A History of Videogames - from 1889 to the year 2000.
This was a lecture given in the year 2000 by JT Velikovsky at Charles Sturt University. JT Velikovsky was the national games market analyst in 1999-2000, at Inform P/L (now GfK). For more background see: http://on-writering.blogspot.com/
2. Overview
JT Velikovsky
Former national games market analyst (1999-2000)
at Inform Pty Ltd (now GfK)
Guest Lecture Presentation on:
The History of Videogames
For Charles Sturt University, Bathurst NSW, Yr 2000
(First 3-Year B.A. Games Degree course, Australia)
Images & Information –
Fair Use: For Educational Purposes Only
3. Overview
B.G. - Before Games
The Games Begin: 1961-77
Golden Years: 78-81
The Great Crash: 82-84
Games Are Back: 85-88
Home Market Expands: 93-97
The 32-bit Era: 93-97
The Modern Age: 98-2K
- What Next?: 2K+
http://au.gamespot.com/gamespot/features/video/hov/
TIMELINE:
4. 100 YEARS B.G.
(Before Games)
1889 - Fusajiro Yamauchi starts Marufuku
1891 - Gerard Philips establishes Philips
1918 - Konosuke Matsushita starts Matsushita
Electric Housewares Manufacturing Works
http://au.gamespot.com/gamespot/features/video/hov/
5. 100 YEARS B.G.
(Before Games)
1932 - The Connecticut Leather Company established
1945 - Harold Matson & Elliot Handler start Mattel
http://au.gamespot.com/gamespot/features/video/hov/
6. 50 YEARS B.G.
(Before Games)
1947 / 8 - THE PATENT
1947, Goldsmith and Mann submitted a patent for
the device, calling it the Cathode-Ray Tube
Amusement Device (Pat # #2455992), awarded 1948
Based on WW2 radar device, `missile command’ game
Game was never mass-produced
http://classicgames.about.com/od/classicvideogames101/p/CathodeDevice.htm
7. 50 YEARS B.G.
(Before Games)
1947 - Akio Morita and Masaru Ibuka set up the
Tokyo Telecommunications Engineering Company
http://au.gamespot.com/gamespot/features/video/hov/
8. 50 YEARS B.G.
(Before Games)
- THE IDEA!
1951 - Ralph Baer, engineer with Loral, told to
"build the best TV set in the world."
• Baer suggests they add some kind of
interactive game to the TV set
• This apparently doesn’t happen.
http://au.gamespot.com/gamespot/features/video/hov/
9. 50 YEARS B.G.
(Before Games)
- The First-ever Ph.D. In Games?
1952 - OXO (Noughts and Crosses) - created and
programmed by Alexander Sandy Douglas, at
Cambridge University
• Platform: Electronic Delay Storage
Automatic Calculator (EDSAC)
• PhD was awarded! (You Win!)
http://classicgames.about.com/od/computergames/p/OXOProfile.htm/
10. 50 YEARS B.G.
(Before Games)
1954 - Former US Korean War veteran David Rosen
starts SErvice GAmes
12. The Games Begin:
1961
1961 Steve Russell
creates Spacewar
* Play it here:
http://lcs.www.media.mit.edu/gro
ups/el/projects/spacewar/
1962 Nolan Bushnell
plays Spacewar at the
University of Utah.
13. The Games Begin:
1970’s
Early 70’s - other games developed on mainframes:
Avatar, Airfight
• Star Trek written by Mike Mayfield (in BASIC)
• almost no graphics
• no significant commercial markets
14. The Games Begin:
1970’s
• 1970's Computers games
mostly use teletypes
• 1971 Intel builds the
4004 4-bit
microprocessor.
15. 1971 - Nutting Releases First Arcade Video Game
• Computer Space
1972 - Magnavox Unveils The Odyssey
The Games Begin:
1971-77
19. The Games Begin:
1971-77
1976
• Fairchild releases Fairchild Channel F
• Exidy releases Death Race arcade game
• many home video games released
• Atari sold to Warner Communications
25. Golden Years:
1978-81
1978
•Atari releases Atari Football with trackball
• Bushnell leaves Atari (buys Chuck E. Cheese)
• Nintendo cocktail tables with Computer Othello
• Intel develops the 8088 (8/16-bit) processor
26. Golden Years:
1978-81
1978 - Atari Enters Computer Market
• Atari 400 and 800 computers
1978 - Magnavox releases console with keyboard
• the Odyssey 2
30. Golden Years:
1978-81
1980 - Namco releases Pac-Man
• most popular arcade of all time
• originally named Puck-Man
1981 - Nintendo creates Donkey Kong
31. Golden Years:
1978-81
1981
more Atari programmers leave & form
Imagic
SEGA releases Frogger in US
US arcade revenues = $5 billion
Man dies of heart attack while
playing Berserk
36. The Great Crash
1982-1984
• The 1983 Crash!
• too many products on the shelves
• many 3rd-party companies go bust
• Mattel shuts down after heavy losses
• Warner sells off Atari
37. Games Are Back:
1985-88
1985 - Nintendo test-markets 8-bit NES
1986 - Nintendo Releases NES
• system debuts with Super Mario Bros
40. Games Are Back:
1985-88
1986 - Good Nintendo News
• outsells competitors 10 to 1 in US
• #1 selling toy in America
• Legend of Zelda - 1st `new gen’ game
to exceed sales of 1 million units
• many 3rd party developers & Atari
supporters (eg Namco) sign on
41. Games Are Back:
1985-88
1987 - New software: Nintendo's hold on the market
grows, crowding out Sega and Atari - developers:
• KONAMI
• CAPCOM
• JALECO
• BRODERBUND
• INFOGRAMES
• SQUARE
• TAITO
NEC Releases `PC-Engine’ Console in Japan
• touted as 16-bit machine
• (actually 16-bit graphics processor)
42. Home Market Expands:
1989-92
1989 - Nintendo introduces Monochrome Game Boy
• 1989 - retails at US$109
• 1999 - 60 million sold
• only PSX outsold it
• Other (colour!) handhelds
• Lynx (colour) US$149
• Nomad
• Turbo Express
• Game Gear
43. Home Market Expands:
1989-92
1989 - NEC releases "16-Bit" console in US
• NEC brings `PC-Engine’ to America
• call it the TurboGrafx-16 ($189)
47. Home Market Expands:
1989-92
1990 - Nintendo releases Super Mario 3
• all-time best-selling video-game cart
Video-game rental dispute
• Nintendo sues Blockbuster over video
game rentals
• Nintendo wins
49. Home Market Expands:
1989-92
1990 - Sega Arcade Hits Come Home
• Afterburner II, E-SWAT
• Sega secures Genesis rights
to Capcom's platform game
Strider
• Strider wins Game of the
Year
50. Home Market Expands:
1989-92
1990 - NEC Releases TurboExpress (US$299.95)
• basically handheld TurboGrafx-16
• separately sold TV tuner
• first time a portable can play dedicated
console's games
51. Home Market Expands:
1989-92
1990 - Commodore releases CDTV
• (Commodore Dynamic Total Vision)
• rival to Philips CDi
• basically Commodore Amiga PC
without keyboard
• first home system to stress
education software + games
• software sold on CD, not cartridge
53. Home Market Expands:
1989-92
1991 - Sega Introduces Sonic
• Sega hopes to conquer NES/SNES (i.e. Mario)
• critics find Super Mario World better
Galoob Toys - Game Genie
• device lets players cheat on NES games
• infuriates Nintendo
54. Home Market Expands:
1989-92
1991 - Sega CD (US$299.95)
• denies developers easy access to development tools
• graphics radical (hardware sprite zooming & rotation)
• Sega of America shifts focuses to interactive movies
56. Home Market Expands:
1989-92
1991 - Nintendo Divorces Sony & marries Philips
• Sony & Nintendo abandon joint CD peripheral
• which Sony had completed in prototype form!
• Nintendo works with Philips to create CD-ROM
compatible with Philips CD-i
57. Home Market Expands:
1989-92
1991 - Sony apparently disgusted
• finishes up work on SNES games
• scraps old "PlayStation" developed for
Nintendo
• sets engineers to work on 32-bit CD-only
game machine to unseat Nintendo in Japan
and US
58. The 32-bit Era Begins
1993-97
1993 - 3DO Company launched
• started by EA founder Trip Hawkins
• announce new 32-bit gaming console
• 3DO has backing from Panasonic, Time-
Warner, and MCA
• 3DO won’t manufacture consoles itself
59. The 32-bit Era Begins
1993-97
1993 - Panasonic releases 3DO console
• only drawback: $699 price tag
• Goldstar soon after
• Sanyo
60. The 32-bit Era Begins
1993-97
1993 - Atari Launches Jaguar
• Atari bypasses 32-bit arena - to `64’ bits
• (actually two 32-bit co-processors)
• expensive for console ($700, $100/game)
61. The 32-bit Era Begins
1993-97
1993 - New Sega & Nintendo Next-Gen Systems Announced
Nintendo's `Project Reality’
• 64-bit system developed by Silicon Graphics
Sega's Saturn
• 32-bit system
!
62. The 32-bit Era Begins
1993-97
1993
• Intel’s Pentium chip launched
• Consoles (Sega & Nintendo) = 80% of game market
• Microprose’ Civilisation is published for PC
• created by Sid Meier, creator of:
• Civilisation 2, 3
• Alpha Centauri: Alien Crossfire
63. The 32-bit Era Begins
1993-97
1994
SEGA invests $40 million into Atari
• obtains access to Atari's patents
Origin releases Ultima VIII
• introduces a full isometric perspective
• bad year in general for video game sales
65. The 32-bit Era Begins
1993-97
1994
• DOOM released by id Software
• first-person 3-D shooter with RT3D
engine, spawns:
• Half Life
• Quake
• Unreal
• mouse & keyboard based
• Myst released by Cyan
• `slideshow’ adventure game
• all time biggest PC game
• 4 million sold 1994-2000
66. The 32-bit Era Begins
1993-97
1994 - ESRB Established
Entertainment Software Rating Board
• rates video games for:
• age
• violence
• sexual content
67. The 32-bit Era Begins
1993-97
1994 - Sega releases 32-Bit console (sort of)
• Sega 32X peripheral ($179.95)
• enables Genesis to run new 32-bit cart games
• to stave off sales of Atari Jaguar & Panasonic 3DO
68. The 32-bit Era Begins
1993-97
1994 - Nintendo releases Super Game Boy ($59.95)
• adapter - lets Game Boy cartridges play on SNES
69. The 32-bit Era Begins
1993-97
1995 - Microsoft releases Windows 95
• includes the game SDK & DirectX
• brings major game performance to Windows
70. The 32-bit Era Begins
1993-97
1995 - Sony ships PlayStation (32 bit)
71. The 32-bit Era Begins
1993-97
1995
• Internet & WWW explode
• Full Motion Video (FMV) enters games
• 7th Guest
• Writer: Matt Costello
73. The 32-bit Era Begins
1993-97
1995 - the Saturn debacle
• Sega announced Saturn will release in US on
"Saturnday," September 2 1995
• Sega jumps the gun - releases in May for $399.99
• overall sales very low
• very few titles are released
74. The 32-bit Era Begins
1993-97
1995 - Nintendo Virtual Boy ($179.95)
• 32-bit "portable" game console
• to tide people over until `Project Reality’
(now called Ultra 64) is ready for release
• critics swarm to smash the system
• sales very low
75. The 32-bit Era Begins
1993-97
1995
• another bad year for video game sales
• Nintendo delays release of Nintendo 64
Sony's fortunes rising
SEGA's diminishing
76. The 32-bit Era Begins
1993-97
1996 - Price Wars
Sony lowers price of PlayStation to $199
Sega forced to follow suit
doubts about cartridge format, CD better
Multi-player games, via modem, internet,
and private networks, gain popularity
Atari effectively dies - sold to JTS
Atari Jaguar discontinued
77. The 32-bit Era Begins
1993-97
1996 - Release of American N64
78. The 32-bit Era Begins
1993-97
1996 - N64’s impressive debut
500,000 sell on first day in Japan
causes riots
improved distribution via Convenience Stores
entire shipment of 350,000 sells out in three
days in US
after 4 weeks sales drop
lack of software blamed
79. The 32-bit Era Begins
1993-97
1996 - Arcades decline despite new games
• Sega releases Virtua Fighter 3
• shatters polygon performance records
• Saturn version immediately announced
• simulation games popular in arcades
• new skiing, snowboarding, & jet skiing
games from Namco and Sega
• arcades in decline - as home consoles
catch up with arcade machines
80. The 32-bit Era Begins
1993-97
1996 - Saturn News: Good and Bad
• Japanese sales from Saturn are high
• American sales and returns low
Bad Sega news
• stores dump stocks of 16-bit cartridges
• Sega takes huge loss - on worldwide
warehouses full of 16-bit games
• Acclaim takes similar loss on warehouses
of really bad 16-bit games
81. The 32-bit Era Begins
1993-97
1996 - Nintendo sells billionth cartridge!
Nintendo announces Atlantis
• 32-bit RISC-based color handheld device
• launch plans eclipsed by launch of N64
Nolan Bushnell Reappears
• president of Aristo Games
• makes Internet stations for arcades & bars
82. The 32-bit Era Begins
1993-97
1996 - Sony Success
• Sony sales top $12 million per day thru
Christmas shopping season
• PlayStation worldwide #1 next-generation
game console
• video-game industry has highly
profitable year
• software prices on 32-bit games show
exceptional volatility
83. The 32-bit Era Begins
1993-97
1996 - Video-Game Museum Opens - Videotopia
• traveling exhibit on history of video games
• Pittsburgh’s Carnegie Science Center
Death of Virtual Boy
• Nintendo stops all development on Virtual
Boy
• Nintendo blames designer, Gumpei Yokoi, a
30-year employee of Nintendo
• responsible for highly successful Game Boy
• Yokoi leaves Nintendo in disgrace, starts up
own R&D company
84. The 32-bit Era Begins
1993-97
1997
Force-feedback joysticks &
steering wheels
Origin launches Ultima Online
85. The 32-bit Era Begins
1993-97
1997
3-D graphics accelerators standardize
games start to assume 3-D acceleration
Pentium II's running at 200MHz make
serious game machines
PII’s lead to bigger, demanding games like
Cyan's Riven
requires 100MHz PC with 16MB RAM, 75MB
hard disk space, video & sound cards
compatible with DirectX and Windows 95
86. The 32-bit Era Begins
1993-97
1997 - Console Price Wars
• Feb - Nintendo of Japan drops price of N64 to $137
• Mar - Sony lowers PlayStation to $200 in UK and
Aust.
• SCE of America lowers PlayStation to $149
• George Harrison of N64 US says price drop doesn't
faze his company
• but Nintendo lowers N64 to $150 two weeks later!
• June - Sega lowers the price of the Saturn to $150
87. The 32-bit Era Begins
1993-97
1997 - Saturn still popular in Japan
• Saturn software sold through vending
machines at convenience stores
• Sega releases super-polygon arcade machine
Super GT Scud Race, in Japan and America
• Capcom’s Street Fighter III bombs
• Sega Channel will cease broadcasting in
1998
• Genesis closer to extinction due to
success of PlayStation & N64
• subscription base for Sega Channel kept
getting smaller
• Sega announces merger with Japanese toy
company Bandai - this fails
88. The 32-bit Era Begins
1993-97
1997 - Tamagotchi Fever
• Bandai - 14.5 million in 1 year
• over 20 virtual pet manufacturers
89. The 32-bit Era Begins
1993-97
1997 - Sony & Nintendo Begin Year on High Note
• Sony has installed base 3.2 M units in US
• 1/3 sold over 1996 Christmas holiday season
• Nintendo claims `could have sold 2.5 million
consoles during the Christmas season’ had it
been able to manufacture that many
90. The 32-bit Era Begins
1993-97
1997 - PlayStation Most Popular Gaming Console
• 5 million sold in Japan
• 4 million in the United States
• 2.2 million in Europe
• these figs double 4 months later when 20
millionth unit is sold
Sony Releases Yaroze in US ($750)
• lets users design PSX games on home PCs
91. The 32-bit Era Begins
1993-97
1997
Nintendo’s StarFox 64 Sets Record
• Nintendo quick to announce StarFox 64 is
"hottest" video game for any system
• ...sells 300,000 copies within five days
of June 30 launch
• purists point out that this only applies
in the United States -
• Final Fantasy VII sold 2 million copies in
3 days when released in Japan in January
92. The 32-bit Era Begins
1993-97
1997 - Tiger Releases Game Boy Competition:
game.com
93. The 32-bit Era Begins
1993-97
1997 - Nintendo Releases "New" Console (SNES v 2.0)
94. The 32-bit Era Begins
1993-97
1997
Father of Game Boy Dies in Freak Accident
• October - Gumpei Yokoi, inventor of Game
Boy involved in a car accident
• Game Boy - Yokoi's most successful product
• also responsible for the Game & Watch
• the Virtual Boy
• cross-key directional pad that replaced
the joystick as the controller of choice
95. The Modern Age
1998-2K
1998
lots of awesome games for PC’s
console games still popular on PlayStation &
Nintendo 64
PlayStation rules the consoles
more games for PlayStation, but Nintendo
comes on strong with Return of Zelda
JTS sells Atari name and assets to Hasbro
for $5 million
96. The Modern Age
1998-2K
1998 - Next-Gen 128-bit Sega Console
• code-named Dural, Black Belt then Katana
• will use a Microsoft Windows CE OS (easier
game conversions to & from PC)
• unique aspect is Visual Memory System (VMS)
• memory device that plugs into controller
but can also be used as a stand-alone game
device with Tamagotchi-like graphics
• Sega of America spends $100M to launch it
• Sega announces name change to Dreamcast
97. The Modern Age
1998-2K
1998 - Dreamcast launched Japan, November 27
• initial 150,000 systems sell immediately
• with 132,000 copies of Virtua Fighter 3
98. The Modern Age
1998-2K
1998 - Sega's Problems Continue
• cuts are made in the three American divisions:
• Sega of America
• SegaSoft
• Sega Entertainment
Saturn Death Knell
• Sega ceases distribution of the Saturn in
North America
99. The Modern Age
1998-2K
1998 - More Price Wars
• at E3 Sony announces it will be shipping
PlayStation consoles with the new Dual
Shock controller
• new configuration will retail for $149.95
• retailers sell off old stock of consoles
with original controller for $129.95
• Nintendo announces it too will temporarily
drop N64 retail price to $129.95
• Question on everyone's mind:
• When will the systems fall to $99?
100. The Modern Age
1998-2K
1998 - Pokemania comes to America
• Pocket Monsters - marketing hit in Japan
• worldwide attention - cartoon causes
epileptic fits in 700 Japanese viewers
• Game Boy versions - Nintendo's fastest-
selling game ever
• Nintendo also release Tamagotchi-like
device called Pocket Pikachu
102. The Modern Age
1998-2K
•1998 - Others Jump on Handheld Market
• Tiger continues to tout its game.com
• also releases a slimmer model called
Game.com Pocket Pro - fails badly
• Bandai introduces WonderSwan ($40) - can
display games both horizontally &
vertically on hi-res B&W screen, can also
display limited full-motion video
• SNK announces the Neo-Geo Pocket ($50)
• a handheld system that will work both
independently and in conjunction with
Sega's Dreamcast.
• features a tiny joystick and monochrome
screen that larger than Game Boy's
103. The Modern Age
1998-2K
1998 - Hasbro Goes on Buying Frenzy
after success of its Frogger release for the PC
and PlayStation Hasbro Interactive purchases:
• Tiger Electronics
• the rights to the Atari home library and
name for $5 million.
• first game released is Centipede for the PC
104. The Modern Age
1998-2K
1998 - Retro Excitement Continues
• Activision releases compendium of 30 Atari
2600 games for the PlayStation
• lukewarm response
• public is appreciative of re-released
classic games
• also releases updated version of Asteroids
for the PC and PlayStation
• CD-ROM called Intellivision Lives released
• 50 Intellivision games for PC & MAC
105. The Modern Age
1998-2K
1998 - VM Labs `NUON’
• chip built into DVD consoles
• allows DVD players to be fully interactive
• included in DVD players manufactured by:
• Thompson (RCA and GE)
• Toshiba
• Top developers sign on:
• Activision
• Capcom
• Hasbro
• THQ
106. The Modern Age
1998-2K
1998 - Banner Year for Video games
IDSA (Interactive Digital Software Association)
announces 1998 was a banner year for industry
• first six months of 1998, sales up 30 %
from all of 1997, which was record year
IDSA reports home video-game industry is
flourishing at the expense of arcade industry
• one victim is Acclaim:
• exits from the arcade industry on March 6
Emulation Woes - IDSA works to shut down web
sites that offer ROM images
• although definition of the legality of the
ROM images remains in question
107. The Modern Age
1998-2K
1998 - N64: Legend of Zelda - Ocarina of Time
• last 6 weeks of 1988 - $150 million (2.5m units)
TITLE WEEKS TOTAL REVENUES
Legend of Zelda (Nintendo) 6 $150m
A Bug's Life 6 $114m
Enemy of the State 7 $92m
The Rugrats Movie 7 $85m
108. The Modern Age
1998-2K
1999 - Nintendo announces 128-bit Dolphin
• built around IBM 400MHz copper Gekko microchip
• console will ship before Christmas 2000 season
109. The Modern Age
1998-2K
1999 - Cellular Phone Games
Nintendo announces Game Boy Advance
• 32-bit color handheld system
• can be combined with cell phone for
Internet access
• compatible with Game Boy & Game Boy Color
software
Howard Lincoln's Plans To Retire
• announces he plans to retire as CEO of
Nintendo of America in Feb 2000
110. The Modern Age
1998-2K
1999 - Microsoft announces `X-Box’ plans
• home console system
• like Dreamcast - use Windows CE as OS
?
111. The Modern Age
1998-2K
1999
Maximum Score for Pac-Man Achieved
• Billy Mitchell achieves 3,333,360 !
Neo-Geo Pocket (16-bit) released in US ($69.95)
• SNK didn't release monochrome NGP in US
112. The Modern Age
1998-2K
1999
• Hasbro Acquires Rights to Namco Games
• Sony Releases Specs for New PlayStation
• Iomega plans Zip Drive for Dreamcast
113. The Modern Age
1998-2K
1999 - Sega Announces Games for Handhelds
• Nintendo's Game Boy
• Bandai's WonderSwan
Sega has no plans to market own handheld system
Sega of Japan Lowers Dreamcast Price
• Dreamcast goes from $250 to $164
• US launch price of $199 has not changed
• Hollywood Video stores rent out Dreamcasts
• renters must leave a $350 deposit
• only game available is Sonic Adventure
114. The Modern Age
1998-2K
1999 - No Gun for Dreamcast
• due to shootings at Columbine High, light
gun not released in US
• fans of House Of The Dead 2 dismayed
• 3rd-party companies release working light
guns in Sega's place
Dreamcast sales figs
• $98 million in first 24 hours of US launch!
115. The Modern Age
1998-2K
1999 - Emulation News
• Connectix Corporation introduces the
$149 Virtual Game Station
• plays emulated PSX games on the
Macintosh
• Sony requests restraining order
• request is denied
bleem!
• PSX emulator for IBM compatible PCs
• available for $19.95!
• Sony makes four attempts to restrain
shipments
• refused every time!
116. The Modern Age
1998-2K
1999 - Microsoft’s 1 million joysticks
• Microsoft ships 1 millionth SideWinder Force
Feedback Pro joystick
• most popular force feedback stick
• features a 16-bit onboard processor
• MS's digital-optical technology
117. The Modern Age
1998-2K
1) Myst - Mattel Interactive 4,236,198
2) MS Flight Simulator - Microsoft 2,781,288
3) Doom II - GT Interactive 1,553,587
4) Riven: The Sequel to Myst - Mattel 1,305,595
5) Monopoly Game - Hasbro Interactive 1,273,553
6) Warcraft II - Havas Interactive 1,250,675
7) Diablo - Havas Interactive 1,176,457
8) Doom Shareware - Id Software 1,154,541
9) Sim City 2000 - Electronic Arts 1,136,244
10) Star Wars: Dark Forces - LucasArts 952,033
TOP TEN GAMES OF ALL TIME (at @ 2000)
118. The Modern Age
1998-2K
ECONOMICS of THE GAME INDUSTRY (Year 2000)
• 300 games released each year
• only 30 make money
• $5 billion - in PC games alone
• Game market overtakes movie industry ($35b)
• Input Devices = 16% of $31b worldwide total
• 1 in 4 US homes has a PlayStation
119. The Modern Age
1998-2K
CONSOLE COMPARISON:
• Sony PlayStation
• Nintendo 64
• Sega Dreamcast
• Sony PlayStation 2
• Nintendo Dolphin
• Microsoft X-Box
?
120. The Modern Age
1998-2K
PLAYSTATION
• Japan launch - Dec 94
• launched rest of world - Sep 95
• 300 000 polygons/sec
• 30 MIPS processor
• 4 Meg RAM
• 400 US titles
• 10% penetration in US homes
• Analysis:
• Multi-platform games look worse on PSX
• cheap & lots of them for software dev’rs
• 70% of the games market!
121. The Modern Age
1998-2K
NINTENDO 64
• US launch - Sep 96
• Aust launch - Feb 97
• 93.75 Mhz 64-bit CPU
• 64-bit MIPS co-processor
• over 500 000 000 16-bit operations/sec
• built-in pixel-drawing processor (RDP)
• 4.5 Meg RAM, 150 000 polygons/sec
• fewer (but better) titles
• future may hang on Zelda & Goldeneye
• 64-bit MIPS co-processor
• dependent on software, hardware still powerful
122. The Modern Age
1998-2K
DREAMCAST - Sega tries again!
• US launch Sep 99, $299
• Aust launch - Nov 30, 99 $499
• Hitachi 200 Mhz CPU, Power VR 3D, 16 Meg RAM
• but faster than a 400 Mhz PII for 3-D
• 3 million polygons/sec
• fast CD-ROM loads
• support Sega & Microsoft OS, (Direct X 5.2),
inbuilt 56K modem
• software: Sega makes great arcade games
• easy to port from PC
• $100 M marketing budget
• first 128-bit - but not backwards compatible!
123. The Modern Age
1998-2K
PLAYSTATION 2
• Japanese launch March 3 2000
• US, Europe launch - Sep 2000
• Aust launch - Q4 2000
• 128 bit `Emotion Engine’ CPU, 32M ram, 300 MHz
• 4x DVD
• 24x CD ROM
• 48 channel sound
• 56K modem
• 120 PSX2 game titles
• over 600 PSX titles...
• PSX2 - first backwards compatible console!
124. The Modern Age
1998-2K
NINTENDO DOLPHIN
• Worldwide launch: pre-Christmas 2000
• DVD-ROM format (opposed to cartridge)
• 4 controller ports for 4-players
• IBM 400MHz copper Gekko microchip
• will N64 loyalists wait?
125. The Modern Age
1998-2K
MICROSOFT X-BOX
...the “PlayStation2 killer”
• all rumours only...
• Dreamcast runs Windows CE as OS
• MS don’t want to offend Sega
• US$300
• DVD based
• 500 MHz CPU - Pentium or Celeron
• Windows CE as OS
• 3Dfx’s Voodoo 3 or NVidia’s NV-10
• USB controller ports
• amazing games
?
126. The Modern Age
1998-2K
FUTURE HARDWARE
• DVD is already here
• computers improve in speed (2 or 3x every year)
• Pentium architecture replaced within 3 years
• memory gets cheaper - 128-256 Meg is standard
• HDTV came out in 1999
• will computers be fast enough when it is cheap?
• How fast will networks be?
• Voice Rec next frontier e.g. Game Commander
• immersive interfaces
127. The Modern Age
1998-2K
PIRACY
• = 15-20% of lost games market revenue
(PC & console combined)
S.C.U.M. (Stop Copying Unauthorised Material)
campaign
• started in Nov 98 by AVSDA
• Results to date:
• 29 Federal Court proceedings
• over $80 000 in settlements
• 17 035 PSX games forfeited to C’wlth
128. The Modern Age
1998-2K
AVSDA - Australian Visual Software Distributors Association
• formed 1998 - now has 13 members:
• Sony
• Nintendo
• Acclaim
• Activision
• Roadshow
• Dataflow
• Hasbro Interactive
• Hilad Corporation
• Interplay
• GT Interactive
• Electronic Arts
• Sega Ozisoft
• Jack Of All Games
• Non-members:
• Playcorp/Metro Games
• G & V
129. The Modern Age
1998-2K
FUTURE SOFTWARE
• Scaleable software
• Lifelike 3D characters & movement
• historical & famous figures rendered
realistically
• Large simulated environments, populated by people
& computer characters
• eg MicroProse’s BigWorld - 1 million users
• AI becomes big part of games
• Many games have movie sized budgets
• High-level development environments
• OpenGL & DirectX
130. The Modern Age
1998-2K
2000 - SONY
• Since the start of 1999 Sony’s market value has
more than tripled to ¥12.5 trillion ($112 billion)
132. The Modern Age
1998-2K
2000+ - PLAYSTATION2 GRAPHICS
• two new semiconductor chips:
• “Emotion engine” 128-bit processor
• massively parallel “Graphics
Synthesiser”
• promises the quality of film in real-
time gaming
133. The Modern Age
1998-2K
• PSX has installed base = Sega & Nintendo 16 bit combined
• value of PSX market has begun to decline
• N64 has hit plateau (dearth of quality games)
• Dolphin may have only 4 titles at launch!
• DreamCast has had better start than Saturn (5.5 M installed)
136. The Modern Age
1998-2K
Sega of America
• branch of Sega Enterprises, Tokyo-based
company worth $3 billion
• 1999 loss will double to $411m despite
DreamCast
•been in the red for the past two years
• blames loss on poor Japanese sales
• high brand loyalty among consolers
• Sega will have sold 600,000 Dreamcasts in
Japan between September 1999 and March
• less than the 1.1 million it hoped for
• plans to sell more shares to shareholder
CSK
• use proceeds to expand its online network
137. The Modern Age
1998-2K
CASUAL GAMING
• 4 years ago, casual gamer market barely existed
• a game that sold 100,000 copies was deemed a "hit"
• Today - estimated 35 million casual gamers
• the real winners are games that top 500,000 in 1st
year of release (Platinum)
• some stay in the charts for a 2nd & 3rd year
• high-end graphics technology (SGI, OpenGL) now used
in volume consumer platforms
138. The Modern Age
1998-2K
MMOGs - (Massively Multiplayer Online Games)
• Meridian 59
• Ultima Online
• EverQuest
• Asheron's Call
• BigWorld (due 2001)
• allow thousands of simultaneous players to:
• fight monsters
• fulfill quests
• develop a reputation
• live out rich virtual lives in an immersive
fantasy environment
139. The Modern Age
1998-2K
RESTRUCTURES, MERGERS & ACQUISITIONS
• Interactive Magic was renamed iEntertainment Network
• Mattel Interactive has acquired
• The Learning Company
• Broderbund
• Sierra
• Havas Interactive
• Electronic Arts
• Maxis
• Westwood Studios
• Janes Combat Simulations
• Hasbro Interactive
• Atari
• Infogrames
• Gremlin
• GT Interactive
140. The Modern Age
1998-2K
GAMES INDUSTRY RESEARCH COMPANIES
• IDG Games Media Group
• NPD-TRSTS
• PC Data
• GfK
• Chart Track
• Inform!
141. The Modern Age
1998-2K
PC GAME GENRES
13%
12%
18%
5%1%7%
4%
5%
7%
19%
8% 1%
Action
Adventure
Edutainment
Family
Platform
Racing
RPG
Simulator
Sports
Strategy
Bundle
All Other
142. The Modern Age
1998-2K
CONSOLE GAME GENRES
15%
22%
1%
22%
17%
3%
15%
2% 3%
0%
Action
Adventure
Family
Platform
Racing
RPG
Simulator
Sports
Strategy
Bundle