History of digital games: developments in art, design and interaction
Gespeichert in:
1. Verfasser: | |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Boca Raton ; London ; New York
CRC Press, Taylor & Francis Group, an A K Peters book
[2017]
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | xv, 255 Seiten Illustrationen |
ISBN: | 9781138885554 9781138885530 |
Internformat
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264 | 1 | |a Boca Raton ; London ; New York |b CRC Press, Taylor & Francis Group, an A K Peters book |c [2017] | |
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650 | 4 | |a Electronic games |x Design |x History | |
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Datensatz im Suchindex
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adam_text | Preface.............................................................xi
Acknowledgments...................................................xiii
Author..............................................................xv
chapter 1 — Mechanical and Electromechanical Arcade Games (1870-1979) .... 1
Arcade Game Design...................................................1
The Beginnings of Coin-Operated Amusement............................2
Automata and Coin-Op Working Models..............................2
Coin-Op Competitive Testers......................................4
Coin-Op Viewers at the Turn of the Century.......................6
A Gathering of Games and Amusements at the Penny Arcade..............7
Sport-Based Games and the Roots of Digital Game Genres...........10
Early Developments in Pinball...................................14
A New Emphasis on Art and Design.............................17
The Prohibition of Pinball...................................19
Postwar Mechanical and Electromechanical Game Design................20
Driving and Racing Games after World War II.....................21
Missile-Launching Games in Japan and the United States..........24
vi Contents
Pinball as a Game of Skill........................................26
The Sunset of Electromechanical Games.............................27
chapter 2 — Games as Experiments (1912-1977).........................29
Electronic Computers and Games.......................................29
Early Games in Research and Scientific Demonstration.................30
Chess and Artificial Intelligence.................................30
Beyond Chess......................................................32
Turing’s Imitation Game and Artificial Intelligence...............33
Tennis for Two and the Beginning of Entertainment Applications for
Computer Games....................................................34
The Hacker Ethic and Games...........................................36
The Spread and Modification of Spacewar!..........................37
Computer Networks and Games..........................................40
The ARPAnet.......................................................41
Programmed Logic for Automated Teaching Operations and
Multiplayer Games.................................................41
Adapting Dungeons Dragons to PLATO..........................43
Early 3D and Networked Games..................................49
Into the Commercial Realm.........................................50
chapter 3 — Early Commercialized Digital Games (1971-1977)........... 51
New Technology in the Consumer Market................................51
Approaches to Commercialized Digital Games...........................51
Monetizing Spacewar!..............................................52
The Magnavox Odyssey and Divided Game Space.......................55
Pong and Variations on Ball and Paddle Game Design................58
Late Ball and Paddle Games....................................60
Adapting Electromechanical Games to the Digital Arcade...............62
Racing Games in the Early Digital Arcade..........................63
Early Variants of Maze and Shooting Games.........................67
Dedicated Consoles in the Home and Signs of Trouble...............68
chapter 4 — The Golden Age Arcade (1978-1984)........................ 71
The Golden Age Arcade................................................71
Tendencies and New Concepts in the Golden Age........................72
Shooting and Shoot ’em Ups in the Golden Age......................73
Other Directions in Shooter Design, Input, and Theme..........76
Stronger Characters and Narrative in Arcade Games.................79
Contents vii
Laserdiscs, Narrative, and Gameplay............................84
Eclectic Approaches to Arcade Game Design........................85
The End of the Golden Age Arcade.....................................89
chapter 5 — Cartridges and Home Consoles (1976-1984)................. 91
The Second Generation of Home Consoles...............................91
Atari and the VCS.................................................92
Game Design for the VCS........................................93
Changes at Atari...............................................94
Competition in the Home Market........................................95
The Emergence of Third-Party Developers...........................95
Mattel and Coleco Enter the Console Market.......................97
Beyond the Arcade.....................................................99
Adding Content to Home Console Games..............................99
Altering Time in Home Console Games..............................100
Adventure and Exploration in Console Games....................101
Resource Management Games on Home Consoles....................106
Sports Games for the Home.....................................107
The North American Console Crash.................................108
Other Factors.................................................110
Fallout of the Crash..........................................110
chapter 6 — Home Computers (1977-1995)............................... 113
The Microcomputer Revolution.........................................113
Computer Games of the Late 1970s and Early 1980s.....................114
From Text to Graphic Adventure Games.............................116
Early Computer Role-Playing Games................................120
Other Directions in CRPGs.....................................122
Flight and Vehicle Simulations on Computers......................123
Visuals and Action-Adventure Games for Computers.................128
The Mouse and Computer Games of the Later 1980s and 1990s............129
Later Role-Playing Games.........................................130
Developing the Point-and-Click Adventure.........................131
Management and Strategy Games in the Late 1980s and Early 1990s .... 135
Synthesis and Development of the RTS Game........................137
chapter 7 — Japan, 2D Game Design and the Rebirth of Consoles
(1983-1995)..............................................141
Japanese Games and Game Companies in the Early 1980s.................141
2D Game Design Trends after the Golden Age Arcade.....................
viii Contents
Pseudo-3D in Games................................................142
Side-Scrolling Action and the Beat ’em Up........................143
The Head-to-Head Fighting Game....................................145
Western Responses to the Head-to-Head Fighting Game..............148
Japanese Companies Transition to the Home............................149
Stabilizing and Controlling the Console Market....................151
Establishing Nintendo’s Franchises................................152
Super Mario Bros...............................................152
The Legend of Zelda............................................154
Computer Games and the JRPG on the Famicom/NES...................157
Sega Joins the Console Market.....................................159
16-Bit Consoles, Marketing, and Game Design..........................159
New Contenders....................................................160
New Platformers for New Consoles and Intensified Competition.....161
chapter 8 — Early 3D and the Multimedia Boom (1989-1996)............ 165
Two Paths to Realism: Multimedia Imagery and Real-Time 3D...........165
CD-ROMs and Photo-Realism............................................166
Interactive Film and Games........................................166
Puzzle Games in the Era of Multimedia...........................168
Real-Time 3D and Spatial Realism.....................................171
Early Commercialized Virtual Reality.............................171
Simulators in Arcades Spawn a 3D Revolution.....................175
Adapting Home Consoles to a 3D Context..........................177
Combining 2D Images with Real-Time 3D in PC Games...............179
The Influence of id Software..................................180
The Triumph of Real-Time 3D in Games.........................184
chapter 9 — Contemporary Game Design (1996-Present)..................185
New Hardware for Real-Time 3D Gaming.................................185
3D Game Design in the Late 1990s....................................186
Platforming and Adventure Games in Full 3D......................186
First Person in Full 3D.......................................189
Hybrid First-Person Shooter/Role-Playing Games at the Turn of the
Millennium.......................................................193
Looking Glass Studios and Its Offshoots......................193
Cinematic Perspectives at the Turn of the Millennium............195
Games and Game Design in the New Millennium..........................198
Changes in the Industry..........................................198
Contents ix
New Consoles and the Maturing of Games in the 2000s................199
Sega’s Exit....................................................199
Microsoft’s Entry..............................................200
The Proliferation of Open World Gameplay......................... 202
Reducing Load Times on Consoles................................203
The Emergence of Casual and Mobile Games...........................203
Digital Distribution in the 2000s..................................206
Casual Games and Digital Distribution..........................208
Game Visuals and Gameplay Aesthetics in the 2000s and Beyond.......209
Realism in Surfaces............................................210
Film-Like Gameplay in the 2000s....................................212
Criticism and Backlash against the Industry....................214
chapter 10 — Independent Games (1997-Present).........................215
The Scratchware Manifesto and Dimensions of “Indie”...................215
The Early Independent Game Scene......................................216
Success with Shareware.............................................216
Flash and 2D Freeware Games........................................218
Flash and Struggles for Legitimacy.............................218
Japan’s Doujin Soft and Freeware Scene.........................221
Freeware Experiments with Games and Art........................223
The Mainstream Breakout of Independent Games..........................226
Steam and Independent Games........................................227
Console Manufacturers Pursue Independent Developers................229
Success beyond “Games”.............................................234
Creative Sandboxes.............................................234
Narrative Exploration..........................................235
Meeting Challenges in the Contemporary.............................237
Bibliography..........................................................239
Index.................................................................243
|
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author | Williams, Andrew 1981- |
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dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8 |
dewey-search | 794.8 |
dewey-sort | 3794.8 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Allgemeines Sport |
era | Geschichte 1870-2017 gnd |
era_facet | Geschichte 1870-2017 |
format | Book |
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isbn | 9781138885554 9781138885530 |
language | English |
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physical | xv, 255 Seiten Illustrationen |
publishDate | 2017 |
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publisher | CRC Press, Taylor & Francis Group, an A K Peters book |
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spelling | Williams, Andrew 1981- (DE-588)115588969X aut History of digital games developments in art, design and interaction Andrew Williams Boca Raton ; London ; New York CRC Press, Taylor & Francis Group, an A K Peters book [2017] xv, 255 Seiten Illustrationen txt rdacontent n rdamedia nc rdacarrier Geschichte 1870-2017 gnd rswk-swf Geschichte Video games Design History Electronic games Design History Video arcades History Video art History Design (DE-588)4011510-0 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf Computerspiel (DE-588)4010457-6 s Design (DE-588)4011510-0 s Geschichte 1870-2017 z DE-604 Erscheint auch als Druck-Ausgabe Williams, Andrew History of digital games 978-1-138-88553-0 Erscheint auch als Online-Ausgabe 978-1-138-88553-0 Digitalisierung UB Regensburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029706487&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Williams, Andrew 1981- History of digital games developments in art, design and interaction Geschichte Video games Design History Electronic games Design History Video arcades History Video art History Design (DE-588)4011510-0 gnd Computerspiel (DE-588)4010457-6 gnd |
subject_GND | (DE-588)4011510-0 (DE-588)4010457-6 |
title | History of digital games developments in art, design and interaction |
title_auth | History of digital games developments in art, design and interaction |
title_exact_search | History of digital games developments in art, design and interaction |
title_full | History of digital games developments in art, design and interaction Andrew Williams |
title_fullStr | History of digital games developments in art, design and interaction Andrew Williams |
title_full_unstemmed | History of digital games developments in art, design and interaction Andrew Williams |
title_short | History of digital games |
title_sort | history of digital games developments in art design and interaction |
title_sub | developments in art, design and interaction |
topic | Geschichte Video games Design History Electronic games Design History Video arcades History Video art History Design (DE-588)4011510-0 gnd Computerspiel (DE-588)4010457-6 gnd |
topic_facet | Geschichte Video games Design History Electronic games Design History Video arcades History Video art History Design Computerspiel |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=029706487&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
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