Game HardwareDedicated graphics accelerator cards enable PC games to use high-resolution 3D graphics. There are cards available at varying levels of performance and support for certain features. Most today are based on the DirectX and OpenGL graphics APIs. Computer game developers must spend time testing games on a variety of hardware configurations in order to ensure the software functions on any combination of components.
Dedicated sound cards enable PC games to use digital sound and music, as well as participate in voice communication. Sound hardware has been sufficiently standardized that it seldom causes compatibility issues.
Other upgradable hardware are in the form of processors and RAM. Games typically need a lot of processing power and a lot of RAM in order to generate and render their 'virtual world'. Many people buy top of the line computers just so that they will be able to play the newest games on the market.Processors like the AMD 64 are made to operate simutaneously with the video card.
Many Gamers use a Mouse, keyboard and/or flightstick. Multiplayer
Support for networked multiplayer through internet or LAN connections has become a requirement for many genres, like first person shooters, real-time strategy, and racing games. The internet has also allowed the creation of massively multiplayer games supporting hundreds to thousands of simultaneous players.
CulturalJapan
Many Japanese gamers view personal computers as a business tool, and that games are best played on dedicated hardware. However, some genres like bishojo games are popular. The MSX Computer series had also impacted the future of games for computers and consoles alike.
First Generation
Computer games history has not received much attention from researchers. Although one might expect a consensus on such a 'young' research area, many details are more than cloudy. Which game, for example, was the first?
The usual answer is Spacewar. In the 1960s computers were a luxury for the few. The machines were enormous and usually exclusive to research institutions or the military. In 1961 Harvard employee Stephen Russel used a computer for statistical calculations for employees at the university. However, he and his friends had another interest; they were devoted fans of Edvard E. Smith's science-fiction-saga Skylark. With this saga fresh in memory they constructed Spacewar.
Spacewar from the 1960sIn 1976 the first adventure game was born (Adventure; Woods. Read more about Adventure). Later in the 1980's the strategy games became very popular following in the wake of successes such as Pirates (Microprose, 1987) and SimCity (Maxis, 1987).
The first generation of games lacked in quality. Most were basic Text games, or Windows Card games like Solitaire. The first "text adventure", Adventure (Crowther & Woods 1977) was created 15 years after Spacewar. Unlike the action game, an adventure is not based on fast reflexes; the time of the adventure game is on pause whenever the player is deciding the next move. In a text adventure, the player communicates with the computer by typing the direction to move. More than a game, these were interactive fiction.
The traditional adventure game is often based on a loose interpretation of the books of J.R.R. Tolkien; elves, trolls, dragons, caves, and treasures. A typical game involves travelling through a system of caves to find a treasure. Adventures revolve very much around puzzles; how to open the gate, how to catch the bird, etc. The last purely text-based interactive games were published in the late 1980's, and with the arrival of the mouse, textual interaction was replaced by graphical interfaces.
Interactive fiction has had a comeback with the game Myst (Cyan 1993).
Other games types were developed. Some were based on the IBM PS/2 Model 30 - with a 20 megabyte harddrive and 256 colour MCGA graphics. Titles like Leisure Suit Larry and Sim City are still popular today. Other games were Flight Simulators,(Comanche, Microsoft Flight Simulator Series), Microsoft's Mechwarrior series, and Strategy(Command and Conquer, StarCraft, Warcraft) games.
When computer games drew closer in quality to console gameplay, third-party programmers developed games to release as Shareware. Shareware, was a way to distribute computer game demos.
At that time, 16-bit systems had little capability to create 3d texture maps. While leading Sega and Nintendo systems kept their CPU speed at 3-7 MHz, the 486 ran at 66 MHz. Computers had much faster processors. Doom was a break through in graphics while consoles had Mario. As computer technology grew more sophisicated, the Pentium era of gaming arrived.
Nowadays computers compete with consoles. Computers are not just business machines any more, and gamers get the newest card, not computer, to stay up to date. Developers use artistic skill, not the faster machine, to create a more realistic gameplay experience.
Single-player gamesMany single player games also exist in a virtual world where the same rules and perception of a graphical reality exist. Many of these allow you to save the current state of this world instance to allow stopping and restarting the virtual world at a later date. (This can be done with some multiplayer environments as well.) The virtual worlds found in video games are often split into discrete levels. In The Classroom Some teachers and university professors have adopted virtual worlds for educational purposes. Educators create an online community that students can log into and interact in. Within these educational virtual worlds, students will use their avatar to learn about new assignments and to create projects that are viewable within the virtual world. For example, students taking a computer manufacturing class can log into a virtual world in which they are the inhabitants of a burgeoning village that needs their expertise for the construction of houses, furniture, machines, and other goods. History The earliest virtual worlds were not games. The first virtual worlds presented on the Internet were communities and chat rooms, some of which evolved into MUDs and MUSHes. They attempted to create sets of avatars for virtual interaction. Community virtual worlds allowed access to the environment and encouraged creating buildings, art, and structures (and many did not include avatars). One of the early prototyptes was WorldsAway, a prototype interactive community featuring a virtual world by CompuServe called Dreamscape and avatars representing the participants.
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