Contents

Preface

Acknowledgments

Author

CHAPTER 1 — Mechanical and Electromechanical Arcade Games (1870–1979)

Arcade Game Design

The Beginnings of Coin-Operated Amusement

Automata and Coin-Op Working Models

Coin-Op Competitive Testers

Coin-Op Viewers at the Turn of the Century

A Gathering of Games and Amusements at the Penny Arcade

Sport-Based Games and the Roots of Digital Game Genres

Early Developments in Pinball

A New Emphasis on Art and Design

The Prohibition of Pinball

Postwar Mechanical and Electromechanical Game Design

Driving and Racing Games after World War II

Missile-Launching Games in Japan and the United States

Pinball as a Game of Skill

The Sunset of Electromechanical Games

CHAPTER 2 — Games as Experiments (1912–1977)

Electronic Computers and Games

Early Games in Research and Scientific Demonstration

Chess and Artificial Intelligence

Beyond Chess

Turing’s Imitation Game and Artificial Intelligence

Tennis for Two and the Beginning of Entertainment Applications for Computer Games

The Hacker Ethic and Games

The Spread and Modification of Spacewar!

Computer Networks and Games

The ARPAnet

Programmed Logic for Automated Teaching Operations and Multiplayer Games

Adapting Dungeons & Dragons to PLATO

Early 3D and Networked Games

Into the Commercial Realm

CHAPTER 3 — Early Commercialized Digital Games (1971–1977)

New Technology in the Consumer Market

Approaches to Commercialized Digital Games

Monetizing Spacewar!

The Magnavox Odyssey and Divided Game Space

Pong and Variations on Ball and Paddle Game Design

Late Ball and Paddle Games

Adapting Electromechanical Games to the Digital Arcade

Racing Games in the Early Digital Arcade

Early Variants of Maze and Shooting Games

Dedicated Consoles in the Home and Signs of Trouble

CHAPTER 4 — The Golden Age Arcade (1978–1984)

The Golden Age Arcade

Tendencies and New Concepts in the Golden Age

Shooting and Shoot ’em Ups in the Golden Age

Other Directions in Shooter Design, Input, and Theme

Stronger Characters and Narrative in Arcade Games

Laserdiscs, Narrative, and Gameplay

Eclectic Approaches to Arcade Game Design

The End of the Golden Age Arcade

CHAPTER 5 — Cartridges and Home Consoles (1976–1984)

The Second Generation of Home Consoles

Atari and the VCS

Game Design for the VCS

Changes at Atari

Competition in the Home Market

The Emergence of Third-Party Developers

Mattel and Coleco Enter the Console Market

Beyond the Arcade

Adding Content to Home Console Games

Altering Time in Home Console Games

Adventure and Exploration in Console Games

Resource Management Games on Home Consoles

Sports Games for the Home

The North American Console Crash

Other Factors

Fallout of the Crash

CHAPTER 6 — Home Computers (1977–1995)

The Microcomputer Revolution

Computer Games of the Late 1970s and Early 1980s

From Text to Graphic Adventure Games

Early Computer Role-Playing Games

Other Directions in CRPGs

Flight and Vehicle Simulations on Computers

Visuals and Action-Adventure Games for Computers

The Mouse and Computer Games of the Later 1980s and 1990s

Later Role-Playing Games

Developing the Point-and-Click Adventure

Management and Strategy Games in the Late 1980s and Early 1990s

Synthesis and Development of the RTS Game

CHAPTER 7 — Japan, 2D Game Design and the Rebirth of Consoles (1983–1995)

Japanese Games and Game Companies in the Early 1980s

2D Game Design Trends after the Golden Age Arcade

Pseudo-3D in Games

Side-Scrolling Action and the Beat ’em Up

The Head-to-Head Fighting Game

Western Responses to the Head-to-Head Fighting Game

Japanese Companies Transition to the Home

Stabilizing and Controlling the Console Market

Establishing Nintendo’s Franchises

Super Mario Bros.

The Legend of Zelda

Computer Games and the JRPG on the Famicom/NES

Sega Joins the Console Market

16-Bit Consoles, Marketing, and Game Design

New Contenders

New Platformers for New Consoles and Intensified Competition

CHAPTER 8 — Early 3D and the Multimedia Boom (1989–1996)

Two Paths to Realism: Multimedia Imagery and Real-Time 3D

CD-ROMs and Photo-Realism

Interactive Film and Games

Puzzle Games in the Era of Multimedia

Real-Time 3D and Spatial Realism

Early Commercialized Virtual Reality

Simulators in Arcades Spawn a 3D Revolution

Adapting Home Consoles to a 3D Context

Combining 2D Images with Real-Time 3D in PC Games

The Influence of id Software

The Triumph of Real-Time 3D in Games

CHAPTER 9 — Contemporary Game Design (1996–Present)

New Hardware for Real-Time 3D Gaming

3D Game Design in the Late 1990s

Platforming and Adventure Games in Full 3D

First Person in Full 3D

Hybrid First-Person Shooter/Role-Playing Games at the Turn of the Millennium

Looking Glass Studios and Its Offshoots

Cinematic Perspectives at the Turn of the Millennium

Games and Game Design in the New Millennium

Changes in the Industry

New Consoles and the Maturing of Games in the 2000s

Sega’s Exit

Microsoft’s Entry

The Proliferation of Open World Gameplay

Reducing Load Times on Consoles

The Emergence of Casual and Mobile Games

Digital Distribution in the 2000s

Casual Games and Digital Distribution

Game Visuals and Gameplay Aesthetics in the 2000s and Beyond

Realism in Surfaces

Film-Like Gameplay in the 2000s

Criticism and Backlash against the Industry

CHAPTER 10 — Independent Games (1997–Present)

The Scratchware Manifesto and Dimensions of “Indie”

The Early Independent Game Scene

Success with Shareware

Flash and 2D Freeware Games

Flash and Struggles for Legitimacy

Japan’s Doujin Soft and Freeware Scene

Freeware Experiments with Games and Art

The Mainstream Breakout of Independent Games

Steam and Independent Games

Console Manufacturers Pursue Independent Developers

Success beyond “Games”

Creative Sandboxes

Narrative Exploration

Meeting Challenges in the Contemporary

Bibliography

Index

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