Games | Game Design | Game Studies. Gundolf S. Freyermuth

Games | Game Design | Game Studies - Gundolf S. Freyermuth


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with human players. Shannon wrote in 1950:

      Then in 1952, A.S. Douglas programmed NOUGHTS AND CROSSES, a digital version of TIC TAC TOE, as part of his doctoral thesis. In the same year IBM presented the first digital game of CHESS. By 1955 the program was so advanced that it learned from its own mistakes. In the 1960s chess programs started to win against amateurs. However, it would take another two decades until finally, in 1997, IBM’s Big Blue beat reigning world champion Garry Kasparow.

      FLIGHT SIMULATION

      VIRTUALIZATION OF ANALOG GAMES

      Playable simulations, both old and new, function through the virtualization and algorithmic automation of real-world processes and procedures. The digitalization of analog games occurred in the same way. In the beginning it affected board and sports games equally. Unlike the virtualizations programmed in the area of AI-research and under the auspices of academic insight, the motivation behind this third group of early digital games was focused on improving playability and the fun factor. Trailblazers of this movement were war games of the classical Prussian tradition and other types of strategy games. While the analog versions of these games demanded time-consuming calculations, sometimes requiring the aid of a sliding rule, desk or hand calculator, the digital versions drastically accelerated gameplay through the use of computers; in principle, they enabled real time play.

      Similarly around 1960 academic research began to strive for the algorithmization of sports games. Already in 1958 TENNIS FOR TWO, played on the screen of an oscilloscope, was created through the use of an analog computer at the Brookhaven National Laboratory. Over a decade later, when the first digital game console became available for purchase, it included a table tennis game. Atari-founder Nolan Bushnell played a prototype of this console and then had a similar game programmed. With PONG in 1972, Bushnell brought the first digital game to the arcades and, three years later with the Atari console, into the living room as well. And thus began a long tradition of digital sports games as home entertainment. Today there is hardly a sport in existence, which does not have its virtual equivalent. In particular, licensed league games such as FIFA or MADDEN NFL comprise one of the most popular and lucrative game genres.

      PLAYFUL USE OF DIGITAL TECHNOLOGY


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