Saturday, November 17, 2012



Sunday, October 21, 2012

Video Games Through Technology 1983-92
By: Cortney Norton

The gaming industry has further advanced right along side technologies of the time. The constant advancing in technology sets the standard for what is to be expected in the video gaming industries as far as graphics and interactions throughout each time period. Between the years 1983-1992 the video game industry was at it’s own stage of development, just beginning to break away from the overall development of technology as a whole.
Video games have become a staple of technology and has gone beyond just technology and become its own art form. Advances in programing and rendering are being  made available every day to create these works of art, a path of evolution that runs parallel with the evolution of technology and mirrors the growth and development of art itself. When humans create or discover a new medium generally, after all of the practical uses have been discovered, the devolvement of a new form of art and entertainment follows. “The real motive force behind the advance of the world has always been provided by ideas.”1 Through many influences came our technology, as did the video game industry. For example: “Our modern world is largely an intellectual product of the Renaissance and a physical product of the industrial revolution.” 1 It is through this mindset that video games are possible, yet they are also a product influenced by many cultural and technological influences.
Video game consoles were being introduced rapidly, companies were trying to butt into the market every day. Before the major video game manufactures we know today became mainstream, many other companies were joining the race of game development. Some lesser known developers helped set the stage for companies as we know them no w.  In 1983 the first video game to use laser-disc technology was established by Rick Dyer. Namco’s PV-1000 was introduced in Japan in 1983 with only 15 games to choose from, Dig-Dug being the most notable and popular.2 Dig-Dug remains a classic even to this day. A lesser-known Nintendo also released the NES in Japan, yet due to Atari’s current domination of the American video game industries it was not released in the U.S. until 1985. Other popular consoles released during this time include The Colecovision, Intellvision, Commodore 64, Sega Master System, Sega Genesis, and the Super Nintendo.
The games being released for these consoles ranged from four different game types including: Target, Adventure, Action, and Tactics.2 In games that were target based, the players main objective was to hit a direct sometimes moving target. These games were mainly point-shoot games where the player was the armsman. In the adventure based games the player took on the roll of a specific character, and had many tasks and quests to accomplish to complete each goal. The more tasks the player completed the higher the difficulty advanced moving on to the next one. The player had accomplish many achievements and defeat many obstacles and bosses in order to win the over all game. Tactics games were strategy based games where the player usually versed a computer mode, and the players decisions throughout the game affect the overall outcome. Nintendo was the main producer of these games between 1986 and 1988.2 These years were some of the strongest years for Nintendo. Most of the action and adventure games that provided a base for these genres were introduced by Nintendo for the NES. The games that strongly influenced the current industry and some franchises that Nintendo continues to build on to this day. A few of these games were: Final Fantasy, The Legend of Zelda, Mega Man 2, and Metroid.




Chris Melissinos, Patrick O’Rourke, Mike Mika, Elizabeth Broun. The Art Of Video Games: From Pac Man to Mass Effect.(New York: Welcom Books 2012)[JA10] 


Tuesday, November 13, 2012

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STORY-TELLING IN VIDEO GAMES: FINAL FANTASY


One of the most iconic video game franchises to date, this series exemplifies the movement towards a more storytelling-centered approach to video games.  The video game, along with the Legend of Zelda (1986), and Dragon Quest (1980), were among the earliest video games associated with the popularization and legitimization of the role-playing video games, following it’s fiscal and critical success after it’s release in 1987. The role-playing genre itself is one that is particularly involving as the player immerses himself or herself in the world of the character, is as such very much entrenched in the idea of storytelling.

The earliest versions of game in this genre began with “pen and paper” role-playing games such as Dungeons and Dragons in1974, and with the growing technologies that were presented by the video gaming world, it became increasingly possible to make the genre even more immersive as the world only imagined by players before was given the opportunity to become increasingly tangible first with computer games in 1980 and then with consoles in 1982.


A view of the world map of Final Fantasy I
The game takes place in an alternate fantasy reality, inhabited by a number of races including; humans, mermaids and dragons. It follows four 'Light Warriors', tasked with restoring balance to a world devastated by the darkening of the world’s four elemental orbs by the four ‘Elemental Fiends’. The plot of the game develops as the player moves through the game, interacting with citizens residing in towns to gain information and visiting shops to buy equipment to enrich the gaming experience and strengthen the characters adds a touch of reality to the game that provides a relatability that makes the game even more immersive and involving, making it considerably less linear than the side-scrolling platform games that came before.

Screenshot of Light Warriors (Right) battling an Elemental Fiend
The game also featured a variety of weapons, armor and other special items that can be found or bought throughout the game in order to make the character more powerful. Each character is classified into six classes: Fighter, Thief, Black Belt, Red Mage, White Mage and Black Mage. These classes influence the way each character can navigate throughout the game. Depending on the class, there are restrictions on which weapons and armor are available for use, and as such how effective each character is in battle. Characters also develop organically as game experience is amassed; the player is then given the option to undo a class upgrade. These features, typical of an RPG, are examples of how the game is given complexities and details in order to make the gaming and storytelling experience all the more vivid, convincing and engaging.

Even today, the game is widely regarded as one of the pioneers in RPG video game field, and with it's series about to spawn it's 14th title, it is clear that the lasting impression that was made  with it's innovations in gaming will be continued for a while to come.

Creative Project



Wednesday, November 7, 2012




Here you may see a picture, and a play-through of the first video game Nintendo ever released in America, as well as their most famous character, Mario's first ever appearance. It's amazing how far the company has come throughout the years.

Cortney Norton

Monday, November 5, 2012

The Future of Video Game Graphics

When Pong came out in 1972, it started the revolution of video games as we know it; since then, the video game graphics have come a far way1. Game designers hoped to eventually produce photorealistic graphics that will be indistinguishable from real life. With each generation we get closer to creating the perfect visual game.

Christoph Hartmann, the boss of 2K Games, was quoted saying that, “until games are photorealistic, it'll be very hard to open up to new genres. We can really only focus on action and shooter titles; those are suitable for consoles now"2. To make this happen game developers need two things. First game developers need better hardware, e.g. game consoles, to be able to support the graphics and visual effects it takes to create the games. Due to technology constantly improving we can see advances in graphics more often. Current video game consoles are six generations behind in technology versus computers. That is an enormous gap in technology. However, game consoles tend to have a better ability at keeping up with graphics during game play than computers do. The reason for this is because game consoles are designed for one thing only, games. Computers may have more advanced technology, but are also equipped to perform different tasks. When the next generation of consoles come out in the next few years, developers hope to use the technology to their advantage. In one of his speeches the founder and programmer of Epic Games, Tim Sweeney, said, “over our lifetime, we'd get to amounts of computing power that come very close to simulating reality”3. The second thing is new and improved game developing software that can generate these realistic graphics.

The incredible images, created by Jorge Jimenez, show off the latest advances in computer graphics. They are created in real time, meaning they can be used in computer games.

In 2012, during E3, Electronics Entertainment Expo, multiple gaming companies revealed their new game design engines. Square Enix revealed their next generation engine titled “Luminous Studio” that showed actual in game footage of a demo entitled “Agni's Philosophy” and Epic Games showed off their UNREAL 4 engine4. Euclideon, a company from Australia, has been working on a technology they call “unlimited detail”5. Where most game design companies use polygons to create graphics, Euclideon is using atoms6. Higher polygons counts equal more details in games, and therefore game developers are able to create more realistic games. Euclideon is changing all that with their unlimited detail engine. By utilizing atoms rather than polygons, they are able to produce a much higher level of detail in games and create a more realistic look when it comes to graphics. In their demo one can actually see individual grains of sand. The company has even developed this piece of software to allow you to scan actual things from the real world into the game. With the development of this software using atoms, the details of using atoms are so vivid, that it is difficult to determine what has been scanned in or created. This type of technology opens so many doors. If this new technology takes off the gaming industry could be looking at a historical leap in graphics and game realism and the options could become limitless.

http://www.youtube.com/watch?feature=player_embedded&v=UVX0OUO9ptU

 http://www.youtube.com/watch?feature=player_embedded&v=DrBR_4FohSE


 Anel Sisic

1 D.S. Cohen, “Pong-The First Video Game Megahit,” http://classicgames.about.com/od/history/p/Pong-The-First-Video-
Game-Megahit.htm.
2Eddie Makuch, “2K Calls for Photorealism in Games,” http://www.gamespot.com/news/2k-calls-for-photorealism-in-games-6389629.
3Kyle Orland, “How Close are we to Truly Photorealistic, Real-Time Games,” http://arstechnica.com/gaming/2012/02/how-close-are-we-to-truly-photorealistic-real-time-games/.
4“Square Enix Reveals a Glimpse at the Future of Video Game Graphics,” http://www.hailmaryjane.com/square-enix-reveals-a-glimpse-at-the-future-of-video-game-graphics/.
5Tim Ingham, “The Future of Video Game Graphics – or a Load of ole Nonsense,” http://www.hailmaryjane.com/square-enix-reveals-a-glimpse-at-the-future-of-video-game-graphics/.
6Tim Ingham

Scholarly Post - Jon Bayens

If a single role-playing game, RPG, character had to be named as the most iconic of them all it would be Link from The Legend of Zelda series. With his first game release being in 1986 in the title The Legend of Zelda, Link can still be seen today continuing his epic quest. The game has survived all throughout the years because of its very unique game play involving a mix of action, adventure, and puzzle solving. Because of this it is one of Nintendo's most important franchises.

For being a game that has lasted this long it has actually kept many similarities between all its titles. Each game features the hero Link on a quest to save princess Zelda from a dark evil, usually Ganon, while harnessing the power of the master sword and triforce, which is a magical item bestowed upon Link by the goddesses. The success of this franchise is not even debatable as of December of 2011 the series has sold over 67.93 million copies since its original release in 1986. Through these many years the character of Link has also been advanced and changed to fit the new technology available to Nintendo.

With each adaptation of the game the current doom facing the world, the world, and Link himself generally change. The Legend of Zelda: The Ocarina of Time was a huge turning point in the series as well as the best selling title. This is most likely because it was the first three-dimensional title released in the series. It was being developed around the same time as Super Mario 64, the first three-dimensional title in the Mario franchise; however, because of the complexity of The Legend of Zelda it took an additional two years to release. After twenty five years of the franchise Eiji Aonuma, the producer of the series, said, "our aim has always been to produce something different, something you've never seen before in a video game. To that end, a lot of our past innovations have become something that can only be seen in a Zelda game."[1]

The Legend of Zelda (1986)

The Legend of Zelda: The Ocarina of Time (1998)

Because of the many different forms the adventure may take it has opened the game up to be so much more than just a simple RPG. Especially with the advancements in the systems used to play the game it has allowed the franchise to "not really [be] a genre in itself, but it should never limit itself to one genre. With Zelda we're always trying to do something unique." [2] Unique is an understatement. In no other game can you go from grappling through the ruins of a temple floating in the sky to transforming yourself to be able to traverse a dungeon sunken in a lake.

The mastermind behind this series is none other than the same mastermind behind the Mario franchise, Shigeru Miyamoto.  The inspiration for this game "was born in the rolling hills of Kyoto Japan" [3] with a young boy exploring the country side. Miyamoto armed himself with a lantern and explored a dark cavern. It was this feeling that he had from his childhood that he wanted to recreate and give to the players of the very first Legend of Zelda game. In the first game many things had yet to be discovered about the series, but it helped pave the pathway into the game that it is today. Throughout the different games there have been a couple experiments that were tried that didn't survive through the series. In Zelda II: The Adventure of Link, our hero appeared in a "side-scrolling adventure" instead of his previous isometric view. In later games only a couple times in very specific areas did the game ever return to being a side-scroller.

Although The Legend of Zelda: The Ocarina of Time was the most prominent and best selling title, The Legend of Zelda: A Link to the Past, which came out six years prior, set up and named a lot of things that are known to be iconic of the series. This game "crafted Hyrule into a living, breathing world. The opening sees a terrible storm pounding on the rooftop of a humble woodland home."

The Legend of Zelda: A Link to the Past (1992)

Being a leading innovator in game play physically as well as intellectually and holding true to itself with each additional title in the series is what has allowed the franchise to thrive the way that it has. With the end of each game the quest may be over, but the journey to save Hyrule from evil forces never ends.


1. Cowen, Nick "Legend of Zelda: Skyward Sword - Interview," November 9, 2011. http://www.guardian.co.uk/technology/blog/2011/nov/09/legend-of-zelda-skyward-sword (accessed November 5, 2012).

2. Ibid.

3. Hoggins, Tom "The Legend of Zelda: retrospective and interview with Eiji Aonuma," December 16, 2009. http://www.telegraph.co.uk/technology/video-games/6826685/The-Legend-of-Zelda-retrospective-and-interview-with-Eiji-Aonuma-part-1.html (accessed November 5, 2012). 

Edited

History of Spacewar!: The First Major Computer Game


 By:Gaylen Malone    
     One of the earliest digital computer games was created by Stever Russell, Wayne Wiitanen and Martin Graetz in 1961. [1] The game was titled Spacewar! It is a two-game in which each player controls a space ship avatar. The goal in the game is for one player to destroy the other.
            The only computer games prior to Spacewar! were created between the years of 1957 and 1961. MIT created TX-0 (Transistorized Experiment Computer Zero). The TX-0 has a collection of interactive graphical programs that included Mouse in the Maze, HAX and Tic-Tac-Toe.[2] Spacewar! was created for the PDP-1 (Programmed Data Processor-1). Spacewar! turned out to be a good program to test the computer with so all the PDP-1 computers orders were shipped out with Spacewar! already in the core memory of the computer [3]. The widespread popularity of Spacewar! is largely accredited to the fact that computer shipped out preloaded with the game already on the computer.  
            In 1961, DEC (Digital Equipment Corporation) donated a PDP-1 to the MIT "kludge room" in hopes that the students and professors at MIT could brainstorm together to think and create something wonderful and impressive to showcase the capabilities of the PDP-1. [2] "Somebody had built some little pattern-generating programs which made interesting patterns like a kaleidoscope. Not a very good demonstration. Here was this display that could do all sorts of good things! So we started talking about it, figuring what would be interesting displays. We decided that probably you could make a two-dimensional maneuvering sort of thing, and decided that naturally the obvious thing to do was spaceships."[4] The team of MIT students finished programming the computer game after nearly 200 hours of work. [1] The gameplay of Spacewar! involves two spaceships that shoot missiles that are unaffected by gravity. These two space ships are called "the needle" and "the wedge". The two space ships attempt shoot each other while trying not to fall into the star in the center of the screen. The star in the center of the screen is affected by gravity and is effectively a black hole that sucks up space ships that get too close to it. The limits of the ships are the limited number of missiles and the limited supple of fuel.
     The game has five controls, clockwise, counterclockwise rotation, thrust, fire and hyperspace. Hyperspace is a feather that lets a player avoid missiles by reintroducing them into the game space in a random location. [5] The risk of using the hyperspace button is that your ships risks the possibility of exploding. The probability increases with each use of hyperspace.
As of today, there is only on working PDP-1, at the Computer History Museum in Mountain View, California. It took a team two full years of work to restore the computer and display, but now Spacewar! is fully operational. [6]

[1]Markoff, John (June 3, 2006). "Alan Kotok, 64, a Pioneer In Computer Video Games". The New York Times Company StaffRetrieved November 1, 2012.
[2]  "The origin of Spacewar", Creative Computing magazine, August 1981, J. M. Graetz, archived by wheels.org. Retrieved November 1, 2012.
[3]Computer History Museum. "Computer History Museum PDP-1 Restoration Project — Introduction"Retrieved November 1, 2012.
 [4]Brand, Stewart (December 7, 1972). "Spacewar: Fantastic Life and Symbolic Death Among the Computer Bums". Rolling Stone (Straight Arrow Publishers, Inc.) (123): 50–58.
[5] The origin of Spacewar", Creative Computing magazine, August 1981, J. M. Graetz, archived by wheels.org. Retrieved November 1, 2012.
[6] "The Mouse That Roared: A PDP-1 Celebration Event"Retrieved November 1, 2012.