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Game Design in Regards to Coin-Op Games - Essay Example

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As the paper "Game Design in Regards to Coin-Op Games" tells, the 1970s is a significant time since amusement arcades were common during the period. However, the 1980s is still regarded as the golden era for arcade gaming designs since these were most popular amongst adults and even adolescents…
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Game Design in Regards to Coin-Op Games
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s The game culture in the late 20th century was a product of immense evolution in the game design and the intermingling of various factors. These factors related to location variables, commercial aspects of game design, advertising aspects and technological innovations undergoing during the era. In this context, 1970s can be quoted as a significance time since the amusement arcades were common during the period. However, 1980s is still regarded as the golden era for arcade gaming designs since these were most popular amongst adults and even adolescents. Yet, in the late 1990s technological innovations paved way towards the inception of home gaming units with improved graphics and better simulation environments. Also, coin-op games offered a rich experience to the public as they were an expansive source of amusement during the time and thus, they produced a game culture where arcades became the points where rivalries existed and social meet-ups took place to an increasing rate (Wolf 12). Yet, with the gaming consoles culture replacing the coin-op games, game centers were now replaced and quality of game was central to how well the experience of gaming would be for the public. Therefore, an evolutionary context of gaming design in the late 20th century reveals that as technological innovations matured, quality of circuits, graphics and reality factor of the games replaces the arcades experience where amusement lied in the location perspectives of game designs. For this reason, the paper would discuss the game culture of various eras of the late 20th century to reveal how the industry not only expanded but also transformed over time. When the arcade amusement culture was first introduced, the coin-op games which the game design contained were quite simplistic in character. In addition, the graphics were also quite plain and simulation was also not as advanced. For instance, Atari introduced its first ever game design for ball and paddle games which simply had a vertical line with a small ball which moved horizontally. Yet, the games were fun and challenging for the public as the amusement was offered in locations solely dedicated to that purpose. Since people only managed to spend as much time on playing these coin-op games as the time on the town halls, theatres or game centers allowed, the thrill of the games lied in the experience. Though Atari was the largest contributor to coin-op games, yet various native as well as foreign companies were competing to grab attention of the public (Wolf 15). In this context, various pinball machinations and electronic coin-op video games were being conceived at game centers to offer an enriched and a diverse experience to the users. Also, these spots were social meet-up spots and multiplayer games allowed for various users to compete in the same social space. Therefore, the thrill of the game designs lied in the space sharing feature of coin-op games. Later, the concept of game consoles emerged in the 1990s which completely changed the gaming experiencing thereby altering the gaming culture as a whole. Though these home console games were replicas of the ones displayed in gaming centers, yet the game culture was transformed after the conception of these home gaming equipments and consoles. When these home consoles were first introduced, the graphics were simple yet the innovation lies in altering the game ideas. For instance, when Odyssey was Magnvox was first available on home consoles a paddle was introduced over the TV screen which was challenging and fun for the users. However, the later versions of consoles like that of Odyssey failed to place an impact due to the failure in innovating the industry any further. However, with enhanced advertising trends and commercializing on the industry, the user`s interest in the gaming culture was again enhanced. Television commercials designed solely for gaming interests altered the gaming culture once again, since gaming was now an emerging trend for adults and adolescents. Yet, as the graphics were improved and the circuits were also now advanced enough to offer a real-time experience, the users were now able to witness high quality simulation. In other words, the modern and technologically advanced circuits allowed such intricate detailing of gaming consoles that the user would imagine as if he is being placed in the virtual scenario where the game is based on. For instance, the four joystick controller with multiplayer allowance in Telstar Combat offered the impression for the gamer as if he is actually manipulating the tank. Therefore, the experience now shifted from gaming centers to quality graphics and technological innovations where the thrill lied in the quality of simulation being offered. Yet, the aspect of the industry coming up with newer versions of consoles was retained even in the late 20th century as the users were prone to get bored of the same simulation after a while. (Wolf 20-21) Therefore, conclusively, the game designs cultivated by the coin-op games impacting the gaming culture in such a way that the industry relied on either the location of games or the graphical advancement and simulation quality for the users to experience the thrill and challenge of the game. Earlier when the graphics were comparatively simpler, the coin-op arcades allowed a social space for the gamers to experience a thrill and competition, also interactive sphere which they impacted the gaming culture towards commercialization. Thus, as commercialization took place, games were now inclined towards the gaming industry as a general trend. Later, as the industry undertook technological innovations and graphics improved, home consoles were conceptualized. These home consoles were enjoyable for the gamers since the experience allowed for imitation of actual scenario portrayed in the game. Therefore, the game culture in the late 20th century was a product of immense evolution in the game design and the intermingling of various factors. That is, an evolutionary context of gaming design in the late 20th century reveals that as technological innovations matured, quality of circuits, graphics and reality factor of the games replaces the arcades experience where amusement lied in the location perspectives of game designs. Works Cited: Wolf, Mark J. P. Before the Crash: Early Video Game History. Detroit: Wayne State University Press, 2012. Internet resource. Read More
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(“Public experience of game play cultivate a game culture in the late Essay”, n.d.)
Public experience of game play cultivate a game culture in the late Essay. Retrieved from https://studentshare.org/visual-arts-film-studies/1683604-public-experience-of-game-play-cultivate-a-game-culture-in-the-late-20th-century-and-location-help-determine-game-design-and-in-regards-to-coin-op-games
(Public Experience of Game Play Cultivate a Game Culture in the Late Essay)
Public Experience of Game Play Cultivate a Game Culture in the Late Essay. https://studentshare.org/visual-arts-film-studies/1683604-public-experience-of-game-play-cultivate-a-game-culture-in-the-late-20th-century-and-location-help-determine-game-design-and-in-regards-to-coin-op-games.
“Public Experience of Game Play Cultivate a Game Culture in the Late Essay”, n.d. https://studentshare.org/visual-arts-film-studies/1683604-public-experience-of-game-play-cultivate-a-game-culture-in-the-late-20th-century-and-location-help-determine-game-design-and-in-regards-to-coin-op-games.
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