Gaming Time Warp

The Oddesy of commercial games started at a science fair in 1950. Since then,the gaming industry has become one of the most profitable industries ever.

The recent explosion of the mobile-phone market has revolutionized the industry. It has created a pathway for newer generations of games. The popularity of games is at such a level that even the elderly know what Candy Crush is.

The Birth of Games

You should recognize the first example of a game machine. It is Dr. Edward Uhler Condon who came to unveil it at the New York World’s Fair in 1940. You can base the game on the ancient mathematical game of Nim. It had 50,000 people playing it during the first six months it was on display. But, with the computer reportedly winning more than 90 percent of the games.

The first Commercial game: Quite a good idea. By Ralph Baer and his team- ‘Brownbox’ which was a prototype in 1967.

Concept Of The Brown Box

The ‘Brown Box’ is a vacuum tube-circuit that connects to a television set. It allows two users to control cubes that chase each other on the screen. You can program “The Brown Box” to play a variety of games. Including ping pong, checkers and four sports games. Using advanced technology for this time, added accessories included a Lightgun. It was a target shooting game and a special attachment used for golf putting the game. Box
Brown Box

The ‘Brown Box‘ license given to Magnavox, which did release the system as the Magnavox Odyssey in 1972. Preceding Atari by a few months, people mistakenly take it as the first games console. Between 1972 to 1975, Magnavox sold around 3,00,000 units of the game,

this was the Birth of digital gaming as we know it as of today.

Atari and Arcade gaming’s entry into the market

Sega and Taito were the first companies to pique the public’s interest in arcade gaming. They released the electro-mechanical games Periscope and Crown Special Soccer in 1966 and 1967. Vcs
Atari VCS

In 1972, Atari (founded by Nolan Bushnell, the godfather of gaming) became the first gaming company. It set the benchmark for a large-scale gaming community.

Atari not only develops games in-house, but they also capable of introducing a whole new industry.‘Arcades’ and in 1973 they were retailing at $1095.

Atari began to sell their first real electronic video game ‘Pong’.These machines started emerging into bars and shopping malls. Between 1972 and 1985, more than 15 companies began to develop video games for the expanding market.

The Emergence of Multiplayer Gaming

The nature of the games sparks competition among players, who can record their high scores with their initials. They hold the determination to retain their space at the top of the list. At one point, multiplayer gaming limits to players competing on the same screen. The first example of players in a competition on separate screens: 1973. With “Empire”, a strategic turn-based game for up to eight players, created for the PLATO network system. PLATO (Programmed Logic for Automatic Teaching Operation), is one of the first computer-based teaching systems. Its building credits go to the University of Illinois and later Data Company (CDC), started crying for control. He builds the machines on which the system runs. According to PLATO users spent about 3,00,000 hours playing Empire between 1978 and 1985.

In 1973, the release of Spasim on PLATO is a 32 player Space Shooter. It is the first ever 3Dmulti-player game. Access to PLATO limits to large organizations such as universities. There are ATARI players who can afford the computers and connections necessary to join the network. PLATO represents one of the first steps. It is the technological road to the Internet and online multiplayer gaming as we know it today. At this point, gaming is popular with the younger generations. It is an activity that people share and compete for high-scores in arcades.

The Concept of Home Gaming

In addition to gaming consoles becoming popular in commercial centers and chain restaurants in the U.S. Early 1970s also saw the advent of personal computers. Even mass-produced gaming consoles become a reality. Technological advancements include Intel’s invention of the world’s first microprocessor. It led to the creation of games such as Gunfight in 1975.The first example of a multiplayer human-to-human combat shooter. While far from ‘Counter-Strike’ and ‘Call of Duty’, Gunfight was a big deal when it first hit arcades. It came with a new style of gameplay, using one joystick to control movement. And another for shooting direction something that had never been seen before.

Atari Doing A Good Job!

In 1977, Atari released the Atari VCS (later known as the Atari 2600) but found sales slow. Why? Selling was only 250,000 machines in its first year, then 550,000 in 1978. And people started losing interest playing the same old ‘Pong’: Atari’s most popular game. On its release date, the Atari VCS was only designed to play 10 simple challenge games. Like Pong, Outlaw, and Tank. The console included an external ROM slot where game cartridges could be plugged in; the potential was quickly discovered by programmers around the world, who created games far outperforming the console’s original designed. The integration of the microprocessor also led to the release of Space Invaders for the Atari VCS in 1980. It signifies a new era of gaming, and Atari 2600 sold around 2 million units in 1980.

As home and arcade gaming boomed, so too did the development of the gaming community. The late 1970s and early 1980s came to the release of hobbyist magazines such as Creative Computing (1974), Computer and Video Games (1981) and Computer Gaming World (1981). These magazines created a sense of community and offered a channel by which gamers could engage.

Multiplayer evolving

Early computers such as the Macintosh, and some consoles such as Atari ST, allowed users to connect their devices with other players as early as the late 1980s. In 1987, MidiMaze was released on the Atari ST and included a function by which up to 16 consoles could be linked by connecting one computer’s MIDI-OUT port to the next computer’s MIDI-IN port. While many users reported that more than four players at a time slowed the game dramatically and made it unstable, this was the first step toward the idea of a deathmatch, which exploded in popularity with the release of Doom in 1993 and is one of the most popular types of games today.

Multiplayer gaming over networks really took off with the release of Pathway to Darkness in 1993, and the “LAN Party” was born. LAN gaming grew more popular with the release of Marathon on the Macintosh in 1994 and especially after first-person multiplayer shooter Quake hit stores in 1996. By this point, the release of Windows 95 and affordable Ethernet cards brought networking to the Windows PC, further expanding the popularity of multiplayer LAN games.

Creating A Revolution!

The real revolution in gaming came with the invention of  LAN networks. And later, the Internet which opened up for multiplayer gaming. Multiplayer gaming took the gaming community to a new level. It allowed fans to compete and interact from different computers, which improved the social aspect of gaming. On April 30, 1993, CERN put the World Wide Web software in the public domain. It would be years before the Internet was even powerful enough to accommodate gaming as we know it today.

The Concept of Online-gaming

Game developing giants like Sega and Nintendo moved into the sphere of online gaming later. Many engineers attempted to utilize the power of telephone lines to transfer information between consoles. William von Meister unveiled groundbreaking modem-transfer technology for the Atari 2600. Where? At the Consumer Electronics Show (CES) in Las Vegas in 1982. The new device, the CVC GameLine, enabled users to download software and games. It used their fixed telephone connection. And a cartridge that could be plugged into their Atari console.

The device allowed users to download multiple games from programmers around the world. It could be played for free up to eight times.It also allowed users to download free games on their birthdays. Unfortunately, the device failed to gain support from the leading games manufacturers of the time and became obsolete.

Online Gaming Starts Trending! Dreamcast

Sega Dreamcast

The real advancement in “online” gaming wouldn’t take place until the release of 4th generation 16-bit-era consoles. In the early 1990s after the Internet became part of the public domain in 1993. In 1995 Nintendo released Satellaview, a satellite modem peripheral for Nintendo’s Super Famicom console. The technology allowed users to download games, news and cheats hints directly to their console using satellites. Broadcasts continued until 2000, but the technology never made it out of Japan to the global market. Sega Dreamcast, the world’s first Internet-ready console, in 2000. The Dreamcast came with an embedded 56 Kbps modem and a copy of the latest PlanetWeb browser. Making Internet-based gaming a core part of its setup. Not just an off-the-wall add-on used by a niche segment of users.

The Dreamcast was a truly revolutionary system and was the first net-centric device to gain popularity. However, it also was a massive failure, which effectively put an end to Sega’s console legacy. Accessing the Internet was expensive at the turn of the millennium, and Sega ended up paying huge bills as users used its PlanetWeb browser around the world. With the evolution of Massively Multiplayer Online Role-Playing Game (MMORPG), the online play experience has fundamentally changed since it allowed one player can battle another player regardless of geographical location.

The Modern Age of Gaming

From the early 2000s, Internet capabilities have exploded and computer processor technology has improved at such a fast rate that every new batch of games, graphics, and consoles seems to blow the previous generation out of the market. The cost of technology, servers and the Internet has dropped so far that the Internet is now accessible at lightning speeds and at a commonplace, and 3.2 billion people across the globe have access to the Internet. According to the ESA Computer and video games industry report for 2015, at least 1.5 billion people with Internet access play video games.

Talking About Online Stores

Online stores such as Xbox Live Marketplace and the Wii Shop Channel and Steam have totally changed the way people buy games, update software and communicate and interact with other gamers, and networking services like Sony’s PSN have helped online multiplayer gaming reach unbelievable heights. By the time of the Xbox 360 release, online multiplayer gaming was an integral part of the experience, especially “deathmatch” games played against millions of peers around the world for games such as Call of Duty Modern Warfare.

A Bit More About Gaming

Nowadays, many games have an online component that vastly enhances the gameplay experience and interactivity, often superseding the importance of the player’s offline game objectives. As online first-person shooter games became more popular, gaming “clans” began to emerge around the world. A clan, guild or faction is an organized group of video gamers that regularly play together in multiplayer games. These games range from groups of a few friends to 4,000-person organizations with a broad range of structures, goals, and members. Multiple online platforms exist, where clans are rated against each other and can organize battles and meet-ups online.

The E-sport Boom

The evolution of gaming has lead to various other opportunities for people to make a living out of games. Popular games like Dota 2, Fortnite, Leauge of Legends hosts world championships with huge amounts as prize pools. Dota 2 ‘The International 2017’ had the highest prize pool of $24.6 million and has an all-time peak of 1,291,328 players playing the game.

Mobile and AR

From the time smartphones and app stores hit the market in 2007, gaming has undergone yet another rapid evolution that has changed not only the way people play games but also brought gaming into the mainstream pop culture. Rapid developments in mobile technology over the last decade have created an explosion of mobile gaming, which has overtaken the revenue generated from console-based gaming. The gaming industry was previously monopolized by a handful of game developing companies, but in recent years, companies such as Apple and Google have been sneaking their way up the rankings due to the sales of their game earnings from their app stores. The time-killing nature of mobile gaming is attractive, so many people tend to play more and more, Angry Birds made Rovio $200 million in 2012 alone and broke two billion downloads in 2014. Go

We all remember the Pokémon Go craze that took the world by storm and presented a huge demand for AR and VR games. A lot was invested in augmented and virtual reality software development and all of these investments paid off big time, with the creation of interactive games which come alive like never before. The biggest AR/VR games hits were:


Temple Treasure Hunt

Sharks in the Park

dArk: Subject One


When we compare the graphics of today’s games with the ones that existed in the 1990s and even the early 2000s it is a night and day comparison. The games of those days do not have the sophisticated textures, shaders or sprites that exist in today’s games and, just as importantly, they have been significant strides made in the way that these graphics are rendered on gaming platforms. Today we have the necessary hardware that allows for greater pixels and shading on a massive scale.

Although most of the games we play today have an insane amount of following, they are unlikely to be remembered as fondly as Space Invaders or Pong. Throughout its progression, gaming has seen multiple Ups and Downs, then be replaced by another technology.

The next phase for gaming is unclear and unpredictable, but whatever happens, it is sure to be intriguing.

Also, Read about how a Wife Divorces Husband Over PUBG

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