Games | Game Design | Game Studies. Gundolf S. Freyermuth

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Games | Game Design | Game Studies - Gundolf S. Freyermuth

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other successful digital simulations were created—most notably Will Wright’s SIM CITY (1989) and Peter Molyneux’s POPULOUS (1989), both of which generated complex situations and behavior patterns from relatively simple rules and thereby offered experiences of open play.

      VIRTUALIZATION OF ANALOG GAMES

      Playable simulations, both old and new, function through the virtualization and algorithmic automation of real-world processes and procedures. The digitalization of analog games occurred in the same way. In the beginning it affected board and sports games equally. Unlike the virtualizations programmed in the area of AI-research and under the auspices of academic insight, the motivation behind this third group of early digital games was focused on improving playability and the fun factor. Trailblazers of this movement were war games of the classical Prussian tradition and other types of strategy games. While the analog versions of these games demanded time-consuming calculations, sometimes requiring the aid of a sliding rule, desk or hand calculator, the digital versions drastically accelerated gameplay through the use of computers; in principle, they enabled real time play.

      Similarly around 1960 academic research began to strive for the algorithmization of sports games. Already in 1958 TENNIS FOR TWO, played on the screen of an oscilloscope, was created through the use of an analog computer at the Brookhaven National Laboratory. Over a decade later, when the first digital game console became available for purchase, it included a table tennis game. Atari-founder Nolan Bushnell played a prototype of this console and then had a similar game programmed. With PONG in 1972, Bushnell brought the first digital game to the arcades and, three years later with the Atari console, into the living room as well. And thus began a long tradition of digital sports games as home entertainment. Today there is hardly a sport in existence, which does not have its virtual equivalent. In particular, licensed league games such as FIFA or MADDEN NFL comprise one of the most popular and lucrative game genres.

      PLAYFUL USE OF DIGITAL TECHNOLOGY

      The game, programmed by MIT students in the sixties, spread throughout the computer labs of American universities. Computer manufacturer DEC finally included it with all $120,000 PDP-1 systems because it served to effectively demonstrate the machine’s capabilities. The future founder of Atari, Nolan Bushnell, was among the thousands of Computer Science students who were deeply influenced by SPACEWAR! In 1971, he produced COMPUTER SPACE, an arcade adaptation of SPACEWAR! and thereby initiated the transition from mechanical-electrical to digital arcade games. A further adaptation for the digital home console Atari 2600 followed in 1978 under the title SPACE WAR.

      PROCEDURALITY

      When one looks at early digital games—even the truly innovative SPACEWAR!—it seems hardly imaginable that, only a few decades later, their descendants would challenge cinema and television. This competition arose from two more qualitative developmental advancements that would radically change the digital medium once again.

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