Sunday, October 25, 2009
Critical Game Design
Sunday, October 18, 2009
The Law and Games
Nintendo arrived on the game scene early. Very early. Nintendo was established in 1889 and began making playing cards. It wasn’t until nearly a century later in 1975 did Nintendo enter the electronic game arena. Another 15 years later, Nintendo dominates the home video game market. With Nintendo’s domination of the market came a slew of legal battles. These battles arose because Nintendo’s unprecedented advance demonstrated to the rest of the business that the home market was massive, and the fight for those dollars was one of cunning and quick actions.
The companies vying for control understood that there were millions of dollars at stake. They also understood that any money they were after, others were after as well. With such a large stake of money, the companies knew they’d have to have to fight for every penny.
Consumer’s likes and dislikes were well established by this point. Arcade games had become very popular during the previous decade, and console game manufacturers knew the popular ones. If they were to make any money, they’d need to produce what the population wanted. Naturally this leads to similar products being made by various different companies. And of course, this leads to copyright infringement claims.
The first such claim came when Data East accused Epyx of copying their karate game, Karate Champ. Originally, Epyx was found in violation of Data East’s copyrights, but an appeals judge overturned the decision. Atari, however, locked in a battle with Nintendo, would not be so fortunate.
Atari and Nintendo have a long history of legal battles. It began when Nintendo accused Atari of illegally obtaining and using the security code to Nintendo’s Nintendo Entertainment System. Later, the suit would be over a well-known game called Tetris. Because of some miscommunications between the game’s creator, Alexey Pajitnov, and London businessman Robert Stein, multiple licenses to the game were sold. Each company receiving the license was unaware that the exact same license was sold to other companies. Atari and Nintendo both received licenses.
According to author Steven Kent (2001), “Atari released its Tengen version of Tetris in May, 1989; Nintendo released its version one month later” (p. 379). Again, two companies found themselves in a legal battle over similar games. Both Atari and Nintendo claimed that they owned the rights to manufacture the game. Kent (2001) claims that because of Nintendo’s weight, the judge determined the company was an almost sure-fire win, and ordered Atari to recall all of their Tetris cartridges. The matter never went to trial, and Nintendo was deemed to own the rights to the game. Atari was never allowed to sell the game they produced.
References
Kent, S.L. (2001). The Ultimate History of Video Games. New York: Three Rivers Press
Thursday, October 15, 2009
Surviving in the Industry
Another company that began around the same time was Sir-Tech. Sir-Tech was founded in 1980, and like Bethesda, began creating games for various consoles, as well as PC and Apple systems. The company’s most popular series, Wizardry, performed quite well. Unlike Bethesda, however, the company did not survive. Sir-Tech shut down in 2001 (it began the process in 1998); its sister company Sir-Tech Canada closing in 2003.
I believe what allowed Bethesda to stay afloat when Sir-Tech sank was not quality or quantity of games. Both produced quality games during the same time period. Though Bethesda didn’t create its first role-playing game until Sir-Tech had already developed quite a few, both franchises sold very well. Instead, I think it was the market savvy of Bethesda that allowed it to remain strong, instead of withering like Sir-Tech.
Robert Sirotek, co-founder of Sir-Tech, was quoted by Jason Bates of IGN (1998) as saying that, “The state of affairs in the industry at large has not been exactly healthy, and if the industry were a little more mature, and people conducted their business affairs in a more responsible fashion, we may have decided to proceed [instead of closing].” This quote tells me that the Sir-Tech management was not prepared to deal with the realities of a cutthroat business. Bethesda, on the other hand, saw the market for what it was and sold to ZeniMax Media in 1999, shortly before Sir-Tech sank. With the sale, Bethesda was able to develop and publish Morrowind and Oblivion, the most successful installments in the Elder Scrolls series.
Having played and absolutely loved both the Elder Scrolls and the Wizardryseries, I can say both companies produce brilliant games. Unfortunately, in the entertainment business, great works of art are not always enough. Bethesda survived when Sir-Tech died because Bethesda was able to make wise business decisions. It’s a great shame; I dearly miss Sir-Tech.
References
Bates, J. (1998, October). Sir-Tech’s Last Words. Retrieved from http://pc.ign.com/articles/065/065299p1.html
Sunday, October 11, 2009
The 1980's Collapse of the Video Game Industry
Friday, October 9, 2009
Home Arcade
Sunday, October 4, 2009
Early Mistakes In Video Game History
The expansion of games from mainly mechanical to electronic means was inevitable. It was not an easy transition, however. There were roadblocks around every turn, and the future was never clear. The electronic game industry was new, and so were the customers, so creating stirring games was a challenge. Some strategies worked, and others failed. Being able to look back on the industry as it first emerged grants us 20/20 vision on what went right, and what went wrong. Armed with this view, we can take a look and see how we might have done things differently.
I think the biggest change that could have been made would have been a shift in the target market earlier. Though electronic games first appeared as a competitor for mechanical pinball, they didn’t need to stay there. Because electronic games were placed right along side pinball machines, they suffered the same negative press. The games were introduced into an already crowded market space, when they could have opened the doors on completely uncontested market space a lot sooner.
The market space I speak of is the home entertainment market. Kent (2001) noted that although the Magnavox Odyssey dove into this space early on, the poor decision to advertise the system in such a way that made it appear to only work on Magnavox televisions, and the exclusive deal with Magnavox retailers stifled the system’s growth (80). The market sat uncontested for three years until Atari entered in 1975 with Home Pong. During those years, Atari made great strides in video entertainment with arcade Pong and others, but missed out on the valuable opportunity.
The technology was already available. The transition from mechanical to electronic games meant that sizes and weights were already coming down. This meant that systems became smaller and easier to maintain. Magnavox had already proven, though crudely, that arcade machines could work on home televisions. The home market was ripe.
Directly delivering these games into the home would have avoided the problems surrounding the games residing in pool halls and bars. Marketing to children would have come next naturally, and a lot sooner than Bushnell’s Chuck-E-Cheese’s. I think Atari would have experienced unrestrained growth in the fresh market space had they seen the opportunity earlier on.
Video games in the home are a common thing now, but at the time it was unheard of. Having witnessed what happened at the beginning of the industry, I say I would have hit the home market a lot sooner.
References
Kent, S.L. (2001). The Ultimate History of Video Games. New York: Three Rivers Press