Friday, September 19, 2008

Console game

A console game is a form of interactive multimedia used for entertainment. The game consists of manipulable images (and usually sounds) generated by a video game console, and displayed on a television or similar audio-video system. The game itself is usually controlled and manipulated using a handheld device connected to the console called a controller. The controller generally contains a number of buttons and directional controls (such as analog joysticks) each of which has been assigned a purpose for interacting with and controlling the images on the screen. The display, speakers, console, and controls of a console can also be incorporated into one small object known as a handheld game console.

Game multimedia usually comes in the form of a disc, which can be inserted into the game console. Recent advances have allowed games and game demos to be downloaded directly to the console via the Internet. Simpler consoles, however, may only have a fixed selection of built-in games.

Introduction

Video games generally each contain different gameplay, objectives, goals, control-schemes, characters, and other features. Each video game is usually contained on a specifically designed multimedia disc or cartridge, which are generally sold separately from the console and each other. In order to play the specific game, you need the specific console for which it was designed. For example, in order to play the video game Wii Sports, you need to use a Wii. The most popular consoles in the market today (as of May 2007) are the Wii, PlayStation 2, Xbox 360 and the PlayStation 3.

Console and display

Controllers

The different consoles each use different controllers. Controllers are input devices used to interact with the game. So, for example, if you had a game in which you must control a character in order to obtain a red apple, you would be able to use an analog stick or directional pad ("D Pad") to move your character towards the apple to collect it. Video games, of course, are usually much more complicated than this. In the game Pikmin for the Nintendo GameCube, the player uses the analog stick to control his character, the "C" analog stick to tell his Pikmin what to do or where to go, and the "A" button to throw the Pikmin.

Screen

Most video games require a screen of some sort. In the case of normal consoles, a television is the most common form of screen used. The screen is used as a source of visual output. As the player pushes buttons and moves analogs on the controller, the screen responds to the actions and changes take place on the screen, simulating actual movement.

Consoles use a large sized (albeit low-resolution) television as their visual output device: optimal for viewing at a greater distance by a larger audience. As a result, many video games are designed for local multiplayer play, with all players viewing the same TV set, with the screen divided into several sections and each player using a different controller.

Video games have generally had access to less computing power, less flexible computing power, and lower resolution displays. Dedicated consoles were advanced graphically, especially in animation. This is because video game consoles had dedicated graphics hardware, were able to load data instantly from ROM, and a low resolution output would look better on a television because it naturally blurs the pixels.

Personal computer game

A personal computer game (also known as a computer game or simply PC game) is a video game played on a personal computer, rather than on a video game console or arcade machine. Computer games have evolved from the simple graphics and gameplay of early titles like Spacewar!, to a wide range of more visually advanced titles.

PC games are created by one or more game developers, often in conjunction with other specialists (such as game artists) and either published independently or through a third party publisher. They may then be distributed on physical media such as DVDs and CDs, as Internet-downloadable shareware, or through online delivery services such as Direct2Drive and Steam. PC games often require specialized hardware in the user's computer in order to play, such as a specific generation of graphics processing unit or an Internet connection for online play, although these system requirements vary from game to game.

PC game development

Game development, as with console games, is generally undertaken by one or more game developers using either standardised or proprietary tools. While games could previously be developed by very small groups of people, as in the early example of Wolfenstein 3D, many popular computer games today require large development teams and budgets running into the millions of dollars.

PC games are usually built around a central piece of software, known as a game engine, that simplifies the development process and enables developers to easily port their projects between platforms. Unlike most consoles, which generally only run major engines such as Unreal Engine 3 and RenderWare due to restrictions on homebrew software, personal computers may run games developed using a larger range of software. As such, a number of alternatives to expensive engines have become available, including open source solutions such as Crystal Space, OGRE and DarkPlaces.

User-created modifications

Counter-Strike, a total-conversion mod for Valve Software's Half-Life, achieved great popularity online and was subsequently purchased by Valve.
Counter-Strike, a total-conversion mod for Valve Software's Half-Life, achieved great popularity online and was subsequently purchased by Valve.

The multi-purpose nature of personal computers often allows users to modify the content of installed games with relative ease. Since console games are generally difficult to modify without a proprietary software development kit, and are often protected by legal and physical barriers against tampering and homebrew software it is generally easier to modify the personal computer version of games using common, easy-to-obtain software. Users can then distribute their customised version of the game (commonly known as a mod) by any means they choose.

The inclusion of map editors such as UnrealEd with the retail versions of many games, and others that have been made available online such as GtkRadiant, allow users to create modifications for games easily, using tools that are maintained by the games' original developers. In addition, companies such as id Software have released the source code to older game engines, enabling the creation of entirely new games and major changes to existing ones.

Modding had allowed much of the community to produce game elements that would not normally be provided by the developer of the game, expanding or modifying normal gameplay to varying degrees. One notable example is the Hot Coffee mod for the PC port of Grand Theft Auto: San Andreas, which enables access to an abandoned sex minigame by simply modifying a bit of the game's data file.

Arcade game

An arcade game is a coin-operated entertainment machine, typically installed in businesses such as restaurants, pubs, video arcades, and Family Entertainment Centers. Most arcade games are redemption games, merchandisers (such as Claw crane), video games or pinball machines.

HISTORY

The first popular "arcade games" were early amusement park midway games such as Shooting galleries, ball toss games, and the earliest coin-operated machines, such as those which claim to tell a person their fortune or played mechanical music. The old midways of 1920s-era amusement parks (such as Coney Island in New York) provided the inspiration and atmosphere of later arcade games.

In the 1930s, the earliest coin-operated pinball machines were made. These early amusement devices were distinct from their later electronic cousins in that they were made of wood, did not have plungers or lit-up bonus surfaces on the playing field, and used mechanical instead of electronic scoring readouts. By around 1977, most pinball machines in production switched to using solid state electronics for both operation and scoring.


In 1971, students at Stanford University set up the Galaxy Game, a coin-operated version of the Spacewar computer game. This is the earliest known instance of a coin-operated video game. Later in the same year, Nolan Bushnell created the first mass-manufactured such game, Computer Space, for Nutting Associates.

In 1972, Atari was formed by Nolan Bushnell and Ted Dabney. Atari essentially created the coin-operated video game industry with the game Pong, the smash hit electronic ping pong video game. Pong proved to be popular, but imitators helped keep Atari from dominating the fledging coin-operated video game market. Video game arcades sprang up in shopping malls, and small "corner arcades" appeared in restaurants, grocery stores, bars and movie theaters all over the United States and other countries during the late 1970s and early 1980s. Games such as Space Invaders (1978), Galaxian (1979), Pac-Man (1980), Battlezone (1980), and Donkey Kong (1981) were especially popular.

During the late 70s and 80s, chains such as Chuck E Cheese, Ground Round, Dave and Busters, and Gatti's Pizza combined the traditional restaurant and/or bar environment with arcades.

By the late-1980s, the arcade video game craze was beginning to fade due to the reputation of arcades as being seedy, unsafe places as well as the advances in home video game console technology. Arcade video games experienced a resurgence with the advent of two-player fighting games such as Street Fighter II (1991) by Capcom, Mortal Kombat (1992) by Midway Games, Fatal Fury (1992), Killer Instinct (1994) by Rare, and King of Fighters (1994-2005) by SNK.

However by 1996, home video game consoles and computers with 3D accelerator cards had reached technological parity with arcade equipment—arcade games had always been based on commodity technology, but their advantage over previous generations of home system was in their ability to customize and use the latest graphics and sound chips, much as PC games of today do. Declines in arcade sales volume meant that this approach was no longer cost-effective. Furthermore, by the late 1990s and early 2000s, networked gaming via console and computers across the Internet had also appeared, replacing the venue of head to head competition and social atmosphere once provided solely by arcades.

The arcades also lost their status as the forefront of new game releases. Given the choice between playing a game at an arcade three or four times (perhaps 15 minutes of play for a typical arcade game), and renting, at about the same price, the exact same game—for a video game console—the console was the clear winner. Fighting games were the most attractive feature for arcades, since they offered the prospect of face-to-face competition and tournaments, which correspondingly led players to practice more (and spend more money in the arcade), but they could not support the business all by themselves.

Recent 20th anniversary arcade machine, combining two or more classic video games.

Recent 20th anniversary arcade machine, combining two or more classic video games.

To remain viable, arcades added other elements to compliment the video games such as redemption games, merchandisers, and food service. Referred to as "fun centers" or "family fun centers" , some of the longstanding chains such as Chuck E. Cheese and Gatti's Pizza ("GattiTowns") also changed to this format. Many old video game arcades have long since closed, and classic coin-operated games have become largely the province of dedicated hobbyists.

Today's arcades have found a niche in games that use special controllers largely inaccessible to home users. An alternative interpretation (one which includes fighting games, which continue to thrive and require no special controller) is that the arcade game is now a more socially-oriented hangout, with games that focus on an individual's performance, rather than the game's content, as the primary form of novelty. Examples of today's popular genres are rhythm games such as Dance Dance Revolution (1998) and DrumMania (1999), and rail shooters such as House of the Dead (1998) and Time Crisis.

Technology

Virtually all modern arcade games (other than the very traditional midway-type games at county fairs) make extensive use of solid state electronics and integrated circuits. In the past coin-operated arcade video games generally used custom per-game hardware often with multiple CPUs, highly specialized sound and graphics chips and/or boards, and the latest in computer graphics display technology. Recent arcade game hardware is often based on modified video game console hardware or high end pc components. Sometimes, arcade games are controllable via more immersing and realistic means than either PC or console games, and feature specialized ambiance or control accessories, including fully enclosed dynamic cabinets with force feedback controls, dedicated lightguns, rear-projection displays, reproductions of car or plane cockpits and even motorcycle or horse-shaped controllers, or even highly dedicated controllers such as dancing mats and fishing rods. These accessories are usually what set modern arcade games apart from PC or console games, as they are usually too bulky, expensive and specialized to be used with typical home PCs and consoles.

Thursday, September 18, 2008

Domino and Tile games

Domino games are similar in many respects to card games, but the generic device is instead a set of tiles called dominoes, which traditionally each have two ends, each with a given number of dots, or "pips", and each combination of two possible end values as it appears on a tile is unique in the set. The games played with dominoes largely center around playing a domino from the player's "hand" onto the matching end of another domino, and the overall object could be to always be able to make a play, to make all open endpoints sum to a given number or multiple, or simply to play all dominoes from one's hand onto the board. Sets vary in the number of possible dots on one end, and thus of the number of combinations and pieces; the most common set historically is double-six, though in more recent times "extended" sets such as double-nine have been introduced to increase the number of dominoes available, which allows larger hands and more players in a game. Muggins, Mexican Train and Chicken Foot are very popular domino games. Texas 42 is a domino game more similar in its play to a "trick-taking" card game.

Variations of traditional dominoes abound: Triominoes are similar in theory but are triangular and thus have three values per tile. Similarly, a game known as Quad-Ominos uses four-sided tiles.

Some other games use tiles in place of cards; Rummikub is a variant of the Rummy card game family that uses tiles numbered in ascending rank among four colors, very similar to Anglo-American playing cards. Mah-Jongg is another game very similar to Rummy that uses a set of tiles derived from dominoes but influenced in concept by playing cards.

Video games

Video games are computer- or microprocessor-controlled games. Computers can create virtual tools to be used in a game between human (or simulated human) opponents, such as cards or dice, or can simulate far more elaborate worlds where mundane or fantastic things can be manipulated through gameplay.

A computer or video game uses one or more input devices, typically a button/joystick combination (on arcade games); a keyboard, mouse and/or trackball (computer games); or a controller or a motion sensitive tool. (console games). More esoteric devices such as paddle controllers have also been used for input. In computer games, the evolution of user interfaces from simple keyboard to mouse, joystick or joypad has profoundly changed the nature of game development.

There are many genres of video game; the first commercial video game, Pong, was a simple simulation of table tennis. As processing power increased, new genres such as adventure and action games were developed that involved a player guiding a character from a third person perspective through a series of obstacles. This "real-time" element cannot be easily reproduced by a board game which is generally limited to "turn-based" strategy; this advantage allows video games to simulate situations such as combat more realistically. Additionally, the playing of a video game does not require the same physical skill, strength and/or danger as a real-world representation of the game, and can provide either very realistic, exaggerated or impossible physics, allowing for elements of a fantastical nature, games involving physical violence, or simulations of sports. Lastly, a computer can, with varying degrees of success, simulate one or more human opponents in traditional table games such as chess, leading to simulations of such games that can be played by a single player.

In more open-ended computer simulations, also known as sandbox-style games, the game provides a virtual environment in which the player may be free to do whatever they like within the confines of this universe. Sometimes, there is a lack of goals or opposition, which has stirred some debate on whether these should be considered "games" or "toys". (Crawford specifically mentions Will Wright’s SimCity as an example of a toy.

Online games

From the very earliest days of networked and timeshared computers, online games have been part of the culture. Early commercial systems such as Plato were at least as widely famous for their games as for their strictly educational value. In 1958, Tennis for Two dominated Visitor's Day and drew attention to the oscilloscope at the Brookhaven National Laboratory; during the 1980s, Xerox PARC was known mainly for Maze War, which was offered as a hands-on demo to visitors.

Modern online games are played using an Internet connection; some have dedicated client programs, while others require only a web browser. Some simpler browser games appeal to demographic groups (notably women and the middle-aged) that otherwise play very few video games.

The computer game is the most established of all sectors of the emergent new media landscape. The media is transformed from the traditional way of circulating in just one way to an interactive way. This is the phenomenon that is broadening around the world of videogame. It is an obvious example of the ways in which online and offline space can be seen as ‘merged’ rather than separate.

Media audiences’ characteristic has been changing in consequence of the social changes and development. They are becoming active and interact more than ever before. The players of the game in this phenomenon are just like the social formation in our society. They are both self-regulating, creating their own social norms and subject to regulation and constraint through the code of the game and sometimes through the policing of the game by those who run it. The values that are policed vary from game to game. Many of the values encoded into game cultures reflect offline cultural values, but games also offer a chance to emphasis alternative or subjugated values in the name of fantasy and play. The players of the game at the new century are now apparently expressing their profound self through the game. When they can play with their anonymous status, they are found to be more confident to express and to step out from the position they have never been out from. It offers new experiences and pleasures based in the interactive and immersive possibilities of computer technologies.

Gameplay elements and classification

Games can be characterized by "what the player does." This is often referred to as gameplay, a term that arose among computer game designers in the 1980s but as of 2007 is starting to see use in reference to games of other forms. Major key elements identified in this context are tools and rules which define the overall context of game and which in turn produce skill, strategy, and chance.

Tools

Games are often classified by the components required to play them (e.g. miniatures, a ball, cards, a board and pieces or a computer). In places where the use of leather is well established, the ball has been a popular game piece throughout recorded history, resulting in a worldwide popularity of ball games such as rugby, basketball, football, cricket, tennis and volleyball. Other tools are more idiosyncratic to a certain region. Many countries in Europe, for instance, have unique standard decks of playing cards. Other games such as chess may be traced primarily through the development and evolution of its game pieces.

Many game tools are tokens, meant to represent other things. A token may be a pawn on a board, play money, or an intangible item such as a point scored.

Games such as hide-and-seek or tag do not utilise any obvious tool. Rather its interactivity is defined by the environment. Games with the same or similar rules may have different gameplay if the environment is altered. For example, hide-and-seek in a school building differs from the same game in a park; an auto race can be radically different depending on the track or street course, even with the same cars.

Rules

Whereas games are often characterized by their tools, they are often defined by their rules. While rules are subject to variations and changes, enough change in the rules usually results in a "new" game. For instance, baseball can be played with "real" baseballs or with wiffleballs. However, if the players decide to play with only three bases, they are arguably playing a different game.

Rules generally determine turn order, the rights and responsibilities of the players, and each player’s goals. Player rights may include when they may spend resources or move tokens. Common win conditions are being first to amass a certain quota of points or tokens (as in Settlers of Catan), having the greatest number of tokens at the end of the game (as in Monopoly), or some relationship of one’s game tokens to those of one’s opponent (as in chess's checkmate).

Skill, strategy, and chance

A game’s tools and rules will result in its requiring skill, strategy, chance or a combination thereof, and are classified accordingly.

Games of skill include games of physical skill, such as wrestling, tug of war, hopscotch, target shooting, and stake and games of mental skill such as checkers and chess. Games of strategy include checkers, chess, go, arimaa, and tic-tac-toe, and often require special equipment to play them. Games of chance include gambling games (blackjack, mah jong, roulette etc.), as well as snakes and ladders and rock, paper, scissors; most require equipment such as cards or dice. However, most games contain two or all three of these elements. For example, American football and baseball involve both physical skill and strategy while tiddlywinks, poker and Monopoly combine strategy and chance.

Single-player games

Most games require multiple players. However, single-player games are unique in respect to the type of challenges a player faces. Unlike a game with multiple players competing with or against each other to reach the game's goal, a one-player game is a battle solely against an element of the environment (an artificial opponent), against one's own skills, against time or against chance. Playing with a yo-yo or playing tennis against a wall is not generally recognised as playing a game due to the lack of any formidable opposition.

It is not valid to describe a computer game as single-player where the computer provides opposition. If the computer is merely record-keeping then the game may be validly single-player.

Many games described as 'single-player' are actually puzzles or recreations.