap is filled by Privileged User Monitoring (PUM) solutions,
providing detailed and traceable records. More advanced solutions operate host-independently and
transparently; therefore, implementation of these systems does not interfere with daily business
and operations. Advanced PUM solutions provide encrypted, digitally-signed and time-stamped
recordings of administrative sessions. The recorded audit trails can be used as irrefutable evidence
to settle any accountability issues about remotely administered systems which is in the common
interest of both the developer and gaming companies. This provides tamper-proof evidence of
activity that is forensically sound.
Preventing developers from abusing their position of privilege is vital for the integrity, security and
reputation of online gaming. With more stringent requirements now in place for protecting
payments, gaming companies have a responsibility to ensure that transactions are secure and that
measures are in place which place the protection of user’s data front and centre of their operations.

3.3 Development process

Planning a video game , Before the writers begin writing, the designers begin designing, and the
developers begin developing, an idea for a video game has to surface. This is the very first part of
the planning stage and the roots that every video game will grow from.
In the planning stage, the most basic questions will need to be answered, like:

 What type of video game are we producing?

 Will it be 2D or 3D?

 What are some of the key features it must have?

 Who are its characters?

 When and where does it take place?

 Who is our target audience?

 Which platform are we building this on?

It may not seem like it, but ideating a video game is one of the hardest parts of game development.
The idea a gaming studio comes up with will serve as the backbone of the entire game. It’s what
sets the standard for every employee involved with building the game, but also gives publishers a
high-level overview of what to expect. This brings us to the next part of development – proofing a
concept.

A proof of concept takes all the ideas that have been generated and sees how viable they are for the
gaming studio to produce. From there, additional questions will need to be answered, like:

 What is our estimated cost to develop this game?

 Do we have the technological capabilities to build it?


 Will we require a new gaming engine?

 How big will our team need to be?

 Are we hiring external voice actors and writers?

 What is our estimated timeframe for launch?

 How are we monetizing it? Hint: Loot boxes are probably not the best way.

For studios that are building a game under the umbrella of a publisher, proofing a concept is
required before moving forward with pre-production and may even require a vertical slice. This is
because the publisher will have to approve a pitch for time, budget, and marketing.

For independent studios without publisher oversight, there is a bit more flexibility during this
phase. The downside to independent publishing is establishing a development and marketing
budget, although, crowdfunding websites like Kickstarter and Fig come in handy. As a matter of
fact, successful games like Pillars of Eternity and Shovel Knight were completely crowdfunded.

3.4 Game Development Softwares

3.4.1. Quest

Let’s start at the very beginning with a super-basic game design program. It is easy to have
super high expectations when you’re first starting out.

We’re talking about “I’m going to create the next Skyrim” ambitions. Dream big, always dream
big, but know that you won’t be able to achieve a game like that overnight, especially if it’s your
first night designing a game (someday, pal! Keep at it!).

Instead, you could start with a design tool that will let you focus on crafting a power-house
narrative. Good storytelling is something that’s always appreciated. Hone your in-game
storytelling skills by using Quest. Quest is a totally free program that runs in your browser.

This program will let you make a text-based adventure game. It won’t be much to look at
(since it’s text-based) but it will let you focus on the story and choice-elements of a game. This
linear approach to making a game will help you avoid any feelings of overwhelm.
3.4.2. Twine

Twine is another great tool for generating text-based games. It is also another completely free


program. It publishes to HTML, which means you can post it wherever you want. It’s another
great starting point for delving into interactive storytelling. You can generate
a stellar, nonlinear story without worrying about making the game’s aesthetic. It’s a great place to
start if you’re looking to make RPGs moving forward (baby steps, hey?). There was a time before
all the fancy graphics and gameplay mechanics, after all, so there’s no shame in starting in text!

3.4.3. Stencyl

Here’s a great program for making a game that isn’t text-based, and still without using any
code! For beginners with no coding experience, Stencyl has a drag and drop interface that is, for
the most part, pretty easy to use. If you’re a designer with some coding experience, Stencyl allows
you to augment the program’s existing creation capabilities through code of your own. You are
able to design worlds by molding tile and terrain to your liking. You can also upload your own
graphics to create different actors and game elements, and then tweak them until they’re perfect.
You can design games for Mac, Windows, and Linux, but it’s definitely geared towards mobile
games. They offer a free version that only lets you publish to the web and there’s an indie version
for $99 a year that lets you publish to the web and desktop. Then there’s also the studio version
which costs $199 a year and lets you publish to iOS, Android, Web, and Desktop.

3.4.4. Construct 2

Construct 2 is another powerful 2D game creation tool, that lets you publish to HTML5. It is
another program that is beginning-designer-friendly, requiring no coding experience to make
the magic happen. Like Stencyl, it has tiered payment options. There is a free version where you
can publish to the web. To make mobile games, you’ll need to pay. Instead of yearly fees, there
is a one-time fee that you pay upfront, which gives you access to Construct 2 and all future
software [Link] 2 has a showcase page that features games developed using the
program, as well as a tutorials page and a forum to help you with any problems you may have.
Those are good resources to see how other developers are using the software and to get you off the
ground with your programming.
3.4.5. RPG Maker

We suspect you can guess what this program is best for… It’s right in the title, after all…That’s
right! RPGs! There are a number of different versions of the RPG Maker. All of them are available
for a free trial download. The latest, RPG Maker VX Ace, goes for $69.99 and gives you “the
most powerful RPG making tools ever” (according to their website, of course). It’s yet another tool
that doesn’t require you to have coding knowledge. It’s pretty easy to pick up and use, but there is
a very helpful community of users behind this program if you ever get stuck. With music and stock
character images provided, you can make a pretty cool game without ever leaving RPG Maker.

3.4.6. Gamesalad

Here is another tool with a free option. Like other programs, Gamesalad uses a drag and drop interface,
letting you build a game quickly, without putting effort into coding it yourself. When you finish a game,
which the website says could happen in as little as an hour, you can publish it to “almost every platform
known to man.”
A “Featured Games” section lets you check out sixty of the coolest games other developers have
created using the program. There’s also an option to submit your own creations to
the Gamesalad team, giving you an opportunity to have your game featured on the program’s site.

3.4.7. Game Maker

Game Maker, like Gamesalad and others listed before it, uses the drag and drop, code-free approach to
game design. There is, as you probably guessed, a free version. There is also a studio version that starts
at $150 dollars and increases in price as you choose more export options.
And, of course, there’s a Studio Master Collection, which goes for $800 [Link] interface is
one of the easiest to use and ends up being one of the most powerful, too. Combine the in-program
ease-of-use with the experience backing the program’s forum community, and this tool becomes
quite a good place to start your code-free (for now) game design career.

3.4.8. Unity

Finally, we stray from our code-free path. In order to use Unity, you’ll need to know how to code. If you
have some experience with coding, then Unity will be an exceptional tool for you. You’ll be able to design
both 2D and 3D games. For free, too, as the personal edition is downloadable at no cost.
A professional edition is available as well, which is subscription-based with prices starting at $75
dollars per month. If you are interested in more than just creating a game for personal reasons,
Unity has some really cool engagement [Link] powerful design elements of this software, in
conjunction with its end-user data collection and game monetization help, makes it a great tool for
building a game that you could profit from. Even if you don’t care about the monetization aspects
and aren’t as concerned with engagement, this is still an awesome program for practicing your
game building and honing your coding skills. Unity does so much more, but one of the other cool
things it offers is a collaboration feature. When you want to create a game easily with some of your
friends or colleagues, Unity has systems in place to make it very easy for you.

3.4.9. Unreal Engine

Price: Free, with royalties paid to Epic Games after $3000 Level: Intermediate, expert Unreal
Engine, Trailer Website In March of 2015, Unreal Engine became free to download. The stipulation is
that, if you monetize your creation, Epic Games gets 5% of your profits after your first $3000. You can use
the Unreal Engine to make everything from 2D mobile games to stunning 3D open-world games. You
could be a student, an indie developer, or a professional game designer. This engine is being used by all
levels of game designers, and your only limits are your time and creativity. The engine is powerful enough
to keep up with your wildest game creation dreams.

3.5 Future scope of game programing

The gaming industry has an array of career choices to offer. It makes up for a large segment on the
employment front too. According to statistics shared by the American Gaming Association, game
industry jobs provide employment to as many as 1.7 million individuals, with the employment rate
growing by 62,000 jobs (on average) every year.

The most common myth about game industry jobs is the lack of options. However, game careers
are not limited to game design and game development. Here are some game industry jobs that you
can take up as a profession:

Video Game Designer:you don’t code and cannot sketch, but you have a million-dollar idea for a
game that could be a breakthrough. Well, you are not in for a disappointment. The job of a video
game designer is to create a blueprint of the characters and the purpose of the game.
Video Game Artist:
drink some coffee, grab your sketchbook and wake up the artist in you! Video game designers
need to work around animated characters to design the game. Here’s where a video game artist’s
talent comes into play. So, go ahead and draw your imagination!

Writer:almost every video game has a background story. Take for instance the popular game,
“Marvel Contest of Champions”. The dialogue depiction is a major part of the game and, of course,
needs writers. Today, many games incorporate scripts to make the games look more interactive.
Moreover, writers are also responsible for the manuals and the in-game menus.
Audio Programmer:
game so that they can take notes on the user interface and glitches (in case there are any).
Professional Gamer: though it sounds unbelievable, playing games can make you rich. With
YouTube videos becoming a major source of income for many, “All play and no work” doesn’t
seem like a bad idea at all. The trending “Let’s Play” videos have earned competitive gamers
enough to live a comfortable [Link] Producer:It my seem like the industry is run by video
games designers and game developers, however, that is not the case. A vital element in getting a
video game up and running in the market is the job of a game producer. Game producers are
responsible for handling the budget, project management and

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