The video gaming business has grown into a fortress that no amount of economic hardship can shake. You’d have to go elsewhere to discover the influence of the economy now with $64 billion in sales every year. Video games have developed from a fad to a beast that has made competition with other hobbies and forms of entertainment a necessity in daily life.
Politics and other technology have started wars, but none have succeeded in slaying this monster. Many devices have come and gone in the 40 years from the unsteady uncertain beginning of the first commercial home system to this gigantic altering technology. But what is the allure?
The first interactive video game, OXO, was released in 1952, spawning from the missile defense systems of the 1940s. It was akin to playing Tic-Tac-Toe with a light pen. In the beginning, university mainframes were utilized, and most games were created as a hobby by individuals, which meant that the output was small and the games were forgotten. The arcade system and home console debuted almost simultaneously, and both introduced the usage of joysticks.
Technology Can Change Video Games Forever
The Galaxy Game was first put at a student union at Stanford University in 1971, and it was then enlarged to eight arcade games in 1972. Then, in 1979, color arcade systems were launched, and these games were popularized.
1972 In the United States, the Magnavox Odyssey home system was produced, which utilized cartridges (later programmable) that employed jumpers to enable/disable different switches within the device, modifying the circuit logic so that several games could be played on the same system. Games were encoded on chips and placed in plastic cartridges in 1976. Instead of having games built into systems, a library of games might be created.
Striving for the most innovative technology and having the most popular games while still earning a profit was a difficult act to pull off. Atari debuted the Atari 2600 (the first of what became known as the second generation consoles) in 1977, and over the Christmas season, the firm published nine games that helped fuel the system’s success. By 1980, Mattel’s Intellivision, with its better visuals, had launched the competitive video game industry.
ColecoVision was introduced into the boiling cauldron of the rivalry of this new trend in 1982. While shop shelves were stocked with numerous options, the sector had its second meltdown in 1983 due to a lack of customer education and too many options. Many consoles would appear and go.
Video game firms were making a return in Japan. The Nintendo Entertainment System (NES) was introduced with Super Mario Brothers in 1985. With a revamped controller that included a D-Pad and a few buttons, the NES laid the groundwork for future systems.
The NES enjoyed a ten-year reign, but with games requiring more processing power for graphics, gameplay, and preserving space, the battle for dominance continued. Many circumstances and technologies gave players and developers optimism and trepidation throughout the reign of the NES. While the internet provided access to multiplayer online games, home console manufacturers were looking into new components for their systems.
Sega Genesis was introduced in the early 1990s and slowly but steadily gained market share. Because of larger game libraries and 3D visuals, the growth of classifying games as genres prompted courts to step in and contest the material disseminated by these corporations. “Games were too violent and seemed too genuine,” they complained.
The Evolution of Video Game Technology
Little did the judges realize that their final remark was fueling gamers’ desire for each new release. New restrictions limiting who could purchase violent games by age defused the conflict, but it wasn’t the last battle the video game industry would confront. Nintendo debuted the Super NES in 1991, and Sega’s argument against it, even though they were both 16-bit systems, was that the Super NES was too sluggish. As a result, the formula for consoles became superior visuals, computing power, and gameplay.
Another issue presented by the industry that gave rise to handheld devices was portability. Handheld LCDs first appeared in 1980, but it wasn’t until 1989 when Nintendo released the Game Boy, that portable handhelds gained traction.
Sega and Nintendo battle for supremacy
While Sega and Nintendo battled for supremacy, PlayStation made its system debut in 1995. PlayStation debuted with the usage of CDs rather than cartridges, which became another milestone and standard for the industry, although PlayStation still lacked support in various areas and game businesses until they realized cd’s carried more data and was less expensive to produce. This would prompt them to respond with their own CD consoles.
The Nintendo 64 was a success, but since it still used cartridges, the expense drove away game producers, and Nintendo began losing game titles. Nintendo released the GameCube, a CD-based system, although it was not as successful as the PlayStation due to a lack of adult-oriented titles and a tiny library. Sega introduced the Dreamcast in 1998 with a built-in modem for online play, attempting to pioneer online gaming with consoles but failing.
PlayStation 2 was introduced in 1998, however, because of the lack of substantial competition, a statement was made that would impact and push the growth of video game technology.
“Video game systems are the future computers” aided in the integration of computers and video game consoles while keeping them distinct. Feeling threatened, Microsoft CEO Bill Gates, one of the world’s wealthiest men, decided to branch out from his Windows program and create Xbox in late 2001.
His objective was to be the finest game system possible, and he would stop at nothing. He had the funds to do research and development. Bill employed his PC technology, such as Intel Processors and hard drives, in the Xbox, even though it was a loss for Microsoft, to safeguard his Windows brand. With so much money poured into Xbox’s visuals, successful game titles, and online gaming throug
the console, other firms no longer had the wherewithal to threaten PCs. Nintendo and PlayStation, feeling dominant in the home systems, concentrated on their handhelds. Each had its own special technology that kept them afloat and equally matched.
The Nintendo DS sold well because of its touch screen, but the PSP sold well because of its versatility. The visuals on the PSP were so good that you could watch movies and play games at the same time.
Even if handhelds did not surpass consoles in popularity, there are still regions where they flourish because of their mobility. Microsoft introduced the Xbox 360 in November 2005, while the PlayStation 3 followed shortly after.
Both established the system’s technological standard, with high-definition graphics, massive hard drive-based secondary storage, integrated networking, and a companion online gaming and sales platform. Because of Blu-ray and Wi-Fi technologies, the PS3 launched at a higher price.
Even though skeptics predicted it would fail, Nintendo struck back with a vengeance by unveiling the Wii in late 2006. Its specs were likewise inferior, but another ingenious idea kept Nintendo in the game. The spread of video games has infiltrated the automobile and cell phone industries. Cars moved from having custom-built systems to factory-installed systems.
Cell phones progressed from having preloaded games to be able to download from the internet, which drew some support from the handheld industry. Even with these new toys, the public was taken aback by Nintendo Wii’s player interactivity, but Xbox and PS 3’s online multiplayer action remained strong. In 2010, PlayStation attempted to reinvent the wheel with its own motion controller, PlayStation Move. Microsoft delivered a knockout punch with the release of Kinect for Xbox 360.
Kinect is a motion sensor technology that doesn’t need any controllers. The interest in these motion systems has moved from teens and young people to the elderly who are unable to physically engage in sports. The genres currently include sports fitness for those who cannot afford a gym membership, senior centers, and community centers.
It is too early to say how successful Microsoft and PlayStation can be against Nintendo since we are just in the third round of a 12-round battle between the three companies. When Christmas sales are tabulated in January 2011, it will be clear who will rule supreme.
Science-fiction books that our grandparents read seem to be coming to reality as this business grows. Just as human cloning and space flight were envisaged but not realized until decades later, I wonder who will discover warp zones or molecular separation if and when they are introduced.
Is it possible that a wormhole would transfer players in the future when they are challenged to a virtual reality battle? One thing is certain: consumers understand the goods available and the games they support. The next video game industry worry will not be caused by customer concern. The ever-changing technology has piqued the curiosity of millions.