Generations of Gaming
September 28, 2011, Unite 11, Unity Developers’ Forum, San Francisco–David Brevik from Gazillion Entertainment talked about he “golden ages” of gaming. The industry has changed many times and in many ways since its beginnings.
Over time, platforms go through cycles and the interesting parts are in the juicy middle of the life cycles. For example, the Wii was released in ’06 with a paucity of titles. Then it hit its stride and had multiple titles with follow-on sequels like Wii Fit and Mario. These franchises led to the development philosophy of “What would Nintendo do?”
Nintendo created quality software by knowing intimate details of the hardware, and creating games that anyone could complete with perseverance. They integrated the software with the design. They work to keep the audience in mind at all times, and focus on the experience. The key is to integrate fantastic game design that is integrated with the core platform capabilities. Wii games only work on that platform. As a result, they created franchises that allowed for sequels. By defining the platform as a combination of hardware, software, and an overall experience, they managed change.
The industry has gone through many evolutions. Hardware now includes networking and high-end graphics for greater impact. Distribution has gone from CDs to DVDs to Blu-Ray disks and now includes games downloaded or run from the cloud. The changes in hardware and distribution has also changed business models. Networks have changed from LAN gaming like Warcraft to internet-based games like TEN and Diablo to client/server MMOs and social games. TEN evolved into POGO and started the pay-to-play match making. Diablo integrated MMO and battle.net. The latest client/server systems can support thousands of users online.
Graphics migrated from dedicated consoles to high-end PCs. The emergence of Windows 95 and DirectX enabled polygon 3-D in local hardware. Now, these advances are moving into the mobile platforms. The smart hones are more capable than the early consoles for high-resolution, high-performance graphics.
Input devices have morphed from the early Atari joystick to multiple button controllers. These gave way to mouse and keyboard controls as PC games overtook the consoles for some types of games. Now the latest platforms like the DS, Wii, and Kinect and others are adding other input modes and sensors to the gaming experience. PCs are different from consoles in that the PC uses a mouse for most functions and the console uses a controller. Now, the mobile platforms are using some form of touch for game control.
Distribution has gone from disks in plastic bags to publishers who manage retail and direct distribution. The Internet led to device stores and, now, on Facebook, anyone can publish and market a game. The distribution channels have driven new business models. Retail now only handles premium software with limited reach and single versions a time. On-line games can work on unfinished games that are added to over time. Sequels and other game enhancements are available through subscription and free-to-play modes.
The next generation will be console-quality games delivered through a browser. This game type would not require any installation or delivery media and enables ease of access. Tablets and smart phones are the future of computers. Cloud and multi-device gaming through on-line and other platforms will become the norm. The free-to-play aspects will allow more people to try a game and eliminates some of the reasons not to try the games. Demos are an alternative, but not as engaging as the real game. If the game is developed on a Unity platform, it is available to everyone on any game-playing platform.


