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What it was before demanding more video games to a computer or PC allowing other games?

The eternal debate: first computers arrived, offering more options to grow, or video game designers, asking for better performance? What has led to a new type of increasingly innovative game? Or were the players themselves, demanding new features that did not exist? There is no clear answer, but let’s try. But I notice you: to answer, we must first go back to the birth of the game itself.

A recreational beginning

Surely you read that from “the limitations of the time …”. Talking about the birth of the game is talking about technologically neutered games. Even before the game popular recreational terms existed. Spacewar! In 1962, was an arcade machine with all the letters. Not in vain Nintendo’s first game was an arcade, Computer Othello, published in 1978. Why this pattern repeats itself? Simple: while the PC was born with a focus on “working tool” recreation were the first machines created on purpose to play . And the graphics power in these latter was dramatically higher.

Of Spacewar! Computer Space come and Tennis for Two, created by William Higginbotham in 1958- would Pong, in 1972. A couple of years later Oregon Trail fired the boom of educational games, thanks to their republication and, in 1976, the adventure He led to hundreds of RPGs, adventure, platforms and terror: Colossal Cave Adventure.

Computer or PC

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From here, the story is known: Space Invaders, Asteroids, Pac-Man, Ultima 1 Elite, economic collapse that took Atari ahead and the great survivor same: Nintendo. In 1985 would NES (Nintendo Entertainment System) to the United States and with it, Super Mario Bros. had begun a new form of domestic game, entertainment in the living room or guest room.

The PC grew in power as progress reached in the quality and size of semiconductors. But NES stood on its pedestal as the core game.

From the bloody shooter adventure

Lucasfilm Games was imposed on Sierra on his land with the publication in 1990 of The Secret of The Monkey Island. The great adventure perpetrated by Ron Gilbert, Tim Schafer and Dave Grossman took the game on PC to the next step. Floppy first, then CD-ROM, the adventures of LucasArts pushed PC gamers to wring the head . But there were still the greatest discoveries to come.

Id Software, Doom and Quake parents, is to blame for these developments. In this special, you can read her story further but, in general say that they are guilty of elevating the genre first person shooter (FPS), to promote modding between communities of players and – the programmers files idGames have a 10,000 mods- and bring the game on PC a step forward thanks to techniques such as texture mapping.

What came first, the chicken or the game? Here it is clear. Because one of the team was to emulate fillies seen in Super Mario Bros and translate it into a fully three -dimensional environment. His first flirtation to attract the attention of Nintendo resolved in the negative. So the US team had to thrive independently.

A market strategy

1994 was the year of RTS (Real Time Strategy): SimCity 2000, Colonization, Civilization, Warcraft: Orcs vs Humans … pillars of names that took years to land on consoles. But even then, the players expressed a certain conformity. I mean, while the console market progress sported a tangible way, through new peripherals, genres and art design, PC gamers accept what they received no demands. Until he came Valve.

Valve, with more than 400 employees, is now known for Steam, a platform that triggered the success of the PC game, which has led to an exponential growth in the independent sector, which has made us buy and buy games without rest. But the history of this developer began in 1998 when (exactly) the publisher Sierra Entertainment helped launch Half Life, a small science fiction FPS dazzled, expansion after expansion, thousands of players. The community modder led to Counter Strike, created from the Source engine Half Life, which was but a complete overhaul of the Quake engine itself.

Valve made dream players with best works, smarter – not need to mention the diptych Portal-. Let’s recap: consoles, starting with Magnavox Odyssey, were responsible for introducing the game in homes. They shaped the concept “have at home a gizmo exclusively to play.” The PC was seen as office automation tool, communication, as a tested and constantly changing. And here is the key.

open systems, better systems

The consoles are popular for being closed systems although in the first generations valiesen RAM expansions via hardware such as Nintendo or Sega Saturn- 64. Therefore, the life cycle of these consoles orbiting the ability to squeeze the hardware. Developers run into major technological pitfalls in programming or bottle necks insurmountable.

Sega Saturn itself was a real headache to program on it. The creator of Valve Gabe Newell showed for years their discontent to produce software for consoles, stating that the time it takes to optimize and edit a game on PlayStation 3 could be invested in advancing the medium through more open as the PC systems.

So why is the target of game developers were consoles if their own consoles were so limited? Because they are a gadget simple, which simplifies the task of running a game, which reduces everything amicably? Two cables, two minutes, and you’re playing. But the game started asking more and more, were hungry for more powerful processors and faster cores.

The three dimensions

The true 3D had long had arrived. In a gilded consoles platforms and adventures to 1996 period partly Mario -comedown 64- to about 2000. That same year Crytek would be born, a company that impressed the whole industry presenting demos techniques lived. By then a usual adage repeated, “so the games will be on consoles within five years.”

X-Isle Far Cry demo born, his first game and one of the first works to use procedural generation foliage and three-dimensional textures. Crytek is also popular for its CryEngine, with tools like CryEDIT, Exporters, Polybump, Lighting & Shadows and physical systems as Rope, Rag Doll, Liquid.

Crytek demanded power, very high minimum requirements, real-time rendering, called a console resources was not able to provide.

You may also like to read another article on YellowTube: 9 obsolete technologies that continue to control our lives

Republic players

Under this scenario of technical requirements, and dedicated resources online game, called lobby of PC gaming was served. And there was a company that was always there. In 2006 born Republic of Gamers, a decade ago. ASUS capsized in the production of cards dedicated audio and allied himself with the leading specialists in development of graphics processing units. 2006 is a popular year in the industry for its conception of transition. Xbox 360 had landed in business in November 2005 and many developers went experimenting with the ability ofhardware of the new machine Microsoft.

But while some are suited to a market that would soon overcome, PC enjoyed the various mods for Oblivion, roleaban by World Of Warcraft with a Blizzard in the state of grace, copper beating in the aftermath of Medieval: Total War, Battlefield 2142 and some of the best of its series Warhammer: Dawn of War and Mark of Chaos.

Meanwhile, thanks to the success of Nintendo’s Wii Sports, a gap between the casual, family and social game, before the user is marked hardcore, more like owning a PC optimized next generation.

Already in the 2007, computers focused on the game developers they said: “we are here to make your dreams come true.” So it was. The FPS genre grew throughout: Portal launched Valve, Crytek released Crysis and Infinity Ward did the same with CoD 4: Modern Warfare.

So we answer the question: PCs were not designed for the game until after the existence and settlement thereof. In fact, although were home where they were born genres such as RTT (tactical RTS) or said RTS, or even the ability to play online with grandparents of the modern Internet and Arpanet, long before the PC proposed a change in the video game industry. Moreover, that time is now.

An enviable future

For years developers called for better resources. And they have finally been heard.ASUS offers some of the most powerful systems on the market for gamers, open but shaped by their experienced hand. Not for nothing are leading brand in selling motherboards for gaming, with more than 500 million sales – with hundreds of awards for innovation and design, leading graphics card sales internationally.

Teams like desktop ROG GT51CA, a portent able to mount two Nvidia GTX Titan X in SLI, Intel i7 6700K with processor with the ability to reach the 4.6 GHz frequency automatically, leave no doubt. While consoles are struggling to keep pace with shorter cycle life, the Asus ROG RAM 8GB DDR4 GT51CA mounted with 2133MHz frequency.

And in the notebook segment, ASUS is not far behind: ROG GL502VT your laptop is a lightweight but powerful monster. Measures only 23.5mm and weighs 2.2 kg, but hides an Intel Core i7 processor sixth generation, with 16GB DDR4 RAM memory and can be expanded up to 32GB. And the key: a Nvidia GTX 980M graphics with dedicated memory 8GB with which to run any current market, without lag, dropped frames or limitations in the vertical synchronization. Because when we talk about muscle power pure and simple, nothing like a good PC. For more visit http://savourytraveller.com/

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