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E-raamat: History of Digital Games: Developments in Art, Design and Interaction

(University of Wisconsin-Stout, Department of Art & Art History)
  • Formaat: 271 pages
  • Ilmumisaeg: 16-Mar-2017
  • Kirjastus: Routledge
  • Keel: eng
  • ISBN-13: 9781317503804
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  • Formaat: 271 pages
  • Ilmumisaeg: 16-Mar-2017
  • Kirjastus: Routledge
  • Keel: eng
  • ISBN-13: 9781317503804
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The growth of videogame design programs in higher education and explosion of amateur game development has created a need for a deeper understanding of game history that addresses not only "when," but "how" and "why." Andrew Williams takes the first step in creating a comprehensive survey on the history of digital games as commercial products and artistic forms in a textbook appropriate for university instruction. History of Digital Games adopts a unique approach and scope that traces the interrelated concepts of game design, art and design of input devices from the beginnings of coin-operated amusement in the late 1800s to the independent games of unconventional creators in the present. Rooted in the concept of videogames as designed objects, Williams investigates the sources that inspired specific game developers as well as establishing the historical, cultural, economic and technological contexts that helped shape larger design trends.

Key Features

Full-color images and game screenshots Focuses primarily on three interrelated digital game elements: visual design, gameplay design and the design of input devices This book is able to discuss design trends common to arcade games, home console games and computer games while also respecting the distinctions of each game context Includes discussion of game hardware as it relates to how it affects game design Links to online resources featuring games discussed in the text, video tutorial and other interactive resources will be included.
Preface xi
Acknowledgments xiii
Author xv
Chapter 1 Mechanical and Electromechanical Arcade Games (1870--1979)
1(28)
Arcade Game Design
1(1)
The Beginnings of Coin-Operated Amusement
2(5)
Automata and Coin-Op Working Models
2(2)
Coin-Op Competitive Testers
4(2)
Coin-Op Viewers at the Turn of the Century
6(1)
A Gathering of Games and Amusements at the Penny Arcade
7(13)
Sport-Based Games and the Roots of Digital Game Genres
10(4)
Early Developments in Pinball
14(3)
A New Emphasis on Art and Design
17(2)
The Prohibition of Pinball
19(1)
Postwar Mechanical and Electromechanical Game Design
20(9)
Driving and Racing Games after World War II
21(3)
Missile-Launching Games in Japan and the United States
24(2)
Pinball as a Game of Skill
26(1)
The Sunset of Electromechanical Games
27(2)
Chapter 2 Games as Experiments (1912--1977)
29(22)
Electronic Computers and Games
29(1)
Early Games in Research and Scientific Demonstration
30(6)
Chess and Artificial Intelligence
30(2)
Beyond Chess
32(1)
Turing's Imitation Game and Artificial Intelligence
33(1)
Tennis for Two and the Beginning of Entertainment Applications for Computer Games
34(2)
The Hacker Ethic and Games
36(4)
The Spread and Modification of Spacewar!
37(3)
Computer Networks and Games
40(11)
The ARPAnet
41(1)
Programmed Logic for Automated Teaching Operations and Multiplayer Games
41(2)
Adapting Dungeons & Dragons to PLATO
43(6)
Early 3D and Networked Games
49(1)
Into the Commercial Realm
50(1)
Chapter 3 Early Commercialized Digital Games (1971--1977)
51(20)
New Technology in the Consumer Market
51(1)
Approaches to Commercialized Digital Games
51(11)
Monetizing Spacewar!
52(3)
The Magnavox Odyssey and Divided Game Space
55(3)
Pong and Variations on Ball and Paddle Game Design
58(2)
Late Ball and Paddle Games
60(2)
Adapting Electromechanical Games to the Digital Arcade
62(9)
Racing Games in the Early Digital Arcade
63(4)
Early Variants of Maze and Shooting Games
67(1)
Dedicated Consoles in the Home and Signs of Trouble
68(3)
Chapter 4 The Golden Age Arcade (1978--1984)
71(20)
The Golden Age Arcade
71(1)
Tendencies and New Concepts in the Golden Age
72(17)
Shooting and Shoot 'em Ups in the Golden Age
73(3)
Other Directions in Shooter Design, Input, and Theme
76(3)
Stronger Characters and Narrative in Arcade Games
79(5)
Laserdiscs, Narrative, and Gameplay
84(1)
Eclectic Approaches to Arcade Game Design
85(4)
The End of the Golden Age Arcade
89(2)
Chapter 5 Cartridges and Home Consoles (1976--1984)
91(22)
The Second Generation of Home Consoles
91(4)
Atari and the VCS
92(1)
Game Design for the VCS
93(1)
Changes at Atari
94(1)
Competition in the Home Market
95(4)
The Emergence of Third-Party Developers
95(2)
Mattel and Coleco Enter the Console Market
97(2)
Beyond the Arcade
99(14)
Adding Content to Home Console Games
99(1)
Altering Time in Home Console Games
100(1)
Adventure and Exploration in Console Games
101(5)
Resource Management Games on Home Consoles
106(1)
Sports Games for the Home
107(1)
The North American Console Crash
108(2)
Other Factors
110(1)
Fallout of the Crash
110(3)
Chapter 6 Home Computers (1977--1995)
113(28)
The Microcomputer Revolution
113(1)
Computer Games of the Late 1970s and Early 1980s
114(15)
From Text to Graphic Adventure Games
116(4)
Early Computer Role-Playing Games
120(2)
Other Directions in CRPGs
122(1)
Flight and Vehicle Simulations on Computers
123(5)
Visuals and Action-Adventure Games for Computers
128(1)
The Mouse and Computer Games of the Later 1980s and 1990s
129(12)
Later Role-Playing Games
130(1)
Developing the Point-and-Click Adventure
131(4)
Management and Strategy Games in the Late 1980s and Early 1990s
135(2)
Synthesis and Development of the RTS Game
137(4)
Chapter 7 Japan, 2D Game Design and the Rebirth of Consoles (1983--1995)
141(24)
Japanese Games and Game Companies in the Early 1980s
141(1)
2D Game Design Trends after the Golden Age Arcade
142(7)
Pseudo-3D in Games
142(1)
Side-Scrolling Action and the Beat 'em Up
143(2)
The Head-to-Head Fighting Game
145(3)
Western Responses to the Head-to-Head Fighting Game
148(1)
Japanese Companies Transition to the Home
149(10)
Stabilizing and Controlling the Console Market
151(1)
Establishing Nintendo's Franchises
152(1)
Super Mario Bros
152(2)
The Legend of Zelda
154(3)
Computer Games and the JRPG on the Famicom/NES
157(2)
Sega Joins the Console Market
159(1)
16-Bit Consoles, Marketing, and Game Design
159(6)
New Contenders
160(1)
New Platformers for New Consoles and Intensified Competition
161(4)
Chapter 8 Early 3D and the Multimedia Boom (1989--1996)
165(20)
Two Paths to Realism: Multimedia Imagery and Real-Time 3D
165(1)
CD-ROMs and Photo-Realism
166(5)
Interactive Film and Games
166(2)
Puzzle Games in the Era of Multimedia
168(3)
Real-Time 3D and Spatial Realism
171(14)
Early Commercialized Virtual Reality
171(4)
Simulators in Arcades Spawn a 3D Revolution
175(2)
Adapting Home Consoles to a 3D Context
177(2)
Combining 2D Images with Real-Time 3D in PC Games
179(1)
The Influence of id Software
180(4)
The Triumph of Real-Time 3D in Games
184(1)
Chapter 9 Contemporary Game Design (1996--Present)
185(30)
New Hardware for Real-Time 3D Gaming
185(1)
3D Game Design in the Late 1990s
186(12)
Platforming and Adventure Games in Full 3D
186(3)
First Person in Full 3D
189(4)
Hybrid First-Person Shooter/Role-Playing Games at the Turn of the Millennium
193(1)
Looking Glass Studios and Its Offshoots
193(2)
Cinematic Perspectives at the Turn of the Millennium
195(3)
Games and Game Design in the New Millennium
198(1)
Changes in the Industry
198(1)
New Consoles and the Maturing of Games in the 2000s
199(1)
Sega's Exit
199(3)
Microsoft's Entry
200(2)
The Proliferation of Open World Gameplay
202(1)
Reducing Load Times on Consoles
203(1)
The Emergence of Casual and Mobile Games
203(3)
Digital Distribution in the 2000s
206(3)
Casual Games and Digital Distribution
208(1)
Game Visuals and Gameplay Aesthetics in the 2000s and Beyond
209(3)
Realism in Surfaces
210(2)
Film-Like Gameplay in the 2000s
212(3)
Criticism and Backlash against the Industry
214(1)
Chapter 10 Independent Games (1997--Present)
215(24)
The Scratchware Manifesto and Dimensions of "Indie"
215(1)
The Early Independent Game Scene
216(10)
Success with Shareware
216(2)
Flash and 2D Freeware Games
218(1)
Flash and Struggles for Legitimacy
218(3)
Japan's Doujin Soft and Freeware Scene
221(2)
Freeware Experiments with Games and Art
223(3)
The Mainstream Breakout of Independent Games
226(13)
Steam and Independent Games
227(2)
Console Manufacturers Pursue Independent Developers
229(5)
Success beyond "Games"
234(1)
Creative Sandboxes
234(1)
Narrative Exploration
235(2)
Meeting Challenges in the Contemporary
237(2)
Bibliography 239(4)
Index 243
Andrew Williams, Ph.D., is an Assistant Professor of Art and Design History at the University of Wisconsin-Stout in Menomonie, Wisconsin. He teaches a variety of graduate and undergraduate courses on digital games, fine art and design history. Williams also established and curated the vintage game collection of the Gaming and Digital Innovation Lab at UW-Stout in addition to maintaining his own catalog of games, game hardware and input devices.