! Technology s impact on game design

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Themes History of Technology in Games The Beginnings CMPUT 25 Fall 27 Tuesday, October 2! Technology s impact on game design! Hardware vs. Software (cyclic)! Specialization vs. Generalization (cyclic)! State vs. Dynamics (cyclic)! One Person vs. Teams (progression) The Early Days! The very earliest video games (pre-1975) were custom built machines! Designed/built by engineers (like a TV) Hardware vs. Software! Early switch to microprocessors! General-purpose hardware that runs software! No need to engineer every game from scratch Tennis for Two (Brookhaven Labs,1958) Gunfight (Taito, 1975) Pong (Atari, 1972)

Software-Based Games! Once microprocessors were used for games, programmers took control! The advent of personal computers (~1976) opened up the field to amateurs Development of Early Games! Programs written by one individual! Graphics, sound, controls, rules, AI all by one person Development of Early Games An Early Graphics Innovation! Games were simple! The machines were simple! Very limited storage and speed! No pictures or recorded music! Focus on moving small things around on the screen! Only so much one could do! More people would be a waste of effort Boot Hill (Midway, 1977) Breakout (Atari, 1976)

Game Technology State vs. Dynamics Input Processing Output! Fundamental distinction in computing! State: All information that describes the game at a given moment! Dynamics: The way one state turns into another State Dynamics! Game entities: positions (and velocities)! Map: walls, platforms, powerups! Resources: health, magic points, money, fuel! Points: score, tokens collected, goals achieved! Inventories: weapons, magic items, gadgets, food! Switches: doors locked or opened, levers pulled! Personalization: character names, stats! Much, much more! Agents moving due to player controls! Agents moving due to artificial intelligence! Agents moving due to physics! Agents not moving due to collisions! Updating view of the world! Health changes from damage/healing! Special powers/actions executed! Everything that changes from one state to another

Memory and Processors! Two main parts of a computer:! Memory stores state! Processors change memory (dynamics)! The main processor in a computer is called the central processing unit (CPU). CPU Memory Processor Speed! Processors are rated by how quickly they can perform calculations on things in memory! A program is a set of instructions that tells the processor what to do with what s in memory! Programmers write these instructions! Late 7 s: 1.19Mhz (Atari 26)! 1+ million instructions per second! Today: 3.2Ghz (Xbox 36)! 3+ billion instructions per second! Memories have a size Memory Size! In the 7 s, measured in kb (kilobytes)! In the late 8 s and 9 s, measured in MB (megabytes) (1 MB = 1 kb)! Late 9 s to present day, measure in GB (gigabytes) (1 GB = 1 MB)! Early games had as low as 4 kb! Games today will cheerfully use several GB! A factor of one million (1 DVD holds over 4 GB) Storage Types! Storage can be fast or slow! Video memory for showing graphics and doing calculations is fast (it can be accessed quickly)! Hard drives and DVDs are much slower but hold much more! Storage can be read-only or read-write! Read-only memory (like a game s DVD) cannot be changed! Read/write memory can be changed

Storage Types! More Distinctions! Volatile: erased when power turned off! Non-volatile: retains information unpowered! Moving parts: can reduce reliability Storage for Games! RAM chips: volatile, read-write! Microchips for running game! Part of game machine! ROM chips: non-volatile, read-only! Expensive per amount of memory! Microchips: store game programming Storage for Games! Cartridges! ROM chips in a plastic case! Durable, portable, and purchasable! Cartridges with save memory! ROM chips + non-volatile, read/write memory chips! Allows storage of saved games/high scores! Memory cards! Cartridges with non-volatile, read/write memory chips! Used to save games when cartridges went out of style Storage for Games! Cassette (magnetic tape): non-volatile, read-write! Moving parts, not very durable! Early personal computers! Sequential access (must rewind/fast forward to reach different information)! Floppy disk: non-volatile, read-write! Moving parts, not very durable! Early personal computers! Random access (can quickly access any piece of information)

Storage for Games! Hard disk: non-volatile, read-write! Moving parts, expensive! Later personal computers and XBox! Much larger storage and faster access than floppy! Laser disc: non-volatile, read-only! Moving parts, tons of storage! Able to store full screen video! Expensive (videophile technology)! Arcade (Dragon s Lair, Mach 3, Space Ace) Storage for Games! Magnetic stripe cards: non-volatile, read-write! Arcade for saving stats/games (Initial D, F-Zero AX, Tekken 5)! Very limited storage! Very cheap! CD-ROM: non-volatile, read-only! Moving parts, lots of storage! Cheap to mass produce! Arcade (Killer Instinct) and later personal computers! Consoles (3DO, Saturn, Playstation) Storage for Games Game Technology! DVD-ROM: non-volatile, read-only! Moving parts, tons of storage! Cheap to mass produce! Personal computers! Consoles (XBox, Playstation2, Gamecube)! Coming up: DVD-HD and BluRay (PS3)! Even bigger DVD Input Processing Output

Cathode Ray Tubes (CRT) Diagram of CRT! Braun (1897): CRT oscilloscope! Zworykin (1929): kinescope (early TV)! Du Mont (1931): first commercial TV tube Diagram courtesy of Wikipedia CRT in Action CRT in Action Video courtesy of the University of Illinois, Dept. of Chemistry Diagram courtesy of Williamson Labs

Vector Graphics! Use CRT s beam like a pen! Turn beam on and off to draw lines! Use magnets to guide it! How many lines you can draw depends on! how fast you can move the beam around! how long the image is on the fluorescent screen! Draw all lines for one frame repeat Games with Vector Graphics (gone after 1985)! Asteroids (Atari, 1979)! Lunar Lander (Atari, 1979)! Battlezone (Atari, 198)! Red Baron (Atari, 198)! Tempest (Atari, 198)! Space Fury (Sega, 1981)! Star Wars (Atari, 1983) Issues with Vector Graphics! Time to draw depends on the complexity of the frame! Beam moves in arbitrary pattern! Different patterns possible for same picture! What s the best (fastest) pattern?! Programming directly controls the beam Cool Things About Vector Graphics! Wireframe (3D!)! Smooth lines (even diagonals)! It s all green and glowy and stuff

Raster Graphics Raster (aka Bitmap) Images! Basis of TV and almost all graphics today! Treat screen like a grid! Move beam in a fixed pattern lighting up the screen in little dots! These dots are called pixels! Change beam intensity to make pixels brighter or darker 1 1 1 1 1 1 Rendering the Screen Video Hardware 1 1 Screen Image 1 1 1 1 Image Buffer CRT Screen Refresh 1 1 1 1 1 1 Game Software

Grayscale Colour Pixels 11 5 5 1 1 Additive Colour Diagram of Colour CRT RGB Images 11 11 11 5 5 5 5 5 5 1 1 1 1 1 1

RGB Images How Many Pixels? 1 5 1 11 5 5 1 1 11 5 5 1 1! If we make pixels smaller, we can fit more!! Fineness of grid called resolution (width x height)! Typical television resolution! grid of 648 x 486 (~3, pixels)! Computer screens, HDTV! 124 x 768 (~78, pixels)! 128 x 124 (~1.3 million pixels)! 16 x 12 (~1.9 million pixels)! Old games! Space Invaders 224 x 24 (53,76 pixels) How Many Colours?! Suppose we re using grayscale.! If we have 1 different values for brightness, then we get black, white, and 8 shades of gray.! If we have 1 different values for each of red, green, and blue, then we have! 1 x 1 x 1 colours (1)! Only want certain colours colour map Colour Depth! The number of values we have for colour is often called colour depth and is usually measured in bits (k bits = 2 k values)! 4 bits = 16 colours! 8 bits = 256 colours! 24 bits = 16m colours

Frame Rate Raster Side Effect: Aliasing! How long does it take to draw the next frame?! If it takes a tenth of a second! We can draw 1 frames per second (fps)! Common framerates! Minimum for smooth motion ~ 15 fps! Film ~ 24 fps! TV ~ 3 fps! RTS ~ 8 fps! platformers ~ 3 fps! first person shooters ~ 6 fps a.k.a the jaggies Early Raster Games Vector vs. Raster! Tank (Atari/Kee, 1974)! Gunfight (Midway, 1975)! Breakout (Atari, 1976)! Night Driver (Taito, 1976)! Boot Hill (Midway, 1977)! Space Invaders (Taito, 1978)! Super Breakout (Atari, 1978)! Galaxians (Midway, 1979)! Pacman (Namco/Midway), 198)! Centipede (Atari, 198)! Defender (Williams, 198)! Missile Command (Atari, 198)! Donkey Kong (Nintendo, 1981)! Frogger (Konami, 1981)! Galaga (Namco, 1981)! Venture (Exidy, 1981)! Vector! Clean lines! Outlines only! Refresh depends on frame! Direct control! Raster! Aliasing! Filled areas! Refreshes at a fixed rate! Image buffer! Special monitors! Home TV s

Vectrex Game Technology Input Processing Output Vector did make it to the home! Interfaces Next Gen Arcades! Buttons! Joystick! Trackball! Paddle/Rotary! Yoke! Steering Wheel! Light Gun

Versus Home Consoles Genres! Categorization of games! Genres help us talk about games, player expectations, and design! There is no correct genre breakdown! Pong (Atari, 1972)! Night Driver (Atari, 1976)! Tank 8 (Atari, 1976)! Sprint 2 (Atari, 1976)! Tornado Baseball (Midway, 1976)! Checkmate (Midway, 1977) (early light cycles )! Space Invaders (Taito, 1978)! Super Breakout (Atari, 1978)! Atari Football (Atari, 1978)! Asteroids (Atari, 1979)! Galaxians (Midway, 1979)! Lunar Lander (Atari, 1979)! Atari Baseball (Atari, 1979)! Basketball (Atari, 1979)! Pacman (Puckman) (Namco/Midway), 198)! Battlezone (Atari, 198)! Space Panic (Universal, 198) Pre-1983 Games! Berzerk (Stern, 198)! Centipede (Atari, 198)! Cheeky Mouse (Universal Corp., 198)! Defender (Williams, 198)! Missile Command (Atari, 198)! Tempest (Atari, 198)! Warlords (Atari, 198)! Donkey Kong (Nintendo, 1981)! Qix (Taito, 1981)! Frogger (Konami, 1981)! Galaga (Namco, 1981)! Scramble (Konami, 1981)! Vanguard (SNK, 1981)! Venture (Exidy, 1981)! Pole Position (Namco, 1982)! Robotron (Williams, 1982)! Zaxxon (Sega, 1982)! Mr Do! (Universal/Taito, 1982)! Tron (Bally Midway, 1982) Genre: Racing! Night Driver (Atari, 1976)! Sprint 2 (Atari, 1976)! Rally X (Namco, 198)! Turbo (Sega, 1981)! Pole Position (Namco, 1982)

Genre: Sports! Pong (Atari, 1972)! Tornado Baseball (Midway, 1976)! Atari Football (Atari, 1978)! Atari Baseball (Atari, 1979)! Basketball (Atari, 1979)! One on One (Electronic Arts, 1983) Genre: Shooters! 2D Static (screen and player static, a.k.a. gallery)! Space Invaders (Taito, 1978)! Galaxians (Midway, 1979)! Centipede (Atari, 198)! Galaga (Namco, 1981)! 2D Field (screen static, free movement of player)! Gunfight (Midway, 1975)! Asteroids (Atari, 1979)! Venture (Exidy, 1981)! Robotron (Williams, 1982) Genre: Shooters! Side Scrolling (screen advances horizontally)! Defender (Williams, 198)! 1 st game with action off-screen! Scramble (Konami, 1981)! Top-scrolling (screen advances vertically)! Xevious (Namco, 1982)! 1942 (Capcom, 1984)! 2.5D (isometric view)! Zaxxon (Sega, 1982) Genre: Shooters! Light Gun! Triple Hunt (Atari, 1977)! Desert Gun (Midway, 1977)! Crossbow 2. (Exidy, 1983)! Turkey Shoot (Williams, 1984)! Duck Hunt (Nintendo, 1984)! 3-D (first person)! Battlezone (Atari, 198)

Genre: Maze! Heiankyo Alien (Denki Onkyo, 1979)! Puckman a.k.a. Pacman (Namco, 198)! Frogger (Konami, 1981)! Pengo (Sega, 1982)! Dig Dug (Namco, 1982)! Mr Do! (Universal/Taito, 1982)! Crystal Castles (Atari, 1983) Genre: Platform! 2D Static! Donkey Kong (Nintendo, 1981)! Mario Brothers (Nintendo, 1983)! 2D Scrolling! Super Mario Brothers (Nintendo, 1985) Questions? Still To Come! More Graphics! Hardware to the rescue #1: Sprites! Hardware to the rescue #2: 3D! More History! Crash of 1983! Atari, Nintendo, Sony, Xbox! Specialization vs. Generalization