PC games, also known as computer games, are video games
played on a general-purpose personal computer rather than a dedicated video
game console or arcade machine. Their defining characteristics include a lack
of any centralized controlling authority and greater capacity in input,
processing, and output.
PC games reached widespread popularity following the video
game crash of 1983, particularly in Europe, leading to the era of the
"bedroom coder". From the mid-90s onward they lost mass-market
traction to console games before enjoying a resurgence in the mid-2000s through
digital distribution.
The uncoordinated nature of the PC game market and its lack
of physical media make precisely assessing its size difficult.
Although personal computers only became popular with the development
of the microprocessor and microcomputer, computer gaming on mainframes and
minicomputers had previously already existed. OXO, an adaptation of tic-tac-toe
for the EDSAC, debuted in 1952. Another pioneer computer game was developed in
1961, when MIT students Martin Graetz and Alan Kotok, with MIT student Steve
Russell, developed Spacewar! on a PDP-1 mainframe computer used for statistical
calculations.
The first generation of computer games were often text
adventures or interactive fiction, in which the player communicated with the
computer by entering commands through a keyboard. An early text-adventure,
Adventure, was developed for the PDP-11 minicomputer by Will Crowther in 1976,
and expanded by Don Woods in 1977. By the 1980s, personal computers had become
powerful enough to run games like Adventure, but by this time, graphics were
beginning to become an important factor in games. Later games combined textual
commands with basic graphics, as seen in the SSI Gold Box games such as Pool of
Radiance, or Bard's Tale for example.
By the late 1970s to early 1980s, games were developed and
distributed through hobbyist groups and gaming magazines, such as Creative
Computing and later Computer Gaming World. These publications provided game
code that could be typed into a computer and played, encouraging readers to
submit their own software to competitions. Microchess was one of the first
games for microcomputers which was sold to the public. First sold in 1977,
Microchess eventually sold over 50,000 copies on cassette tape.
As with second-generation video game consoles at the time,
early home computer game companies capitalized on successful arcade games at
the time with ports or clones of popular arcade games. By 1982, the top-selling
games for the Atari 400 were ports of Frogger and Centipede, while the
top-selling game for the Texas Instruments TI-99/4A was the Space Invaders
clone TI Invaders. That same year, Pac-Man was ported to the Atari 800, while
Donkey Kong was licensed for the Coleco Adam. In late 1981, Atari attempted to
take legal action against unauthorized clones, particularly Pac-Man clones,
despite some of these predating Atari's exclusive rights to the home versions
of Namco's game.
Gaming on home computers:
While the fruit of development in early video games appeared
mainly (for the consumer) in video arcades and home consoles, the rapidly evolving
home computers of the 1970s and 80s allowed their owners to program simple
games. Hobbyist groups for the new computers soon formed and game software
followed.
Soon many of these
games (at first clones of mainframe classics such as Star Trek, and then later
clones of popular arcade games) were being distributed through a variety of
channels, such as printing the game's source code in books (such as David Ahl's
Basic Computer Games), magazines (Creative Computing), and newsletters, which
allowed users to type in the code for themselves. Early game designers like
Crowther, Daglow and Yob would find the computer code for their games -- which
they had never thought to copyright -- published in books and magazines, with
their names removed from the listing. Early home computers from Apple,
Commodore, Tandy and others had many games that people typed in.
Another distribution channel was the physical mailing and
selling of floppy disks, cassette tapes and ROM cartridges. Soon a small
cottage industry was formed, with amateur programmers selling disks in plastic
bags put on the shelves of local shops, or sent through the mail. Richard
Garriott distributed several copies of his 1980 computer role-playing game
Akalabeth in plastic bags before the game was published.
The 1980s - Emergence of gaming computers:
In the early 1980s, the computer gaming industry experienced
its first major growing pains. Publishing houses appeared, with many honest
businesses (and in rare cases such as Electronic Arts, successfully surviving
to this day) alongside fly-by-night operations that cheated the games'
developers. While some early 80s games were simple clones of existing arcade
titles, the relatively low publishing costs for personal computer games allowed
for many bold, unique games, a legacy that continues to this day. The primary
gaming computers of the 1980s emerged in 1982: the Commodore 64 and ZX
Spectrum.
Battlezone (1980) used wireframe vector graphics to create
the first true three-dimensional game world. 3D Monster Maze (1981) was the
first 3D game for a home computer, while Dungeons of Daggorath (1982 – above
right) added various weapons and monsters, sophisticated sound effects, and a
"heartbeat" health monitor. Pole Position (1982) used sprite-based,
pseudo-3D graphics when it pioneered the "rear-view racer format"
where the player's view is behind and above the vehicle, looking forward along
the road with the horizon in sight. The style would remain in wide use even
after true 3D graphics became standard for racing games. Pac-Man (1980) was the
first game to achieve widespread popularity in mainstream culture and the first
game character to be popular in his own right. Dragon's Lair (1983) was the
first laserdisc game, and introduced full-motion video to video games.
With Adventure establishing the genre, the release of Zork
in 1980 further popularized text adventure games in home computers and
established developer Infocom's dominance in the field. As these early
computers often lacked graphical capabilities, text adventures proved
successful. When affordable computers started catching up to and surpassing the
graphics of consoles in the late 1980s, the games' popularity waned in favor of
graphic adventures and other genres. The text adventure would eventually be
known as interactive fiction and a small dedicated following has kept the genre
going, with new releases being nearly all free.
Also published in
1980 was Roberta Williams' Mystery House (left), for the Apple II. It was the
first graphic adventure on home computers. Graphics consisted entirely of
static monochrome drawings, and the interface still used the typed commands of
text adventures. It proved very popular at the time, and she and husband Ken
went on to found Sierra On-Line, a major producer of adventure games. Mystery
House remains largely forgotten today.
In August of 1982, the Commodore 64 was released to the
public. It found initial success because it was marketed and priced
aggressively. It had a BASIC programming environment and advanced graphic and
sound capabilities for its time, similar to the Colecovision console. It would
become the most popular home computer of its day in the USA and many other
countries and the best-selling single computer model of all time
internationally.
At around the same time, the ZX Spectrum was released in the
UK and quickly became the most popular home computer in most of Western Europe,
and later the Soviet bloc due to the ease with which clones could be produced.
SuperSet Software created Snipes, a text-mode networked
computer game in 1983 to test a new PC based computer network and demonstrate
its capabilities. Snipes is officially credited as being the original
inspiration for Novell Netware. It is believed to be the first network game
ever written for a commercial personal computer and is recognised alongside
1974's Maze War (a networked multiplayer maze game for several research
machines) and Spasim (a 3d multiplayer space simulation for time shared
mainframes) as the precursor to multi-player games such as Doom and Quake.
The true modern adventure game would be born with the Sierra
King's Quest series in 1984. It featured color graphics and a third person
perspective. An on-screen player-controlled character could be moved behind and
in front of objects on a 2D background drawn in perspective, creating the
illusion of pseudo-3D space. Commands were still entered via text. Lucasarts
would do away with this last vestige feature of text adventures when its 1987
adventure Maniac Mansion (left) built with its SCUMM system allowed a
point-and-click interface. Sierra and other game companies quickly followed
with their own mouse-driven games.
With Elite in 1984, David Braben and Ian Bell ushered in the
age of modern style 3d graphics in the home, bringing a convincing vector world
with full 6 degree freedom of movement and thousands of visitable planetary
systems into the living room. Initially only available for the BBC Micro and
Acorn Electron, the success of this title caused it eventually to be ported to
all popular formats, including the Commodore 64, ZX Spectrum, Commodore Amiga,
Atari ST and even the Nintendo Entertainment System, although this version only
received a European release.
In computer gaming, the later 1980s are primarily the story
of the United Kingdom's rise to prominence. The market in the U.K. was primely
positioned for this task: personal computer users were offered a smooth scale
of power versus price, from the ZX Spectrum up to the Amiga, developers and
publishers were in close enough proximity to offer each other support, and the NES
made much less of an impact than it did in the United States, being outsold by
the Master System.
The arrival of the Atari ST and Commodore Amiga in 1985 was
the beginning of a new era of 16-bit machines. For many users they were too
expensive until later on in the decade, at which point advances in the IBM PC's
open platform had caused the IBM PC compatibles to become comparably powerful
at a lower cost than their competitors. The VGA standard developed for IBM's
new PS/2 line in 1987 gave the PC the potential for 256-color graphics. This
was a big jump ahead of most 8-bit home computers but still lagging behind
platforms with built-in sound and graphics hardware like the Amiga, causing an
odd trend around '89-91 towards developing to a seemingly inferior machine.
Increasing adoption of the computer mouse, driven partially
by the success of adventure games such as the highly successful King's Quest
series, and high resolution bitmap displays allowed the industry to include
increasingly high-quality graphical interfaces in new releases. Meanwhile, the
Commodore Amiga computer achieved great success in the market from its release
in 1985, contributing to the rapid adoption of these new interface
technologies. Although at first hampered by poor PC speaker sound and limited
(when compared to the popular home computer platforms of the day) EGA graphics,
the VGA standard gave the PC graphics that outmatched the Amiga.
1990s – 3D games
In 1991, id Software produced an early first-person shooter,
Hovertank 3D, which was the company's first in their line of highly influential
games in the genre. There were also several other companies that produced early
first-person shooters, such as Arsys Software's Star Cruiser, which featured
fully 3D polygonal graphics in 1988, and Accolade's Day of the Viper in 1989.
Id Software went on to develop Wolfenstein 3D in 1992, which helped to
popularize the genre, kick-starting a genre that would become one of the highest-selling
in modern times. The game was originally distributed through the shareware
distribution model, allowing players to try a limited part of the game for free
but requiring payment to play the rest, and represented one of the first uses
of texture mapping graphics in a popular game, along with Ultima Underworld.
While leading Sega and Nintendo console systems kept their
CPU speed at 3–7 MHz, the 486 PC processor ran much faster, allowing it to
perform many more calculations per second. The 1993 release of Doom on the PC
was a breakthrough in 3D graphics, and was soon ported to various game consoles
in a general shift toward greater realism. In the same time frame, games such
as Myst took advantage of the new CD-ROM delivery format to include many more
assets (sound, images, video) for a richer game experience.
To enhance the immersive experience with their unrealistic
graphics and electronic sound, early PC games included extras such as the
peril-sensitive sunglasses that shipped with The Hitchhiker's Guide to the
Galaxy or the science fiction novella included with Elite. These extras
gradually became less common, but many games were still sold in the traditional
over-sized boxes that used to hold the extra "feelies". Today, such
extras are usually found only in Special Edition versions of games, such as Battlechests
from Blizzard.
By 1996, the rise of Microsoft Windows and success of 3D
console titles such as Super Mario 64 sparked great interest in hardware
accelerated 3D graphics on the IBM PC compatible, and soon resulted in attempts
to produce affordable solutions with the ATI Rage, Matrox Mystique and S3
ViRGE. Tomb Raider, which was released in 1996, was one of the first 3D
third-person shooter games and was praised for its revolutionary graphics. As
3D graphics libraries such as DirectX and OpenGL matured and knocked
proprietary interfaces out of the market, these platforms gained greater
acceptance in the market, particularly with their demonstrated benefits in
games such as Unreal. However, major changes to the Microsoft Windows operating
system, by then the market leader, made many older MS-DOS-based games
unplayable on Windows NT, and later, Windows XP (without using an emulator,
such as DOSbox).
The faster graphics accelerators and improving CPU
technology resulted in increasing levels of realism in computer games. During
this time, the improvements introduced with products such as ATI's Radeon R300
and NVidia's GeForce 6 Series have allowed developers to increase the
complexity of modern game engines. PC gaming currently tends strongly toward improvements
in 3D graphics.
Unlike the generally accepted push for improved graphical
performance, the use of physics engines in computer games has become a matter
of debate since announcement and 2005 release of the nVidia PhysX PPU,
ostensibly competing with middleware such as the Havok physics engine. Issues
such as difficulty in ensuring consistent experiences for all players, and the
uncertain benefit of first generation PhysX cards in games such as Tom Clancy's
Ghost Recon Advanced Warfighter and City of Villains, prompted arguments over
the value of such technology.
Similarly, many game publishers began to experiment with new
forms of marketing. Chief among these alternative strategies is episodic
gaming, an adaptation of the older concept of expansion packs, in which game
content is provided in smaller quantities but for a proportionally lower price.
Titles such as Half-Life 2: Episode One took advantage of the idea, with mixed
results rising from concerns for the amount of content provided for the price.
Platform characteristics:
Openness:
The defining
characteristic of the PC platform is the absence of centralised control; all
other gaming platforms (except Android phones, to an extent) are owned and
administered by a single group.
The advantages of openness include:
Reduced software cost
Prices are kept down by competition and the absence of platform-holder fees.
Games and services are cheaper at every level, and many are free. Increased flexibility PC games decades old
can be played on modern systems (through emulation software if need be). Conversely,
newer games can often be run on older systems by reducing the games' fidelity
and/or scale. Increased innovation one does not need to ask for permission to
release or update a PC game, and the platform's hardware and software are
constantly evolving. These two factors make PC the centre of both hardware and
software innovation. Closed platforms, by comparison, tend to remain much the
same throughout their lifespan.
But there are also disadvantages, including:
Increased complexity
A PC is a general-purpose tool. Its inner workings are exposed to the owner and
misconfiguration can create enormous problems. Hardware compatibility issues
are also possible. Increased hardware cost PC components are generally sold individually
for profit (even if one buys a pre-built machine), whereas the hardware of
closed platforms is mass-produced as a single unit and often sold at a loss.
Games will also use PC hardware less efficiently than that of a closed
platform, since the huge variety of possible makes and models prohibits focused
optimisation. Reduced security It is difficult, and in most situations
ultimately impossible, to control the way in which PC hardware and software is
used. This leads to far more software piracy and cheating than closed platforms
suffer from.
Local area network gaming:
Multiplayer gaming was largely limited to local area
networks (LANs) before cost-effective broadband Internet access became
available, due to their typically higher bandwidth and lower latency than the
dial-up services of the time. These advantages allowed more players to join any
given computer game, but have persisted today because of the higher latency of
most Internet connections and the costs associated with broadband Internet.
LAN gaming typically requires two or more personal
computers, a router and sufficient networking cables to connect every computer
on the network. Additionally, each computer must have a network card in order
to communicate with other computers on the network, and its own copy (or spawn
copy) of the game in order to play. Optionally, any LAN may include an external
connection to the Internet.
Online games:
Online multiplayer games have achieved popularity largely as
a result of increasing broadband adoption among consumers. Affordable
high-bandwidth Internet connections allow large numbers of players to play
together, and thus have found particular use in massively multiplayer online
role-playing games, Tanarus and persistent online games such as World War II
Online.
Although it is possible to participate in online computer
games using dial-up modems, broadband internet connections are generally
considered necessary in order to reduce the latency between players (commonly
known as "lag"). Such connections require a broadband-compatible
modem connected to the personal computer through a network interface card
(generally integrated onto the computer's motherboard), optionally separated by
a router. Online games require a virtual environment, generally called a
"game server". These virtual servers inter-connect gamers, allowing
real time, and often fast paced action. To meet this subsequent need, Game
Server Providers (GSP) have become increasingly more popular over the last half
decade. While not required for all gamers, these servers provide a unique
"home", fully customizable (such as additional modifications,
settings, etc.) – giving the end gamers the experience they desire. Today there
are over 510,000 game servers hosted in North America alone.
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