Gaming+Platform--Video+Game


 * __The Evolution of Video Gaming Platform__ **

Introduction to Gaming Platform--Video Game

Gaming Platform refers to the electronic system used to play video game. It is a combined product of electronic hardware and software, for example, your personal computer, the video game console, the handheld gaming device and the arcade gaming machine. Some electronic devices, with a display screens that allow users to play games (PDA, mobile phone, etc) could also be considered as a gaming platform. However, they are not dedicated to video game.

Usually, Gaming Platform is accompanied with a display device (the monitor) and an input device (game controller, e.g. Joystick, keyboard, etc). In fact, as different video games interact with user differently and generate various form of feedback (light, sound, vibration), speakers, headphones and particular kind of sensor may be added into the video game system.

The Video game is an electronic program, which could interact with the user and give feedback. Nowadays, the gaming machine doesn’t only give response to the player; it acts as a communicator that could link the players together. Most of the portable gaming devices now allow user to host up to the network. User could find someone to compete with through the network. Some PC games let participants to form a team and finish the task together. The Video game is no longer a self-entertainment. It is a communication tool which pulling the people together.


 * History and development **

Gaming has an old history but the electronic video game was started after the invention of computer. In 1950s, the first electronic game was merely some flicking line on an oscilloscope. Some people may not see it as a “Game” because it was just a testing program in the laboratory only. Then, a man called Ralph Bauer initiated to put the electronic gaming system and the television together. The 1st generation of TV game appeared.

· ** The First Generation (1972 – 1976 **** ) ** The first Generation of Gaming platform can be ranged the period from 1972 to 1977. Most importantly, the first gaming platform – Magnavox launched Baer’s “brown box” technology as the Odyssey, was invented on January 27, 1972. It simply used black-and-white graphics with the concept of a “television gaming apparatus”. However, it was not well growing and not very popular due to its heavy appearance. This “Brown Box” now can be found in the National Museum of American History.

Then, the real massive hit to the users was the one called Atari PONG. From 1972 to 1976, the PONG machine reached a huge success, and it became “Sears’ best-selling items during the 1975 Christmas season, with the sales of more than $40 million.”

· ** The Golden Days (1977 – 1982) ** After the initial age period, the gaming platform continued to work for higher resolution graphics. They were not limited with simple dots and lines anymore. Indeed, the consumer market had required for more games and the wider range of varieties.

Atari 2600 that was based on an 8-bit microprocessor released many popular games like Space Invaders, Asteriods and PacMan. There were 40 different manufacturers created more than 200 different games for the system. In 1978, Atari 2600 became the market-leader among Magnavox, Bally and Fairchild Channel F.



Mattel Intellivision that was the first gaming platform utilized 16-bit microprocessor graphics, distinguished itself with its proprietary sports games. For examples, the well known titles were Major League Baseball, NFL Football, NHL Hockey, NBA Basketball and so on.

· ** The Slump (1982 **** – **** 1984) ** After the reaching peak, the booming environment of the industry had been changed. Because there were too many manufacturers and too many derivatives, it ended up crashing the gaming industry with poor-quality game cartridges since 1983. · ** Nintendo dominance (1985 – 1989) 8-bit system ** During 1982 to 1984, due to no breaking fresh ground, the electronic gaming platform market was seriously shrunk in North America until Nintendo Entertainment System (NES) appeared in Japan. NES started with the arcade game **//Super Mario Bros//**, which based on an 8-bit Motorola with 6502 microprocessor, hit massively in the United States market.

= · Nintendo GameBoy = Nintendo GameBay – the first handheld game platform, featured a black-and-white LCD screen, released in 1989.

· ** Sega Master System (SMS) ** Also in 1989, another Japanese Master brand – Sega released its first game platform in U.S. Special feature with two cartridge ports: one in a standard configuration, and a second port the credit card-sized "Sega Cards". The SMS also had cool features like 3D glasses, but the effect was not so popular because there were only a few games really exciting at that moment.



· ** Nintendo’s //Super Mario World// Versus Sega Genesis (1989 – 1995) **** 16-bit system ** The rivalry between Sega //Genesis// and Nintendo’s //Super Mario World// was the most competitive revolution in the video gaming platform. A higher system upgrade offered them to make more detailed graphics and more creative games for the users. · ** Playstation Era (1995 **** – 1998) ** Sony PlayStation which incorporated a 32-bit Microprocessor was a legend. It released the first edition – the PlayStation in 1995. In order to compete with Sega Saturn, the pricing strategy was set a lower. It was the first mover to begin with interactive gaming platform and became the market leader in home video game system.

Nintendo 64: first 64-bit Microprocessor To compete with Sony PlayStation, Nintendo 64 was released and utilized a 64-bit microprocessor and priced even lower than PlayStation. Needless to say, the new launch of the counter competition was very successful.

· ** XBOX – Microsoft Pentium III microprocessor (1998 – 2006) ** Due to the fast growing market, more companies entered during this period. Since then, there were a few more new comers also planning to get the market share.

One of the biggest enterprises was Microsoft. It released XBOX central processor of a **733 MHz __ x86 __ Intel Celeron/PIII Custom Hybrid with 64MB RAM.** Other competitive Players like the followings:


 * __ Sega Dreamcast __** with 200 MHz __ [|SuperH] __ SH-4 with 16MB RAM)
 * PlayStation 2 ** with 294 MHz __ [|MIPS] __ "__ [|Emotion Engine] __" with 32MB RAM
 * Nintendo GameCube ** with 485 MHz __ [|PowerPC] __ __ [|"Gekko"] __




 * Genres **

Different game has it specific lending platform. For example, the driving games are more likely to go with the console; RPG game is fond of PC. Some games may have more than one lending platform, such as the adventure games and strategy games. They have both PC and console version, but the PC’s is usually more popular because computer allows players to get online. In fact, video game could be classified into various genres based on the method of playing, types of goals, contents and working systems etc. Genres have never had a clear-cut definition as it evolved time to time. New Genres appear everyday. As the complexity of video games increases, one game may be categorized into two or even three different genres. RPG game could give a good demonstration because it contains action (fighting) and strategy. It could have been played online and the theme of the game may come from a movie. This kind of RPG may be seen as an action game, themed game, etc.


 * Classification **

Besides categorizing the video games by genre, we could also classify them by the working systems:

However, this method of classification is making the situation more ambiguous. It is because the classification now has noting related to the game’s content. One game, with the same components may have a portable and console version. Thus, we could not sort the game into a category without asking which version of it belongs to.
 * Personal computer’s game
 * Console dedicated game
 * Handheld console game

Some people may divided the video game into three different categories as below:

Core games---the most demanding kind of video game. It is not for casual player. It requires user to have a deep intensity of playing. For example, Final Fantasy.

Casual games---easy to play, allow users to jump in and out on their own demand. The most appropriate example is Solitaries in the Microsoft Windows system. Causal games could be easily found in your electronic devices, such is in your mobile phone, PDA, or even your electronic dictionary.

Serious games---the game which is not for entertaining. It is developed for a certain purpose, such as collecting information or doing laboratory test. This kind of game is designed for professionals. User needs to have a specific kind of knowledge to operate this. Most of the people are not familiarized with serious game but it is known that the United States military are using “virtual reality based simulations” for training the troops.

Although these three categories also have nothing related to the subject matter of the game, they have already provided a clear-cut definition which is possibility not to get mixed up.


 * Development **

Obviously, the technology of video games has become more and more advanced during the decade. The graphic and sound effects have been stepped forward to look and sound like a real world. Initially, the electronic video game is only lines and dot in the Pong. Then, it came to a black and white platform, with run and jump 2D graphic movement in Atari 2600. Running after is the 64 sprites of Nintendo Super Mario Bro. Nowadays, we have 3D animation of Sony PS3 winning eleven. It seems that the development of the gaming technology is only focused on graphic. In fact, the video advancement is just an outcome of the success in hardware development, also the creativity of human.

The gaming device has been transformed from a simple message converter, to a communication tool. We could foresee a lot of possibilities in the video game industry. Graphic is not the only task to tackle. Game developers need to put more effort and money on creativity works. Moreover, the developer needs to think of how to combine the gaming system with the Internet, for example, the game in the social network websites. The games listed below are not a full history of video game evolution, but it guides you to see the development pathway of the video game.


 * ** Example 1 **

Tennis for Two (1958)

Developed by : Willy Hignibptham Hardware: Analog Computer Purpose : Ademonstration only How to play: player vs player

It is the first video game in the world. The graphic is only black and white line and dot. It required two players; one player represented one side of the “paddles”. Tennis for Two didn’t have a scoring system, the analog computer acted as a message transformer only. The player press the button, the computer transform the physical pressure to electronic signal. The two players are communicated interactively through the analog computer.


 * ** Example 2 **

Pong (1972)

Developed by: Atari (Nolan Bushnell ) Hardware: Custom digital circuitry Purpose: Entertainment How to play: Player vs Player or Player vs computer By pressing the left and right direction buttons and a “paddle” button, players could control the angle of the bounding ball. Pong has the scoring system. Player could compete against the computer, or play with another participant. Pong is the first video game that had became popular because the computing system was no longer a message transformer. It could understand the player’s reaction and give response (scoring and bounding the ball)


 * ** Example 3 **

Nintendo Tennis ( 1983 )

Developed by: Nintendo Hardware: NES Purpose: Entertainment How to play: Player vs Player or Player vs computer
 * 1.79 MHz 6502
 * 16k RAM
 * 16k VRAM
 * 32k ROM cart
 * PPU and MMC custom chips
 * 64 sprites
 * 52 colors
 * 256x240 resolution

There was a great improvement in the graphic in Nintendo Tennis. The size of the ball would change from big to small when you hit the ball out, and it change from small to big when your competitor hit it back to you. Also, 52 colors made the screen looked more likable. Again, it allowed two players competed together, or user could play with the computer by himself/herself. Levels of difficulties were allowed to choose, users could try on different level accordingly to their abilities. As same as Pong, the system could communicate with the user by itself. However, the feedback given by the Nintendo Tennis initiated a greater impact to the user by improved graphic performance.


 * ** Example 4 **

Virtual Racing (1992)

Developed by: Sega Hardware: Arcade (NEC V60 16 MHz, plus 68000 12 MHz, Sega AM2 3D chip, 8192 colors, 496x384 resolution) Purpose: Entertainment How to play: Player vs Player or Player vs computer.

Virtual racing is an Arcade game, which is totally different from the home console. This kind of game gave player a feeling of reality. People were used to feel like driving a real racing car when they were playing. Sega AM2 3D chip of the system enable flat-shade animation up to 30 frames per second. The smooth and fine visual effect was much better than before.

· ** Example 5 **

Mario 64 (1996)

Developed by: Nintendo 64 Hardware: Purpose: Entertainment How to play: Player vs computer Success from Super Mario Bros in 1985, Nintendo released a 3D version of Mario in 1996. Mario 64 allowed player to adjust the viewing angle. It is a real 3D experience as the SGI 3D graphics processor made people felt that they could move deeper into the screen, not only just move up and down or right and left.
 * MIPS R4300 94 MHz
 * 4 MB shared RAM
 * SGI 3D graphics processor
 * 65535 colors
 * 640x480 resolution


 * ** Example 6 **

Warcraft 3 ( 2002)

Developed by: Microsoft Hardware: IBM PC (Pentium II @ 400 MHz) Purpose: Entertainment How to play: Multiplayer, player/players vs computer

3D graphic effect was no longer the selling point of video game. Computer game was dominated the market in 2002 because of the Internet technology had become mature. New kind video gaming format appeared. People were keened on online activities. Gamers started their journeys to compete with each other through the Internet network. They could trade weapons, form a team or even establish a country in the virtual world. The computer and the gaming system, kept on response to the user as it usually did. On the other hand, they acted as a communication tool to link people together. According to [|browsergamesliste.com an online version] is coming soon.

· ** Example 7: **

Wii Sports (2009)

Developed by: Nintendo Hardware: > SD card, SDHC card > Nintendo GameCube Memory Card
 * IBM PowerPC-based "Broadway"
 * 512 MB Internal flash memory
 * ATI "Hollywood"

Purpose: Entertainment How to play: Multiplayer, player/players vs computer

While Sony Playstation and XBOX were tearing each other vigorously, Nintendo released it’s “Killer”---Wii. The graphic effect of Wii, may be not as fabulous as Playstation 3 or XBOX 360. However, Will brought a fresh wind to the gaming market by inducing a new format of video game playing format. A sensor was used to replace the traditional joystick. Player needs to control the game by his or her body movement, such as shaking or running. The Wii Yoga required the participant to perform the real Yoga posts to “clear the page”. Wii may be seen as an “Artificial intellectual” as it seemed to be understood player’s meaning.


 * ** Example 8 **

Facebook--Farmville



Developed by: Facebook Hardware: Java Purpose: Entertainment How to play: Multiplayer

All the video game’s giants are putting their effort on creating core games. They are focus on how to improve the controlling system, how to induce more multimedia function to their consoles and how to further promote the sound and graphic performance. However, some casual games pop up suddenly and get more and more popular. The games in the social network site have already swept the world. Everyone who has a facebook account would also have a farmland (Farmville) or a fish tank (Happy Tank). It is something similar to the SIM CITY, but the most important thing is, the game in social network website is free of charge. Also, you could invite your friends to contribute on your farm or tank or city,etc. It sounds more interactive. Many people are now addicted to this kind of game. Especially for the female player, the “social network video game” is easy to understand and control. It is different from the tradition core game that required a lot of thinking and time consuming.


 * Social effect **

Starting from laboratory testing, the video game has been come a long way. The market of the video game, have been changed from “ mainly for Men” to “dedicated to everyone”.

“ Women’s market ” has a high potential because electronic devices not only go with men now. The NDS is the portable gaming devices Nintendo used to capture the Ladies’ heart. PSP and XBOX also released a “PINK” collection to attract women. The target audience of Wii fit obviously is not for men.

Interactive is one of the most important things the video game developer needs to consider. The interactive is not only between two players; it is talking about the whole network of people. Online games become popular because user could communicate with other people through the game. A particular online game would bring the same social experience to the same group of people. Games help to establish a small virtual society. It is a new kind of human civilization.


 * Current and Future Prospects **


 * Online Game **

The rising popularity of software Flash and Java led to an electronic media – Internet revolution, where web could convert with video and audio or interactively communication in one single platform in real-time. Games, a system have always adopted whatever technology was current and innovate, inevitably take expansion to online platform in order to collect players together in a hub. Online Game, therefore, could be considered as an significant benchmark in reflecting the overall development of computer networking power from small local network to supplicated “ Inter(-national) (con-)net (-ion) web”.

Video Games on gaming devices such as Nintendo Wii, Microsoft Xbox or Sony Play Station could only perform a single pattern of game play if it had nothing to do with Internet. Thrived with communication technology, Internet accessible games were able players to connect other players in multiple forms and created some kind of gaming lobbies or forum in virtual world. Massively multiplayer online games were hence made possible with the growth and public adaptation of broadband Internet access, which allowed hundreds of thousands of players to play the same game together. Many different styles of massively multiplayer games are available, such as

· ** First-person shooter games ** Game “//Doom//” was popular with the concept of death-match, where multiple players battle each other head-to-head in web platform. Since Doom, many first-person shooter games contain online components to allow death-match or arena style play in order to create multiple ending of the games or stories.

· ** Real-time Strategy Games ** “//Age of Empires//” and “//Microsoft Ants//” allowed multiplayer to play over a modem or inter-network. With such services, players would be automatically matched against other players who were wishing to play by the software system.

· ** Cross-platform online play ** The first online game console was the //Super Famicom// that merged with online services with the //Satellaview//. This service was nevertheless innovated and applied only in Japan. Once online games started to create crowd in the market, PlayStation 2, Dreamcast, Xbox and Nintendo GameCube took national advantage of online functionality with its PC game counterpart. For example, Dreamcast, PC, Macintosh and GameCube players were able to share one server. This form of open source networking was definitely beneficial to new generation of Sony and Microsoft consoles which could customize their servers to the consumers.

· ** Browser Games ** Sophisticated with the World Wide Web development, people started creating browser games that used a web browser as a client. Games normally offered to public play via HTML technology. More complicated games that allowing multiple players were created too, such as “//Legend of Empires//” or “//RuneScape//”. Browser-based games were very popular amongst the younger generation of online games recently. It offered a lobby platform for community-based games or even gigantic games at one web browser. Meanwhile, players could form some kind of community identity through joining the browser games, such as pet games “//Neopets//” and “//Happy Farms//” offered by Facebook.


 * 3D Computer Graphic Games **

Through 3D modeling process, it could mathematically present any 3-dimensional surface of one object. The output is called a 3D model. 3D models were widely used, such as detailed models of human organs in medical industry, animated and real-life motion pictures in movie industry, model of chemical compounds in science analysis, landscapes and building structure in architecture industry. With sophisticated usage of 3D modeling, Video Game would be inevitable to be the next channel in applying 3D graphic in real-time. It was not hard to image vivid images and character could be displayed on television or PC with application of technological 3D modeling system.


 * Mind-Control Games **

In Jan 2009, a well known U.S. Toy manufacturer Mattel presented her new Mind Control games 'Mattel's Mindflex' at CES Toys Fair hosted in Las Vegas. Mindflex (see picture) requires players to concentrate hard in order to power a fan that will float a ball through the hoops in main device. It targets to launch in U.S. market in early 2010. This is indeed an one of most interesting toys in late century that apply psychological practice of Electroencephalography (EEG).

Player puts on the Headset that obtains Brain Waves Receiver to read electrical activity along the scalp and concentrate his/her spiritual mind. Headset Receiver will record and collect the digital data and transmit it to main device and 'order' it to open the fan, lifting up the ball through the hoops. It creates an interesting technology application of psychological mind power to some legendary telekinesis. It also a physical testimonial of statement that human mind does have ability to make tangible movement. Similar Mind Control Toys are going to retail market by NeuoSky & Emotiv Systems too. Players could use Mind Power to manipulate video characters' actions without inserting commands or moving joysticks. It sounds like a technology that consists of telepathy and telekinesis. Certainly, with more practical innovation and implement of data transmission technology, gaming energy and interaction between device and brain waves could be more sophisticated and advanced to adopt.

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 * References: **

__ [|http://classicgaming.gamespy.com/View.php?view=ConsoleMuseum.DetailHYPERLINK "http://classicgaming.gamespy.com/View.php?view=ConsoleMuseum.Detail&id=36"&HYPERLINK "http://classicgaming.gamespy.com/View.php?view=ConsoleMuseum.Detail&id=36"id=36] __

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[|http://zh.wikipedia.org/zh-tw/%E9%81%8A%E6%88%B2%E6%A9%9F#.E7.AC.AC.E5.85.AD.E4.B8.96.E4.BB.A3.EF.BC.881998-2006.EF.BC.89]

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