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Game and Game Console History - The Story Started

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Game History Study Note Game Design Game History
Qian Bochen
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Qian Bochen
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JCU Advanced Game Design Weekly Study Blog - This article is part of a series.
Part 2: This Article
Important: This blog series is part of CP5604 Advanced Game Design assessment work

Guide Words
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The previous movie review blog have given little attention to the history of game design consoles and home video game consoles. However, to enhance the touring experience at our game museum at James Cook University, it may be beneficial for me to highlight the significant consoles in history along with their masterpiece games.

First Generation - Magnavox Odyssey
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Creating an adventure experience for players is a significant aspect of the gaming designing. In this regard, game consoles have undoubtedly simplified the process of creation while also substantially enhancing the overall gaming experience. The Magnavox Odyssey is considered the pioneer of the first generation of home game consoles, which was released in 1972. It features a simple interface that allows the user to control a series of dots with a single button and three knobs on the controller. Auxiliary tools play a key role in optimizing the gaming experience for the player. For example, plastic overlays on the screen provide an additional layer of visual information that enhances the game’s aesthetics and offers more immersive gameplay. Another example is the timer with a watch holding is an essential tool that allows players to track their gameplay time, which is especially important in competitive settings.

The Odyssey console was bundled with a variety of board game accessories, such as dice, paper money, and other relevant paraphernalia, to augment the gaming experience.

Pong Game
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The Magnavox Odyssey boasted 28 games, one of which was a ping-pong game. This game served as the inspiration for Atari’s Pong arcade game, which went on to become highly successful and is widely recognized as the first commercially successful video game. The simplicity and intuitive nature of Pong is often cited as a key factor in its success, as it made the game accessible and easy to learn.

Second Generation - Atari Video Computer System (Atari VCS)
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Raise of Atari’s Empire
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The gaming industry faced limitations in the past, as gamers were restricted to playing games solely on game consoles, which resulted in purchasing a new console every time they wished to access novel games. This limitation not only hindered the gaming experience but also inflated the development costs for game industries.

However, in 1977, the Atari Video Computer System (Atari VCS) introduced a revolutionary change in the gaming world, with its microprocessor-based hardware and swappable ROM cartridges. This innovative format had been pioneered the year before by the Fairchild Channel F. The VCS package included two joystick controllers, a pair of paddle controllers, and a game cartridge, quickly becoming a much-loved gaming platform.

Upon completion of hardware production, manufacturers can shift their focus to game console design. Concurrently, the gaming industry can concentrate on enhancing gameplay and improving gameplay ability. During this period, many famous games such as Donkey Kong, Pac-Man, Space Invaders and Frogger were created. Furthermore, well-known video game companies like Electronic Arts Inc. (EA) emerged during this era. By the end of 1977, around 250,000 units of the Atari 2600 had been sold, motivating more game manufacturers to develop supporting games for VCS. Atari, surrounded by a booming game market, undoubtedly ascended to its throne.

Fall of Atari’s Empire
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The video game industry crash of 1983, also known as the “Atari shock” in Japan, marked a significant downturn due to market saturation with consoles and games, and a loss of publishing control. The industry, led by Atari, faced challenges with an overabundance of products and the advent of third-party developers like Activision in 1979, which, while diversifying the market, also led to an influx of low-quality games. The Consumer Electronics Show (CES) saw an increase in vendors from 3 to 30, reflecting the rapid expansion of the industry. However, this growth was not matched with innovation or quality, resulting in a glut of unsold inventory and diminished consumer confidence. High-profile game failures, such as “E.T. the Extra-Terrestrial” exacerbated the situation, leading to significant financial losses for Atari and an industry-wide recession.

The crash underscored the importance of quality control and supply management, lessons that have since guided the industry’s recovery and growth, particularly with the introduction of the Nintendo Entertainment System (NES) to North America in 1985, which helped re-establish consumer trust and set new standards for game development and publishing.

JCU Advanced Game Design Weekly Study Blog - This article is part of a series.
Part 2: This Article

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