Video Game Technology - The Evolution

 

Video games have become a stronghold that no economic downturn can shake. The economy's impact today is evident at $64 billion in annual sales. Video games are no longer a trend. They have become an essential part of everyday life. While politics and other technologies have been at war with this dragon, none of them has defeated it. Over the past 40 years, many products have been created and destroyed since the beginnings of the first commercial home systems. What is the attraction?

 

OXO, an interactive video game that was created in 1952 by the missile defense system of the 1940s, is spawned. It was created with a light pen and looked similar to Tic Tac-Toe. In the beginning, university mainframes were used. Most games were created by individuals in a hobby. This meant that production was low and games were often forgotten. The arcade system and the home console were launched almost simultaneously. They also introduced joysticks. The Galaxy Game, which was first installed in a Stanford University student union in 1971, was expanded to include eight arcade games by 1972. These arcade games were eventually commercialized when color systems were introduced in 1979. 1972 Magnavox Odyssey Home System was introduced in the USA. It used cartridges that could later be programmed. Jumpers were used to enable/disable switches within the unit. This allowed multiple games to be played on one system. 1976 games were programmed using chips that were inserted into plastic cartridges. Instead of games being programmed into systems, there is a library of games Starsector Hull Mods.

 

It was a difficult task to manage the demands of achieving the best technology and the most popular games while also making a profit. Atari released the Atari 2600 in 1977. Nine games were released during the holiday season to help fuel the system's popularity. Mattel's Intellivision, with its superior graphics, was released in 1980. This launched the video game industry. This new trend was introduced to 1982 ColecoVision. Despite the abundance of these options, the industry experienced its second crash in 1983 due to a lack of consumer information and too many choices. Many consoles would appear and disappear.

 

Video game companies made a comeback in Japan. The 1985 Nintendo Entertainment System (NES) was released bundled together with Super Mario Brothers. The foundation of future consoles was laid with a redesigned controller, which used a Dpad and a few buttons. NES ruled for ten years, but it was challenged by games that required more processing power to save space, graphics and game play. Many factors and inventions were made during the reign of NES, which gave gamers and developers both hope and anxiety. The internet was transforming into multiplayer online games, but home console companies were still searching for the best components. Sega Genesis, which was first released in the early 1990s, slowly gained market share but eventually became a major player. Because of the larger libraries of games and 3D graphics, it became easier to categorize games as genres. Courts had to intervene and challenge the content distributed by these companies. They complained that the games were "too violent and too real". The courts didn't know that their last comment was what made gamers more hungry for each release. Although new laws limiting the age at which violent games could be purchased helped to defuse the conflict, it wasn't the end of the battle the video game industry would have to face. Sega opposed the Super NES in 1991, even though both systems were 16-bit. The console formula was great graphics, processing and game play.

 

The industry also asked about being portable, which led to the development of handheld systems. The first handheld LCDs were released in 1980, but it wasn't until 1989 that Nintendo introduced the Game Boy. Portable handhelds became popular. In 1995, PlayStation was launched in the console market. This occurred while Sega and Nintendo were at odds. PlayStation's launch was marked by the adoption of cds over cartridges. This was a milestone for the industry and a fundamental step towards the future. However, PlayStation didn't have the support of some game companies and markets until they realized that cds had more data and were easier to produce. They would counteract this with their own cd-consoles. Although the Nintendo 64 was a huge success, cartridges were still expensive and game companies retreated. Nintendo began losing games. Nintendo created GameCube, a CD-based system. However, it was lacking adult-oriented games and a small library so it didn't become as popular as PlayStation. Sega's Dreamcast was released in 1998. It had an integrated modem that allowed for online play. This pioneered online gaming, but it failed.

 

Although PlayStation 2 was released in 1998, there wasn't a lot of competition. A comment was made to change the perception and drive the development of video game technology. Video game systems are the next computers," helped to merge computer and consoles, but kept them separate. Microsoft CEO Bill Gates felt threatened and decided to create Xbox, his Windows software, in late 2001. He wanted to create the best gaming system possible and would not stop trying. He had the resources to research and develop. Bill utilized his computer technology, including Intel Processors, hard drives and hard drives, to make the Xbox. Even though Microsoft lost money, it would have secured his Windows brand. The Xbox's graphics, hit games, and online gaming via the console were all a result of the large amount of money that was invested in them. The PlayStation and Nintendo felt they were the dominant home system, so they focused their attention on their handhelds. Each one had its own technology to ensure they were evenly matched and floating. PSP was a multi-use device, while Nintendo DS thrived on its touch screen. PSP was able to play both movies and games thanks to its high graphics. Despite handhelds not being able to compete with consoles, there are still markets that they can thrive in because of their portability. Microsoft launched Xbox 360 in November 2005, while the PS3 was released shortly thereafter. Both systems set the standard in technology and featured high-definition graphics and large hard drive-based secondary storage. They also had integrated networking and companion online game play. Blu-ray and Wi Fi technology made the PS3's debut more expensive.

 

The motion controllers were the reason why Nintendo introduced the Wii in late 2006. Critics thought it would fail, but Nintendo was back with force. Although it had fewer specifications, another innovation kept Nintendo in the game. Video games revolutionized the auto and cell phone industries. From having custom-built systems in cars to being standard from the factory, car systems became more common. The cell phone was able to download games from the internet, instead of having them preloaded. This took some support from the handheld industry. Even though these new toys were shocking, the public was still shocked by Nintendo Wii's lack of player interaction. However, online multiplayer gaming on Xbox and PS3 was a huge success. With their motion controller PlayStation Move, PlayStation attempted to reinvent the wheel in 2010. Microsoft released Kinect for Xbox 360. The motion sensor technology Kinect uses no controllers. These motion sensors have attracted the attention of teenagers, young adults, and the elderly, who are unable to physically participate in sport. The new genres include fitness for seniors, senior centers, and community centers, as well as exercise for those with limited budgets. We are still in the third round of a 12-round 3 way fight. It is too early to see how successful Microsoft and PlayStation will be against Nintendo. January 2011 will reveal who is the winner when holiday sales are calculated.

 

As this industry develops, science-fiction novels that our grandparents enjoyed are becoming more real. Like how human cloning, space travel and other technologies were imagined, but not realized until decades later. I wonder if warp zones and molecular separation will be introduced and who will find it. When gamers are asked to fight in virtual reality, is a wormhole going to transport them? One thing is certain, people are able to understand the products and the games they support. It will not be a problem for consumers that causes the next video game industry crisis. Millions have been drawn to the technology that is constantly changing.

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