History of Videogames
   Part Two: The 1980s




From Introduction to Game
                  Study
              Chapter 5
  Thanks to Frans Mäyrä & SAGE Publications

                                         MontanaTech
1980s: Learning the Lexicon




 1980s are remembered as “the culture of
 selfishness” and carried contradictions – the
 decade that brought prosperity and
 computers to homes was also the decade of
 Chernobyl and AIDS.
1980s: Introducing Adventure,
Characters and Fiction in Games
 From 1970 to 1980 the total recreation
  expenditures in the US more than doubled.
 Games profited from evolving technology by
  providing more complex digital
  entertainment.
 The 1980s introduced fictional storytelling
  and character elements to mainstream digital
  games.
Pac-Man as a Pop Phenomenon

 Pac-Man (Namco, 1980) was originally
  designed by Toru Iwatani, and in Japan
  it was called „Puck Man‟.
 Designed to appeal to a wide audience,
  also females - one of the all-time most
  popular games.
 Consciously avoided references to
  killing and war in its shell (imagery,
  thematic level).
Pac-Man‟s Characters
 The main character was
  designed to illustrate the
  game‟s main activity: eating.
 Chasing and escaping while
  navigating is the other main
  player activity.
 Four ghost characters were
  differentiated by their colour
  and style of movement (which
  also gave them personality).
 The ghosts‟ animated eyes
  showed their direction of
  movement.

                                   Image credits: Wikipedia, www.wikipedia.org.
Auteur
 Toru Iwatani
 http://www.youtube.com/watch?v=Jxa5IDkOghc




 “I was interested in
  developing a game for the
  female game enthusiast.
  Rather than developing the
  character first, I started out
  with the concept of eating and
  focused on the Japanese
  word „taberu‟ which means to
  eat. The actual figure of Pac-
  Man came about as I was
  having pizza for lunch.”
Pac-Man Design




 Pac-Man game design: arcade cabinet (US version, published by
  Midway), screenshots
 Play a Pac-Man clone online:
  http://www.thepcmanwebsite.com/media/pacman_flash/
                  Image credits: The International Arcade Museum, www.klov.com.
Game Genre Systems
 Game genre can be based on the game‟s
  shell or iconography („space game‟) or its
  interactivity (type of action: a „shooter
  game‟),
 From a descriptive linguistics perspective,
  genre terminology needs to be recognised
  by players to be truly useful.
 Game genres are constantly being named
  and renamed by players, experts and
  game media: living game cultures are in a
  state of flux.
Genre of Pac-Man
 If action and iconography decides the genre, Pac-
  Man can be called an „eating game‟.
 Many classic board games are based on „eating‟
  other player‟s game pieces.
 Perhaps more importantly, Pac-Man is a „maze
  game‟: labyrinth navigation is a central feature.
 The dynamics of chase increase the difficulty:
  player needs to multi-task in real time while
  navigating the maze.
Visual Storytelling
 By the early 1980s, there was already an
  entire generation (shikaku sedai, the visual
  generation) living immersed in Anime and
  Manga in Japan.
 Japanese popular culture influenced digital
  game design.
 The Japanese games enhanced the
  gameplay experience by introducing
  recognisable characters, exploration-inviting
  places and rudimentary storylines to motivate
  action.
Donkey Kong (1981)
 Designed by Shigeru Miyamoto, Donkey Kong
  included cut scenes (short non-interactive
  sequences or movies) to advance the plot.
 The villain of the game is the ape, which
  escapes with „Jumpman‟s‟ girlfriend and the
  player is faced with the task of winning her
  back.
 Jumpman would later be known as Mario, the
  most famous game character of all time.
 The game narrative progresses through four
  different game screens with different building
  platforms to climb - making this the archetypal
  „platform game‟.
Donkey Kong Art




 Donkey Kong arcade cabin, screenshots
 Play a Donkey Kong clone online:
  http://donkey-kong.freeonlinegames.com/

                  Image credits: The International Arcade Museum, www.klov.com.
Legacy of Donkey Kong
 From the starting screen of escaping ape to
  the final screen with Jumpman rescuing the
  lady, Donkey Kong was able to convey an
  entire storyline.
 The story progressed as a reward to
  successful player action - a solution that many
  games have replicated since then.
 Many later Mario series games had similar
  features to Donkey Kong: sideways-depicted
  jumping landscapes, and „rescue the lady‟
  type plots.
Popularity of Mario
 The game designer of the Mario games (Shigeru
  Miyamoto) has become the most celebrated of all
  time - known also for the Legend of Zelda series.
 More than 200 games with Mario characters have
  been published, selling nearly 200 million copies
  worldwide.
 Relating to their popularity, Mario games have
  generally been well-designed: their high
  playability includes clear goals, immediate
  rewards from the successful use of game
  controls, enjoyable visual and audio design, and a
  „sense of magic‟ permeating their fictional
  universe.
More Depth of Character: RPGs
 First tabletop RPGs (like Dungeon &
  Dragons, 1974) had their roots in miniature
  war games.
 Typically RPG games involve the creation of
  a character with various attributes, such as
  strength and intelligence.
 A game master (GM) will present the
  challenges of an adventure to players, who
  take on the roles of their player characters
  (PCs) during the adventure.
Early Computer Games: Text
Adventures

 Early computer games often relied on text
  and typing rather than graphics and audio.
 The earliest text adventure game was
  ADVENT (1975-76), programmed by Will
  Growther and Don Woods.
 Infocom produced famous games like Zork
  (1977-1980), and The Hitchhiker’s Guide to
  the Galaxy (1984).
      EXAMPLE OF A TEXT ADVENTURE
Rogue-like Games
 An alternative to text description was to use the
  computer monitor to draw images by using text
  characters.
 Famous games of this type: Angband,
  Hack/NetHack, Moria, Rogue.
 Known as ASCII graphics, these games only
  relied on basic letters and numbers (ASCII
  characters) to display the game world.
 Rogue-like games often featured randomly
  generated dungeons, adding to their replay
  value.
Typical Rogue-like Interface

 ------                         -    Wall
|....|      ############       #    Unlit hallway
|....|      #           #      .    Lit area
|.$..+########          #      $    Some quantity of gold
|....|        #      ---+---   +    A door
------        #      |.....|   |    Wall
              #      |.!...|   !    A magic potion
              #      |.....|
              #      |..@..|   @    The adventurer
  ----        #      |.....|
  |..|        #######+..D..|   D    A dragon
  |<.+###     #      |.....|   <    Stairs to the previous level
  ---- #      #      |.?...|   ?    A magic scroll
        ######       -------




                Source: www.wikipedia.org
Adventure Game Types
  Several distinctly different types of games with „adventure‟ elements
   exist.
  Taking two key features, interaction temporality and the consistency
   of game world, the following table can be constructed:
Game Genre         Interaction         Game World          Example
                   Temporality         (mostly)
Action RPGs        Real time           Random              Diablo (1996)
Interactive Fiction Turn-based         Pre-scripted        Zork (1980)
Platform Games     Real time           Pre-scripted        Donkey Kong
                                                           (1981)
Roguelike Games Turn-based             Random              NetHack (1985-
                                                           2003)

  Contemporary games are often „action adventures‟, featuring both
   real-time interaction as well as interlinking puzzle structures.
Ultima RPG Series
 Richard Garriott started
  the design of computer
  games while still at
  school.
 His first published game
  was called Akalabeth
  (1979), made for Apple II
  personal computer.
                                Akalabeth screen (Image
 His Ultima series of
  computer RPGs is            credit, Wikipedia, www.wikipe
  considered the longest                  dia.org)
  running RPG franchise.
Ultima IV: Game with Thematic
             Depth
     http://www.youtube.com/watch?v=mBwEwcOgi6o


 The fourth game in the Ultima series
  represented an attempt to go beyond hack-
  and-slash battles or straightforward puzzles.
 The game follows the main character’s
  struggle to understand the Eight Virtues
  and reach Avatarhood.
 The player can become engrossed in the
  fiction and ethical dilemmas, but it is also
  possible to face Ultima IV as „just a game‟.
Ultima IV Art




 Ultima IV screenshots; install and play original Ultima IV
  for DOS or XU4 remake from
  http://xu4.sourceforge.net/download.php

                Image credits: Origin/Electronic Arts; source: www.mobygames.com.
Auteur

 Richard Garriott
 aka Lord British
 http://www.youtube.com/watch?v=lIoGLAfqf6w


 Richard Allen Garriott (born
  July 4, 1961) is an English-
  American videogame
  developer and entrepreneur.
 Also an avid magician.
 Quotes A.C. Clark “Any
  technology sufficiently
  advanced in indistinguishable
  from magic.”

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Weeks 8, 9 Game Design

  • 1. History of Videogames Part Two: The 1980s From Introduction to Game Study Chapter 5 Thanks to Frans Mäyrä & SAGE Publications MontanaTech
  • 2. 1980s: Learning the Lexicon  1980s are remembered as “the culture of selfishness” and carried contradictions – the decade that brought prosperity and computers to homes was also the decade of Chernobyl and AIDS.
  • 3. 1980s: Introducing Adventure, Characters and Fiction in Games  From 1970 to 1980 the total recreation expenditures in the US more than doubled.  Games profited from evolving technology by providing more complex digital entertainment.  The 1980s introduced fictional storytelling and character elements to mainstream digital games.
  • 4. Pac-Man as a Pop Phenomenon  Pac-Man (Namco, 1980) was originally designed by Toru Iwatani, and in Japan it was called „Puck Man‟.  Designed to appeal to a wide audience, also females - one of the all-time most popular games.  Consciously avoided references to killing and war in its shell (imagery, thematic level).
  • 5. Pac-Man‟s Characters  The main character was designed to illustrate the game‟s main activity: eating.  Chasing and escaping while navigating is the other main player activity.  Four ghost characters were differentiated by their colour and style of movement (which also gave them personality).  The ghosts‟ animated eyes showed their direction of movement. Image credits: Wikipedia, www.wikipedia.org.
  • 6. Auteur Toru Iwatani http://www.youtube.com/watch?v=Jxa5IDkOghc  “I was interested in developing a game for the female game enthusiast. Rather than developing the character first, I started out with the concept of eating and focused on the Japanese word „taberu‟ which means to eat. The actual figure of Pac- Man came about as I was having pizza for lunch.”
  • 7. Pac-Man Design  Pac-Man game design: arcade cabinet (US version, published by Midway), screenshots  Play a Pac-Man clone online: http://www.thepcmanwebsite.com/media/pacman_flash/ Image credits: The International Arcade Museum, www.klov.com.
  • 8. Game Genre Systems  Game genre can be based on the game‟s shell or iconography („space game‟) or its interactivity (type of action: a „shooter game‟),  From a descriptive linguistics perspective, genre terminology needs to be recognised by players to be truly useful.  Game genres are constantly being named and renamed by players, experts and game media: living game cultures are in a state of flux.
  • 9. Genre of Pac-Man  If action and iconography decides the genre, Pac- Man can be called an „eating game‟.  Many classic board games are based on „eating‟ other player‟s game pieces.  Perhaps more importantly, Pac-Man is a „maze game‟: labyrinth navigation is a central feature.  The dynamics of chase increase the difficulty: player needs to multi-task in real time while navigating the maze.
  • 10. Visual Storytelling  By the early 1980s, there was already an entire generation (shikaku sedai, the visual generation) living immersed in Anime and Manga in Japan.  Japanese popular culture influenced digital game design.  The Japanese games enhanced the gameplay experience by introducing recognisable characters, exploration-inviting places and rudimentary storylines to motivate action.
  • 11. Donkey Kong (1981)  Designed by Shigeru Miyamoto, Donkey Kong included cut scenes (short non-interactive sequences or movies) to advance the plot.  The villain of the game is the ape, which escapes with „Jumpman‟s‟ girlfriend and the player is faced with the task of winning her back.  Jumpman would later be known as Mario, the most famous game character of all time.  The game narrative progresses through four different game screens with different building platforms to climb - making this the archetypal „platform game‟.
  • 12. Donkey Kong Art  Donkey Kong arcade cabin, screenshots  Play a Donkey Kong clone online: http://donkey-kong.freeonlinegames.com/ Image credits: The International Arcade Museum, www.klov.com.
  • 13. Legacy of Donkey Kong  From the starting screen of escaping ape to the final screen with Jumpman rescuing the lady, Donkey Kong was able to convey an entire storyline.  The story progressed as a reward to successful player action - a solution that many games have replicated since then.  Many later Mario series games had similar features to Donkey Kong: sideways-depicted jumping landscapes, and „rescue the lady‟ type plots.
  • 14. Popularity of Mario  The game designer of the Mario games (Shigeru Miyamoto) has become the most celebrated of all time - known also for the Legend of Zelda series.  More than 200 games with Mario characters have been published, selling nearly 200 million copies worldwide.  Relating to their popularity, Mario games have generally been well-designed: their high playability includes clear goals, immediate rewards from the successful use of game controls, enjoyable visual and audio design, and a „sense of magic‟ permeating their fictional universe.
  • 15. More Depth of Character: RPGs  First tabletop RPGs (like Dungeon & Dragons, 1974) had their roots in miniature war games.  Typically RPG games involve the creation of a character with various attributes, such as strength and intelligence.  A game master (GM) will present the challenges of an adventure to players, who take on the roles of their player characters (PCs) during the adventure.
  • 16. Early Computer Games: Text Adventures  Early computer games often relied on text and typing rather than graphics and audio.  The earliest text adventure game was ADVENT (1975-76), programmed by Will Growther and Don Woods.  Infocom produced famous games like Zork (1977-1980), and The Hitchhiker’s Guide to the Galaxy (1984).  EXAMPLE OF A TEXT ADVENTURE
  • 17. Rogue-like Games  An alternative to text description was to use the computer monitor to draw images by using text characters.  Famous games of this type: Angband, Hack/NetHack, Moria, Rogue.  Known as ASCII graphics, these games only relied on basic letters and numbers (ASCII characters) to display the game world.  Rogue-like games often featured randomly generated dungeons, adding to their replay value.
  • 18. Typical Rogue-like Interface ------ - Wall |....| ############ # Unlit hallway |....| # # . Lit area |.$..+######## # $ Some quantity of gold |....| # ---+--- + A door ------ # |.....| | Wall # |.!...| ! A magic potion # |.....| # |..@..| @ The adventurer ---- # |.....| |..| #######+..D..| D A dragon |<.+### # |.....| < Stairs to the previous level ---- # # |.?...| ? A magic scroll ###### ------- Source: www.wikipedia.org
  • 19. Adventure Game Types  Several distinctly different types of games with „adventure‟ elements exist.  Taking two key features, interaction temporality and the consistency of game world, the following table can be constructed: Game Genre Interaction Game World Example Temporality (mostly) Action RPGs Real time Random Diablo (1996) Interactive Fiction Turn-based Pre-scripted Zork (1980) Platform Games Real time Pre-scripted Donkey Kong (1981) Roguelike Games Turn-based Random NetHack (1985- 2003)  Contemporary games are often „action adventures‟, featuring both real-time interaction as well as interlinking puzzle structures.
  • 20. Ultima RPG Series  Richard Garriott started the design of computer games while still at school.  His first published game was called Akalabeth (1979), made for Apple II personal computer. Akalabeth screen (Image  His Ultima series of computer RPGs is credit, Wikipedia, www.wikipe considered the longest dia.org) running RPG franchise.
  • 21. Ultima IV: Game with Thematic Depth http://www.youtube.com/watch?v=mBwEwcOgi6o  The fourth game in the Ultima series represented an attempt to go beyond hack- and-slash battles or straightforward puzzles.  The game follows the main character’s struggle to understand the Eight Virtues and reach Avatarhood.  The player can become engrossed in the fiction and ethical dilemmas, but it is also possible to face Ultima IV as „just a game‟.
  • 22. Ultima IV Art  Ultima IV screenshots; install and play original Ultima IV for DOS or XU4 remake from http://xu4.sourceforge.net/download.php Image credits: Origin/Electronic Arts; source: www.mobygames.com.
  • 23. Auteur Richard Garriott aka Lord British http://www.youtube.com/watch?v=lIoGLAfqf6w  Richard Allen Garriott (born July 4, 1961) is an English- American videogame developer and entrepreneur.  Also an avid magician.  Quotes A.C. Clark “Any technology sufficiently advanced in indistinguishable from magic.”