1. Development of
games: Research
{The historical development: The aspects: research was gathered
with the internet, books , magazines , newspapers.
2. In 1952, A.S. Douglas wrote his PhD degree at the University of
Cambridge on Human-Computer interraction. Douglas created the first
graphical computer game - a version of Tic-Tac-Toe. The game was
programmed on a EDSAC vaccuum-tube computer, which had a
cathode ray tube display.
William Higinbotham created the first video game ever in 1958. His
game, called "Tennis for Two," was created and played on a
Brookhaven National Laboratory oscilloscope. In 1962, Steve Russell
invented SpaceWar!. Spacewar! was the first game intended for
computer use. Russell used a MIT PDP-1 mainframe computer to
design his game.
In 1967, Ralph Baer wrote the first video game played on a television
set, a game called Chase. Ralph Baer was then part of Sanders
Associates, a military electronics firm. Ralph Baer first conceived of his
idea in 1951 while working for Loral, a television company.
In 1971, Nolan Bushnell together with Ted Dabney, created the first
arcade game. It was called Computer Space, based on Steve Russell's
earlier game of Spacewar!. The arcade game Pong was created by
Nolan Bushnell (with help from Al Alcorn) a year later in 1972. Nolan
Bushnell and Ted Dabney started Atari Computers that same year. In
1975, Atari re-released Pong as a home video game.
3. After looking over this
picture you would just see a
brown box but it was a lot
more complex than that.
4. The origins of gaming
The origins of gaming, started simply with a game not only just a
game but a game that would construct the future with new
platforms and opportunity's . In 1952 A.S. Douglas who was a
student at the university of Cambridge created the first ever
graphical computer game (Tic, Tac, Toe) The game was
programmed on a computer the EDSAC Vacuum tube which had a
cathode ray tube display.
Now you could say that A.S Douglas inspired people as six years
later a chap called William Higinbotham created the first ever
video game (1958) The game was called tennis for two played on a
Brookhaven National Laboratory oscilloscope. The next four years
would prove that people would of took notice to this as in 1962
Steve Russell invented space wars! This game was intended for
computer use only Russell used a MIT Mainframe computer to
create his game.
5. History of game consoles
http://www.youtube.com/
watch?v=x46rLRFy-2Q
History Of Video Game Consoles Consoles more history
http://www.youtube.com/watch?v=3gja6xT
http://www.youtube.com/watch?v=j0oF1U
qcYdQ rwws
6. Microsoft Studios is the video game
production wing for Microsoft, responsible for
the development and publishing of games for
the Xbox, Xbox 360, Games for Windows and
Windows Phone platforms. They were
established in 2002 as Microsoft Game Studios
to coincide with the release of the Xbox, before
being re-branded in 2011. Microsoft Studios
develops and publishes games in conjunction
with first and third party development studios
under their publishing label.
7. 2006
Microsoft Studios announced that they have
purchased Lionhead Studios, known for
developing critically acclaimed titles such as
Black & White and Fable.[1]
Microsoft Studios acquired Massive
Incorporated, an in-game advertising company
to provide additional revenues from their
gaming platforms.[2]
8. 2007
Microsoft Studios announced the opening of a
European office in Reading, England, headed
by General manager Phil Spencer.[3]
Microsoft Studios disbanded FASA Studio, best
known for their work on the MechWarrior series.
Halo developers Bungie announced that they
would split from Microsoft Studios in order
become a privately held independent company.
9. 2008
Microsoft Studios disbanded casual games studio Carbonated Games.
Microsoft Studios announced the formation of Xbox Live Productions to develop
"high-quality digital content" for Xbox Live Arcade.[4]
Microsoft Studios begins recruiting for 343 Industries to take over development of
the Halo franchise after the former developer, Bungie regained independent status.
343 Industries was first officially revealed as steward of the Halo series in mid 2009
with the announcement of the animated project, Halo Legends.
[edit]
2009
Microsoft Studios announced the closure of both Ensemble Studios and Aces
Studio, due to the effects of the late-2000s financial crisis and the restructuring of
their game development studios.
In May, Microsoft acquires Canadian developer BigPark Inc. and integrates them
into Microsoft Games.
Phil Spencer was promoted to Corporate Vice President of Microsoft Studios in
order to replace the retiring Shane Kim.[5]
Microsoft Studios formed Good Science Studio to develop software for Kinect.
[edit]
2010
10. 2012
Phil Harrison, the former Sony world wide studios head
joined Microsoft as head of Microsoft European Studios and
IEB.[14]
Microsoft Studios recruits for new development studios in
Redmond — Microsoft Studios - Playful Learning.[15]
Microsoft Studios recruits for new development studios in
Redmond — Microsoft Studios - The Connected
Experiences.[16]
Microsoft Studios acquires developer Press Play, known for
developing Tentacles and Max & the Magic Marker.[17]
Microsoft Studios announces plans to expand Microsoft
Studios Victoria to between 80-100 people.[18]
Microsoft reveals the final name of their sports entertainment
development studio - Skybox Sports - in a recruitment
release.[19]
Microsoft reveals plans to open a new games development
studio in London, England to develop various free-to-play,
online and social games for Xbox platforms.[20]
Microsoft downsizes Microsoft Studios - Vancouver due to
cancellation of Kinect family title "Project Columbia" and
announces ongoing development of free-to-play PC title,
Microsoft Flight has ceased due to portfolio evaluation.[21]
11. 2011
Microsoft Studios opens new development
studios in Soho London, Redmond,
Washington and Victoria, British
Columbia.[9][10][11]
Microsoft Studios acquires indie game
developer Twisted Pixel Games, known for
developing titles including 'Splosion Man and
The Gunstringer.[12][13]
12. Pong (marketed as PONG) is one of the earliest arcade video games; it is a
tennis sports game featuring simple two-dimensional graphics. While
other arcade video games such as Computer Space came before it, Pong was
one of the first video games to reach mainstream popularity. The aim is to
defeat the opponent in a simulated table tennis game by earning a higher
score. The game was originally manufactured by Atari Incorporated
(Atari), who released it in 1972. Allan Alcorn created Pong as a training
exercise assigned to him by Atari co-founder Nolan Bushnell. Bushnell
based the idea on an electronic ping-pong game included in the Magnavox
Odyssey, which later resulted in a lawsuit against Atari. Surprised by the
quality of Alcorn's work, Atari decided to manufacture the game.
Pong quickly became a success and is the first commercially successful
video game, which led to the start of the video game industry. Soon after
its release, several companies began producing games that copied Pong's
gameplay, and eventually released new types of games. As a result, Atari
encouraged its staff to produce more innovative games. The company
released several sequels that built upon the original's gameplay by adding
new features. During the 1975 Christmas season, Atari released a home
version of Pong exclusively through Sears retail stores. It was also a
commercial success and led to numerous copies. The game has been
remade on numerous home and portable platforms following its release.
Pong has been referenced and parodied in multiple television shows and
video games, and has been a part of several video game and cultural
exhibitions.
14. The Commodore 64, commonly called C64, C=64 (after the graphic logo on the case) or
occasionally CBM 64 (for Commodore Business Machines), or VIC-64,[5] is an 8-bit home
computer introduced in January 1982 by Commodore International.
Volume production started in the spring of 1982, with machines being released on to the market
in August at a price of US$ 595.[6][7] Preceded by the Commodore VIC-20 and Commodore
PET, the C64 took its name from its 64 kilobytes (65,536 bytes) of RAM, and had favourable
sound and graphical specifications when compared to contemporary systems such as the Apple
II, at a price that was well below the circa US$ 1200 demanded by Apple.
During the C64's lifetime, sales totalled between 12.5 and 17 million units, making it the best-
selling single personal computer model of all time.[3][4] For a substantial period of time (1983–
1986), the C64 dominated the market with between 30% and 40% share and 2 million units sold
per year,[8] outselling the IBM PC compatibles, Apple Inc. computers, and Atari 8-bit family
computers. Sam Tramiel, a later Atari president and the son of Commodore's founder, said in a
1989 interview "When I was at Commodore we were building 400,000 C64s a month for a couple
of years."[9]
Part of its success was because it was sold in retail stores instead of electronics stores.
Commodore produced many of its parts in-house to control supplies and cost. It is sometimes
compared to the Ford Model T automobile for its role in bringing a new technology to middle-
class households via creative mass-production.[10]
Approximately 10,000 commercial software titles were made for the Commodore 64 including
development tools, office productivity applications, and games.[11] C64 emulators allow anyone
with a modern computer, or a compatible video game console, to run these programs today. The
C64 is also credited with popularizing the computer demoscene and is still used today by some
computer hobbyists.[12]
On March 16, 2012 the Smithsonian American Art Museum's "The Art of Video Games" exhibit
opened featuring an entire kiosk devoted to the Commodore 64 computer. The Kiosk not only
highlighted four games with video & audio clips but also contained an original Commodore 64
computer on display
15.
16. Sega Corporation (株式会社セガ Kabushiki gaisha
Sega?), pronounced sæ'ɡə (US/Canada/UK) or si'ɡə
(Australia/New Zealand) usually styled as SEGA, is a
multinational video game software developer and an arcade
software and hardware development company headquartered
in Japan, with various offices around the world. Sega
previously developed and manufactured its own brand of
home video game consoles from 1983 to 2001, but a
restructure was announced on January 31, 2001 that ceased
continued production of its existing home console, effectively
exiting the company from the home console business.[3]
While arcade development would continue unchanged, the
restructure shifted the focus of the company's home video
game software development to consoles developed by various
third-party manufacturers.
Sega's head offices, as well as the main office of its domestic
division, Sega Corporation (Spartata), are located in
Ōta, Tokyo, Japan. Sega's European division, Sega Europe
Ltd., is headquartered in the Brentford area of London in the
United Kingdom. Sega's North American division, Sega of
America Inc., is headquartered in San Francisco; having
moved there from Redwood City, California in 1999.[4][5]
Sega Publishing Korea is headquartered in
Jongno, Seoul, Korea. Sega's Australian & European
operations outside of the United Kingdom closed on the 1st
July 2012 due to world economic pressures. Distribution of
Sega products in Australia as of 1 July 2012 is handled by Five
Star Games, made up of all the redundant employees from
Sega Australia
17. The Sega Genesis, also known as Sega Mega Drive, is a fourth-generation video
game console developed and produced by Sega. It was originally released in
Japan in 1988 as Mega Drive (メガドライブ Mega Doraibu?), then in North
America in 1989 as Sega Genesis, and in Europe, Australia and other PAL regions
in 1990 as Mega Drive. The reason for the two names is that Sega was unable to
secure legal rights to the Mega Drive name in North America. The Sega Genesis
is Sega's third console and the successor to the Sega Master System with which it
has backward compatibility when the separately sold Power Base Converter is
installed.
The Sega Genesis was the first of its generation to achieve notable market share
in continental Europe and North America, where it competed against a wide
range of platforms, including both dedicated gaming consoles and home
computer systems. Two years later, Nintendo released the Super Nintendo
Entertainment System, and the competition between the two would dominate the
16-bit era of video gaming. The console began production in Japan in 1988 and
ended with the last new licensed game being released in 2002 in Brazil.[12] The
Sega Genesis was Sega's most successful console; though Sega has never released
a total sales figure quote.[sn 1] Several add-ons were created including the Sega
CD and Sega 32X which extended its capabilities.
The controversy over games such as Mortal Kombat in the United States forced
Sega to create the first content rating system for video games, the Videogame
Rating Council, rather than have the games heavily censored. The rating system
allowed Sega to ship games with little to no censorship and gave it a competitive
edge when the same game was released by Nintendo. The success of those games
eventually forced Nintendo to join its rating system.
The console and its games continue to be popular among fans, collectors, video
game music fans, retro gamers, emulation enthusiasts and the fan translation
scene.[23] Licensed 3rd party variations of the console are still being produced to
this day, and there are also several indie game developers continuing to produce
games for the console. Many games have been re-released in compilations for
newer consoles, offered for download on various online services, such as Wii
Virtual Console, Xbox Live Arcade, PlayStation Network and Steam.
18.
19. The Super Nintendo Entertainment System (also known as the Super
NES, SNES[b] or Super Nintendo) is a 16-bit video game console that
was released in 1990 by Nintendo in Japan, 1991 in North America,
1992 in Europe & Australasia (Oceania), and South America in 1993. In
Japan and Southeast Asia, the system is called the Super Famicom (ス
ーパーファミコン?, officially adopting the abbreviated name of its
predecessor, the Family Computer), or SFC for short. In South Korea, it
is known as the Super Comboy (슈퍼 컴보이) and was distributed by
Hyundai Electronics. Although each version is essentially the same,
several forms of regional lockout prevent the different versions from
being compatible with one another.
The Super Nintendo Entertainment System is Nintendo's second home
console, following the Nintendo Entertainment System (NES). The
console introduced advanced graphics and sound capabilities
compared with other consoles at the time. Additionally, development
of a variety of enhancement chips (which were integrated on game
circuit boards) helped to keep it competitive in the marketplace.
The SNES was a global success, becoming the best-selling console of
the 16-bit era despite its relatively late start and the fierce competition
it faced in North America and Europe from Sega's Genesis console. The
SNES remained popular well into the 32-bit era, and continues to be
popular among fans, collectors, retro gamers, and emulation
enthusiasts, some of whom are still making
21. The Nintendo Entertainment System (also abbreviated as NES or
simply called Nintendo) is an 8-bit video game console that was
released by Nintendo in North America during 1985, in Europe during
1986 and Australia in 1987. In most of Asia, including Japan (where it
was first launched in 1983), China, Vietnam, Singapore, the Middle
East and Hong Kong, it was released as the Family Computer (ファミ
リーコンピュータ Famirī Konpyūta?), commonly shortened as either the
Famicom (ファミコン Famikon?), or abbreviated to FC. In South Korea,
it was known as the Hyundai Comboy (현대 컴보이 Hyeondae Keomboi)
and was distributed by Hynix which then was known as Hyundai
Electronics. It was succeeded by the Super Nintendo Entertainment
System.
The best-selling gaming console of its time,[7]e[›] the NES helped
revitalize the US video game industry following the video game crash
of 1983,[8] and set the standard for subsequent consoles of its
generation. With the NES, Nintendo introduced a now-standard
business model of licensing third-party developers, authorizing them
to produce and distribute software for Nintendo's platform.[9]