History Of Computer Games
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The history of video games began in the 1950s and 1960s as
computer scientists Computer science is the study of computation, information, and automation. Computer science spans theoretical disciplines (such as algorithms, theory of computation, and information theory) to applied disciplines (including the design an ...
began designing simple games and
simulations A simulation is an imitative representation of a process or system that could exist in the real world. In this broad sense, simulation can often be used interchangeably with model. Sometimes a clear distinction between the two terms is made, in ...
on
minicomputer A minicomputer, or colloquially mini, is a type of general-purpose computer mostly developed from the mid-1960s, built significantly smaller and sold at a much lower price than mainframe computers . By 21st century-standards however, a mini is ...
s and
mainframes A mainframe computer, informally called a mainframe or big iron, is a computer used primarily by large organizations for critical applications like bulk data processing for tasks such as censuses, industry and consumer statistics, enterprise ...
. ''
Spacewar! ''Spacewar!'' is a space combat video game developed in 1962 by Steve Russell in collaboration with Martin Graetz, Wayne Wiitanen, Bob Saunders, Steve Piner, and others. It was written for the newly installed DEC PDP-1 minicomputer at the ...
'' was developed by
Massachusetts Institute of Technology The Massachusetts Institute of Technology (MIT) is a Private university, private research university in Cambridge, Massachusetts, United States. Established in 1861, MIT has played a significant role in the development of many areas of moder ...
(MIT) student hobbyists in 1962 as one of the first such games on a video display. The first consumer video game hardware was released in the early 1970s. The first
home video game console A home video game console is a video game console that is designed to be connected to a display device, such as a television, and an external power source as to play video games. While initial consoles were dedicated units with only a few game ...
was the
Magnavox Odyssey The Magnavox Odyssey is the first commercial home video game console. The hardware was designed by a small team led by Ralph H. Baer at Sanders Associates, while Magnavox completed development and released it in the United States in September ...
, and the first
arcade video game An arcade video game is an arcade game that takes player input from its controls, processes it through electrical or computerized components, and displays output to an electronic monitor or similar display. All arcade video games are coin-oper ...
s were ''
Computer Space ''Computer Space'' is a 1971 space combat arcade video game. Created by Nolan Bushnell and Ted Dabney in partnership as Syzygy Engineering, it was the first arcade video game as well as the first commercially available video game. ''Computer S ...
'' and ''
Pong ''Pong'' is a 1972 sports video game developed and published by Atari for arcades. It is one of the earliest arcade video games; it was created by Allan Alcorn as a training exercise assigned to him by Atari co-founder Nolan Bushnell, but B ...
''. After its home console conversions, numerous companies sprang up to capture ''Pong''s success in both the arcade and the home by
cloning Cloning is the process of producing individual organisms with identical genomes, either by natural or artificial means. In nature, some organisms produce clones through asexual reproduction; this reproduction of an organism by itself without ...
the game, causing a series of boom and bust cycles due to oversaturation and lack of innovation. By the mid-1970s, low-cost programmable
microprocessor A microprocessor is a computer processor (computing), processor for which the data processing logic and control is included on a single integrated circuit (IC), or a small number of ICs. The microprocessor contains the arithmetic, logic, a ...
s replaced the discrete
transistor–transistor logic Transistor–transistor logic (TTL) is a logic family built from bipolar junction transistors (BJTs). Its name signifies that transistors perform both the logic function (the first "transistor") and the amplifying function (the second "transistor" ...
circuitry of early hardware, and the first
ROM cartridge A ROM cartridge, usually referred to in context simply as a cartridge, cart, cassette, or card, is a replaceable part designed to be connected to a consumer electronics device such as a home computer, video game console or, to a lesser extent, ...
-based home consoles arrived, including the
Atari Video Computer System The Atari 2600 is a home video game console developed and produced by Atari, Inc. Released in September 1977 as the Atari Video Computer System (Atari VCS), it popularized microprocessor-based hardware and games stored on swappable ROM cartridg ...
(VCS). Coupled with rapid growth in the
golden age of arcade video games The golden age of arcade video games was the period of rapid growth, technological development, and cultural influence of arcade video games from the late 1970s to the early 1980s. The release of ''Space Invaders'' in 1978 led to a wave of shoo ...
, including ''
Space Invaders is a 1978 shoot 'em up video game developed and published by Taito for Arcade video game, arcades. It was released in Japan in April 1978, with the game being released by Midway Manufacturing overseas. ''Space Invaders'' was the first fixed s ...
'' and ''
Pac-Man ''Pac-Man,'' originally called in Japan, is a 1980 maze video game developed and published by Namco for arcades. In North America, the game was released by Midway Manufacturing as part of its licensing agreement with Namco America. The pla ...
'', the home console market also flourished. The
1983 video game crash The video game crash of 1983 (known in Japan as the Atari shock) was a large-scale recession in the video game industry that occurred from 1983 to 1985 in the United States. The crash was attributed to several factors, including market saturatio ...
in the United States was characterized by a flood of too many games, often of poor or cloned qualities, and the sector saw competition from inexpensive
personal computer A personal computer, commonly referred to as PC or computer, is a computer designed for individual use. It is typically used for tasks such as Word processor, word processing, web browser, internet browsing, email, multimedia playback, and PC ...
s and new types of games being developed for them. The crash prompted Japan's video game industry to take leadership of the market, which had only suffered minor impacts from the crash.
Nintendo is a Japanese Multinational corporation, multinational video game company headquartered in Kyoto. It develops, publishes, and releases both video games and video game consoles. The history of Nintendo began when craftsman Fusajiro Yamauchi ...
released its
Nintendo Entertainment System The Nintendo Entertainment System (NES) is an 8-bit home video game console developed and marketed by Nintendo. It was first released in Japan on 15 July 1983 as the and was later released as the redesigned NES in several test markets in the ...
in the United States in 1985, helping to rebound the failing video games sector. The latter part of the 1980s and early 1990s included video games driven by improvements and standardization in personal computers and the
console war In the video game industry, a console war describes the competition between two or more video game console manufacturers in trying to achieve better consumer sales through more advanced console technology, an improved selection of video games, a ...
competition between Nintendo and
Sega is a Japanese video game company and subsidiary of Sega Sammy Holdings headquartered in Tokyo. It produces several List of best-selling video game franchises, multi-million-selling game franchises for arcade game, arcades and video game cons ...
as they fought for market share in the United States. The first major
handheld video game console A handheld game console, or simply handheld console, is a small, portable self-contained video game console with a built-in screen, game controls and speakers. Handheld game consoles are smaller than home video game consoles and contain the con ...
s appeared in the 1990s, led by Nintendo's
Game Boy The is a handheld game console developed by Nintendo, launched in the Japanese home market on April 21, 1989, followed by North America later that year and other territories from 1990 onwards. Following the success of the Game & Watch single-ga ...
platform. In the early 1990s, advancements in microprocessor technology gave rise to real-time 3D polygonal graphic rendering in game consoles, as well as in PCs by way of
graphics card A graphics card (also called a video card, display card, graphics accelerator, graphics adapter, VGA card/VGA, video adapter, display adapter, or colloquially GPU) is a computer expansion card that generates a feed of graphics output to a displa ...
s. Optical media via
CD-ROM A CD-ROM (, compact disc read-only memory) is a type of read-only memory consisting of a pre-pressed optical compact disc that contains computer data storage, data computers can read, but not write or erase. Some CDs, called enhanced CDs, hold b ...
s began to be incorporated into personal computers and consoles, including Sony's fledgling
PlayStation is a video gaming brand owned and produced by Sony Interactive Entertainment (SIE), a division of Japanese conglomerate Sony. Its flagship products consists of a series of home video game consoles produced under the brand; it also consists ...
console line, pushing Sega out of the console hardware market while diminishing Nintendo's role. By the late 1990s, the
Internet The Internet (or internet) is the Global network, global system of interconnected computer networks that uses the Internet protocol suite (TCP/IP) to communicate between networks and devices. It is a internetworking, network of networks ...
also gained widespread consumer use, and video games began incorporating online elements.
Microsoft Microsoft Corporation is an American multinational corporation and technology company, technology conglomerate headquartered in Redmond, Washington. Founded in 1975, the company became influential in the History of personal computers#The ear ...
entered the console hardware market in the early 2000s with its
Xbox Xbox is a video gaming brand that consists of four main home video game console lines, as well as application software, applications (games), the streaming media, streaming service Xbox Cloud Gaming, and online services such as the Xbox networ ...
line, fearing that Sony's PlayStation, positioned as a game console and entertainment device, would displace personal computers. While Sony and Microsoft continued to develop hardware for comparable top-end console features, Nintendo opted to focus on innovative gameplay. Nintendo developed the
Wii The Wii ( ) is a home video game console developed and marketed by Nintendo. It was released on November 19, 2006, in North America, and in December 2006 for most other regions of the world. It is Nintendo's fifth major home game console, f ...
with motion-sensing controls, which helped to draw in non-traditional players and helped to resecure Nintendo's position in the industry; Nintendo followed this same model in the release of the
Nintendo Switch The is a video game console developed by Nintendo and released worldwide in most regions on March 3, 2017. Released in the middle of the Eighth generation of video game consoles, eighth generation of home consoles, the Switch succeeded the ...
. From the 2000s and into the 2010s, the industry has seen a shift of demographics as
mobile gaming A mobile game is a video game that is typically played on a mobile phone. The term also refers to all games that are played on any portable device, including from mobile phone (feature phone or smartphone), tablet, PDA to handheld game conso ...
on
smartphone A smartphone is a mobile phone with advanced computing capabilities. It typically has a touchscreen interface, allowing users to access a wide range of applications and services, such as web browsing, email, and social media, as well as multi ...
s and tablets displaced handheld consoles, and casual gaming became an increasingly larger sector of the market, as well as a growth in the number of players from China and other areas not traditionally tied to the industry. To take advantage of these shifts, traditional revenue models were supplanted with ongoing revenue stream models such as
free-to-play "Free-to-play" ("F2P" or "FtP") video games are games that give players access to a significant portion of their content for free. The term "free-to-play business model" or simply, "free-to-play model", refers collectively to business models tha ...
,
freemium Freemium, a portmanteau of the words "free" and "premium", is a pricing strategy by which a basic product or service is provided free of charge, but money (a premium) is charged for additional features, services, or virtual (online) or physical ( ...
, and subscription-based games. As triple-A video game production became more costly and risk-averse, opportunities for more experimental and innovative
independent game development An indie video game or indie game (short for independent video game) is a video game created by individuals or smaller development teams without the financial and technical support of a large game publisher, in contrast to most "AAA" (triple-A ...
grew over the 2000s and 2010s, aided by the popularity of mobile and casual gaming and the ease of
digital distribution Digital distribution, also referred to as content delivery, online distribution, or electronic software distribution, among others, is the delivery or distribution of information or materials through digital platforms. The distribution of digital ...
. Hardware and software technology continues to drive improvement in video games, with support for
high-definition video High-definition video (HD video) is video of higher resolution and quality than standard-definition. While there is no standardized meaning for ''high-definition'', generally any video image with considerably more than 480 vertical scan lines ( ...
at high framerates and for virtual and
augmented reality Augmented reality (AR), also known as mixed reality (MR), is a technology that overlays real-time 3D computer graphics, 3D-rendered computer graphics onto a portion of the real world through a display, such as a handheld device or head-mounted ...
-based games.


Early history (1948–1970)

As early as 1950, computer scientists were using electronic machines to construct relatively simple game systems, such as ''
Bertie the Brain ''Bertie the Brain'' is one of the first games developed in the early history of video games. It was built in Toronto by Josef Kates for the 1950 Canadian National Exhibition. The four meter (13 foot) tall computer allowed exhibition attendees to ...
'' in 1950 to play
tic tac toe Tic-tac-toe (American English), noughts and crosses (English in the Commonwealth of Nations, Commonwealth English), or Xs and Os (Canadian English, Canadian or Hiberno-English, Irish English) is a paper-and-pencil game for two players who ta ...
, or
Nimrod Nimrod is a Hebrew Bible, biblical figure mentioned in the Book of Genesis and Books of Chronicles, the Books of Chronicles. The son of Cush (Bible), Cush and therefore the great-grandson of Noah, Nimrod was described as a king in the land of Sh ...
in 1951 for playing
Nim Nim is a mathematical combinatorial game in which two players take turns removing (or "nimming") objects from distinct heaps or piles. On each turn, a player must remove at least one object, and may remove any number of objects provided they all ...
. These systems used either electronic light displays and mainly as demonstration systems at large exhibitions to showcase the power of computers at the time. Another early demonstration was ''
Tennis for Two ''Tennis for Two'' (also known as ''Computer Tennis'') is a sports video game that simulates a game of tennis, and was one of the first games developed in the early history of video games. American physicist William Higinbotham designed the game ...
'', a game created by
William Higinbotham William Alfred Higinbotham (October 22, 1910 – November 10, 1994) was an American physicist. A member of the team that developed the first nuclear bomb, he later became a leader in the nonproliferation movement. He also has a place in the hi ...
at
Brookhaven National Laboratory Brookhaven National Laboratory (BNL) is a United States Department of Energy national laboratories, United States Department of Energy national laboratory located in Upton, New York, a hamlet of the Brookhaven, New York, Town of Brookhaven. It w ...
in 1958 for three-day exhibition, using an
analog computer An analog computer or analogue computer is a type of computation machine (computer) that uses physical phenomena such as Electrical network, electrical, Mechanics, mechanical, or Hydraulics, hydraulic quantities behaving according to the math ...
and an
oscilloscope An oscilloscope (formerly known as an oscillograph, informally scope or O-scope) is a type of electronic test instrument that graphically displays varying voltages of one or more signals as a function of time. Their main purpose is capturing i ...
for a display. ''
Spacewar! ''Spacewar!'' is a space combat video game developed in 1962 by Steve Russell in collaboration with Martin Graetz, Wayne Wiitanen, Bob Saunders, Steve Piner, and others. It was written for the newly installed DEC PDP-1 minicomputer at the ...
'' is considered one of the first recognized video games that enjoyed wider distribution behind a single exhibition system. Developed in 1961 for the
PDP-1 The PDP-1 (Programmed Data Processor-1) is the first computer in Digital Equipment Corporation's PDP series and was first produced in 1959. It is known for being the most important computer in the creation of hacker culture at the Massachusetts ...
mainframe computer at MIT, it allowed two players to simulate a space combat fight on the PDP-1's point-plotting display. The game's
source code In computing, source code, or simply code or source, is a plain text computer program written in a programming language. A programmer writes the human readable source code to control the behavior of a computer. Since a computer, at base, only ...
was shared with other institutions with a PDP-1 across the country as the MIT students themselves moved about, allowing the game to gain popularity.


1970s


Mainframe computer games

In the 1960s, a number of computer games were created for mainframe and
minicomputer A minicomputer, or colloquially mini, is a type of general-purpose computer mostly developed from the mid-1960s, built significantly smaller and sold at a much lower price than mainframe computers . By 21st century-standards however, a mini is ...
systems, but these failed to achieve wide distribution due to the continuing scarcity of computer resources, a lack of sufficiently trained programmers interested in crafting entertainment products, and the difficulty in transferring programs between computers in different geographic areas. By the end of the 1970s, however, the situation had changed drastically. The
BASIC Basic or BASIC may refer to: Science and technology * BASIC, a computer programming language * Basic (chemistry), having the properties of a base * Basic access authentication, in HTTP Entertainment * Basic (film), ''Basic'' (film), a 2003 film ...
and C high-level
programming language A programming language is a system of notation for writing computer programs. Programming languages are described in terms of their Syntax (programming languages), syntax (form) and semantics (computer science), semantics (meaning), usually def ...
s were widely adopted during the decade, which were more accessible than earlier more technical languages such as FORTRAN and
COBOL COBOL (; an acronym for "common business-oriented language") is a compiled English-like computer programming language designed for business use. It is an imperative, procedural, and, since 2002, object-oriented language. COBOL is primarily ...
, opening up computer game creation to a larger base of users. With the advent of
time-sharing In computing, time-sharing is the Concurrency (computer science), concurrent sharing of a computing resource among many tasks or users by giving each Process (computing), task or User (computing), user a small slice of CPU time, processing time. ...
, which allowed the resources of a single mainframe to be parceled out among multiple users connected to the machine by terminals, computer access was no longer limited to a handful of individuals at an institution, creating more opportunities for students to create their own games. Furthermore, the widespread adoption of the
PDP-10 Digital Equipment Corporation (DEC)'s PDP-10, later marketed as the DECsystem-10, is a mainframe computer family manufactured beginning in 1966 and discontinued in 1983. 1970s models and beyond were marketed under the DECsystem-10 name, especi ...
, released by
Digital Equipment Corporation Digital Equipment Corporation (DEC ), using the trademark Digital, was a major American company in the computer industry from the 1960s to the 1990s. The company was co-founded by Ken Olsen and Harlan Anderson in 1957. Olsen was president until ...
(DEC) in 1966, and the portable
UNIX Unix (, ; trademarked as UNIX) is a family of multitasking, multi-user computer operating systems that derive from the original AT&T Unix, whose development started in 1969 at the Bell Labs research center by Ken Thompson, Dennis Ritchie, a ...
operating system An operating system (OS) is system software that manages computer hardware and software resources, and provides common daemon (computing), services for computer programs. Time-sharing operating systems scheduler (computing), schedule tasks for ...
, developed at
Bell Labs Nokia Bell Labs, commonly referred to as ''Bell Labs'', is an American industrial research and development company owned by Finnish technology company Nokia. With headquarters located in Murray Hill, New Jersey, Murray Hill, New Jersey, the compa ...
in 1971 and released generally in 1973, created common programming environments across the country that reduced the difficulty of sharing programs between institutions. Finally, the founding of the first magazines dedicated to computing like ''
Creative Computing ''Creative Computing'' was one of the earliest magazines covering the microcomputer revolution. Published from October 1974 until December 1985, the magazine covered the spectrum of hobbyist/home/personal computing in a more accessible format t ...
'' (1974), the publication of the earliest program compilation books like '' 101 BASIC Computer Games'' (1973), and the spread of wide-area networks such as the
ARPANET The Advanced Research Projects Agency Network (ARPANET) was the first wide-area packet-switched network with distributed control and one of the first computer networks to implement the TCP/IP protocol suite. Both technologies became the tec ...
allowed programs to be shared more easily across great distances. As a result, many of the mainframe games created by college students in the 1970s influenced subsequent developments in the video game industry in ways that, ''Spacewar!'' aside, the games of the 1960s did not. In the arcade and on home consoles, fast-paced action and
real-time Real-time, realtime, or real time may refer to: Computing * Real-time computing, hardware and software systems subject to a specified time constraint * Real-time clock, a computer clock that keeps track of the current time * Real-time Control Syst ...
gameplay were the norm in genres like
racing In sports, racing is a competition of speed, in which competitors try to complete a given task in the shortest amount of time. Typically this involves traversing some distance, but it can be any other task involving speed to reach a specific g ...
and
target shooting Shooting sports is a group of competitive and recreational sporting activities involving proficiency tests of accuracy, precision and speed in shooting — the art of using ranged weapons, mainly small arms (firearms and airguns, in forms such ...
. On the mainframe, however, such games were generally not possible due both to the lack of adequate displays (many computer terminals continued to rely on
teletype A teleprinter (teletypewriter, teletype or TTY) is an electromechanical device that can be used to send and receive typed messages through various communications channels, in both point-to-point and point-to-multipoint configurations. Init ...
s rather than monitors well into the 1970s and even most CRT terminals could only render character-based graphics) and insufficient processing power and memory to update game elements in real time. While 1970s mainframes were more powerful than arcade and console hardware of the period, the need to parcel out computing resources to dozens of simultaneous users via time-sharing significantly hampered their abilities. Thus, programmers of mainframe games focused on strategy and puzzle-solving mechanics over pure action. Notable games of the period include the tactical combat game ''
Star Trek ''Star Trek'' is an American science fiction media franchise created by Gene Roddenberry, which began with the Star Trek: The Original Series, series of the same name and became a worldwide Popular culture, pop-culture Cultural influence of ...
'' (1971) by Mike Mayfield, the
hide-and-seek Hide-and-seek (sometimes known as hide-and-go-seek) is a children's game in which at least two players (usually at least three) conceal themselves in a set environment, to be found by one or more seekers. The game is played by one chosen playe ...
game ''
Hunt the Wumpus ''Hunt the Wumpus'' is a text-based adventure game developed by Gregory Yob in 1973. In the game, the player moves through a series of connected caves, arranged as the vertices of a dodecahedron, as they hunt a monster named the Wumpus. The tu ...
'' (1972) by
Gregory Yob Gregory Yob (June 18, 1945 – October 13, 2005) was an American computer game designer. Early life Gregory was born in Eugene, Oregon. An article about his experiment on simulating gravitational fields with droplets of water on a soap bu ...
, and the strategic war game ''
Empire An empire is a political unit made up of several territories, military outpost (military), outposts, and peoples, "usually created by conquest, and divided between a hegemony, dominant center and subordinate peripheries". The center of the ...
'' (1977) by
Walter Bright Walter G. Bright (born March 10, 1959) is an American computer programmer who created the D programming language, the Zortech C++ compiler, and the ''Empire'' computer game. Early life and education Bright is the son of the United States Air F ...
. Perhaps the most significant game of the period was ''
Colossal Cave Adventure ''Colossal Cave Adventure'' (also known as ''Adventure'' or ''ADVENT'') is a text-based adventure game, released in 1976 by developer Will Crowther for the PDP-10 mainframe computer. It was expanded upon in 1977 by Don Woods. In the game, the ...
'' (or simply ''Adventure''), created in 1976 by
Will Crowther William Crowther (born 1936) is an American computer programmer, caver, and rock climber. He is the co-creator of ''Colossal Cave Adventure'' from 1975 onward, a seminal computer game that influenced the first decade of video game design and in ...
by combining his passion for caving with concepts from the newly released tabletop role-playing game (RPG) ''
Dungeons & Dragons ''Dungeons & Dragons'' (commonly abbreviated as ''D&D'' or ''DnD'') is a fantasy tabletop role-playing game (TTRPG) originally created and designed by Gary Gygax and Dave Arneson. The game was first published in 1974 by TSR (company)#Tactical ...
'' (D&D). Expanded by
Don Woods Donald Woods (1933–2001) was a South African journalist and activist. Donald or Don Woods may also refer to: * Donald Woods (actor) (1906–1998), Canadian-born American film and television actor * Donald Devereux Woods (1912–1964), British ...
in 1977 with an emphasis on the high fantasy of
J.R.R. Tolkien John Ronald Reuel Tolkien (, 3 January 1892 – 2 September 1973) was an English writer and philologist. He was the author of the high fantasy works ''The Hobbit'' and ''The Lord of the Rings''. From 1925 to 1945, Tolkien was the Rawlinson ...
, ''Adventure'' established a new genre based around exploration and inventory-based puzzle solving that made the transition to personal computers in the late 1970s. While most games were created on hardware of limited graphic ability, one computer able to host more impressive games was the
PLATO system PLATO (Programmed Logic for Automatic Teaching Operations), also known as Project Plato and Project PLATO, was the first generalized computer-assisted instruction system. Starting in 1960, it ran on the University of Illinois's ILLIAC I compu ...
developed at the
University of Illinois The University of Illinois Urbana-Champaign (UIUC, U of I, Illinois, or University of Illinois) is a public university, public land-grant university, land-grant research university in the Champaign–Urbana metropolitan area, Illinois, United ...
. Intended as an educational computer, the system connected hundreds of users all over the United States via remote terminals that featured high-quality
plasma display A plasma display panel is a type of flat-panel display that uses small cells containing Plasma (physics), plasma: Ionization, ionized gas that responds to electric fields. Plasma televisions were the first large (over diagonal) flat-panel displ ...
s and allowed users to interact with each other in real time. This allowed the system to host an impressive array of graphical and/or multiplayer games, including some of the earliest known computer RPGs, which were primarily derived, like ''Adventure'', from ''D&D'', but unlike that game placed a greater emphasis on combat and character progression than puzzle solving. Starting with top-down
dungeon crawl A dungeon crawl is a type of scenario in fantasy role-playing games (RPGs) in which heroes navigate a labyrinth environment (a "dungeon"), battling various monsters, avoiding traps, solving puzzles, and looting any treasure they may find. Video g ...
s like ''The Dungeon'' (1975) and ''The Game of Dungeons'' (1975), more commonly referred to today by their filenames, ''
pedit5 ''pedit5'', alternately called ''The Dungeon'', is a 1975 dungeon crawl role-playing video game developed for the University of Illinois Urbana-Champaign's PLATO computer network by Rusty Rutherford. In it, the player controls a character explor ...
'' and '' dnd'', PLATO RPGs soon transitioned to a first-person perspective with games like ''
Moria Moria may refer to: Arts and entertainment * Moria (Middle-earth), fictional location in the works of J. R. R. Tolkien * ''Moria: The Dwarven City'', a 1984 fantasy role-playing game supplement * Moria (1978 video game), ''Moria'' (1978 video gam ...
'' (1975), ''Oubliette'' (1977), and ''
Avatar Avatar (, ; ) is a concept within Hinduism that in Sanskrit literally means . It signifies the material appearance or incarnation of a powerful deity, or spirit on Earth. The relative verb to "alight, to make one's appearance" is sometimes u ...
'' (1979), which often allowed multiple players to join forces to battle monsters and complete quests together. Like ''Adventure'', these games ultimately inspired some of the earliest personal computer games.


The first arcade video games and home consoles

The modern video game industry grew out of the concurrent development of the first
arcade video game An arcade video game is an arcade game that takes player input from its controls, processes it through electrical or computerized components, and displays output to an electronic monitor or similar display. All arcade video games are coin-oper ...
and the first
home video game console A home video game console is a video game console that is designed to be connected to a display device, such as a television, and an external power source as to play video games. While initial consoles were dedicated units with only a few game ...
in the early 1970s in the United States. The arcade video game industry grew out of the pre-existing
arcade game An arcade game or coin-op game is a coin-operated entertainment machine typically installed in public businesses such as restaurants, bars and amusement arcades. Most arcade games are presented as primarily game of skill, games of skill and in ...
industry, which was previously dominated by
electro-mechanical game Electro-mechanical games (EM games) are types of arcade games that operate on a combination of some electronic circuitry and mechanical actions from the player to move items contained within the game's cabinet. Some of these were early light gu ...
s (EM games). Following the arrival of
Sega is a Japanese video game company and subsidiary of Sega Sammy Holdings headquartered in Tokyo. It produces several List of best-selling video game franchises, multi-million-selling game franchises for arcade game, arcades and video game cons ...
's EM game ''
Periscope A periscope is an instrument for observation over, around or through an object, obstacle or condition that prevents direct line-of-sight observation from an observer's current position. In its simplest form, it consists of an outer case with ...
'' (1966), the arcade industry was experiencing a "technological renaissance" driven by "audio-visual" EM novelty games, establishing the arcades as a healthy environment for the introduction of commercial video games in the early 1970s. In the late 1960s, a college student
Nolan Bushnell Nolan Kay Bushnell (born February 5, 1943) is an American businessman and electrical engineer. He established Atari, Inc. and the Chuck E. Cheese's Pizza Time Theatre chain. He has been inducted into the Video Game Hall of Fame and the Consu ...
had a part-time job at an arcade where he became familiar with EM games, watching customers play and helping to maintain the machinery while learning how it worked and developing his understanding of how the game business operates. In 1966, while working at
Sanders Associates Sanders Associates, Inc. was a defense contractor in Nashua, New Hampshire, United States, from 1951 until it was sold in 1986. It is now part of BAE Systems Electronics & Integrated Solutions, a subsidiary of BAE Systems. It concentrated on de ...
,
Ralph Baer Ralph Henry Baer (born Rudolf Heinrich Baer; March 8, 1922 – December 6, 2014) was a German-born American inventor, game developer, and engineer. Baer's Jewish family fled Germany just before World War II and Baer served the American war ...
came up with an idea for an entertainment device that could be hooked up to a television monitor. Presenting this to his superiors at Sanders and getting their approval, he, along with William Harrison and William Rusch, refined Baer's concept into the "Brown Box" prototype of a
home video game console A home video game console is a video game console that is designed to be connected to a display device, such as a television, and an external power source as to play video games. While initial consoles were dedicated units with only a few game ...
that could play a simple table tennis game. The three patented the technology, and Sanders, not in the commercialization business, sold licenses to the patents to
Magnavox Magnavox (Latin for "great voice", often stylized as MAGNAVOX) is an American electronics brand. It was purchased by North American Philips in 1974, which was absorbed into Dutch electronics company Philips in 1987. The predecessor to Magnavox w ...
to commercialize. With Baer's help, Magnavox developed the
Magnavox Odyssey The Magnavox Odyssey is the first commercial home video game console. The hardware was designed by a small team led by Ralph H. Baer at Sanders Associates, while Magnavox completed development and released it in the United States in September ...
, the first commercial home console, in 1972. Concurrently, Nolan Bushnell and
Ted Dabney Samuel Frederick "Ted" Dabney Jr. (May 2, 1937 – May 26, 2018) was an American electrical engineer, and the co-founder, alongside Nolan Bushnell, of Atari, Inc. He is recognized as developing the basics of video circuitry principles that ...
had the idea of making a coin-operated system to run ''Spacewar!'' By 1971, the two had developed ''
Computer Space ''Computer Space'' is a 1971 space combat arcade video game. Created by Nolan Bushnell and Ted Dabney in partnership as Syzygy Engineering, it was the first arcade video game as well as the first commercially available video game. ''Computer S ...
'' with
Nutting Associates Nutting Associates was an arcade game manufacturer based in Mountain View, California, incorporated in February 1967 by William Gilbert Nutting. In 1977 the company was purchased by William "Si" Redd and eventually absorbed into the company S ...
, the first arcade video game. Bushnell and Dabney struck out on their own and formed
Atari Atari () is a brand name that has been owned by several entities since its inception in 1972. It is currently owned by French holding company Atari SA (formerly Infogrames) and its focus is on "video games, consumer hardware, licensing and bl ...
. Bushnell, inspired by the
table tennis Table tennis (also known as ping-pong) is a racket sport derived from tennis but distinguished by its playing surface being atop a stationary table, rather than the Tennis court, court on which players stand. Either individually or in teams of ...
game on the Odyssey, hired
Allan Alcorn Allan Alcorn (born January 1, 1948) is an American pioneering engineer and computer scientist best known for creating '' Pong'', one of the first video games. In 2009, he was chosen by IGN as one of the top 100 game creators of all time. Atari ...
to develop an arcade version of the game, this time using discrete
transistor–transistor logic Transistor–transistor logic (TTL) is a logic family built from bipolar junction transistors (BJTs). Its name signifies that transistors perform both the logic function (the first "transistor") and the amplifying function (the second "transistor" ...
(TTL) electronic circuitry. Atari's ''
Pong ''Pong'' is a 1972 sports video game developed and published by Atari for arcades. It is one of the earliest arcade video games; it was created by Allan Alcorn as a training exercise assigned to him by Atari co-founder Nolan Bushnell, but B ...
'' was released in late 1972 and is considered the first successful arcade video game. It ignited the growth of the arcade game industry in the United States from both established coin-operated game manufacturers like Williams, Chicago Coin, and the Midway subsidiary of
Bally Manufacturing Bally Manufacturing, later renamed Bally Entertainment, was an American company that began as a pinball and slot machine manufacturer, and later expanded into casinos, video games, health clubs, and theme parks. It was acquired by Hilton Hotels ...
, and new startups such as Ramtek and
Allied Leisure Centuri, formerly known as Allied Leisure, was an American arcade game manufacturer. They were based in Hialeah, Florida, and were one of the top six suppliers of coin-operated arcade video game machinery in the United States during the early 19 ...
. Many of these were ''Pong'' clones using ball-and-paddle controls, and led to saturation of the market in 1974, forcing arcade game makers to try to innovate new games in 1975. Many of the newer companies created in the wake of ''Pong'' failed to innovate on their own and shut down, and by the end of 1975, the arcade market had fallen by about 50% based on new game sale revenues. Further, Magnavox took Atari and several other of these arcade game makers to court over violations of Baer's patents. Bushnell settled the suit for Atari, gaining perpetual rights for the patents for Atari as part of the settlement. Others failed to settle, and Magnavox won around in damages from these patent infringement suits before the patents expired in 1990. Arcade video games caught on quickly in Japan due to partnerships between American and Japanese corporations that kept the Japan companies abreast of technology developments within the United States. The Nakamura Amusement Machine Manufacturing Company (Namco) partnered with Atari to import ''Pong'' into Japan in late 1973. Within the year,
Taito is a Japanese company that specializes in video games, Toy, toys, arcade cabinets, and game centers, based in Shinjuku, Tokyo. The company was founded by Michael Kogan in 1953 as the importing vodka, Vending machine, vending machines, and Juk ...
and
Sega is a Japanese video game company and subsidiary of Sega Sammy Holdings headquartered in Tokyo. It produces several List of best-selling video game franchises, multi-million-selling game franchises for arcade game, arcades and video game cons ...
released ''Pong'' clones in Japan by mid-1973. Japanese companies began developing novel games and exporting or licensing them through partners in 1974. Among these included Taito's ''
Gun Fight ''Gun Fight'', known as in Japan and Europe, is a 1975 multidirectional shooter arcade video game designed by Tomohiro Nishikado, and released by Taito in Japan and Europe and by Midway in North America. Based around two Old West cowboys ar ...
'' (originally ''Western Gun'' in its Japanese release), which was licensed to Midway. Midway's version, released in 1975, was the first arcade video game to use a
microprocessor A microprocessor is a computer processor (computing), processor for which the data processing logic and control is included on a single integrated circuit (IC), or a small number of ICs. The microprocessor contains the arithmetic, logic, a ...
rather than discrete TTL components. This innovation drastically reduced the complexity and time to design of arcade games and the number of physical components required to achieve more advanced gameplay.


The dedicated console market

The Magnavox Odyssey never caught on with the public, due largely to the limited functionality of its primitive discrete electronic component technology. By mid-1975,
large-scale integration An integrated circuit (IC), also known as a microchip or simply chip, is a set of electronic circuits, consisting of various electronic components (such as transistors, resistors, and capacitors) and their interconnections. These components a ...
(LSI) microchips had become inexpensive enough to be incorporated into a consumer product. In 1975, Magnavox reduced the part count of the Odyssey using a three-chip set created by Texas Instruments and released two new systems that only played ball-and-paddle games, the Magnavox Odyssey 100 and Magnavox Odyssey 200. Atari, meanwhile, entered the consumer market that same year with the single-chip Home ''Pong'' system. The next year,
General Instrument General Instrument (GI) was an American electronics manufacturer based in Horsham, Pennsylvania, specializing in semiconductors and cable television equipment. They formed in New York City in 1923 as an electronics manufacturer. During the 1950s ...
released a "Pong-on-a-chip" LSI and made it available at a low price to any interested company. Toy company
Coleco Coleco Industries, Inc. ( ) was an American company founded in 1932 by Maurice Greenberg as The Connecticut Leather Company. The name "COLECO" is an abbreviation derived from the company's original name which combines the first two letters of "C ...
Industries used this chip to create the million-selling
Telstar Telstar refers to a series of communications satellites. The first two, Telstar 1 and Telstar 2, were experimental and nearly identical. Telstar 1 launched atop of a Thor-Delta rocket on July 10, 1962, successfully relayed the first televisi ...
console model series (1976–77). These initial home video game consoles were popular, leading to a large influx of companies releasing ''Pong'' and other
video game clone A video game clone is either a video game or a video game console very similar to, or heavily inspired by, a previous popular game or console. Clones are typically made to take financial advantage of the popularity of the cloned game or system, bu ...
s to satisfy consumer demand. While there were only seven companies that were releasing home consoles in 1975, there were at least 82 by 1977, with more than 160 different models that year alone that were easily documented. A large number of these consoles were created in East Asia, and it is estimated that over 500 ''Pong''-type home console models were made during this period. As with the prior paddle-and-ball saturation in the arcade game field by 1975 due to consumer weariness, dedicated console sales dropped sharply in 1978, disrupted by the introduction of programmable systems and
Handheld electronic game Handheld electronic games are interactive electronic games, often miniaturized versions of video games, that are played on portable handheld devices, known as handheld game consoles, whose controls, display and speakers are all part of a singl ...
s. Just as dedicated consoles were waning in popularity in the West, they briefly surged in popularity in Japan. These ''TV geemu'' were often based on licensed designs from the American companies, manufactured by television manufacturers such as
Toshiba is a Japanese multinational electronics company headquartered in Minato, Tokyo. Its diversified products and services include power, industrial and social infrastructure systems, elevators and escalators, electronic components, semiconductors ...
and Sharp. Notably,
Nintendo is a Japanese Multinational corporation, multinational video game company headquartered in Kyoto. It develops, publishes, and releases both video games and video game consoles. The history of Nintendo began when craftsman Fusajiro Yamauchi ...
entered the video game market during this period alongside its current traditional and electronic toy product lines, producing the series of
Color TV-Game The is the first video game system ever made by Nintendo. The system was released as a series of five dedicated home video game consoles between 1977 and 1983 in Japan only. Nintendo sold three million units of the first four models: one mill ...
consoles in partnership with
Mitsubishi The is a group of autonomous Japanese multinational companies in a variety of industries. Founded by Yatarō Iwasaki in 1870, the Mitsubishi Group traces its origins to the Mitsubishi zaibatsu, a unified company that existed from 1870 to 194 ...
.


Growth of video game arcades and the golden age

After the ball-and-paddle market saturation in 1975, game developers began looking for new ideas for games, buoyed by the ability to use programmable microprocessors rather than analog components. Taito designer Tomohiro Nishikado, who had developed ''Gun Fight'' previously, was inspired by Atari's '' Breakout'' to create a shooting-based game, ''
Space Invaders is a 1978 shoot 'em up video game developed and published by Taito for Arcade video game, arcades. It was released in Japan in April 1978, with the game being released by Midway Manufacturing overseas. ''Space Invaders'' was the first fixed s ...
'', first released in Japan in 1978. ''Space Invaders'' introduced or popularized several important concepts in arcade video games, including play regulated by
lives Lives may refer to: * The plural form of a ''life'' * Lives, Iran, a village in Khuzestan Province, Iran * The number of lives in a video game * ''Parallel Lives'', aka ''Lives of the Noble Greeks and Romans'', a series of biographies of famous m ...
instead of a timer or set score, gaining
extra lives In video games, a life is a play-turn that a player character has, defined as the period between start and end of play. Lives refer to a finite number of tries before the game ends with a game over. Sometimes the euphemisms chance, try, rest and ...
through accumulating points, and the tracking of the
high score In video games, score refers to an abstract quantity associated with a player or team. Score is usually measured in the abstract unit of points, and events in the game can raise or lower the score of different parties. Most games with score ...
achieved on the machine. It was also the first game to confront the player with waves of targets that shot back at the player and the first to include background music during game play, albeit a simple four-note loop. ''Space Invaders'' was an immediate success in Japan, with some arcades created solely for ''Space Invaders'' machines. While not quite as popular in the United States, ''Space Invaders'' became a hit as Midway, serving as the North American manufacturer, moved over 60,000 cabinets in 1979. ''Space Invaders'' led off what is considered to be the golden age of arcade games which lasted from 1978 to 1982. Several influential and best-selling arcade games were released during this period from Atari, Namco, Taito, Williams, and Nintendo, including ''
Asteroids An asteroid is a minor planet—an object larger than a meteoroid that is neither a planet nor an identified comet—that orbits within the Solar System#Inner Solar System, inner Solar System or is co-orbital with Jupiter (Trojan asteroids). As ...
'' (1979), ''
Galaxian is a 1979 fixed shooter video game developed and published by Namco for arcades. The player assumes control of the Galaxip starfighter in its mission to protect Earth from waves of aliens. Gameplay involves destroying each formation of alien ...
'' (1979), '' Defender'' (1980), ''
Missile Command ''Missile Command'' is a 1980 shoot 'em up video game developed and published by Atari for arcades. Sega released the game outside North America. It was designed by Dave Theurer, who also designed Atari's vector graphics game '' Tempest'' from ...
'' (1980), '' Tempest'' (1981), and ''
Galaga is a 1981 fixed shooter video game developed and published by Namco for arcades. In North America, it was released by Midway Manufacturing. It is the sequel to ''Galaxian'' (1979), Namco's first major video game hit in arcades. Controlling ...
'' (1981). ''
Pac-Man ''Pac-Man,'' originally called in Japan, is a 1980 maze video game developed and published by Namco for arcades. In North America, the game was released by Midway Manufacturing as part of its licensing agreement with Namco America. The pla ...
'', released in 1980, became a
popular culture Popular culture (also called pop culture or mass culture) is generally recognized by members of a society as a set of cultural practice, practices, beliefs, artistic output (also known as popular art
f. pop art F is the sixth letter of the Latin alphabet. F may also refer to: Science and technology Mathematics * F or f, the number 15 (number), 15 in hexadecimal and higher positional systems * ''p'F'q'', the hypergeometric function * F-distributi ...
or mass art, sometimes contraste ...
icon, and a new wave of games appeared that focused on identifiable characters and alternate mechanics such as navigating a maze or traversing a series of platforms. Aside from ''Pac-Man'' and its sequel, '' Ms. Pac-Man'' (1982), the most popular games in this vein during the golden age were ''
Donkey Kong is a video game series and media franchise created by the Japanese game designer Shigeru Miyamoto for Nintendo. It follows the adventures of Donkey Kong (character), Donkey Kong, a large, powerful gorilla, and other members of the List of Don ...
'' (1981) and ''
Q*bert ''Q*bert'' () is a 1982 Action game, action video game developed and published by Gottlieb for Arcade video game, arcades. It is a Video game graphics, 2D action game with Puzzle video game, puzzle elements that uses Isometric video game gr ...
'' (1982). Games like ''Pac-Man'', ''Donkey Kong'' and ''Q*bert'' also introduced the concept of narratives and characters to video games, which led companies to adopt these later as mascots for marketing purposes. According to trade publication ''Vending Times'', revenues generated by coin-operated video games on location in the United States jumped from $308 million in 1978 to $968 million in 1979 to $2.8 billion in 1980. As ''Pac Man'' ignited an even larger video game craze and attracted more female players to arcades, revenues jumped again to $4.9 billion in 1981. According to trade publication ''Play Meter'', by July 1982, total coin-op collections peaked at $8.9 billion, of which $7.7 billion came from video games. Dedicated
video game arcade An amusement arcade, also known as a video arcade, amusements, arcade, or penny arcade (an older term), is a venue where people play arcade games, including arcade video games, pinball machines, electro-mechanical games, redemption games, merchan ...
s grew during the golden age, with the number of arcades (locations with at least ten arcade games) more than doubling between July 1981 and July 1983 from over 10,000 to just over 25,000. These figures made arcade games the most popular entertainment medium in the country, far surpassing both pop music (at $4 billion in sales per year) and Hollywood films ($3 billion).


Introduction of cartridge-based home consoles

Development costs of dedicated game hardware for arcade and home consoles based on discrete component circuitry and
application-specific integrated circuit An application-specific integrated circuit (ASIC ) is an integrated circuit (IC) chip customized for a particular use, rather than intended for general-purpose use, such as a chip designed to run in a digital voice recorder or a high-efficienc ...
s (ASICs) with only limited consumer lifespans drove engineers to find alternatives. Microprocessors had dropped far enough in price by 1975 to make these a viable option for developing programmable consoles that could load in game software from a form of swappable media. The
Fairchild Channel F The Fairchild Channel F, short for "Channel Fun", is a home video game console, the first to be based on a microprocessor and to use ROM cartridges (branded ' Videocarts') instead of having games built-in. It was released by Fairchild Camera and ...
by
Fairchild Camera and Instrument Fairchild Camera and Instrument Corporation was a company founded by Sherman Fairchild. It was based on the East Coast of the United States, and provided research and development for flash photography equipment. The technology was primarily use ...
was released in 1976. It is the first home console to use programmable
ROM cartridge A ROM cartridge, usually referred to in context simply as a cartridge, cart, cassette, or card, is a replaceable part designed to be connected to a consumer electronics device such as a home computer, video game console or, to a lesser extent, ...
s - allowing players to swap games - as well as being the first home console to use a microprocessor which reads instructions from the ROM cartridge. Atari and Magnavox followed suit in 1977 and 1978, respectively, with the release of the
Atari Video Computer System The Atari 2600 is a home video game console developed and produced by Atari, Inc. Released in September 1977 as the Atari Video Computer System (Atari VCS), it popularized microprocessor-based hardware and games stored on swappable ROM cartridg ...
(VCS, later known as the Atari 2600) and the
Magnavox Odyssey 2 The Magnavox Odyssey 2 (stylized as Magnavox Odyssey2), also known as Philips Odyssey 2, is a home video game console of the second generation that was released in 1978. It was sold in Europe as the Philips Videopac G7000, in Brazil and Peru as ...
, both systems also introducing the use of cartridges. As to complete the Atari VCS quickly, Bushnell sold Atari to
Warner Communications Warner Media, LLC (doing business as WarnerMedia) was an American multinational mass media and entertainment conglomerate owned by AT&T. It was headquartered at the 30 Hudson Yards complex in New York City. It was established as Time Warner ...
, providing the necessary cash infusion to complete the system's design by the end of 1977. The initial market for these new consoles were initially modest as consumers were still wary after the saturation of dedicated home consoles. However, there was still newfound interest in video games, and new players were drawn to the market, such as
Mattel Electronics Mattel, Inc. ( ) is an American multinational toy manufacturing and entertainment company headquartered in El Segundo, California. Founded in Los Angeles by Harold Matson and the husband-and-wife duo of Ruth and Elliot Handler in January 194 ...
with the
Intellivision The Intellivision (a portmanteau of intelligent television) is a home video game console released by Mattel Electronics in 1979. It distinguished itself from competitors with more realistic sports and strategic games. By 1981, Mattel Electronic ...
. In contrast to the dedicated home ''Pong'' consoles, programmable cartridge-based consoles had a higher barrier of entry with the costs of
research & development Research and development (R&D or R+D), known in some countries as experiment and design, is the set of innovative activities undertaken by corporations or governments in developing new services or products. R&D constitutes the first stage of d ...
and large-scale production, and fewer manufacturers entered the market during this period. This new line of consoles had its breakthrough moment when Atari obtained a license from Taito to create the Atari VCS version of the arcade hit ''Space Invaders'', which was released in 1980. ''Space Invaders'' quadrupled sales of the Atari VCS, making it the first "
killer app A killer application (often shortened to killer app) is any software that is so necessary or desirable that it proves the core value of some larger technology, such as its host computer hardware, video game console, software platform, or operati ...
" in the video game industry, and the first video game to sell over one million copies and eventually sold over 2.5 million by 1981. Atari's consumer sales almost doubled from $119 million to nearly $204 million in 1980 and then exploded to over $841 million in 1981, while sales across the entire video game industry in the United States rose from $185.7 million in 1979 to just over $1 billion in 1981. Through a combination of conversions of its own arcade games like ''Missile Command'' and ''Asteroids'' and licensed conversions like ''Defender'', Atari took a commanding lead in the industry, with an estimated 65% market share of the worldwide industry by dollar volume by 1981. Mattel settled into second place with roughly 15%-20% of the market, while Magnavox ran a distant third, and Fairchild exited the market entirely in 1979. Another critical development during this period was the emergence of third-party developers. Atari management did not appreciate the special talent required to design and program a game and treated them like typical software engineers of the period, who were not generally credited for their work or given royalties; this led to
Warren Robinett Joseph Warren Robinett Jr. (born December 25, 1951) In the A. Merrill interview, Robinett says he was 26 in November 1977. is an American video game designer. He is most notable as the developer of the Atari 2600's ''Adventure'' and as a founder ...
secretly programming his name in one of the earliest
Easter eggs Easter eggs, also called Paschal eggs, are eggs that are Egg decorating, decorated for the Christian holiday of Easter, which celebrates the resurrection of Jesus. As such, Easter eggs are commonly used during the season of Eastertide (Easter ...
into his game ''
Adventure An adventure is an exciting experience or undertaking that is typically bold, sometimes risky. Adventures may be activities with danger such as traveling, exploring, skydiving, mountain climbing, scuba diving, river rafting, or other extreme spo ...
''. Atari's policies drove four of the company's programmers, David Crane, Larry Kaplan, Alan Miller, and Bob Whitehead, to resign and form their own company
Activision Activision Publishing, Inc. is an American video game publisher based in Santa Monica, California. It serves as the publishing business for its parent company, Activision Blizzard, and consists of several subsidiary studios. Activision is one o ...
in 1979, using their knowledge of developing for the Atari VCS to make and publish their own games. Atari sued to stop Activision's activities, but the companies settled out of court, with Activision agreeing to pay a portion of their game sales as a license fee to Atari. Another group of Atari and Mattel developers left and formed
Imagic Imagic ( ) was an American video game developer and publisher that created games initially for the Atari 2600. Founded in 1981 by corporate alumni of Atari, Inc. and Mattel, its best-selling titles were ''Atlantis'', '' Cosmic Ark'', and '' De ...
in 1981, following Activision's model. Atari's dominance of the market was challenged by Coleco's
ColecoVision ColecoVision is a second-generation home video-game console developed by Coleco and launched in North America in August 1982. It was released a year later in Europe by CBS Electronics as the CBS ColecoVision. The console offered a closer expe ...
in 1982. As ''Space Invaders'' had done for the Atari VCS, Coleco developed a licensed version of Nintendo's arcade hit ''Donkey Kong'' as a bundled game with the system. While the Colecovision only had 17% of the hardware market in 1982 compared to the Atari VCS' share of 58%, it outsold Atari's newer console, the
Atari 5200 The Atari 5200 SuperSystem or simply Atari 5200 is a home video game console introduced in 1982 by Atari, Inc. as a higher-end complement for the popular Atari Video Computer System. The VCS was renamed to Atari 2600 at the time of the 5200' ...
. A few games from this period have been considered milestones in the history of video games, and some of the earliest in popular genres. Robinett's ''Adventure'' was inspired from the text adventure ''Colossal Cave Adventure'', and is considered one of the first graphic adventure and
action-adventure game An action-adventure game is a video game hybrid genre that combines core elements from both the action game and adventure game genres. Definition An action adventure game can be defined as a game with a mix of elements from an action ...
s, and first cartridge fantasy-themed game. Activision's ''
Pitfall! ''Pitfall!'' is a video game developed by David Crane for the Atari 2600 and released in September 1982 by Activision. The player controls Pitfall Harry, who has a time limit of 20 minutes to seek treasure in a jungle. The game world is popu ...
'', beside being one of the more successful third-party games, also established the foundation of side-scrolling
platform game A platformer (also called a platform game, and sometimes a jump 'n' run game) is a subgenre of action game in which the core objective is to move the player character between points in an environment. Platform games are characterized by levels wi ...
s. ''
Utopia A utopia ( ) typically describes an imagined community or society that possesses highly desirable or near-perfect qualities for its members. It was coined by Sir Thomas More for his 1516 book ''Utopia (book), Utopia'', which describes a fictiona ...
'' for the Intellivision was the first
city-building game A city-building game, or town-building game, is a Video game genres, genre of simulation video game where players act as the overall planner and leader of a city or town, looking down on it from above, and being responsible for its growth and man ...
and considered one of the first
real-time strategy game Real-time strategy (RTS) is a subgenre of strategy video games that does not progress incrementally in turns, but allow all players to play simultaneously, in "real time." By contrast, in turn-based strategy (TBS) games, players take turns to pl ...
s.


Early hobbyist computer games

The fruit of retail development in early video games appeared mainly in video arcades and home consoles, but at the same time, there was a growing market in
home computer Home computers were a class of microcomputers that entered the market in 1977 and became common during the 1980s. They were marketed to consumers as affordable and accessible computers that, for the first time, were intended for the use of a s ...
s. Such home computers were initially a hobbyist activity, with
minicomputer A minicomputer, or colloquially mini, is a type of general-purpose computer mostly developed from the mid-1960s, built significantly smaller and sold at a much lower price than mainframe computers . By 21st century-standards however, a mini is ...
s such as the
Altair 8800 The Altair 8800 is a microcomputer introduced in 1974 by Micro Instrumentation and Telemetry Systems (MITS) based on the Intel 8080 CPU. It was the first commercially successful personal computer. Interest in the Altair 8800 grew quickly after i ...
and the
IMSAI 8080 The IMSAI 8080 is an early microcomputer released in late 1975, based on the Intel 8080 (and later 8085) and S-100 bus. It is a clone of its main competitor, the earlier MITS Altair 8800. The IMSAI is largely regarded as the first "clone" m ...
released in the early 1970s. Groups like the
Homebrew Computer Club The Homebrew Computer Club was an early computer hobbyist group in Menlo Park, California, which met from March 1975 to December 1986. The club had an influential role in the development of the microcomputer revolution and the rise of that aspec ...
in Menlo Park, California envisioned how to create new hardware and software from these minicomputer systems that could eventually reach the home market. Affordable home computers began appearing in the late 1970s with the arrival of the "1977 Trinity": the
Commodore PET The Commodore PET is a line of personal computers produced starting in 1977 by Commodore International. A single all-in-one case combines a MOS Technology 6502 microprocessor, Commodore BASIC in read-only memory, keyboard, monochrome monitor ...
, the
Apple II Apple II ("apple Roman numerals, two", stylized as Apple ][) is a series of microcomputers manufactured by Apple Computer, Inc. from 1977 to 1993. The Apple II (original), original Apple II model, which gave the series its name, was designed ...
, and the TRS-80. Most shipped with a variety of pre-made games as well as the BASIC, BASIC programming language, allowing their owners to program simple games. Hobbyist groups for the new computers soon formed and
PC game A personal computer game, or abbreviated PC game, also known as a computer game, is a video game played on a personal computer (PC). The term ''PC game'' has been popularly used since the 1990s referring specifically to games on "Wintel" (Micr ...
software followed. Soon many of these games—at first clones of mainframe classics such as ''Star Trek'', and then later ports or clones of popular arcade games such as ''
Space Invaders is a 1978 shoot 'em up video game developed and published by Taito for Arcade video game, arcades. It was released in Japan in April 1978, with the game being released by Midway Manufacturing overseas. ''Space Invaders'' was the first fixed s ...
'', ''
Frogger is a 1981 arcade action game developed by Konami and published by Sega. In North America, it was distributed by Sega/Gremlin. The object of the game is to direct five frogs to their homes by dodging traffic on a busy road, then crossing a ri ...
'', ''
Pac-Man ''Pac-Man,'' originally called in Japan, is a 1980 maze video game developed and published by Namco for arcades. In North America, the game was released by Midway Manufacturing as part of its licensing agreement with Namco America. The pla ...
'' (see ''Pac-Man'' clones) and ''
Donkey Kong is a video game series and media franchise created by the Japanese game designer Shigeru Miyamoto for Nintendo. It follows the adventures of Donkey Kong (character), Donkey Kong, a large, powerful gorilla, and other members of the List of Don ...
''—were being distributed through a variety of channels, such as printing the game's
source code In computing, source code, or simply code or source, is a plain text computer program written in a programming language. A programmer writes the human readable source code to control the behavior of a computer. Since a computer, at base, only ...
in books (such as David Ahl's ''
BASIC Computer Games ''BASIC Computer Games'' is a compilation of type-in computer games in the BASIC programming language collected by David H. Ahl. Some of the games were written or modified by Ahl as well. Among its better-known games are '' Hamurabi'' and '' Su ...
''), magazines (''
Electronic Games ''Electronic Games'' was the first dedicated video game magazine published in the United States and ran from October 15, 1981, to 1997 under different titles. It was co-founded by Bill Kunkel, Joyce Worley, and Arnie Katz. History The h ...
'' and ''
Creative Computing ''Creative Computing'' was one of the earliest magazines covering the microcomputer revolution. Published from October 1974 until December 1985, the magazine covered the spectrum of hobbyist/home/personal computing in a more accessible format t ...
''), and newsletters, which allowed users to type in the code for themselves. Whereas hobbyist programming in the United States was seen as a pastime while more players flocked to video game consoles, such "bedroom coders" in the
United Kingdom The United Kingdom of Great Britain and Northern Ireland, commonly known as the United Kingdom (UK) or Britain, is a country in Northwestern Europe, off the coast of European mainland, the continental mainland. It comprises England, Scotlan ...
and other parts of Europe looked for ways to profit from their work. Programmers distributed their works through the physical mailing and selling of floppy disks, cassette tapes, and
ROM Rom, or ROM may refer to: Biomechanics and medicine * Risk of mortality, a medical classification to estimate the likelihood of death for a patient * Rupture of membranes, a term used during pregnancy to describe a rupture of the amniotic sac * ...
cartridges. Possibly the first computer game to be sold commercially was ''
Microchess ''Microchess'', sometimes written as ''MicroChess'', is a chess program developed for the MOS Technology KIM-1 microcomputer by Peter R. Jennings in 1976, and published by his company Micro-Ware. The game plays chess against the human player ...
'' in 1976 by Peter R. Jennings, who also started possibly the first computer game publishing company,
Microware Microware Systems Corporation was an American software company based in Clive, Iowa, that produced the OS-9 real-time operating system. Microware Systems Corporation existed as a separate entity from 1977 until September 2001, when it was boug ...
. Soon a small
cottage industry The putting-out system is a means of subcontracting work, like a tailor. Historically, it was also known as the workshop system and the domestic system. In putting-out, work is contracted by a central agent to subcontractors who complete the p ...
was formed, with amateur programmers selling disks in plastic bags put on the shelves of local shops or sent through the mail. Mainframe and minicomputer games were still largely developed by students and others during this period using the more powerful languages afforded on these systems. A team of
MIT The Massachusetts Institute of Technology (MIT) is a private research university in Cambridge, Massachusetts, United States. Established in 1861, MIT has played a significant role in the development of many areas of modern technology and sc ...
students, Tim Anderson,
Marc Blank Marc Blank is an American game developer and software engineer. He is best known as part of the team that created one of the first commercially successful text adventure computer games, ''Zork''. In 2009, he was chosen by IGN as one of the top ...
, Bruce Daniels, and
Dave Lebling Peter David Lebling (born October 30, 1949) is an American interactive fiction game designer ( implementor) and programmer who has worked at various companies, including Infocom and Avid. Life and career He was born in Washington, D.C., grew ...
, were inspired by ''Colossal Cave Adventure'' to create the text adventure game ''
Zork ''Zork'' is a text adventure game first released in 1977 by developers Tim Anderson (programmer), Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling for the PDP-10 mainframe computer. The original developers and others, as the company ...
'' across 1977 and 1979, and later formed
Infocom Infocom, Inc., was an American software company based in Cambridge, Massachusetts, that produced numerous works of interactive fiction. They also produced a business application, a relational database called ''Cornerstone (software), Cornerston ...
to republish it commercially in 1980. The first graphical adventure games from
Sierra On-Line Sierra Entertainment, Inc. (formerly On-Line Systems and Sierra On-Line, Inc.) was an American video game developer and publisher founded in 1979 by Ken and Roberta Williams. The company is known for pioneering the graphic adventure game ge ...
such as ''
Mystery House ''Mystery House'' is an adventure game released by On-Line Systems in 1980. It was designed, written and illustrated by Roberta Williams, and programmed by Ken Williams for the Apple II. ''Mystery House'' is the first Graphic adventure gam ...
'', using simple graphics alongside text, also emerged around the same time. ''
Rogue A rogue is a person or entity that flouts accepted norms of behavior or strikes out on an independent and possibly destructive path. Rogue, rogues, or going rogue may also refer to: Companies * Rogue Ales, a microbrewery in Newport, Oregon * ...
'', the namesake of the
roguelike Roguelike (or rogue-like) is a style of role-playing game traditionally characterized by a dungeon crawl through procedurally generated levels, turn-based gameplay, grid-based movement, and permanent death of the player character. Most ro ...
genre, was developed in 1980 by Glenn Wichman and Michael Toy who wanted a way to randomize the gameplay of ''Colossal Cave Adventure''.


First handheld LED/VFD/LCD games

Handheld electronic games, using all computerized components but typically using
LED A light-emitting diode (LED) is a semiconductor device that emits light when current flows through it. Electrons in the semiconductor recombine with electron holes, releasing energy in the form of photons. The color of the light (corresp ...
or VFD lights for display, first emerged in the early 1970s.
LCD A liquid-crystal display (LCD) is a flat-panel display or other electronically modulated optical device that uses the light-modulating properties of liquid crystals combined with polarizers to display information. Liquid crystals do not em ...
displays became inexpensive for consumer products by the mid-1970s and replaced LED and VFD in such games, due to their lower power usage and smaller size. Most of these games were limited to a single game due to the simplicity of the display. Companies like
Mattel Electronics Mattel, Inc. ( ) is an American multinational toy manufacturing and entertainment company headquartered in El Segundo, California. Founded in Los Angeles by Harold Matson and the husband-and-wife duo of Ruth and Elliot Handler in January 194 ...
,
Coleco Coleco Industries, Inc. ( ) was an American company founded in 1932 by Maurice Greenberg as The Connecticut Leather Company. The name "COLECO" is an abbreviation derived from the company's original name which combines the first two letters of "C ...
,
Entex Industries Entex Industries, Inc. was an American toy and electronic game manufacturer based in Compton, California. The company was active during the 1970s and 1980s. Background The company was formed in 1970 by ''G.A. (Tony) Clowes'', ''Nicholas Carlozzi ...
,
Bandai is a Japanese multinational corporation, multinational toy manufacturer and distributor headquartered in Taitō, Taitō, Tokyo. Its international branches, Bandai Namco Toys & Collectables America and Bandai UK, are respectively headquartered ...
, and
Tomy (trade name, trading as Takara Tomy in Asia and Tomy elsewhere) is a Japanese toy company. It was established in 1924 by Eiichirō Tomiyama as , became known for creating popular toys like the B-29 friction toy and luck-based game Pop-up Pi ...
made numerous electronics games over the 1970s and early 1980s. Coupled with inexpensive microprocessors, handheld electronic games paved the way for the earliest handheld video game systems by the late 1970s. In 1979,
Milton Bradley Company Milton Bradley Company or simply Milton Bradley (MB) was an American board game manufacturer established by Milton Bradley (1836-1911) in Springfield, Massachusetts, Springfield, Massachusetts, in 1860. In 1920, it absorbed the game production o ...
released the first handheld system using interchangeable cartridges,
Microvision The Microvision (aka Milton Bradley Microvision or MB Microvision) is the first handheld game console that used interchangeable cartridges and in that sense is reprogrammable. It was released by the Milton Bradley Company in November 1979 for ...
, which used a built-in
LCD A liquid-crystal display (LCD) is a flat-panel display or other electronically modulated optical device that uses the light-modulating properties of liquid crystals combined with polarizers to display information. Liquid crystals do not em ...
matrix screen. While the handheld received modest success in its first year of production, the lack of games, screen size and video game crash of 1983 brought about the system's quick demise. In 1980, Nintendo released the first of its
Game & Watch is a series of handheld electronic games developed by Nintendo. Designed by Gunpei Yokoi, the first game, ''Ball'' was released in 1980 and the original production run of the devices continued until 1991. The name Game & Watch reflects thei ...
line,
handheld electronic game Handheld electronic games are interactive electronic games, often miniaturized versions of video games, that are played on portable handheld devices, known as handheld game consoles, whose controls, display and speakers are all part of a singl ...
s using LCD screens. Game & Watch spurred dozens of other game and toy companies to make their own portable games, many of which were copies of Game & Watch games or adaptations of popular arcade games.
Tiger Electronics Tiger Electronics Ltd. (also known as Tiger and Tiger Toys) is an American toy manufacturer best known for its handheld electronic games, the Furby, the Talkboy, Giga Pets, the 2-XL robot, and audio games such as '' Brain Warp'' and the ...
borrowed this concept of videogaming with cheap, affordable handhelds and still produces games on this model to the present day.


1980s

The video games industry experienced its first major growing pains in the early 1980s; the lure of the market brought many companies with little experience to try to capitalize on video games, and contributors towards the industry's crash in 1983, decimating the North American market. In the wake of the crash, Japanese companies became the leaders in the industry, and as the industry began to recover, the first major
publishing houses Publishing is the activities of making information, literature, music, software, and other content, physical or digital, available to the public for sale or free of charge. Traditionally, the term publishing refers to the creation and distribu ...
appeared, maturing the industry to prevent a similar crash in the future.


Video game crash of 1983

Activision's success as a third-party developer for the Atari VCS and other home consoles inspired other third-party development firms to emerge in the early 1980s; by 1983, at least 100 different companies claimed to be developing software for the Atari VCS. This had been projected to led to a glut in sales, with only 10% of games producing 75% of sales for 1983 based on 1982 estimates. Further, there were questions on the quality of these games. While some of these firms hired experts in game design and programming to build quality games, most were staffed by novice programmers backed by venture capitalists without experience in the area. As a result, the Atari VCS market became watered down with large quantities of poor quality games. These games did not sell well, and retailers discounted their prices to try to get rid of their inventory. This further impacted sales of high-quality games, since consumers would be drawn to purchase bargain-bin priced games over quality games marked at a regular price. At the end of 1983, several factors, including a market flooded with poor-quality games and loss of publishing control, the lack of consumer confidence in market leader Atari due to the poor performance of several high-profile games, and home computers emerging as a new and more advanced platform for games at nearly the same cost as video game consoles, caused the North American video game industry to experience a severe downturn. The 1983 crash bankrupted several North American companies that produced consoles and games from late 1983 to early 1984. The U.S. market in 1983 dropped to by 1985, while the global video game market estimated at in 1982 fell to by 1985. Warner Communications sold off Atari to
Jack Tramiel Jack Tramiel (, ); born Idek Trzmiel (; December 13, 1928 – April 8, 2012) was a Polish- American businessman and Holocaust survivor, best known for founding Commodore International. The Commodore PET, VIC-20, and Commodore 64 are som ...
in 1984, while Magnavox and Coleco exited the industry. The crash had some minor effects on Japanese companies with American partners impacted by the crash, but as most of the Japanese companies involved in video games at this point have long histories, they were able to weather the short-term effects. The crash set the stage for Japan to emerge as the leader in the video game industry for the next several years, particularly with Nintendo's introduction of the rebranded Famicom, the
Nintendo Entertainment System The Nintendo Entertainment System (NES) is an 8-bit home video game console developed and marketed by Nintendo. It was first released in Japan on 15 July 1983 as the and was later released as the redesigned NES in several test markets in the ...
, back into the U.S. and other Western regions in 1985, maintaining strict publishing control to avoid the same factors that led to the 1983 crash.


The rise of computer games


Second wave of home computers

Following the success of the
Apple II Apple II ("apple Roman numerals, two", stylized as Apple ][) is a series of microcomputers manufactured by Apple Computer, Inc. from 1977 to 1993. The Apple II (original), original Apple II model, which gave the series its name, was designed ...
and
Commodore PET The Commodore PET is a line of personal computers produced starting in 1977 by Commodore International. A single all-in-one case combines a MOS Technology 6502 microprocessor, Commodore BASIC in read-only memory, keyboard, monochrome monitor ...
in the late 1970s, a series of cheaper and incompatible home computers emerged in the early 1980s. This second batch included the VIC-20 and
Commodore 64 The Commodore 64, also known as the C64, is an 8-bit computing, 8-bit home computer introduced in January 1982 by Commodore International (first shown at the Consumer Electronics Show, January 7–10, 1982, in Las Vegas). It has been listed in ...
; Sinclair ZX80, ZX81 and ZX Spectrum; PC-8000 Series, NEC PC-8000, NEC PC-6001, PC-6001, PC-8801, PC-88 and NEC PC-9801, PC-98; X1 (computer), Sharp X1 and
X68000 The is a home computer created by Sharp Corporation. It was first released in 1987 and sold only in Japan. The initial model has a 10 Megahertz, MHz Motorola 68000 Central processing unit, CPU, 1 Megabytes, MB of Random Access Memory, ...
;
Fujitsu FM Towns The is a Japanese personal computer built by Fujitsu from 1989 to 1997. It started as a proprietary PC variant intended for multimedia applications and Personal computer game, PC games, but later became more compatible with IBM PC–compatible, ...
, and
Atari 8-bit computers The Atari 8-bit computers, formally launched as the Atari Home Computer System, are a series of home computers introduced by Atari, Inc., in 1979 with the Atari 400 and Atari 800. The architecture is designed around the 8-bit MOS Technology 650 ...
,
BBC Micro The BBC Microcomputer System, or BBC Micro, is a family of microcomputers developed and manufactured by Acorn Computers in the early 1980s as part of the BBC's Computer Literacy Project. Launched in December 1981, it was showcased across severa ...
,
Acorn Electron The Acorn Electron (nicknamed the Elk inside Acorn and beyond) was introduced as a lower-cost alternative to the BBC Micro educational/home computer, also developed by Acorn Computers, to provide many of the features of that more expensive mach ...
,
Amstrad CPC The Amstrad CPC (short for "Colour Personal Computer") is a series of 8-bit home computers produced by Amstrad between 1984 and 1990. It was designed to compete in the mid-1980s home computer market dominated by the Commodore 64 and the ZX Spec ...
, and
MSX MSX is a standardized home computer architecture, announced by ASCII Corporation on June 16, 1983. It was initially conceived by Microsoft as a product for the Eastern sector, and jointly marketed by Kazuhiko Nishi, the director at ASCII Corpo ...
series. Many of these systems found favor in regional markets. These new systems helped catalyze both the home computer and game markets, by raising awareness of computing and gaming through their competing advertising campaigns. This was most notable in the United Kingdom where the
BBC The British Broadcasting Corporation (BBC) is a British public service broadcaster headquartered at Broadcasting House in London, England. Originally established in 1922 as the British Broadcasting Company, it evolved into its current sta ...
encouraged computer education and backed the development of the BBC Micro with Acorn. Between the BBC Micro, the ZX Spectrum, and the Commodore 64, a new wave of "bedroom coders" emerged in the United Kingdom and started selling their own software for these platforms, alongside those developed by small professional teams. Small publishing and distribution companies such as
Acornsoft Acornsoft was the software arm of Acorn Computers, and a major publisher of software for the BBC Micro and Acorn Electron. As well as games, it also produced a large number of educational titles, extra computer languages and business and util ...
and
Mastertronic Mastertronic was originally a publisher and distributor of low-cost computer game software founded in 1983. Their first games were launched on April 2, 1984. At its peak the label was one of the largest software publishers in the UK, achieved ...
were established to help these individuals and teams to create and sell copies of their games.
Ubisoft Ubisoft Entertainment SA (; ; formerly Ubi Soft Entertainment SA) is a French video game publisher headquartered in Saint-Mandé with development studios across the world. Its video game franchises include '' Anno'', '' Assassin's Creed'', ' ...
started out as such a distributor in France in the mid-1980s before they branched out into video game development and publishing. In Japan, systems like the MSX and the NEC PC line were popular, and several development houses emerged developing arcade clones and new games for these platforms. These companies included
HAL Laboratory formerly shortened as HALKEN, is a Japanese video game developer based in Chiyoda, Tokyo. It was founded on February 21, 1980 by Mitsuhiro Ikeda. The company started out developing games for home computers of the era, but has since establishe ...
,
Square In geometry, a square is a regular polygon, regular quadrilateral. It has four straight sides of equal length and four equal angles. Squares are special cases of rectangles, which have four equal angles, and of rhombuses, which have four equal si ...
, and
Enix was a Japanese multimedia publisher who handled and oversaw video games, manga, guidebooks, and merchandise. It was founded in 1975 by Yasuhiro Fukushima as Eidansha Boshu Service Center, initially as a tabloid publisher and later attempting t ...
, which all later became some of the first third-party developers for the Nintendo Famicom after its release in 1983. Games from this period include the first ''
Ultima Ultima may refer to: Places * Ultima, Victoria, a town in Australia * Pangaea Ultima, a supercontinent to occur in the future * ''Ultima'', the larger lobe of the trans-Neptunian object 486958 Arrokoth, nicknamed ''Ultima Thule'' Companies and ...
'' by
Richard Garriott Richard Allen Garriott de Cayeux (''né'' Garriott; born 4 July 1961) is a British-born American video game developer, entrepreneur and private astronaut. Garriott, who is the son of NASA astronaut Owen Garriott, was originally a game designer ...
and the first ''
Wizardry Wizardry may refer to: * ''Wizardry'' (video game series), role-playing video game series, originally published by Sir-Tech ** '' Wizardry: Proving Grounds of the Mad Overlord'', the first game of the series, released in 1981 * ''Wizardry'' (The ...
'' from
Sir-Tech Sir-Tech Software, Inc. was a video game developer and video game publisher, publisher based in the United States and Canada. History In fall 1979, Sirotech Software was founded by Norman Sirotek, Robert Sirotek and Robert Woodhead. Sirotech Soft ...
, both fundamental role-playing games on the personal computer. The space trading and combat simulation game ''
Elite In political and sociological theory, the elite (, from , to select or to sort out) are a small group of powerful or wealthy people who hold a disproportionate amount of wealth, privilege, political power, or skill in a group. Defined by the ...
'' by
David Braben David John Braben (born 2 January 1964) is an English video game developer and designer, founder and President of Frontier Developments, and co-creator of the ''Elite'' series of space trading video games, first published in 1984. He is also ...
and
Ian Bell Ian Ronald Bell (born 11 April 1982) is an English former cricketer who played international cricket in all formats for the England cricket team and county cricket for Warwickshire County Cricket Club. A right-handed higher/middle order batsm ...
introduced a number of new graphics and gameplay features, and is considered one of the first
open world In video games, an open world is a virtual world in which the Gamer, player can approach objectives freely, as opposed to a world with more linear and structured gameplay. Notable games in this category include ''The Legend of Zelda (video game ...
and
sandbox game A sandbox game is a video game with a gameplay element that provides players a great degree of creativity to interact with, usually without any predetermined goal, or with a goal that the players set for themselves. Such games may lack any objec ...
s. Early installments in a number of long-running franchises such as ''
Castlevania ''Castlevania'' (), known in Japan as is a gothic horror action-adventure video game series and media franchise created by Konami. The series is largely set in the castle of Count Dracula, the arch-enemy of the Belmont clan of vampire hunters. ...
'', ''
Metal Gear is a Media franchise, franchise of stealth games created by Hideo Kojima. Developed and published by Konami, the first game, ''Metal Gear (video game), Metal Gear'', was released in 1987 for MSX, MSX home computers. The player often takes con ...
'', ''
Bubble Bobble is a platform game series originally developed and published by Taito. The first entry in the series, '' Bubble Bobble'', was released in 1986 as an arcade cabinet. In most entries in the series, players control two dragons named Bub and Bob. Th ...
'', ''
Gradius is a series of shooter ( shoot'em up) video games, introduced in 1985, developed and published by Konami for a variety of portable, console and arcade platforms. In many games in the series, the player controls a ship known as the Vic Viper. ...
'', as well as ports of console games and
visual novel A visual novel (VN) is a form of digital interactive fiction. Visual novels are often associated with the medium of video games, but are not always labeled as such themselves. They combine a textual narrative with static or animated illustratio ...
s appeared on Japanese platforms like the PC88, X68000, and MSX. Games dominated home computers' software libraries. A 1984 compendium of reviews of Atari 8-bit software used 198 pages for games compared to 167 for all others. By that year the computer game market took over from the console market following the crash of that year; computers offered equal ability and, since their simple design allowed games to take complete command of the hardware after power-on, they were nearly as simple to start playing with as consoles. Later in the 1980s the next wave of personal computers emerged, with the
Amiga Amiga is a family of personal computers produced by Commodore International, Commodore from 1985 until the company's bankruptcy in 1994, with production by others afterward. The original model is one of a number of mid-1980s computers with 16-b ...
and
Atari ST Atari ST is a line of personal computers from Atari Corporation and the successor to the company's Atari 8-bit computers, 8-bit computers. The initial model, the Atari 520ST, had limited release in April–June 1985, and was widely available i ...
in 1985. Both computers had more advanced graphics and sound capabilities than the prior generation of computers, and made for key platforms for video game development, particularly in the United Kingdom. The bedroom coders had since formed development teams and started producing games for these systems professionally. These included
Bullfrog Productions Bullfrog Productions Limited was a British video game developer based in Guildford, England. Founded in 1987 by Peter Molyneux and Les Edgar, the company gained recognition in 1989 for their third release, ''Populous (video game), Populous'', ...
, founded by
Peter Molyneux Peter Douglas Molyneux (; born 5 May 1959) is an English video game designer and programmer. He created the god games '' Populous'', ''Dungeon Keeper'', and '' Black & White'', as well as ''Theme Park'', the ''Fable'' series, '' Curiosity: Wh ...
, with the release of '' Populous'' (the first such
god game A god game is an artificial life game that casts the player in the position of controlling the game on a large scale, as an entity with divine and supernatural powers, as a great leader, or with no specified character (as in ''Spore''), and pla ...
),
DMA Design Rockstar North (Rockstar Games UK Limited; formerly DMA Design Limited) is a British video game developer and a studio of Rockstar Games based in Edinburgh. The studio is best known for creating the ''Lemmings (series), Lemmings'' and ''Grand ...
with ''
Lemmings A lemming is a small rodent, usually found in or near the Arctic in tundra biomes. Lemmings form the subfamily Arvicolinae (also known as Microtinae) together with voles and muskrats, which form part of the superfamily Muroidea, which also incl ...
'',
Psygnosis Psygnosis Limited (; known as SCE Studio Liverpool or simply Studio Liverpool from 1999) was a British video game developer and Video game publisher, publisher headquartered at Wavertree Technology Park in Liverpool. Founded in 1984 by Ian Het ...
with '' Shadow of the Beast'', and
Team17 Team 17 Digital Limited (Team17) is a British video game developer and Video game publisher, publisher based in Wakefield, England. The venture was created in December 1990 through the merger of British publisher 17-Bit Software and Swedish dev ...
with ''
Worms The World Register of Marine Species (WoRMS) is a taxonomic database that aims to provide an authoritative and comprehensive catalogue and list of names of marine organisms. Content The content of the registry is edited and maintained by scien ...
''.


IBM PC compatible

While the second wave of home computer systems flourished in the early 1980s, they remained as closed hardware systems from each other; while programs written in BASIC or other simple languages could be easily copied over, more advanced programs would require porting to meet the hardware requirements of the target system. Separately,
IBM International Business Machines Corporation (using the trademark IBM), nicknamed Big Blue, is an American Multinational corporation, multinational technology company headquartered in Armonk, New York, and present in over 175 countries. It is ...
released the first of its
IBM Personal Computer The IBM Personal Computer (model 5150, commonly known as the IBM PC) is the first microcomputer released in the IBM PC model line and the basis for the IBM PC compatible ''de facto'' standard. Released on August 12, 1981, it was created by a ...
s (IBM PC) in 1981, shipping with the
MS-DOS MS-DOS ( ; acronym for Microsoft Disk Operating System, also known as Microsoft DOS) is an operating system for x86-based personal computers mostly developed by Microsoft. Collectively, MS-DOS, its rebranding as IBM PC DOS, and a few op ...
operating system. The IBM PC was designed with an
open architecture Open architecture is a type of computer architecture or software architecture intended to make adding, upgrading, and swapping components with other computers easy. For example, the IBM PC, Amiga 2000 and Apple IIe have an open architecture supp ...
to allow new components to be added to it, but IBM intended to maintain control on manufacturing with the proprietary
BIOS In computing, BIOS (, ; Basic Input/Output System, also known as the System BIOS, ROM BIOS, BIOS ROM or PC BIOS) is a type of firmware used to provide runtime services for operating systems and programs and to perform hardware initialization d ...
developed for the system. As IBM struggled to meet demand for its PC, other computer manufacturers such as
Compaq Compaq Computer Corporation was an American information technology, information technology company founded in 1982 that developed, sold, and supported computers and related products and services. Compaq produced some of the first IBM PC compati ...
worked to
reverse engineer Reverse engineering (also known as backwards engineering or back engineering) is a process or method through which one attempts to understand through deductive reasoning how a previously made device, process, system, or piece of software accompl ...
the BIOS and created
IBM PC compatible An IBM PC compatible is any personal computer that is hardware- and software-compatible with the IBM Personal Computer (IBM PC) and its subsequent models. Like the original IBM PC, an IBM PC–compatible computer uses an x86-based central p ...
computers by 1983. By 1987, IBM PC compatible computers dominated the home and business computer market. From a video games standpoint, the IBM PC compatible invigorated further game development. A software developer could write to meet IBM PC compatible specifications and not worry about which make or model was being used. While the initial IBM PC supported only monochromatic text games, game developers nevertheless ported mainframe and other simple text games to the PC, such as Infocom with ''Zork''. IBM introduced video display controllers such as the
Color Graphics Adapter The Color Graphics Adapter (CGA), originally also called the ''Color/Graphics Adapter'' or ''IBM Color/Graphics Monitor Adapter'', introduced in 1981, was IBM's first color graphics card for the IBM PC and established a De facto standard, de fac ...
(CGA) (1981), the
Enhanced Graphics Adapter The Enhanced Graphics Adapter (EGA) is an IBM PC compatible, IBM PC Video card, graphics adapter and ''de facto'' computer display standard from 1984 that superseded the Color Graphics Adapter, CGA standard introduced with the IBM Personal Compu ...
(EGA) (1984) and the
Video Graphics Array Video Graphics Array (VGA) is a video display controller and accompanying de facto graphics standard, first introduced with the IBM PS/2 line of computers in 1987, which became ubiquitous in the IBM PC compatible industry within three years. T ...
(VGA) (1987) that expanded the computer's ability to display color graphics, though even with the VGA, these still lagged behind those of the Amiga. The first dedicated
sound card A sound card (also known as an audio card) is an internal expansion card that provides input and output of audio signals to and from a computer under the control of computer programs. The term ''sound card'' is also applied to external audio ...
s for IBM PC compatibles were released starting in 1987, which provided digital sound conversion input and output far exceeding the computer's internal speakers, and with
Creative Labs Creative Technology Ltd., or Creative Labs Pte Ltd., is a Singaporean multinational electronics company mainly dealing with audio technologies and products such as speakers, headphones, sound cards and other digital media. Founded by Sim Wong ...
'
Sound Blaster Sound Blaster is a family of sound cards and audio peripherals designed by Creative Technology, Creative Technology/Creative Labs of Singapore. The first Sound Blaster card was introduced in 1989. Sound Blaster sound cards were the de facto stan ...
in 1989, the ability to plug in a game controller or similar device. In 2008,
Sid Meier Sidney K. Meier ( ; born February 24, 1954) is an American businessman and computer programmer. A programmer, designer, and producer of many strategy video games and simulation video games, including the ''Civilization'' series, Meier co-found ...
listed the IBM PC as one of the three most important innovations in the history of video games. The advancement in graphic and sound capabilities of the IBM PC compatible led to several influential games from this period. Numerous games that were already made for the earlier home computers were later ported to IBM PC compatible system to take advantage of the larger consumer base, including the ''Wizardry'' and ''Ultima'' series, with future installments released for the IBM PC.
Sierra On-Line Sierra Entertainment, Inc. (formerly On-Line Systems and Sierra On-Line, Inc.) was an American video game developer and publisher founded in 1979 by Ken and Roberta Williams. The company is known for pioneering the graphic adventure game ge ...
's first graphical adventure games launched with the ''
King's Quest ''King's Quest'' is a graphic adventure game series, released between 1980 and 2016 and created by the American software company Sierra Entertainment. It is widely considered a classic series from the golden era of adventure games. Following ...
'' series. The first ''
SimCity ''SimCity'' is an open-ended city-building video game franchise originally designed by Will Wright. The first game in the series, '' SimCity'', was published by Maxis in 1989 and was followed by several sequels and many other spin-off ''S ...
'' game by
Maxis Maxis is an American video game developer and a Division (business), division of Electronic Arts (EA). The studio was founded in 1987 by Will Wright (game designer), Will Wright and Jeff Braun, and acquired by Electronic Arts in 1997. Maxis is ...
was released in 1989. The Apple
Macintosh Mac is a brand of personal computers designed and marketed by Apple Inc., Apple since 1984. The name is short for Macintosh (its official name until 1999), a reference to the McIntosh (apple), McIntosh apple. The current product lineup inclu ...
also arrived at this time. In contrast to the IBM PC, Apple maintained a more closed system on the Macintosh, creating a system based around a
graphical user interface A graphical user interface, or GUI, is a form of user interface that allows user (computing), users to human–computer interaction, interact with electronic devices through Graphics, graphical icon (computing), icons and visual indicators such ...
(GUI)-driven operating system. As a result, it did not have the same market share as the IBM PC compatible, but still had a respectable software library including video games, typically ports from other systems. The first major
video game publisher A video game publisher is a company that publishes video games that have been developed either internally by the publisher or externally by a video game developer. They often finance the development, sometimes by paying a video game developer ...
s arose during the 1980s, primarily supporting personal computer games on both IBM PC compatible games and the popular earlier systems along with some console games. Among the major publishers formed at this time included
Electronic Arts Electronic Arts Inc. (EA) is an American video game company headquartered in Redwood City, California. Founded in May 1982 by former Apple Inc., Apple employee Trip Hawkins, the company was a pioneer of the early home computer game industry ...
, and
Broderbund Broderbund Software, Inc. (stylized as Brøderbund) was an American maker of video games, educational software, and productivity tools. Broderbund is best known for the 8-bit video game hits '' Choplifter'', '' Lode Runner'', '' Karateka'', and ...
, while Sierra On-Line expanded its own publishing capabilities for other developers. Activision, still recovering from the financial impacts of the 1983 video game crash, expanded out to include other software properties for the office, rebranding itself as Mediagenic until 1990.


Early online games

Dial-up Dial-up Internet access is a form of Internet access that uses the facilities of the public switched telephone network (PSTN) to establish a connection to an Internet service provider (ISP) by dialing a telephone number on a conventional telepho ...
bulletin board system A bulletin board system (BBS), also called a computer bulletin board service (CBBS), is a computer server running list of BBS software, software that allows users to connect to the system using a terminal program. Once logged in, the user perfor ...
s were popular in the 1980s, and sometimes used for online gaming. The earliest such systems were in the late 1970s and early 1980s and had a crude plain-text interface. Later systems made use of terminal-control codes (the so-called ANSI art, which included the use of IBM-PC-specific characters not part of an
American National Standards Institute The American National Standards Institute (ANSI ) is a private nonprofit organization that oversees the development of voluntary consensus standards for products, services, processes, systems, and personnel in the United States. The organiz ...
(ANSI) standard) to get a pseudo-graphical interface. Some BBSs offered access to various games which were playable through such an interface, ranging from text adventures to gambling games like
blackjack Blackjack (formerly black jack or ''vingt-un'') is a casino banking game. It is the most widely played casino banking game in the world. It uses decks of 52 cards and descends from a global family of casino banking games known as " twenty-one ...
(generally played for "points" rather than real money). On some multiuser BBSs (where more than one person could be online at once), there were games allowing users to interact with one another. SuperSet Software created ''
Snipes Snipes may refer to: * Snipe A snipe is any of about 26 wading bird species in three genera in the family Scolopacidae. They are characterized by a very long, slender bill, eyes placed high on the head, and cryptic/ camouflaging plumage. '' ...
'', a text-mode networked computer game in 1983 to test a new
IBM Personal Computer The IBM Personal Computer (model 5150, commonly known as the IBM PC) is the first microcomputer released in the IBM PC model line and the basis for the IBM PC compatible ''de facto'' standard. Released on August 12, 1981, it was created by a ...
–based computer network and demonstrate its abilities. ''Snipes'' is officially credited as being the original inspiration for
NetWare NetWare is a discontinued computer network operating system developed by Novell, Inc. It initially used cooperative multitasking to run various services on a personal computer, using the IPX network protocol. The final update release was ver ...
. It is believed to be the first network game ever written for a commercial personal computer and is recognized alongside 1974 game ''
Maze War ''Maze'', also known as ''Maze War'', is a 3D multiplayer first-person shooter maze game originally developed in 1973 and expanded in 1974. The first version was developed by high school students Steve Colley, Greg Thompson, and Howard Palmer fo ...
'' (a networked multiplayer maze game for several research machines) and ''
Spasim ''Spasim'' is a 32-player 3D networked space flight simulation game and first-person space shooter developed by Jim Bowery for the PLATO computer network and released in March 1974. The game features four teams of eight players, each controll ...
'' (a 3D multiplayer space simulation for time shared
mainframes A mainframe computer, informally called a mainframe or big iron, is a computer used primarily by large organizations for critical applications like bulk data processing for tasks such as censuses, industry and consumer statistics, enterprise ...
) as the precursor to multiplayer games such as 1987's ''
MIDI Maze ''MIDI Maze'', also known as ''Faceball 2000'', is a networked first-person shooter maze video game for the Atari ST developed by Xanth Software F/X and released in 1987 by Hybrid Arts. The game takes place in a maze of untextured walls. The worl ...
'', and ''
Doom Doom is another name for damnation. Doom may also refer to: People * Doom (professional wrestling), the tag team of Ron Simmons and Butch Reed * Daniel Doom (1934–2020), Belgian cyclist * Debbie Doom (born 1963), American softball pitche ...
'' in 1993. In 1995, iDoom (later Kali.net) was created for games that only allowed local network play to connect over the internet. Other services such as
Kahn Kahn is a surname of German origin. ''Kahn'' means "small boat", in German. It is also a Germanized form of the Jewish surname Cohen, another variant of which is '' Cahn''.
,
TEN Ten, TEN or 10 may refer to: * 10, an even natural number following 9 and preceding 11 * one of the years 10 BC, AD 10, 1910, 2010, 2110 * October, the tenth month of the year Places * Mount Ten, in Vietnam * Tongren Fenghuang Airport (IATA c ...
,
Mplayer MPlayer is a free and open-source media player software application. It is available for Linux, OS X and Microsoft Windows. Versions for OS/2, Syllable Desktop, Syllable, AmigaOS, MorphOS and AROS Research Operating System are also available. A ...
, and Heat.net soon followed. These services ultimately became obsolete when game producers began including their own online software such as Battle.net, WON and later
Steam Steam is water vapor, often mixed with air or an aerosol of liquid water droplets. This may occur due to evaporation or due to boiling, where heat is applied until water reaches the enthalpy of vaporization. Saturated or superheated steam is inv ...
. The first user interfaces were plain-text—similar to BBSs—but they operated on large mainframe computers, permitting larger numbers of users to be online at once. By the end of the decade, inline services had fully graphical environments using software specific to each personal computer platform. Popular text-based services included
CompuServe CompuServe, Inc. (CompuServe Information Service, Inc., also known by its initialism CIS or later CSi) was an American Internet company that provided the first major commercial online service provider, online service. It opened in 1969 as a times ...
,
The Source The Source may refer to: Film and television * ''The Source'' (1918 film), 1918 American drama directed by George Melford * ''The Source'' (1999 film), a 1999 documentary film about the Beat generation * ''The Source'' (2002 film), a 2002 scienc ...
, and
GEnie GEnie (General Electric Network for Information Exchange) was an online service provider, online service created by a General Electric business, GEIS (now GXS Inc., GXS), that ran from 1985 through the end of 1999. In 1994, GEnie claimed around ...
, while platform-specific graphical services included
PlayNET PlayNET (or PlayNet) was an American online service for Commodore 64 personal computers that operated from 1984 to 1987. It was operated by the PlayNet, Inc of Troy, New York. History PlayNet was founded in 1983 by two former GE Global Researc ...
and
Quantum Link Quantum Link (or Q-Link) was an American and Canadian online service for the Commodore 64 and 128 personal computers that operated starting November 5, 1985. It was operated by Quantum Computer Services of Vienna, Virginia, which later beca ...
for the
Commodore 64 The Commodore 64, also known as the C64, is an 8-bit computing, 8-bit home computer introduced in January 1982 by Commodore International (first shown at the Consumer Electronics Show, January 7–10, 1982, in Las Vegas). It has been listed in ...
,
AppleLink AppleLink was the name of both Apple Computer's online service for its dealers, third-party developers, end users, and the client software used to access it. Prior to the commercialization of the Internet, AppleLink was a popular service for Mac ...
for the
Apple II Apple II ("apple Roman numerals, two", stylized as Apple ][) is a series of microcomputers manufactured by Apple Computer, Inc. from 1977 to 1993. The Apple II (original), original Apple II model, which gave the series its name, was designed ...
and Mac (computer), Macintosh, and AOL#History, PC Link for the IBM Personal Computer, IBM PC—all of which were run by the company which eventually became AOL, America Online—and a competing service, Prodigy (online service), Prodigy. Interactive games were a feature of these services, though until 1987 they used text-based displays, not graphics. Meanwhile, schools and other institutions gained access to
ARPANET The Advanced Research Projects Agency Network (ARPANET) was the first wide-area packet-switched network with distributed control and one of the first computer networks to implement the TCP/IP protocol suite. Both technologies became the tec ...
, the precursor to the modern
internet The Internet (or internet) is the Global network, global system of interconnected computer networks that uses the Internet protocol suite (TCP/IP) to communicate between networks and devices. It is a internetworking, network of networks ...
, in the mid-1980s. While the ARPANET connections were intended for research purposes, students explored ways to use this connectivity for video games. ''
Multi-User Dungeon A multi-user dungeon (MUD, ), also known as a multi-user dimension or multi-user domain, is a Multiplayer video game, multiplayer Time-keeping systems in games#Real-time, real-time virtual world, usually Text-based game, text-based or storybo ...
'' (''MUD'') originally was developed by Roy Trubshaw and
Richard Bartle Richard Allan Bartle (born 10 January 1960) is a British writer, professor and game researcher in the massively multiplayer online game industry. He co-created ''MUD1'' (the first MUD) in 1978, and is the author of the 2003 book ''Designing Vir ...
at the
University of Essex The University of Essex is a public university, public research university in Essex, England. Established by royal charter in 1965, it is one of the original plate glass university, plate glass universities. The university comprises three camp ...
in 1978 as a multiplayer game but limited to the school's mainframe system, but was adapted to use ARPANET when the school gained access to it in 1981, making it the first internet-connected game, and the first such
MUD Mud (, or Middle Dutch) is loam, silt or clay mixed with water. Mud is usually formed after rainfall or near water sources. Ancient mud deposits hardened over geological time to form sedimentary rock such as shale or mudstone (generally cal ...
and an early title of
massively multiplayer online game A massively multiplayer online game (MMOG or more commonly MMO) is an online video game with a large number of players to interact in the same online game world. MMOs usually feature a huge, persistent world, persistent open world, although t ...
s.


The home console recovery


8-bit consoles

While the 1983 video game crash devastated the United States market, the Japanese video game sector remained unscathed. That year, Nintendo introduced the
Famicom The Nintendo Entertainment System (NES) is an 8-bit home video game console developed and marketed by Nintendo. It was first released in Japan on 15 July 1983 as the and was later released as the redesigned NES in several test markets in the ...
(short for Family Computer), while newcomer
Sega is a Japanese video game company and subsidiary of Sega Sammy Holdings headquartered in Tokyo. It produces several List of best-selling video game franchises, multi-million-selling game franchises for arcade game, arcades and video game cons ...
used its arcade game background to design the
SG-1000 The is a home video game console manufactured by Sega. It was Sega's first entry into the home video game hardware business. Developed in response to a downturn in arcades starting in 1982, the SG-1000 was created on the advice of Hayao Nak ...
. The Famicom quickly became a commercial success in Japan, with 2.5 million consoles sold by the start of 1985. Nintendo wanted to introduce the system into the weak United States market but recognized the market was still struggling from the 1983 crash and video games still had a negative perception there. Working with its
Nintendo of America is a Japanese multinational video game company headquartered in Kyoto. It develops, publishes, and releases both video games and video game consoles. The history of Nintendo began when craftsman Fusajiro Yamauchi founded the company to p ...
division, Nintendo rebranded the Famicom as the Nintendo Entertainment System (NES), giving it the appearance of a
video cassette recorder A videocassette recorder (VCR) or video recorder is an electromechanical device that records analog audio and analog video from broadcast television or other AV sources and can play back the recording after rewinding. The use of a VCR to ...
rather than a toy-like device, and launched the system in the United States in 1985 with accessories like
R.O.B. R.O.B. (Robotic Operating Buddy) is a toy robot accessory for the Nintendo Entertainment System (NES). It was key to the NES's launch in October 1985, as a redesign of the which had been launched in July 1985 in Japan for Famicom. Its short li ...
(Robotic Operating Buddy) to make the system appear more sophisticated than prior home consoles. The NES revitalized the U.S. video game market, and by 1989, the U.S. market has resurged to . Over 35 million NES systems were sold in the U.S. through its lifetime, with nearly 62 million units sold globally. Besides revitalizing the U.S. market, the Famicom/NES console had a number of other long-standing impacts on the video game industry. Nintendo used the
razor and blades model The razor and blades business model is a business model in which one item is sold at a low price (or given away) in order to increase sales of a complementary good, such as consumable supplies. It is different from loss leader marketing and pro ...
to sell the console at near manufacturing cost while profiting from sales of games. Because games sales were critical to Nintendo, it initially controlled all game production, but at requests from companies like Namco and
Hudson Soft was a Japanese video game company known for releasing numerous titles across video game consoles, home computers, and mobile phones. Headquartered in the Midtown Tower in Tokyo, it also maintained an office in the Hudson Building in Sapporo. F ...
, Nintendo allowed for third-party developers to create games for the consoles, but strictly controlled the manufacturing process, limited these companies to five games year, and required a 30% licensing fee per game sale, a figure that has been used throughout console development to the present. Nintendo's control of Famicom games led to a bootleg market of unauthorized games from Asian countries. When the NES launched, Nintendo took the lessons it learned from its own bootleg problems with the Famicom, and from the oversaturation of the U.S. market that led to the 1983 crash, and created the
10NES The Checking Integrated Circuit (CIC) is a lockout chip designed by Nintendo for the Nintendo Entertainment System (NES) video game console in 1985; the chip is part of a system known as 10NES, in which a ''key'' (which is stored in the game) i ...
lockout system for NES games that required a special chip to be present in cartridges to be usable on NES systems. The 10NES helped to curb, though did not eliminate, the bootleg market for NES games. Nintendo of America also created the "Nintendo Seal of Approval" to mark games officially licensed by Nintendo and dissuade consumers from purchasing unlicensed third-party games, a symptom of the 1983 crash. Within the United States, Nintendo of America set up a special telephone help line to provide players with help with more difficult games and launched ''
Nintendo Power ''Nintendo Power'' was a video game news and strategy magazine from Nintendo of America, first published in July/August 1988 as Nintendo's official print magazine for North America. The magazine's publication was initially done monthly by Ninte ...
'' magazine to provide tips and tricks as well as news on upcoming Nintendo games. Sega's SG-1000 did not fare as well against the Famicom in Japan, but the company continued to refine it, releasing
Sega Mark III is a Japanese video game company and subsidiary of Sega Sammy Holdings headquartered in Tokyo. It produces several List of best-selling video game franchises, multi-million-selling game franchises for arcade game, arcades and video game cons ...
(also known as the Master System) in 1985. Whereas Nintendo had more success in Japan and the United States, Sega's Mark III sold well in Europe, Oceania, and Brazil. Numerous fundamental video game franchises got their start during the Famicom/NES and Mark III/Master System period, mostly out of Japanese development companies. While
Mario Mario (; ) is a Character (arts), character created by the Japanese game designer Shigeru Miyamoto. He is the star of the ''Mario (franchise), Mario'' franchise, a recurring character in the ''Donkey Kong'' franchise, and the mascot of the Ja ...
had already appeared in ''Donkey Kong'' and the Game & Watch and arcade game '' Mario Bros.'', ''
Super Mario Bros. is a 1985 Platformer, platform game developed and published by Nintendo for the Nintendo Entertainment System (NES). It is the successor to the 1983 arcade game ''Mario Bros.'' and the first game in the ''Super Mario'' series. It was origi ...
'', debuting in 1985, established Mario as Nintendo's
mascot A mascot is any human, animal, or object thought to bring luck, or anything used to represent a group with a common public identity, such as a school, sports team, university society, society, military unit, or brand, brand name. Mascots are als ...
as well as the first of the ''
Super Mario (also known as and is a platform game series created by Nintendo starring their mascot, Mario. It is the central series of the greater Mario (franchise), ''Mario'' franchise. At least one ''Super Mario'' game has been released for every ma ...
'' franchise. Sega also introduced its first mascot characters, the Opa-Opa ship from ''
Fantasy Zone is a 1986 horizontally scrolling shooter video game developed and published by Sega for Arcade video game, arcades. It is the first game in the ''Fantasy Zone'' series. It was later ported to a wide variety of consoles, including the Master S ...
'' in 1986 and later replaced by
Alex Kidd is a platform video game series developed by Sega. Games The franchise includes seven titles. * '' Alex Kidd in Miracle World'' - 1986, Master System * '' Alex Kidd: The Lost Stars'' - 1986, Arcade, Master System * '' Alex Kidd: High-Tech ...
via '' Alex Kidd in Miracle World'' in 1986, though neither gained the popular recognition that Mario had obtained. Other key Nintendo franchises were born out of the games ''
The Legend of Zelda is a media franchise, video game series created by the Japanese game designers Shigeru Miyamoto and Takashi Tezuka. It is primarily developed and published by Nintendo; some portable installments and re-releases have been outsourced to Flags ...
'' and ''
Metroid is an action-adventure game franchise created by Nintendo. The player controls the bounty hunter Samus Aran, who protects the galaxy from Space Pirates and other malevolent forces and their attempts to harness the power of the parasitic M ...
'', both released in 1986. The formulative center of turn-based
computer role-playing game A computer is a machine that can be programmed to automatically carry out sequences of arithmetic or logical operations (''computation''). Modern digital electronic computers can perform generic sets of operations known as ''programs'', w ...
s were launched with ''
Dragon Quest previously published as ''Dragon Warrior'' in North America until 2005, is a series of role-playing video games created by Japanese game designer Yuji Horii (Armor Project), character designer Akira Toriyama (Bird Studio), and composer Koi ...
'' (1986) from Chunsoft and
Enix was a Japanese multimedia publisher who handled and oversaw video games, manga, guidebooks, and merchandise. It was founded in 1975 by Yasuhiro Fukushima as Eidansha Boshu Service Center, initially as a tabloid publisher and later attempting t ...
, ''
Final Fantasy is a Japanese fantasy Anthology series, anthology media franchise created by Hironobu Sakaguchi which is owned, developed, and published by Square Enix (formerly Square (video game company), Square). The franchise centers on a series of fanta ...
'' (1987) from
Square In geometry, a square is a regular polygon, regular quadrilateral. It has four straight sides of equal length and four equal angles. Squares are special cases of rectangles, which have four equal angles, and of rhombuses, which have four equal si ...
, and ''
Phantasy Star is a series of console role-playing video games and other supplementary media created by Sega. The series debuted in 1987 on the Master System with '' Phantasy Star'', and continues into the present with ''Phantasy Star Online 2'' and other ex ...
'' (1987) from Sega.
Capcom is a Japanese video game company. It has created a number of critically acclaimed and List of best-selling video game franchises, multi-million-selling game franchises, with its most commercially successful being ''Resident Evil'', ''Monster ...
's ''
Mega Man ''Mega Man'' (known as in Japan) is a video game franchise developed and published by Capcom, featuring the Mega Man (character), protagonist of the same name. The Mega Man (1987 video game), original game was released for the Nintendo Enter ...
'' (1987), and
Konami , commonly known as Konami, , is a Japanese multinational entertainment company and video game developer and video game publisher, publisher headquartered in Chūō, Tokyo, Chūō, Tokyo. The company also produces and distributes trading card ...
's ''
Castlevania ''Castlevania'' (), known in Japan as is a gothic horror action-adventure video game series and media franchise created by Konami. The series is largely set in the castle of Count Dracula, the arch-enemy of the Belmont clan of vampire hunters. ...
'' (1986) and ''
Metal Gear is a Media franchise, franchise of stealth games created by Hideo Kojima. Developed and published by Konami, the first game, ''Metal Gear (video game), Metal Gear'', was released in 1987 for MSX, MSX home computers. The player often takes con ...
'' (1987) also have ongoing franchises, with ''Metal Gear'' also considered to be the first mainstream
stealth game A stealth game is a type of video game in which the player primarily uses ''stealth'' to avoid or overcome opponents. Games in the video game genre, genre typically allow the player to remain undetected by hiding, sneaking, or using disguises. S ...
. With Nintendo's dominance, Japan became the epicenter of the video game market, as many of the former American manufacturers had exited the market by the end of the 1980s. At the same time, software developers from the home computer side recognized the strength of the consoles, and companies like
Epyx Epyx, Inc. was a video game developer and video game publisher active in the late 1970s and 1980s. The company was founded in 1978 as Automated Simulations by Jim Connelley and Jon Freeman, publishing a series of tactical combat games. The Epyx ...
,
Electronic Arts Electronic Arts Inc. (EA) is an American video game company headquartered in Redwood City, California. Founded in May 1982 by former Apple Inc., Apple employee Trip Hawkins, the company was a pioneer of the early home computer game industry ...
, and
LucasArts Lucasfilm Games (known as LucasArts between 1990 and 2021) is an American video game brand licensing, licensor, former video game developer and video game publisher, publisher, and a subsidiary of Lucasfilm. It was founded in May 1982 by George ...
began devoting their attention to developing console games By 1989 the market for cartridge-based console games was more than $2 billion, while that for disk-based computer games was less than $300 million.


16-bit consoles

NEC released its PC Engine in 1987 in Japan, rebranded as the
TurboGrafx-16 The TurboGrafx-16, known in Japan as the , is a home video game console developed by Hudson Soft and manufactured by NEC. It was released in Japan in 1987 and in North America in 1989. The first console of the fourth generation of video game con ...
in North America. While the CPU was still an 8-bit system, the TurboGrafx-16 used a 16-bit graphics adapter, and NEC chose to heavily rely on marketing the system as a "16 bit" system to differentiate it from the 8-bit NES. This ploy led to the use of processor bit size as a key factor in marketing video game consoles over the next decade, a period known as the "bit wars". Sega released its next console, the
Mega Drive The Sega Genesis, known as the outside North America, is a 16-bit Fourth generation of video game consoles, fourth generation home video game console developed and sold by Sega. It was Sega's third console and the successor to the Master Sys ...
in Japan in 1988, and rebranded as the Sega Genesis for its North American launch in 1989. Sega wanted to challenge the NES's dominance in the United States with the Genesis, and the initial campaign focused on the 16-bit power of the Genesis over the NES as well as a new line of sports games developed for the console. Failing to make a significant dent in NES' dominance, Sega hired
Tom Kalinske Thomas Kalinske (born July 17, 1944) is an American businessman who has worked for Mattel (1972–1987), Matchbox (1987-1990), Sega of America (1990–1996) and LeapFrog (1997–2006). At Mattel, Kalinske was credited with reviving the Barbie ...
to president of Sega of America to run a new campaign. Among Kalinske's changes was a significant price reduction in the console, and the bundling of Sega's newest game ''
Sonic the Hedgehog is a video game series and media franchise created by the Japanese developers Yuji Naka, Naoto Ohshima, and Hirokazu Yasuhara for Sega. The franchise follows Sonic the Hedgehog (character), Sonic, an anthropomorphic blue hedgehog who battle ...
'', featuring Sega's newest mascot of the same name, with the console. Kalinske's changes gave Genesis the edge over the NES by 1991 and led off the start of a
console war In the video game industry, a console war describes the competition between two or more video game console manufacturers in trying to achieve better consumer sales through more advanced console technology, an improved selection of video games, a ...
between Sega and Nintendo. Nintendo's 16-bit console, the
Super Nintendo Entertainment System The Super Nintendo Entertainment System, commonly shortened to Super Nintendo, Super NES or SNES, is a Fourth generation of video game consoles, 16-bit home video game console developed by Nintendo that was released in 1990 in Japan, 1991 in No ...
(SNES) struggled on its initial launch in the United States due to the strength of the Genesis. This console war between Sega and Nintendo lasted until 1994 when
Sony Computer Entertainment Sony Interactive Entertainment LLC (SIE) is an American video game and digital entertainment company that is a major subsidiary of Japanese conglomerate Sony, Sony Group Corporation. It primarily operates the PlayStation brand of video game co ...
disrupted both companies with the release of the
PlayStation is a video gaming brand owned and produced by Sony Interactive Entertainment (SIE), a division of Japanese conglomerate Sony. Its flagship products consists of a series of home video game consoles produced under the brand; it also consists ...
. Among other aspects of the console war between Sega and Nintendo, this period brought a revolution in
sports video game A sports video game is a video game that simulates the practice of sports. Most sports have been recreated with video games, including team sports, track and field, extreme sports, and combat sports. Some games emphasize playing the sport (such ...
s. While these games had existed since the first arcade and console games, their limited graphics required gameplay to be highly simplified. When Sega of America first introduced the Genesis to the United States, it had gotten naming rights from high-profile people in the various sports, such as ''
Pat Riley Basketball ''Pat Riley Basketball'' is a basketball video game which was released for the Sega Genesis, for the Mega Drive in Japan on March 2, 1990 under the title and Europe under the same title as Japan. It was released in 1990 in the United States. It ...
'' and ''
Joe Montana Football ''Joe Montana Football'' is an American football video game published by Sega. While the game does feature Joe Montana as a playable character, Sega did not obtain licenses from either the National Football League or the National Football League ...
'', but the games still lacked any complexity. Electronic Arts, under
Trip Hawkins William Murray "Trip" Hawkins III (born December 28, 1953) is an American entrepreneur and founder of Electronic Arts, The 3DO Company, and Digital Chocolate. Career A fan of the Strat-O-Matic Football pen and paper games, Hawkins started his ...
, were keen to make a more realistic football game for the Genesis which had the computation capabilities for this, but did not want to pay the high licensing fees that Sega were asking for developing on the Genesis. They were able to secure naming rights for
John Madden John Earl Madden (April 10, 1936 – December 28, 2021) was an American professional football coach and sports commentator in the National Football League (NFL). He served as the head coach of the Oakland Raiders from 1969 to 1978, leading them ...
and reverse engineer the Genesis as to be able to produce ''
John Madden Football ''Madden NFL'' (known as ''John Madden Football'' until 1993) is an American football sports video game series developed by EA Orlando for EA Sports. The franchise, named after Pro Football Hall of Fame coach and commentator John Madden, has so ...
'', one of the first major successful sports games. Electronic Arts subsequently focused heavily on sports games, expanding into other sports like basketball, hockey and golf.
SNK is a Japanese video gaming and interactive entertainment company. It was founded in 1978 as by Eikichi Kawasaki and began by developing arcade games. SNK is known for its Neo Geo arcade system on which the company established many franchises ...
's Neo Geo (system), Neo-Geo was the most costly console by a wide margin when released in 1990. The Neo-Geo used similar hardware as SNK's arcade machines, giving its games a quality better than other 16-bit consoles, but the system was commercially non-viable. The Neo-Geo was notably the first home console with support for memory cards, allowing players to save their progress in a game, not only at home but also shared with compatible Neo-Geo arcade games.


1990s

The 1990s were a decade of marked innovation in video games. It was a decade of transition from raster graphics to 3D computer graphics, 3D graphics and gave rise to several genres of video games including first-person shooter, real-time strategy, and Massively multiplayer online game, MMO. Handheld games become more popular throughout the decade, thanks in part to the release of the
Game Boy The is a handheld game console developed by Nintendo, launched in the Japanese home market on April 21, 1989, followed by North America later that year and other territories from 1990 onwards. Following the success of the Game & Watch single-ga ...
in 1989. Arcade games experienced a resurgence in the early-to-mid-1990s, followed by a decline in the late 1990s as Video game console, home consoles became more common. As arcade games declined, however, the home video game industry matured into a more mainstream form of entertainment in the 1990s, but their video games also became more and more video game controversies, controversial because of their violent nature, especially in games of ''Mortal Kombat (1992 video game), Mortal Kombat'', ''Night Trap'', and ''
Doom Doom is another name for damnation. Doom may also refer to: People * Doom (professional wrestling), the tag team of Ron Simmons and Butch Reed * Daniel Doom (1934–2020), Belgian cyclist * Debbie Doom (born 1963), American softball pitche ...
'', leading to the formation of the Interactive Digital Software Association and their rating games by signing them their ESRB ratings since 1994. Major developments of the 1990s include the popularizing of 3D computer graphics using polygons (initially in arcades, followed by home consoles and computers), and the start of a larger consolidation of publishers, higher budget games, increased size of production teams, and collaborations with both the music and motion picture industries. Examples of this include Mark Hamill's involvement with ''Wing Commander III: Heart of the Tiger, Wing Commander III'', the introduction of QSound with arcade system boards such as
Capcom is a Japanese video game company. It has created a number of critically acclaimed and List of best-selling video game franchises, multi-million-selling game franchises, with its most commercially successful being ''Resident Evil'', ''Monster ...
's CP System II, and the high production budgets of games such as Squaresoft's ''Final Fantasy VII'' and
Sega is a Japanese video game company and subsidiary of Sega Sammy Holdings headquartered in Tokyo. It produces several List of best-selling video game franchises, multi-million-selling game franchises for arcade game, arcades and video game cons ...
's ''Shenmue''.


Transition to optical media

By end of the 1980s, console games were distributed on ROM cartridges, while PC games shipped on floppy disks, formats that had limitations in storage capacity. Optical media, and specifically the
CD-ROM A CD-ROM (, compact disc read-only memory) is a type of read-only memory consisting of a pre-pressed optical compact disc that contains computer data storage, data computers can read, but not write or erase. Some CDs, called enhanced CDs, hold b ...
, had been first introduced in the mid-1980s for music distribution and by the early 1990s, both the media and CD drives had become inexpensive to be incorporated into consumer computing devices, including for both home consoles and computers. Besides offering more capacity for gameplay content, optical media made it possible to include long video segments into games, such as full motion video, or animated or pre-rendered cutscenes, allowing for more narrative elements to be added to games. Prior to the 1990s, some arcade games explored the use of laserdiscs, the most notable being ''Dragon's Lair (1983 video game), Dragon's Lair'' in 1983. These games are considered as interactive movies and used full motion video from the laserdisc, prompting the player to respond via controls at the right time to continue the game. While these games were popular in the early 1980s, the prohibitive cost of laserdisc technology at the time limited their success. When optical media technology matured and dropped in price by the 1990s, new laserdisc arcade games emerged, such as ''Mad Dog McCree'' in 1990. Pioneer Corporation released the LaserActive game console in 1993 that used only laserdiscs, with expansion add-ons to play games from the Sega Genesis and NEC TurboGrafx-16 library, but with a base console price of and add-ons at , the console did not perform well. For consoles, optical media were cheaper to produce than ROM cartridges, and batches of CD-ROMs could be produced in a week while cartridges could take two to three months to assemble, in addition to the larger capacity. Add-ons were made for the 16-bit consoles to use CD media, including the PC Engine and the Mega Drive. Other manufacturers made consoles with dual-media, such as NEC's TurboDuo. Philips launched the CD-i in 1990, a console using only optical media, but the unit had limited gaming capabilities and had a limited game library. Nintendo had similarly worked with Sony to develop a CD-based SNES, known as the Super NES CD-ROM, but this deal fell through just prior to its public announcement, and as a result, Sony went on to develop to the PlayStation console released in 1994, that exclusively used optical media. Sony was able to capitalize on how the Japanese market handled game sales in Japan for the PlayStation, by producing only limited numbers of any new CD-ROM game with the ability to rapidly produce new copies of a game should it prove successful, a factor that could not easily be realized with ROM cartridges where due to how fast consumers' tastes changed, required nearly all cartridges expected to sell to be produced upfront. This helped Sony overtake Nintendo and Sega in the 1990s. A key PlayStation game that adapted to the CD format was ''Final Fantasy VII'', released in 1997; Square's developers wanted to transition the series from the series' 2D presentation to using 3D models, and though the series had been exclusive to Nintendo consoles previously, Square determined it would be impractical to use cartridges for distribution while the PlayStation's CD-ROM gave them the space for all the desired content including pre-rendered cutscenes. ''Final Fantasy VII'' became a key game, as it expanded the idea of console role-playing games to console game consumers. Since the PlayStation, all home gaming consoles have relied on optical media for physical game distribution, outside the Nintendo 64 and Switch. On the PC side, CD drives were initially available as peripherals for computers before becoming standard components within PCs. CD-ROM technology had been available as early as 1989, with Cyan Worlds' ''The Manhole'' being one of the first games distributed on the medium. While CD-ROMs served as a better means to distribute larger games, the medium caught on with the 1993 releases of Cyan's ''Myst'' and Trilobyte (company), Trilobyte's ''The 7th Guest'', adventure games that incorporated full motion video segments among fixed pre-rendered scenes, incorporating the CD-ROM medium into the game itself. Both games were considered killer apps to help standardize the CD-ROM format for PCs.


Introduction of 3D graphics

In addition to the transition to optical media, the industry as a whole had a major shift toward real-time 3D computer graphics across games during the 1990s. There had been a number of arcade games that used simple Wire-frame model, wireframe vector graphics to simulate 3D, such as ''Battlezone (1980 video game), Battlezone'', '' Tempest'', and ''Star Wars (1983 video game), Star Wars''. A unique challenge in 3D computer graphics is that Real-time computer graphics, real-time rendering typically requires Floating-point arithmetic, floating-point calculations, which until the 1990s, most video game hardware was not well-suited for. Instead, many games simulated 3D effects such as by using parallax rendering of different background layers, scaling of sprites as they moved towards or away from the player's view, or other rendering methods such as the SNES's Mode 7. These tricks to simulate 3D-rendeder graphics through 2D systems are generally referred to as 2.5D graphics. True real-time 3D rendering using polygons were soon popularized by Yu Suzuki's Sega AM2 games ''Virtua Racing'' (1992) and ''Virtua Fighter (arcade game), Virtua Fighter'' (1993), both running on the Sega Model 1 arcade system board; some of the
Sony Computer Entertainment Sony Interactive Entertainment LLC (SIE) is an American video game and digital entertainment company that is a major subsidiary of Japanese conglomerate Sony, Sony Group Corporation. It primarily operates the PlayStation brand of video game co ...
(SCE) staff involved in the creation of the original PlayStation (console), PlayStation video game console credit ''Virtua Fighter'' as inspiration for the PlayStation's 3D graphics hardware. According to SCE's former producer Ryoji Akagawa and chairman Shigeo Maruyama, the PlayStation was originally being considered as a 2D computer graphics, 2D-focused hardware, and it wasn't until the success of ''Virtua Fighter'' in the arcades that they decided to design the PlayStation as a 3D-focused hardware. Texture mapping and texture filtering were soon popularized by 3D racing and fighting games. Home video game consoles such as the PlayStation, the Sega Saturn, and Nintendo 64 also became able to produce texture-mapped 3D graphics. Nintendo had already released ''Star Fox (1993 video game), Star Fox'' in 1993 which included the Super FX graphics co-processor chip built into the game cartridge to support polygonal rendering for the SNES, and the Nintendo 64 included a graphics coprocessor on the console directly. On personal computers, John Carmack and John Romero of id Software had been experimenting with real-time rendering of 3D games through ''Hovertank 3D'' and ''Catacomb 3-D''. These led to the release of ''Wolfenstein 3D'' in 1992, considered to be the original first-person shooter as it rendered the game's world fast enough to keep up with the player's movements. However, at this point, ''Wolfenstein 3D'' maps were restricted to a single flat level. Improvements would come with ''Ultima Underworld'' from Blue Sky Productions, which included floors of different heights and ramps, which took longer to render but was considered acceptable in the role-playing game, and id's ''
Doom Doom is another name for damnation. Doom may also refer to: People * Doom (professional wrestling), the tag team of Ron Simmons and Butch Reed * Daniel Doom (1934–2020), Belgian cyclist * Debbie Doom (born 1963), American softball pitche ...
'', adding lighting effects among other features, but still with limitations that maps were effectively two-dimensional and with most enemies and objects represented by sprites in-game. id had created one of the first game engines that separated the content from the gameplay and rendering layers, and licensed this engine to other developers, resulting in games such as ''Heretic (video game), Heretic'' and ''Hexen: Beyond Heretic, Hexen'', while other game developers built their own engines based on the concepts of the Doom engine, ''Doom'' engine, such as ''Duke Nukem 3D'' and ''Marathon (video game), Marathon''. In 1996, id's ''Quake (video game), Quake'' was the first computer game with a true 3D game engine with in-game character and object models, and as with the ''Doom'' engine, id licensed the Quake engine, ''Quake'' engine, leading to a further growth in first-person shooters. By 1997, the first consumer dedicated 3D
graphics card A graphics card (also called a video card, display card, graphics accelerator, graphics adapter, VGA card/VGA, video adapter, display adapter, or colloquially GPU) is a computer expansion card that generates a feed of graphics output to a displa ...
s were available on the market driven by the demand for first-person shooters, and numerous 3D game engines were created in the years that followed, including Unreal Engine, GoldSrc, and CryEngine, and establishing 3D as the new standard in most computer video games.


Resurgence and decline of arcades

The 1991 release of
Capcom is a Japanese video game company. It has created a number of critically acclaimed and List of best-selling video game franchises, multi-million-selling game franchises, with its most commercially successful being ''Resident Evil'', ''Monster ...
's ''Street Fighter II'' popularized competitive one-on-one fighting games.Spencer, Spanner
The Tao of Beat-'em-ups (part 2)
, ''EuroGamer'', February 12, 2008, Accessed March 18, 2009
Its success led to a wave of other popular fighting games, such as ''Mortal Kombat'' and ''The King of Fighters''. Sports games such as ''NBA Jam (1993 video game), NBA Jam'' also briefly became popular in arcades during this period. Further drawing players from arcades were the latest home consoles which were now capable of playing "arcade-accurate" games, including the latest 3D games. Increasing numbers of players waited for popular arcade games to be ported to consoles rather than pumping coins into arcade kiosks. This trend increased with the introduction of more realistic peripherals for computer and console game systems such as Haptic technology#Video games, force feedback aircraft joysticks and racing wheel/pedal kits, which allowed home systems to approach some of the realism and immersion formerly limited to the arcades. To remain relevant, arcade manufacturers such as Sega and Namco continued pushing the boundaries of 3D graphics beyond what was possible in homes. ''Virtua Fighter 3'' for the Sega Model 3, for instance, stood out for having real-time 3D graphics approaching the quality of Computer animation, CGI full motion video (FMV) at the time. Likewise, Namco released the Namco System 23 to rival the Model 3. By 1998, however, Sega's Sixth generation of video game consoles, new console, the Dreamcast, could produce 3D graphics on-par with the Sega Naomi arcade machine. After producing the more powerful Sega Hikaru, Hikaru board in 1999 and Sega Naomi 2, Naomi 2 in 2000, Sega eventually stopped manufacturing custom arcade system boards, with their subsequent arcade boards being based on either consoles or commercial PC components. As patronage for arcades declined, many were forced to close down by the late 1990s and early 2000s. Classic coin-operated games had largely become the province of dedicated hobbyists and as a tertiary attraction for some businesses, such as movie theaters, batting cages, miniature golf courses, and arcades attached to game stores such as Trans World Entertainment, F.Y.E. The gap left by the old corner arcades was partly filled by large amusement centers dedicated to providing clean, safe environments and costly game control systems unavailable to home users. These newer arcade games offer driving or other sports games with specialized cockpits integrated into the arcade machine, rhythm games requiring unique controllers like ''Guitar Freaks'' and ''Dance Dance Revolution'', and path-based light gun shooting gallery games like ''Time Crisis''. Arcade establishments expanded out to include other entertainment options, such as food and drink, such as the adult-oriented Dave & Buster's and GameWorks franchises, while Chuck E. Cheese's is a similar type of business for families and young children.


Handhelds come of age

In 1989, Nintendo released the cartridge-based
Game Boy The is a handheld game console developed by Nintendo, launched in the Japanese home market on April 21, 1989, followed by North America later that year and other territories from 1990 onwards. Following the success of the Game & Watch single-ga ...
, the first major handheld game console since the
Microvision The Microvision (aka Milton Bradley Microvision or MB Microvision) is the first handheld game console that used interchangeable cartridges and in that sense is reprogrammable. It was released by the Milton Bradley Company in November 1979 for ...
10 years earlier. Included with the system was ''Tetris (Game Boy video game), Tetris'', which became one of the best-selling video games of all time, drawing many that would not normally play video games to the handheld. Several rival handhelds made their debut in the early 1990s, including the Game Gear and Atari Lynx (the first handheld with color LCD display). Although these systems were more technologically advanced and intended to match the performance of home consoles, they were hampered by higher battery consumption and less third-party developer support. While some of the other systems remained in production until the mid-1990s, the Game Boy and its successive incarnations, the Game Boy Pocket, Game Boy Color and Game Boy Advance, were virtually unchallenged for dominance in the handheld market through the 1990s. The Game Boy family also introduced the first installments in the ''Pokémon (video game series), Pokémon'' series with Pokémon Red and Blue, ''Pokémon Red'' and ''Blue'', which remains one of the best-selling video game franchises for Nintendo.


Computer games

With the introduction of 3D graphics and a stronger emphasis on console games, smaller developers, particularly those working on personal computers, were typically shunned by publishers as they had become risk-averse. Shareware, a new method of distributing games from these smaller teams, came out of the early 1990s. Typically a shareware game could be requested by a consumer, which would give them a portion of the game for free outside of shipping charges. If the consumer liked the game, they could then pay for the full game. This model was later expanded to basically include the "demo" version of a game on the insert CD-ROM media for gaming magazines, and then later as digital downloads from various sites like Tucows. id Software is credited with successfully implementing the idea for both ''Wolfenstein 3D'' and ''Doom'', which was later used by Apogee (now 3D Realms), Epic MegaGames (now Epic Games). Several key genres were established during this period. ''Wolfenstein 3D'' and ''Doom'' are the formative games of the first-person shooter (FPS); the genre itself had gone by "''Doom'' clones" until about 2000 when FPS became the more popular term. Graphic adventure games rose to prominence during this period; including the forementioned ''Myst'' and ''The 7th Guest'', LucasArts adventure games, several of LucasArts adventure games including the ''Monkey Island (series), Monkey Island'' series. However, the adventure game genre was considered dead by the end of the 1990s due to the rising popularity of the FPS and other action genres. The first immersive sims, games that gave the player more agency and choices through flexible game systems, came along after the rise of FPS games, with games like ''Ultima Underworld: The Stygian Abyss'' and ''Thief: The Dark Project''. ''Thief'' also expanded the idea of stealth games and created the idea of "first person sneaker" games where combat was less a focus. Real-time strategy games also grew in popularity in 1990s, with seminal games ''Dune II'', ''Warcraft: Orcs & Humans'' and ''Command & Conquer (1995 video game), Command & Conquer''. The first 4X (short for "Explore, Expand, Exploit, Exterminate") strategy games also emerged during this decade, popularized by ''Civilization (video game), Sid Meyer's Civilization'' in 1991. ''Alone in the Dark (1992 video game), Alone in the Dark'' in 1992 established many elements of the survival horror genre that were in the console game ''Resident Evil (1996 video game), Resident Evil''. Simulation games became popular, including those from
Maxis Maxis is an American video game developer and a Division (business), division of Electronic Arts (EA). The studio was founded in 1987 by Will Wright (game designer), Will Wright and Jeff Braun, and acquired by Electronic Arts in 1997. Maxis is ...
starting with ''SimCity (1989 video game), SimCity'' in 1989, and which culminated with ''The Sims'', which was first released in early 2000. Online connectivity in computer games has become increasingly important. Building on the growing popularity of the text-based MUDs of the 1980s, graphical MUDs like ''Habitat (video game), Habitat'' used simple graphical interfaces alongside text to visualize the game experience. The first massively multiplayer online role-playing games adapted the new 3D graphics approach to create virtual worlds on screen, starting with ''Meridian 59'' in 1996 and popularized by the success of ''Ultima Online'' in 1997 and ''EverQuest'' and ''Asheron's Call'' in 1999. Online connective play also became important in genres like FPS and RTS, allowing players to connect to human opponents over phone and Internet connectivity. Some companies have created clients to help with connectivity, such as Blizzard Entertainment's Battle.net. During the 1990s, Microsoft introduced its initial versions of the Microsoft Windows operating system for personal computers, a graphical user interface intended to replace MS-DOS. Game developers found it difficult to program for some of the earlier versions of Windows, as the operating system tended to block their programmatic access to input and output devices. Microsoft developed DirectX in 1995, later integrated into Microsoft Windows 95 and future Windows products, as a set of libraries to give game programmers direct access to these functions. This also helped to provide a standard interface to normalize the wide array of graphics and sound cards available for personal computers by this time, further aiding in ongoing game development.


32- and 64-bit home consoles

Sony's introduction of the first PlayStation in 1994 had hampered both Nintendo and Sega's console war, as well as made it difficult for new companies to enter the market. The PlayStation brought in not only the revolution in CD-ROM media but built-in support for polygonal 3D graphics rendering. Atari attempted to re-enter the market with the 32-bit Atari Jaguar in 1993, but it lacked the game libraries offered by Nintendo, Sega or Sony. The 3DO Company released the 3DO Interactive Multiplayer in 1993, but it also suffered from a higher price compared to other consoles on the market. Sega has placed a great deal of emphasis on the 32-bit Sega Saturn, released in 1994, to follow the Genesis, and though initially fared well in sales with the PlayStation, soon lost ground to the PlayStation's larger range of popular games. Nintendo's next console after the SNES was the Nintendo 64, a 64-bit console with polygonal 3D rendering support. However, Nintendo opted to continue to use the ROM cartridge format, which caused it to lose sales against the PlayStation, and allowing Sony to become the dominant player in the console market by 2000. ''Final Fantasy VII'', as previously described, was an industry landmark title, and introduced the concept of role-playing games to console players. The origin of music video games emerged with the PlayStation game ''PaRappa the Rapper'' in 1997, coupled with the success of arcade games like ''beatmania'' and ''Dance Dance Revolution''. ''Resident Evil'' and ''Silent Hill (video game), Silent Hill'' formed the basis of the current survival horror genre. Nintendo had its own critical successes with ''GoldenEye 007 (1997 video game), GoldenEye 007'' from Rare (company), Rare, the first first-person shooter for a console that introduced staple features for the genre, and ''The Legend of Zelda: Ocarina of Time'', one of the List of video games considered the best, most critically acclaimed games of all time.


Video gaming in Latin America

Japanese video game consoles were released in South American countries such as Video gaming in Colombia, Colombia and Video gaming in Brazil, Brazil nearly simultaneously with the United States throughout the 1980s and 1990s, even though local game development was minimal in these regions until the 2000s. Sega's console sales were in decline in both the United States, Europe and Japan by the end of the 1990s, but due to a licensing agreement with Tectoy in Brazil, as well as the country's strict import taxes, Sega remained a big player in the country. Brazil is one of the world's largest video game markets, and by developing games and game systems locally through Tectoy, Sega managed to dominate the local console market. As of 2015, Tectoy still releases new cheap or portable versions of the Master System and Sega Genesis in the country, while companies such as Sony and
Microsoft Microsoft Corporation is an American multinational corporation and technology company, technology conglomerate headquartered in Redmond, Washington. Founded in 1975, the company became influential in the History of personal computers#The ear ...
have difficulty retailing their modern hardware.


2000s

The 2000s (decade) showed innovation on both consoles and PCs, and an increasingly competitive market for portable game systems. The impact of wider availability of the Internet led to new gameplay changes, changes in gaming hardware and the introduction of online services for consoles. The phenomenon of user-created Mod (video games), video game modifications (commonly referred to as "mods") for games, one trend that began during the ''Wolfenstein 3D'' and ''
Doom Doom is another name for damnation. Doom may also refer to: People * Doom (professional wrestling), the tag team of Ron Simmons and Butch Reed * Daniel Doom (1934–2020), Belgian cyclist * Debbie Doom (born 1963), American softball pitche ...
''-era, continued into the start of the 21st century. The most famous example is that of ''Counter-Strike (video game), Counter-Strike''; released in 1999, it is still one of the most popular online first-person shooters, even though it was created as a mod for ''Half-Life (video game), Half-Life'' by two independent programmers. Eventually, game designers realized the potential of mods and custom content in general to enhance the value of their games, and so began to encourage its creation. Some examples of this include ''Unreal Tournament'', which allowed players to import 3dsmax scenes to use as character models, and
Maxis Maxis is an American video game developer and a Division (business), division of Electronic Arts (EA). The studio was founded in 1987 by Will Wright (game designer), Will Wright and Jeff Braun, and acquired by Electronic Arts in 1997. Maxis is ...
' ''The Sims'', for which players could create custom objects. In China, video game consoles were banned in June 2000. This has led to an explosion in the popularity of computer games, especially MMOs. Consoles and the games for them are easily acquired however, as there is a robust grey market importing and distributing them across the country. Another side effect of this law has been increased copyright infringement of video games.


The changing home console landscape

Sony's dominance of the console market at the start of the 2000s caused a major shift in the market. Sega attempted one more foray into console hardware with the Dreamcast in 1998, notably the first console with a built-in Internet connection for online play. However, Sega's reputation had been tarnished from the Saturn, and with Sony having recently announced its upcoming PlayStation 2, Sega left the hardware console market after the Dreamcast, though remained in the arcade game development as well as developing games for consoles. The Dreamcast's library has some groundbreaking games, notably the ''Shenmue (series), Shenmue series'' which are regarded as a major step forward for 3D Open world, open-world gameplay and has introduced the quick time event mechanic in its modern form. Sony released the PlayStation 2 (PS2) in 2000, the first console to support the new DVD format and with capabilities of playing back DVD movie disks and CD audio disks, as well as playing PlayStation games in a backward compatible mode alongside PS2 games. Nintendo followed the Nintendo 64 with the GameCube in 2001, its first console to use optical discs, though specially formatted for the system. However, a new player entered the console picture at this point,
Microsoft Microsoft Corporation is an American multinational corporation and technology company, technology conglomerate headquartered in Redmond, Washington. Founded in 1975, the company became influential in the History of personal computers#The ear ...
with its first Xbox (console), Xbox console, also released in 2001. Microsoft had feared that Sony's PS2 would become a central point of electronic entertainment in the living room and squeeze out the PC in the home, and after having recently developing the DirectX set of libraries to standardize game hardware interfaces for Windows-based computers, used this same approach to create the Xbox. The PS2 remained the leading platform for the first part of the decade, and remains the best-selling home console of all time with over 155 million units sold. This was in part due to a number of critical games released on the system, including ''Grand Theft Auto III'', ''Metal Gear Solid 2: Sons of Liberty'', and ''Final Fantasy X''. The Xbox was able to gain second-place to the PS2 sales, but at a significant lost to Microsoft. However, to Microsoft, the loss was acceptable, as it proved to them they could compete in the console space. The Xbox also introduced Microsoft's flagship title, ''Halo: Combat Evolved'', which relied on the Xbox's built-in Ethernet functionality to support online gameplay. By the mid-2000s, only Sony, Nintendo, and Microsoft were considered major players in the console hardware space. All three introduced their next generation of hardware between 2005 and 2006, starting with Microsoft's Xbox 360 in 2005 and Sony's PlayStation 3 (PS3) in 2006, followed by Nintendo's
Wii The Wii ( ) is a home video game console developed and marketed by Nintendo. It was released on November 19, 2006, in North America, and in December 2006 for most other regions of the world. It is Nintendo's fifth major home game console, f ...
later that year. The Xbox 360 and PS3 showed a convergence with personal computer hardware: both consoles shipped with support for high-definition graphics, higher-density optical media like Blu-rays, internal hard drives for storage of games, and had built-in Internet connectivity. Microsoft and Sony also had developed online digital services, Xbox Live and PlayStation Network that helped players connect to friends online, matchmake for online games, and purchase new games and content from online stores. In contrast, the Wii was designed as part of a new Blue Ocean Strategy, blue ocean strategy by Nintendo after poor sales of the GameCube. Instead of trying to compete feature for feature with Microsoft and Sony, Nintendo designed the Wii to be a console for innovative gameplay rather than high performance, and created the Wii Remote, a motion detection-based controller. Gameplay designed around the Wii Remote provided instant hits, such as ''Wii Sports'', ''Wii Sports Resort'', and ''Wii Fit'', and the Wii became one of the fastest selling consoles in its few years. The success of the Wii's motion controls partially led to Microsoft and Sony to develop their own motion-sensing control systems, the Kinect and the PlayStation Move. A major fad in the 2000s was the rapid rise and fall of rhythm games which use special game controllers shaped like musical instruments such as guitars and drums to match notes while playing licensed songs. ''Guitar Hero (video game), Guitar Hero'', based on the arcade game ''Guitar Freaks'', was developed by Harmonix and published by Red Octane in 2005 on the PS2, and was a modest success. Activision acquired Red Octane and gained the publishing rights to the series, while Harmonix was purchased by Viacom (2005–2019), Viacom, where they launched ''Rock Band'', a similar series but adding in drums and vocals atop guitars. Rhythm games because a highly-popular property second only to action games, representing 18% of the video game market in 2008, and drew other publishers to the area as well. While Harmonix approached the series by adding new songs as downloadable content, Activision focused on releasing new games year after year in the ''Guitar Hero'' series; by 2009, they had six different ''Guitar Hero''-related games planned for the year. The saturation of the market, in addition to the fad of these instrument controllers, quickly caused the market in 2008 to fall by 50% in 2009. By 2011, Activision had stopped publishing ''Guitar Hero'' games (though returned one time in 2015 with ''Guitar Hero Live''), while Harmonix has continued to develop ''Rock Back'' after a hiatus between 2013 and 2015. Nintendo still dominated the handheld games market during this period. The Game Boy Advance, released in 2001, maintained Nintendo's market position with a high-resolution, full-color LCD screen and 32-bit processor allowing ports of SNES games and simpler companions to N64 and GameCube games. The next two major handhelds, the Nintendo DS and Sony's PlayStation Portable (PSP) within a month of each other in 2004. While the PSP boasted superior graphics and power, following a trend established since the mid-1980s, Nintendo gambled on a lower-power design but featuring a novel control interface. The DS's two screens, with one being a touch-sensitive screen, proved extremely popular with consumers, especially young children and middle-aged gamers, who were drawn to the device by Nintendo's ''Nintendogs'' and ''Brain Age: Train Your Brain in Minutes a Day!, Brain Age'' series respectively, as well as introducing localized Japanese
visual novel A visual novel (VN) is a form of digital interactive fiction. Visual novels are often associated with the medium of video games, but are not always labeled as such themselves. They combine a textual narrative with static or animated illustratio ...
-type games such as the ''Ace Attorney'' and ''Professor Layton'' series to the Western regions. The PSP attracted a significant portion of veteran gamers in North America and was very popular in Japan; its ad-hoc networking capabilities worked well within the urban Japanese setting, which directly contributed to spurring the popularity of Capcom's ''Monster Hunter'' series.


MMOs, esports, and online services

As affordable broadband Internet connectivity spread, many publishers turned to online games as a way of innovating. Massively multiplayer online role-playing games (MMORPGs) featured significant PC games like ''RuneScape'', ''EverQuest'', and ''Ultima Online'', with ''World of Warcraft'' as one of the most successful. Other large-scale massively-multiplayer online games also were released, such as ''Second Life'' which focused mostly on social interactions with virtual player Avatar (computing), avatars and user creations, rather than any gameplay elements. Historically, console-based MMORPGs have been few due to the lack of bundled Internet connectivity options for the platforms. This made it hard to establish a large enough subscription community to justify the development costs. The first significant console MMORPGs were ''Phantasy Star Online'' on the Sega Dreamcast (which had a built in modem and aftermarket Ethernet adapter), followed by ''Final Fantasy XI'' for the Sony PlayStation 2 (an aftermarket Ethernet adapter was shipped to support this game). Every major platform released since the Dreamcast has either been bundled with the ability to support an Internet connection or has had the option available as an aftermarket add-on. Microsoft's Xbox also had its own online service called Xbox Live. Xbox Live was a huge success and proved to be a driving force for the Xbox with games like ''Halo 2'' that were highly popular. The first major esports (electronic sports) competitions also began in the 2000s. While ''Street Fighter II'' and other fighting games of the 1990s had introduced organized video game competitions earlier, professional esports emerged from South Korea around 2000, with many of their events around current fighting games and various RTS games like ''StarCraft'' and ''WarCraft III''. By 2010, numerous international esports tournaments had been established across various game genres.


Browser, casual, and social games

In the late 1990s and early 2000s, Internet accessibility and new online technologies flourished, such as Java (programming language), Java and Adobe Flash. Though Adobe Flash was initially intended to be a tool to develop fully interactive websites, Flash lost favor in this area but individual developers found ways to use the tool for animations and games, aided by the ease of the development tools for this purpose. The website Newgrounds was created to help people share and promote their Flash works. Though these browser game, Flash games lack the complexity of gameplay of games on consoles or computers, they were available for free and sparked creative ideas that would carry forward; for example, ''Crush the Castle'' directly inspired the popular mobile game ''Angry Birds'', while the founder of Newgrounds, Tom Fulp, teamed with animator Dan Paladin to create ''Alien Hominid'' as a Flash game, which they later built upon into the more complete ''Castle Crashers'' under the studio The Behemoth. Flash and other in-browser platforms created a new trend in casual games, with limited complexity and designed for shortened or impromptu play sessions. Many were puzzle games, such as Beverage can, Popcap's ''Bejeweled (video game), Bejeweled'' and PlayFirst's ''Diner Dash'' while others were games with a more relaxed pace and open-ended play. Sites like Kongregate and developers like PopCap, Zynga and King (company), King emerged as leaders in this area. Casual games also entered into more mainstream computer games with numerous simulation games. The biggest hit was ''The Sims'' by
Maxis Maxis is an American video game developer and a Division (business), division of Electronic Arts (EA). The studio was founded in 1987 by Will Wright (game designer), Will Wright and Jeff Braun, and acquired by Electronic Arts in 1997. Maxis is ...
, which went on to become the best selling computer game of all time, surpassing ''Myst''. As social media sites started to grow, the first social network games emerged on social platforms. These games, often based on casual game mechanics, typically rely on users to interact with their friends via the social media site as to gain a form of "energy" to continue to play. ''Happy Farm'', released in China in 2008, is considered the first such major social game. Influenced by the History of Eastern role-playing video games, Japanese console RPG series ''Story of Seasons (series), Story of Seasons'', ''Happy Farm'' attracted 23 million daily active users in China. It soon inspired many clones such as ''Sunshine Farm'', ''Happy Farmer'', ''Happy Fishpond'', ''Happy Pig Farm'', and Facebook games such as ''FarmVille'', ''FarmVille, Farm Town'', ''Country Story'', ''Barn Buddy'', ''Sunshine Ranch'', ''Happy Harvest'', ''Jungle Extreme'', and ''Farm Villain''. ''Happy Farm'' served as direct inspiration for ''FarmVille'', which had over 80 million active users worldwide by 2010.


Rise of mobile gaming

Separately, gaming on mobile devices had limited success until the mid-2000s. Nokia had installed ''Snake (1998 video game), Snake'' onto its line of mobile phones since the Nokia 6110 in 1997. Similar manufacturers of phones, personal digital assistants and other devices also included built-in games, but these were designed to pass the time and not as engaging. As phone technology improved, a Japanese mobile phone culture grew around 2003 with games ranging from Puzzle video game, puzzle games and Digital pet, virtual pet games that use camera phone and Fingerprint recognition, fingerprint scanner technologies to 3D computer graphics, 3D games with PlayStation (console), PlayStation-quality graphics. Older Arcade game, arcade-style games became very popular on mobile phones, which were an ideal platform for arcade-style games designed for shorter play sessions. Namco made attempts to introduce mobile games to Europe in 2003. Nokia released its N-Gage (device), N-Gage, a hybrid phone/handheld game system, in 2003 but had limited success compared to Nintendo's Game Boy Advance. Around 2005, the first
smartphone A smartphone is a mobile phone with advanced computing capabilities. It typically has a touchscreen interface, allowing users to access a wide range of applications and services, such as web browsing, email, and social media, as well as multi ...
s were available on the market, which offered data connectivity alongside phone services. Carriers licensed games to be made available for sale on a storefront, but this did not catch on due to the disparate storefronts and differences between phone models, and the games could not be as sophisticated as on consoles or handhelds due to limited hardware on the smartphones. In 2007, Apple, Inc. introduced its iPhone which was technologically more advanced than other smartphones on the market, and unveiled its App Store (iOS), App Store in 2008 through which new apps could be purchased. With the App Store, developers, once signed up as a partner, could then develop and publish their own apps through the store. This allowed developers of any size to participate in the App Store marketplace. Google, which developed the competing Android (operating system), Android mobile operating system, released its own version of an app store in 2008, later named as Google Play in 2012. The use of Apple's and Google's app storefronts for gaming applications quickly took off with early successes like ''Angry Birds (video game), Angry Birds'' and ''Bejeweled (video game), Bejeweled''. When Apple introduced in-app purchases (IAP) in October 2009, a number of developers found ways to monetize their mobile games uniquely compared to traditional games, establishing the
freemium Freemium, a portmanteau of the words "free" and "premium", is a pricing strategy by which a basic product or service is provided free of charge, but money (a premium) is charged for additional features, services, or virtual (online) or physical ( ...
model where a game is usually free to download and play but players are encouraged to speed up their progress through IAPs. Games like ''Candy Crush Saga'' and ''Puzzle & Dragons'', both in 2012, established this approach as highly-profitable business models for mobile games. Many of the social network game developers worked to either integrate a mobile version with their existing version, or completely shift their game to the mobile platform, as mobile gaming became more popular. A further rise in the popularity of mobile games was from China, where most residents do not own computers and where imported consoles were banned by the government starting in 2000, though eventually eased in 2014 and completely lifted in 2015. Instead, most players in China used mobile phones or accessed subscription-based games through PC bang, PC cafes. Mobile games also proved popular and financially-successful there as well, with a ten-fold growth of China's video game market between 2007 and 2013. Coupled with the growth of mobile games was the introduction of microconsoles, low-cost home consoles that used the Android operating system as to take advantage of the large library of games already made for mobile devices. However, mobile gaming also displaced the handheld console market: both the Nintendo 3DS and the PlayStation Vita (both 2011 releases) had major drops in sales from their predecessors, the Nintendo DS and PlayStation Portable respectively (both 2004 releases), following the rapid growth of mobile gaming. Sony has since exited the handheld console arena. Since 2007, the fast growing mobile market in African countries such as Video games in Nigeria, Nigeria and Video games in Kenya, Kenya has also resulted in a growth in mobile game development. Local developers have taken advantage of the recent increase in mobile internet connection in countries where broadband is rarely available and console games are costly, though locally developed applications have difficulty competing against millions of western applications available on the Google Play Store


The AAA video game industry and the emergence of indie games

Video games began seeing increasing larger budgets for development entering the 2000s; ''Final Fantasy VII'' had an estimated budget excluding marketing, while the first ''Shenmue'' game was estimated to cost . Larger developers began approaching games comparable to Hollywood filmmaking, not only considering the aspects of development, distribution, and marketing, but incorporating budgets for both in-game cinematography, including professional actors and licensed properties, and larger promotional elements. These new approaches further extended game budgets. Similar to blockbuster (entertainment), blockbuster films, the video game industry began calling these high-budget games and the publishers and developers behind them "AAA" or "triple A" by the late 1990s and early 2000s. As a result of the larger budgets and better technology, new narrative-driven games emerged to incorporate larger stories as more direct components of gameplay, such as by eliminating pre-rendered cut scenes in favor of scenes carried out within the game's engine. Incorporation of narrative into action games partially led to the waning of the adventure game genre by the early 2000s. Examples of influential games from this period include ''Half-Life 2'', ''Portal (video game), Portal'', ''Batman: Arkham Asylum'', ''BioShock (video game), BioShock'', ''Metal Gear Solid 2: Sons of Liberty'', and ''Resident Evil 4'', as well as the first entries in the long-running series ''Call of Duty'' and ''Assassin's Creed''. Hobbyist and homebrew game development had been in place since the first home computers in the late 1970s and 1980s, with the shift to shareware by individuals and small development teams in the 1990s, but the importance of console gaming and the rise of 3D game technology had made it initially difficult for individual developers to participate competitively in game development. The growth of AAA games with large budgets further made publishers risk-averse to support smaller games with non-standard or more experimental gameplay. Independent games, or indie games, gained a significant share of the market in the latter half of the 2000s that continued into the 2010s, and generally seen as a result of the industry looking for innovation beyond the safe, non-risky approaches that AAA development had centered on. Interest in indie games grew out from the booming Flash game industry of the mid-2000s which had drawn attention to individual and small developers normally overlooked by the media. Further, smaller developers were highlighted by the rapid growth in the mobile game industry, allowed them to complete equally on mobile app stores with larger developers. Crowdfunding through sites like Kickstarter became a viable pathway for indie developers to gain funding in the late 2000s, explosively growing in popularity into the mid-2010s, while early access distribution, where players purchase a not-yet-final version of a game to help play, test and provide feedback, was successfully demonstrated with ''Minecraft'' in 2009 and used as a model for some indie games since. On personal computers, Valve Corporation, Valve opened up their digital content platform
Steam Steam is water vapor, often mixed with air or an aerosol of liquid water droplets. This may occur due to evaporation or due to boiling, where heat is applied until water reaches the enthalpy of vaporization. Saturated or superheated steam is inv ...
to allow indie games to be listed alongside triple-A games, and several other similar digital storefronts. Microsoft launched the Xbox Live Arcade (XBLA) in 2004 which they used to publish games for the Xbox and later the Xbox 360 from smaller publishers and independent teams. Sony and Nintendo followed suit with similar indie game publishing programs in the early 2010s. Several indie games gained the media spotlight in this period, including ''Super Meat Boy'', ''Fez (video game), Fez'', and ''Braid (video game), Braid''.


2010s

In the 2010s, the traditional model of racing to a five-year console life cycle was reduced. Reasons included the challenge and massive expense of creating consoles that were graphically superior to the then-current generation, with Sony and Microsoft still looking to recoup development costs on their current consoles and the failure of content creation tools to keep up with the increased demands placed upon the people creating the games. On June 14, 2010, during E3, Microsoft revealed its new Xbox 360 S or Slim. It is smaller and quieter, with a 250 GB hard drive and 802.11n WiFi. It started shipping to US stores the same day, and in Europe on July 13. The OnLive cloud-based gaming system is one of the first cloud gaming services.


High-definition graphics in video game hardware

Cathode ray tube-based display units had begun to phase out in the 2000s, replaced by inexpensive flat-panel display, flat-screen televisions and monitors which had far higher screen resolution and refresh rates. Video game hardware began introducing support for the new HDMI, High-Definition Multimedia Interface (HDMI) standard, allowing for resolutions up to 4K resolution, 4K (3840 × 2160 pixels), which itself stressed the need for more powerful GPU cards with faster processors and larger memory. Game engines such as Unreal, Unity, and DirectX have added support for improved texture mapping to support high-resolution textures to give photorealistic graphics in games. Microsoft and Sony both released their next console generations, the Xbox One and PlayStation 4, in 2013. Both expanded on features from their previous consoles with the added support for high-resolution graphics, and more support for digital distribution of content with additional storage space. The Xbox One had an initial flubbed launch, as Microsoft wanted to require users to be always connected to the Internet, along with persistent use of the Kinect motion sensor, which in turn would have given certain benefits to players. However, these decisions were met with negative feedback in the months prior to release over their privacy concerns, and Microsoft revamped their policies. The Kinect, though initially bundled with the Xbox One, was made optional, and a year after launch, Microsoft opted to end Kinect's production for the Xbox One. Nintendo still kept to its own path. The company decided that the Wii may have lost a portion of its core gamers and developed the Wii U to draw this group back in. The Wii U, released in 2012, included a tablet-like Wii U GamePad that included controls and a touchscreen display that acted as a second screen during gameplay, along with support for Wii Remote controllers, and included backward compatibility with Wii games. The Wii U was a commercial failure for Nintendo following the Wii; while the Wii had sold more than 100 million units, the Wii U only sold about 13 million in its lifetime. Nintendo attributed this to both the marketing of the Wii U which failed to make clear the purpose of the GamePad and which made consumers believe it was just another tablet system, and to the lack of third-party support on the console which dropped off quickly once initial console sale numbers were obtained. and marketing reasons. Nintendo had already been working on its next console once the Wii U had been released, but pushed ahead as to get another console to release sooner to financially recover from the Wii U. Again, staying with their past blue ocean strategy to focus on innovation rather than technical superiority of their competitors, Nintendo released the
Nintendo Switch The is a video game console developed by Nintendo and released worldwide in most regions on March 3, 2017. Released in the middle of the Eighth generation of video game consoles, eighth generation of home consoles, the Switch succeeded the ...
in 2017, one of the first hybrid consoles, with the ability to be played as a handheld device but also can be placed into a docking station connected to a television and played like a home console. The Switch uses a detachable Joy-Con which function as both regular controllers and as motion-sensing devices like the Wii Remote. Alongside the Switch, Nintendo sought out third-party support for the console from both triple-A studios and indie developers. The Switch proved to be very successful; as of 2022, it is Nintendo's best-selling home console, succeeding the Wii, and helped Nintendo regain position in the hardware market. The handheld market began to wane in the 2010s as mobile gaming supplanted it. Nintendo continued to refine the DS line; it released the Nintendo 3DS in 2011, which included a screen with an autostereoscopic display as to create a 3D effect without the need for special glasses. Sony released the PlayStation Vita in 2012 as a successor to the PSP, which included a front touch screen and a back-facing touchpad in addition to existing control. The Vita failed to gain significant market share, and after Sony discontinued the product, have stated they have no plans for further handheld systems. Nintendo, on the other hand, released a modified version of the Switch, the Nintendo Switch Lite, in 2019. The Switch Lite is a lower-cost version that directly integrates the Joy-Con into the unit and removes other features, as to create a device that supports handheld gameplay directly, but is otherwise fully compatible with the existing Switch library. In personal computers, the graphics card market centered on progress made by industry leaders NVidia and AMD, who also supplied GPUs for the new consoles. Starting in the late 2010s, the power of these GPU cards were being used by cryptocurrency "miners", as they were lower cost than other computing hardware for the same purposes, and created a run on GPU cards that inflated prices and card shortages over extended periods. Solid-state drives (SSDs), which had been used for flash cartridge, flash card storage for video game consoles in the past, had advanced far enough to become consumer options for large volume storage. Compared to the traditional hard disk drive (HDD) which used electromechanical parts, SSD drives have no mechanical componentry and are capable of much higher data throughput, which made them popular options for computers designed for video games.


Further advancements in online gaming: Cross-platform play and cloud gaming

Until the 2010s, online play for most platforms was limited to players on that same platform, though some games such as ''Final Fantasy XI'' had experimented with limited models. As new gaming consoles converged in design to personal computers and with common middleware libraries, it became technically feasible to allow for cross-platform play between different platforms, but business objectives by Microsoft, Nintendo, and Sony, looking to maintain control on their online services, initially rejected this, most notably by Sony who had stated they wanted to maintain a family-friendly environment for its online services. Epic Games' ''Fortnite Battle Royale'' first released in 2017, proved an instrumental driver of cross-platform play. ''Fortnite'' had quickly gained popularity in its first few months of release, and Epic had been able to prove the ease with which cross-platform play could be implemented between the Xbox, Windows, and mobile platforms with its backend libraries. Nintendo followed by allowing cross-play on the Switch, and eventually, by 2018, Sony agreed to allow selected games such as ''Fortnite'' to have cross-platform play. Since then, numerous games have gained or were released with cross-platform play support across consoles, computers, and mobile devices. The first cloud gaming services emerged in 2009. These services allowed players to play games where the processing power was performed on a computer system at a hosted location, while the game's output and player's input were sent to that system over the Internet, using the power of cloud computing. This eliminated the need for a costly console or dedicated gaming computer for players. Early services like OnLive and Gaikai showed that cloud gaming was possible but was very much tied to the player's Network delay, latency, as a slow network could easily stall the game's performance. Cloud gaming became more refined in the 2010s as total network capacity around the world increased with higher bandwidths made available to consumers, in addition to new technologies to try to overcome the latency issue. Sony acquired both OnLive and Gaikai in the mid-2010s, and used the former as the basis for its PlayStation Now cloud gaming service, allowing players to play older PlayStation games on newer consoles. Other players in the cloud gaming arena that emerged in this period include NVidia's GeForce Now, Microsoft's Xbox Cloud Gaming, xCloud, Google's Google Stadia, Stadia, and Amazon Luna.


New revenue models for video games

With game development budgets for triple-A games growing larger, developers and publishers looked for ways to gain additional revenue for games beyond the first sale of the game. Multiple factors from the prior decade including the growth of the mobile game market and the introduction of in-app purchases, subscription-based games such as MMOs, and the digital distribution market, led to new avenues for recurring revenue by treating games as a service (GaaS). Larger expansions and downloadable content had existed prior to the mid-2000s, and players had become accustomed to the subscription-based model for MMOs by that point. Microsoft enabled developers to offer microtransactions, content sold at a small price point typically under , for their games on the Xbox 360 around 2005, with one of the most well-known examples being a horse armor package for ''The Elder Scrolls IV: Oblivion'' in 2006. While mostly a cosmetic item in the game, the armor pack was one of the most popular items sold in for ''Oblivion'' by 2009, and cemented the idea of microtransactions. Games that followed ''Oblivion'' found ways to include additional microtransaction content to games to extend per-game earnings. Publishers that produced games with online content created special online passes, such as Electronic Arts' "Project Ten Dollar", which required purchase to gain access to online features; this was also intended to stall secondary sales of games. This approach was heavily criticized by consumers and players, and abandoned by 2013. Instead publishers offered the season pass (video games), season pass model, first appearing in games like ''L.A. Noire'' and ''Mortal Kombat (2011 video game), Mortal Kombat''. Without a season pass, players would still have access to all fundamental features of a game including online play, but the season pass gave access to all planned expanded content for single player modes and new characters or items and cosmetics for online modes, all planned to be released typically within a year's period, typically at a discount compared to purchasing each individually. A game could thus offer repeating season passes year after year and generate revenue this way. A related concept to the season pass is the battle pass, first introduced in ''Dota 2''. Within a battle pass are a number of in-game items that a player can earn at various levels of the battle pass, but requires them to complete in-game challenges as to earn the levels within the pass. Some battle passes include a free tier of items but most incorporate a tier that requires purchase of the pass. Battle passes can be cycled like season passes, offering a fresh set of items with new challenges on a regular basis, and supply recurring revenue for a game. From mobile and free-to-play games, gacha game, ''gacha'' games had grown popular in Japan by the early 2010s, based on the Gashapon, capsule toy vending machine concept, with the earliest known system being in ''MapleStory''. In-game, players would earn currency that they could use to earn a random draw from a set of items based on a preset rarities, often with the goal to collect all of a one set of items to gain a powerful in-game reward. While players could earn more currency through in-game actions, typically by grinding (video games), grinding, they could also can currency by spending real-world funds into the game. The ''gacha'' concept expanded out into loot boxes through the Chinese game ''ZT Online'', and in Western games like ''FIFA 09'' and ''Team Fortress 2'' in the early 2010s; players would earn loot boxes through in-game actions, or which could be purchased through real-world funds, and when opened would contain a variety of items, randomly selected based on rarity. By 2016, numerous high-profile games had included loot box mechanics, but this drew attention of world governments and policy makers, fearing that loot boxes were too similar to gambling, since real-world money could be used to purchase them. Since many of these video games were being aimed at minors, some countries had passed laws banning or restricting games with loot box mechanics due to their gambling nature. Coupled with poor implementation of loot box mechanics in ''Star Wars Battlefront II (2017 video game), Star Wars Battlefront II'' and Electronic Arts's ''FIFA'' Ultimate Team game mode, loot box mechanics began to lose favor with consumers by the end of the 2010s. China's impact in monetization played a key role during this period, which exceeded over 500 million players by the mid-2010s. While the console ban had been lifted, China's government still required that imported hardware be sold through Chinese companies, and requires Chinese operators to manage online games as to uphold the country's laws on censorship and gameplay limitations for minors. Chinese companies that were already publishing games within the country began to make partnerships or other arrangements with foreign firms to help bring their games and hardware into the company through the complex approvals process. Such companies include NetEase and Perfect World (company), Perfect World, but the largest mover had been Tencent, which made numerous investments into foreign firms over the 2010s, which included full acquisition of Riot Games and partial ownership of Supercell and Epic Games, as well as minority stake in publishers
Ubisoft Ubisoft Entertainment SA (; ; formerly Ubi Soft Entertainment SA) is a French video game publisher headquartered in Saint-Mandé with development studios across the world. Its video game franchises include '' Anno'', '' Assassin's Creed'', ' ...
, Activision Blizzard and Paradox Interactive. In exchange, Tencent had helped these companies refine their monetization approaches using their past experience with their own games.


Mixed, virtual and augmented reality games

Virtual reality (VR) systems for video games had long been seen as a target for VR technology and had been in development as early as the 1990s, but had been hampered by their high cost and impractical for consumer sales. One of the initial attempts, Nintendo's Virtual Boy in 1996, used a monochromatic Stereoscopy, stereoscopic display to simulate 3D, but the unit was impractical and failed to gain developers, leading it to be a commercial failure for Nintendo. Breakthroughs in consumer-ready VR hardware came in the early 2010s with the development of the Oculus Rift by Palmer Luckey. The Rift was demonstrated at trade shows in 2013, and proved popular enough to lead Facebook to purchase the company and technology for in 2014. Shortly afterward, Valve and HTC announced the HTC Vive, first released in 2015, while Sony released its PlayStation VR in 2016. Valve later developed its own VR hardware line, the Valve Index, released in 2019. While numerous VR games took advantage of VR effectively over "flat-screen" games (those lacking VR capabilities) for immersive experience, VR's "killer app" came by way of ''Half-Life: Alyx'', released by Valve in 2020. ''Half-Life: Alyx'' brought several new ideas for integrating first-person shooter gaming into a VR app, and spurred sales of the Index. Augmented reality (AR) games, where the game takes a real-time video game image and renders additional graphics atop it, had also existed before the 2010s. Some PlayStation console games used the EyeToy, PlayStation Eye, or PlayStation Camera as part of the gameplay, as well as Xbox 360 and Xbox One games using the Kinect. Most of the games were more experimental since cameras were fixed and limited what interactions could be made. As handheld consoles including the PSP and the Nintendo DS line, and mobile phones incorporated video camera capabilities, new AR possibilities opened up on portable devices. Initial games were still more experimental and toys without comprehensive gameplay loops. AR-based games took off with the release of ''Pokémon Go'' in 2016, which combined AR with location-based games. Players would use their mobile device to guide them to where a virtual Pokémon may be found, which they searched for and attempted to capture using AR atop their device's camera.


2020s


Ray-tracing and photorealistic graphics

NVidia and AMD introduced graphics cards in 2020 with hardware support for real-time ray tracing (graphics), ray tracing, which was also a major component introduced with Microsoft and Sony's next consoles, the Xbox Series X and Series S, Xbox Series X/S and PlayStation 5, both released in November 2020. Significant improvements in technology also furthered the ability to display highly detailed textures, allowing for photorealism in rendered video game scenes at high resolutions and high frame rates. These changes necessitated larger storage space for texture memory on the hardware and greater bandwidth between the storage memory and graphic processor. Both new consoles included specialized SSD options designed to provide high-bandwidth storage options, which had the added benefit of virtually eliminating loading times in many games particular those featuring in-game streaming for open world games.


The metaverse, blockchain and NFT games, and video game acquisitions

Moving into the 2020s, the concept of the metaverse grew in popularity. Similar in nature to the social spaces of ''Second Life'', the concept of a metaverse is based on using more advanced technology like virtual and augmented reality to create immersive worlds that not only can be used for social and entertainment functions but as well as for personal and business purposes, giving the user the ability to earn from participation in the metaverse. ''Roblox'' is a more recent example of an open world game that allows players to build their own creations within game with the potential to earn money from these creations. The metaverse in the early 2020s was not yet well defined, but those developing the nascent technologies recognized that a financial system would be tied to these systems. Avoiding the pitfalls of prior game currency systems, the development of cryptocurrency-based games and systems that used decentralized blockchain technologies started to grow in popularity. These blockchain games were frequently based on the trading of non-fungible tokens that players created and improved through the game, mimicking how metaverse content would function. Some video game companies have expressed strong support for using blockchain and NFTs in their games, such as
Ubisoft Ubisoft Entertainment SA (; ; formerly Ubi Soft Entertainment SA) is a French video game publisher headquartered in Saint-Mandé with development studios across the world. Its video game franchises include '' Anno'', '' Assassin's Creed'', ' ...
, but there has been generally negative feedback from players and game developers that consider cryptocurrency and NFT a scam. Regardless of these developments, interest in the metaverse had led to a large number of major acquisitions in the video game industry at the start of the 2020s as large publishers gathered more studios and other publishers within their folds as to be able to offer their properties within the parent's version of the metaverse, diversify their offerings, and preparate for futures where gaming platforms shift away from traditional systems. Tencent, Tencent Holdings has gained stake in numerous video game developers since the 2010s, including full ownership of Riot Games and minority ownership of Epic Games. Epic Games themselves have also used Tencent's investment and further funding to acquire numerous additional video game developers and middleware developers in the 2020s as part its goal to build out its version of the metaverse using its Unreal Engine. Embracer Group also launched a large series of acquisitions leading into the 2020s as to broaden its portfolio, including Gearbox Software. Other major acquisitions in the 2020s in support of the metaverse includes Take-Two Interactive's purchase of mobile game publisher Zynga, Sony Interactive Entertainment purchase of developer Bungie for supporting live-service games, and Microsoft's purchases of ZeniMax Media (including Bethesda Softworks) and Activision-Blizzard. Game prices were increasing from the generally pricing of $60 between and 2020, with $60 titles going back to the 1990s according to Bloomberg News, Bloomberg. The COVID pandemic in 2021 and 2022 also fueled global video game industry growth, as many around the globe, staying at home due to lockdowns, turned to video games as a means to pass the time and connect remotely with others. However, this rapid growth fell back on the industry around 2023 and into 2024 with 2023–2024 video game industry layoffs, numerous layoffs, as several major publishers had to cull employees and studios with the world returning to normal following the pandemic. One major event was a failed $2 billion deal that the Embracer Group had been planning on before it fell through in June 2023; Embracer was forced to close several of its studios, divest others, and made planned to break into three separate publishing labels by 2025.


See also

* List of real-time strategy video games * List of real-time tactics video games * Game On (exhibition) * International Center for the History of Electronic Games


References


Further reading

* * * * * * * * * * * * * * * * * Day, Walter.
The Golden Age of Video Game Arcades
' (1998) – A 200-page story contained within ''Twin Galaxies' Official Video Game & Pinball Book of World Records''. * ''Video Game Invasion: The History of a Global Obsession'' (2004) (Documentary
Press ReleaseIMDb


External links


Brief history of Video Gaming
University of Nevada

* [https://www.pbs.org/kcts/videogamerevolution/ ''The Video Game Revolution''] (2004) is a documentary from PBS that examines the evolution and history of the video game industry, from the 1950s through today, the impact of video games on society and culture, and the future of electronic gaming. {{History of Video Games History of video games, History of computing, Video games