11.07.2015 Views

Encyclopedia of Computer Science and Technology

Encyclopedia of Computer Science and Technology

Encyclopedia of Computer Science and Technology

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

104 computer graphicsthe same time, the home game cartridge machine was introducedby Atari <strong>and</strong> other companies, while the arcade gamePac-Man became a phenomenal success in 1980 (see gameconsoles).Role-playing, Real-time, <strong>and</strong> Social WorldsAround the time <strong>of</strong> the first home computers, a noncomputergame called Dungeons <strong>and</strong> Dragons became extremelypopular. “D&D” <strong>and</strong> other role-playing games allowed playersto create <strong>and</strong> portray characters, with elaborate rulesbeing used to resolve events such as battles. Role-playinggames soon began to appear on PCs—early examplesinclude the Wizardry <strong>and</strong> Ultima series. Meanwhile, textbasedadventure games were becoming popular on earlycomputer networks, particularly at universities. Theseevolved into MUDs (Multi-User Dungeons) where players’characters could interact with each other. Eventually many<strong>of</strong> these programs went beyond their adventuring roots tocreate a variety <strong>of</strong> social worlds in a sort <strong>of</strong> text-based virtualreality.By the 1990s, the typical PC had a special circuit (seegraphics card) capable <strong>of</strong> displaying millions <strong>of</strong> colors,together with video memory (now 256 MB or more) thatcould hold the complex images needed for high-resolutionanimation. <strong>Computer</strong> game graphics have become increasinglycomplex (see computer graphics), including realistictextures, shading <strong>and</strong> light, smooth animation, <strong>and</strong>special effects rivaling Hollywood. (Compare, for example,early wireframe graphics in games such as the Wizardry <strong>of</strong>1980 with games such as Diablo II <strong>and</strong> Warcraft with animatedcharacters moving in a richly textured world.)The way players interact with the game world has alsosignificantly changed. The first computer games tended tobe divided into turn-based strategy <strong>and</strong> role-playing games<strong>and</strong> real-time arcade-style “shoot ’em ups.” Today, however,most games, regardless <strong>of</strong> genre, run as RTS (real-time simulations)in which players must interact continuously withthe game situation.By the late 1990s gaming was no longer a solitary pursuit.The Internet made it possible to <strong>of</strong>fer game worlds inwhich thous<strong>and</strong>s <strong>of</strong> players could participate simultaneously(see online games). Games such as Everquest <strong>and</strong>Asheron’s Call have thous<strong>and</strong>s <strong>of</strong> devoted players who spendmany hours developing their characters’ skills, while openendedworlds such as Second Life seem to no longer begames at all, but a virtual, parallel universe with a fullrange <strong>of</strong> social interaction. However, the increased realism<strong>of</strong> modern games has also heightened the controversyabout in-game violence <strong>and</strong> other antisocial behavior, asin the Gr<strong>and</strong> Theft Auto series. (Although there is a ratingsystem for games similar to that for movies, its effectivenessin keeping adult-themed games out <strong>of</strong> the h<strong>and</strong>s <strong>of</strong> youngchildren seems to be limited.)Game DevelopmentThe emphasis on state-<strong>of</strong>-the-art animation <strong>and</strong> graphics<strong>and</strong> multiplayer design has changed the way game developmentis done. The earliest home computer games were typicallythe product <strong>of</strong> a single designer’s vision, such as ChrisCrawford’s Balance <strong>of</strong> Power <strong>and</strong> Richard Garriott (“LordBritish”) in the Ultima series. Today, however, commerciallycompetitive games are the product <strong>of</strong> teams that includegraphics, animation, <strong>and</strong> sound specialists, actors <strong>and</strong> voicetalent, <strong>and</strong> other specialists in addition to the game designers.While earlier games might be compared to books withsingle authors, modern game developers <strong>of</strong>ten comparetheir industry to the movie industry with its dominant studios.And, as with the movie industry, critics have arguedthat the high cost <strong>of</strong> development <strong>and</strong> <strong>of</strong> access to the markethas led to much imitation <strong>of</strong> successful titles <strong>and</strong> lessinnovation.On the other h<strong>and</strong>, a variety <strong>of</strong> modern programmingenvironments (such as Visual Basic or even MacromediaFlash) make it easy for young programmers to get a taste<strong>of</strong> game programming, <strong>and</strong> for amateur programmers tocreate games that can be distributed via the Internet (seeshareware <strong>and</strong> freeware). Although computer scienceprograms have been slow to recognize the attraction <strong>and</strong>value <strong>of</strong> game programming, a variety <strong>of</strong> academic programsare now emerging. These range from computer arts,graphics, <strong>and</strong> animation programs to a full-fledged fouryeardegree program in game design at the University <strong>of</strong>California, Santa Cruz. This program includes not onlycourses in game design <strong>and</strong> programming, but also courseson the game business <strong>and</strong> even ethics.Further ReadingAronson, Sean. “School Fills Need for Game Designers.” Medianews,June 18, 2007. Available online. URL: http://www.insidebayarea.com/sanmateocountytimes/localnews/ci_6168502. Accessed June 20, 2007.Chaplain, Heather, <strong>and</strong> Aaron Ruby. Smartbomb: The Quest forArt, Entertainment, <strong>and</strong> Big Bucks in the Videogame Revolution.Chapel Hill, N.C.: Algonquin Books, 2005.Crawford, Chris. Chris Crawford on Game Design. Indianapolis:New Riders, 2003.———. Chris Crawford on Interactive Storytelling. Berkeley, Calif.:New Riders, 2005.Game Developer. [magazine] Available online. URL: http://www.gdmag.com/homepage.htm. Accessed June 23, 2007.Howl<strong>and</strong>, Ge<strong>of</strong>f. “How Do I Make Games? A Path to Game Development.”Available online. URL: http://www.gamedev.net/reference/design/features/makegames/. Accessed June 23, 2007.Moore, Michael E., <strong>and</strong> Jennifer Sward. Introduction to the GameIndustry. Upper Saddle River, N.J.: Prentice Hall, 2006.computer graphicsMost early mainframe business computers produced outputonly in the form <strong>of</strong> punched cards, paper tape, or textprintouts. However, system designers realized that somekinds <strong>of</strong> data were particularly amenable to a graphical representation.In the early 1950s, the first systems using thecathode ray tube (CRT) for graphics output found specializedapplication. For example, the MIT Whirlwind <strong>and</strong> theAir Force’s SAGE air defense system used a CRT to displayinformation such as the location <strong>and</strong> heading <strong>of</strong> radar targets.By 1960, the new relatively inexpensive minicomputerssuch as the DEC PDP series were being connected toCRTs by experimenters, who among other things createdSpacewar, the first interactive video game.

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!