And on into 2000… As technology
further increased throughout the nineties and into the next century so did the
market for games. With newer 32 and 64-bit consoles being released and the
transition of 2D to 3D being at its peak, it was clear that the gaming industry
was evolving at a very rapid rate. This was evident with Nintendo’s Nintendo 64 (N64) in 1996 and the Play Station in 1994, which allowed the
industry to escalate into the Fifth generation of consoles. The aging consoles
such as the SNES began to die out
with fifth generation preferring to use CD-ROM formats over cartridges, with
the exception of the Nintendo 64.
This was due to the fact that CD’s could hold more data and were cheaper.
Although the N64’s unique sales point during this generation was cartridges
over CD’s, it never could challenge the sales of the Play Station with many game developers notably Square with Final Fantasy VII
favouring this CD platform console.
This was a pivotal point in
gaming, especially towards the end of the 20th century with many
companies moving away from manufacturing consoles and towards game development.
This slowly led to certain companies standing on top in console development. Sega backed away from consoles and
continued to develop and publish games. This became a trend for many of the
large developers. The cost to produce games was simply beginning to get more
and more expensive. What used to take a small development team a few months to
complete, now took years and with much more staff. An example of this is the comparison
between Pac-Man and Halo 2. Tōru Iwatani’s idea of “Puck Man” was programmed
over a few months by one person and cost about $100,000. Looking at Bungie’s Halo 2 it is clear how much
changed between 1982 and 2004… With 190 people taking over 3 years and
$40million (!!!!!) to finalise this game.
With the arrival of the Dreamcast starting the sixth generation
of consoles in 1998 came in-built modems for internet support. This was a
breaking point in console development as this led away from online play only
being possible on PC’s. Sony’s Play
Station 2 and Microsoft’s XBOX
followed this trend and online games took off. Many game developers saw this new
multiplayer ability as a brand new scope in game making, with online play in
games almost being a necessity. It became much clearer during the seventh
generation that there were three big companies left in-charge of the hardware
side of gaming. Nintendo, Sony and Microsoft became these dominant figures in
console gaming. With the XBOX 360, Play
Station 3 and Nintendo Wii competing in the new “console wars”, these
companies began to think of unique features in order for their consoles to
sell. Consoles stopped being all about games and have now moved into a
generation of home entertainment. With movies, music and tv being more accessible
in one place, and the new market of “casual” and “hardcore” gamers being almost
segregated, the need for constant change has been a focal point to this day.
As these manufacturers struggle in
the battle of making these games constantly accessible through handheld
consoles and mobile/tablet apps, game developers struggle in the battle to
stand out to the market. With rising development costs throughout the sixth and
seventh generation and now entering the eighth generation, nearly 80% of
developers don’t even make profit on games. In my opinion, this is a huge
concern in the current market… but I raise the question; will this actually
present leading development studios and narrow the market, or will it make the
current and next generation of game crumble in genre and choice?
We’ll find out soon enough…
We’ll find out soon enough…
Sources
http://en.wikipedia.org/wiki/History_of_computer_and_video_games
http://arstechnica.com/features/2005/11/crossplatform/2/
http://en.wikipedia.org/wiki/PlayStation
http://en.wikipedia.org/wiki/EA
http://en.wikipedia.org/wiki/History_of_computer_and_video_games
http://arstechnica.com/features/2005/11/crossplatform/2/
http://en.wikipedia.org/wiki/PlayStation
http://en.wikipedia.org/wiki/EA
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