Wednesday, February 11, 2009

The Evolution of Video Games

When we use the term 'video game' we are lumping together a large set of diverse and often very different instances. Further, when we talk about Massively Multi-player Online Role Playing Games we are talking about the intersection, some might say 'collision' of video games with virtual worlds. This all needs to be sorted out so we can begin this sorting by looking at the evolution of video games. This is not intended to be the definative history; far from that. It is a sketch intended to make a point that I wish to make.

The Ultimate History of Video Games by Steven L. Kent provides a fascinating account of the early days of video games as the industry grew out of the pin ball machine industry. It is important to understand the roots of video games because they began as games of skill. This notion of a game of skill that you can get better at, and derive satisfaction from your improvement, will become very important in understanding the psychology of video games.

While the notion of a video game as a game of skill persisted, several distinct genres evolved over the next few decades. There does not seem to be any concensus on specific genres at this point, perhaps it is too early in the history to start defining categories. So, instead of providing categories, I will provide instances. There are games with narratives and games without narratives. Grand Theft Auto is an example of a game with a narrative. There is a back story to the game which the player needs to know in order to play the game. However, there are games without narratives such as Tetris in which the player is engaged in a combination of skill and problem solving. There are games that are tied to products and games that are independent. Perhaps you saw a movie such as Star Wars and wanted to continue the enjoyment by playing a Star Wars video game. There are sports games such as John Madden's Football which incorporate real world teams. There is a wide range of first person shooter games where the player is represented by a hand or a gun that goes around shooting things. This differs from third person games where you are represented by an avatar or character which you view from a third person perspective. Most games you play till the end and while you may play through a game more than once, you are unlikely to play through it repeatedly. This differs from role playing games where you play one or more roles in the game but do not ever 'complete' the game. Most video games are single person games where the player plays against the game. However, since the introduction of the Xbox we have seen increasingly more multiplayer games where you play not only against the game but against other players.

All of this is background to help me explain my focus here. I am interested primarily in Massively Multiplayer Online Role Playing Games. There are games in which internet access is critical because you are playing against other players as well as against the game. Because other players are involved it is a social environment and gives rise to social dynamics. Since that social enviroment is persistent and is modified by the inhabitants, it is a virtual world. It has a narrative and understanding the narrative is critical to understanding the game. Because of the richness of these narratives they can be viewed critically in the same way that a film or book can be viewed critically. MMORPG's subsume a lot of the features of earlier video games. They are visual. They involve skills and getting better at things. They provide challenges to overcome. But, the social dynamics, virtual world environment, and background narratives take them to a new level, not unlike television and film, where they not only provide entertainment but they are a cultural phenomenon worthy of study.

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