History

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1973-1983

I come to you as an Atari child born into the Golden Age of Gaming, during which the Arcade scene revolutionized the industry. Early home consoles such as the Magnavox Odyssee, Atari 2600, and Apple II paved the way, but had remained primitive while their coin operated larger cousins grew slowly from the mid 70's. The introduction of high resolution vector graphics, the use of color, and the implementation of the microprocessor made this possible. Arcades filled a niche missing for youth seeking amusement or challenge in a culture of wandering hippies. The social aspect created a good atmosphere to divert youth from the streets and crimes of boredom. Arcade machines were accepted mainstream as good for business and permeated all facets of society appearing in grocery stores, drug stores, doctor's offices and even in school recreation centres. Dedicated arcade centres and chains appeared across the nation, and pac-man displayed his mass appeal. Arcades provided safe isolated areas where kids and teenagers could hang out and feed a reasonable amount of money back to the industry, unsupervised for hours. It was not technology or the games themselves which caused the plight of the Golden Age, it was simply public fears resurfacing. Unfortunately, given time, the arcades lost their innocence as family fun centres. Detractors began to point out the imminence of loitering youth, implicating arcades as a gathering place or a gateway for vandalism and drugs. Arcades began to shut down despite lack of evidence to support claims, often cited as lacking proper permits. Some parents believed that arcades were run by opportunists and scum of the earth that taught gambling to children, encouraged aggressive behaviour, and led to criminal activity.






1983

The novelty was great for a time, but the completionists were ready to move on and did not find challenges fast enough to hold their interest. The casual players were not interested in pumping quarters into games they did not have the skill to finish or appreciate. Meanwhile, these older units became abandoned once they had been defeated or their high scores could no longer be challenged, earning no further returns to justify their existence. The arcade boom made a large amount of money quickly. Locations outstripped their resources by purchasing too many machines and identical units. The media, politicians, and health professionals had already begun to latch on to the addictive or costly nature of the games, stating they were for "amusement only". Some games were touted as being morally corrupt or a complete waste of time, being compared to booze and prostitution, in much the same way as arcade precursor pinball machines had been following prohibition. The early 80's saw more homes consoles appear such as the Intellivision, Commodore 64, and Coleco Vision, inspired by the success of Arcades. The arcades died a slow painful death during the early 80's, before being all but forgotten. Meanwhile, the viability of a home console market crashed due to a flooded market of similar home consoles, unlicensed or overfunded crap titles, competition from personal computers, inflation, loss of publishing control, and high profile game failures, such as ET: The Extra Terrestrial. Having produced way too many games that could not be returned to companies or sold without personal loss caused widespread bankruptcy. Many large console manufacturers and publishers did not survive the fallout. This massive recession is sometimes referred to as the Atari shock. In 1983, revenues were 3.2 billion, but by 1985 they had fallen to 100 million, a drop of 97%.






1985-1990




I have owned or played many consoles and games, prior to my beloved Playstation. It has been over 20 years since I began collecting; that is, buying, playing, and keeping my own games. What first began as a childhood fascination with the interactive medium that allowed it’s user to control elements of a fantasy universe to complete an objective, soon evolved into a deep appreciation for the learning curve, strategy, challenge, and immersion of a player into the video game designers world. After all, in it’s purest form, the game was not just an expression of a designers vision, but also, as a form of escape into the players own imagined world, for his imagined purpose. Such were the dreams alive in the mind of a child, encouraged by fantasy board games, books, movies, Saturday morning cartoons, and trips to the local arcade. My first experiences with a videogames were playing Atari, Amiga, Coleco Vision and Commodore 64. The arcade scene was barely alive and personal computers were neither affordable, or viable platforms for arcade ports. There were no mascots or epic storylines, just simple games that could be made or broken by their concept and control scheme. Then, during mid 80's something magical happened. A company called Nintendo, found success in the Western world, releasing the Nintendo Entertainment System, a redesigned version of their Japanese Famicom, or Family Computer, released a couple years earlier. The Nintendo was marketed as an entertainment system and it's devices were given toy names, to avoid the stigma that consoles were a passing fad. Nintendo also provided quality titles to provide better returns and shelf lives for games by promoting their publishers with a Nintendo seal of quality and limiting the number of games they could put out each year. Nintendo took these games up a level, bringing arcade quality games with higher production values to livingrooms everywhere. I will never forget my first time playing Super Mario, Megaman, or Battletoads. These games defined an era of twitch gaming, expert timing, and extreme difficulty. I remember paying for $80 games and not caring how many tries it took to be a level. The sense of accomplishment for these struggles was the only trophy needed. Any other rewards and extra content were hidden in the games for you to earn or uncover.



1987-2000


Once Nintendo had restored order to the gamer realm, the founding fathers enjoyed a brief period of peace on Mount Gamemore. Occasionally they battled amongst themselves, but for the most part, they each enjoyed their own success by accepting their differences. Each originator offering solid game mechanics that held held a special place our hearts. Little did they know, they were puppets in a matrix, each designed by an architect with ulterior motives.




The third console generation was a period 
of recovery for home consoles, with the newcomers soon becoming mainstays in living rooms across the globe. Home gaming was here to stay, and to fill the void left by the death of the Arcade. The late 80's set the climate for a bloody battle between Nintendo and Sega. On the heels of Nintendo's success, Sega, a company who had been a huge player in the Arcade industry, released a similar product in the Sega Master System the following year. Although, technically superior, the Sega did not achieve the widespread success of Nintendo, mainly due to 3rd party licensing restrictions that Nintendo imposed on it's publishers, meaning that many arcade hits which appeared on Nintendo first, could not be relicensed. Sega fought back by releasing the Sega Genesis in 1989, a 16bit console, with double the power and blast processing, whilst renewing stronger operating support with 3rd part publishers. Around the same time, Sega ditched Alex Kidd, in favour of the edgier Sonic the Hedgehog, to go head to head with Mario. Sega began to bite into Nintendo's market share, and players began to jump camps.



The 90's


The next decade was one wrought with competition, seeing the mainstays take on several key new comers to the home console market; although the main battle for dominance occurred between Nintendo and Sega. In response to the Sega Genesis, Nintendo launched the Super Nintendo Entertainment System. The fourth console generation became heated and things got ugly. Smear campaigns appeared, such as one from Sega claiming, "Sega does what Nintendon't". Nintendo responded by asking, "Why did the Hedgehog cross the road?" Then stated, "To get to Super Mario Land 2", whatever that means. Their rivalry helped fuel creativity in the industry, creating diverse types of games and different ways to play them. This golden era of gaming, is where many hardcore gamers hail from. These dedicated gaming consoles revolutionized the industry. It was all about the gameplay then, as consoles were not yet bonafied home entertainment units. These "true gaming consoles" are where most collector's focus their attention. Panasonic and Atari attempted to enter the fray, but never landed on their feet. Sony, however, successfully established themselves prior to the Nintendo 64 by offering a CD based storage medium with quality sound and a massive game library containing many groundbreaking titles with cinematic qualities and three dimensional gameplay. Unlike Sega, who after several generations of consoles, still struggled to gain 3rd party developer support and make good marketing decisions, Sega's console division ended prematurely after the promising launch of their Dreamcast console to the new king of consoles, the Playstation 2, which offered an affordable DVD standard and backward compatibility to their massive Playstation catalogue. Nintendo survived by reinventing itself, going back to it's roots with regard to gameplay and by offering innovative motion capture technology.  It was so cutthroat that even Sega and Atari would not survive as manufacturers, but solely as publishers of their own trademarks or franchises.

             



2000-Present


Post-Millenium, in the wake of Atari and Sega's failure, Microsoft would seize the opportunity to enter the fray in 2001, but not without Sony and Nintendo further staking their claims. With widespread internet adoption, gaming exploded as the fifth console generation went online for massively multiplayer experiences and online transactions. Around this time, gamers began to feel that their wishes were being taken into consideration. Companies began to create a newfound level of customization and started accepted more feedback from players, supporting games well after their launch, something previously only available to PC gamers. Also, the ability to beta test, and pre-order games became possible. Games with larger budgets and returns began to adopt hollywood level screenplays with equivalent talent and storytelling, sparing no expense. Game companies began to further distance themselves from eachother, offering different types of experiences and hardware to interact with the games. Additionally, the consoles themselves transformed into multiple entertainment devices, offering additional features such as DVD or Blueray disc playback, browsing the web, meeting in a virtual space or lobby with other gamers, or choosing from any number on applications, similar to those offered on a smart television.




Ongoing

With so many options as gamers we have it so good now, but somewhere we have we have gone horribly wrong. There are many spoiled, uneducated brats, who do not respect eachother. We all know who they are, the fanboys who refuse to see the both sides, the trolls who defend exclusivity as though brand loyalty were a good thing. This form of thinking is deeply rooted in the psyche of nostalgic gamers who received subliminal messages and brainwashing during the 90's. The console wars of the previous decade forged strong allegiances between console companies, game developers, game publishers, and the end user creating a gamer bias, and genre block, rehashing similar products lacking innovation in hopes of similar profits and mass appeal. Having limited choice with regard to the triple AAA major releases and console exclusives being produced, gamers received what they were given, accepting and supporting their beloved franchises. Such fanboy compliance and their related defence arguments have created a division, or a rift in the gaming community, whereby, each player associated themselves with the perceived values of their console company, who had attempted to make names for themselves by alluding to the shortcomings of their competitors. These types of gamers are easy targets for novelty gimmicks and early adopting that give the architects control over the system, with our game heroes forever imprisoned and locked into a war against terror, knowing not what they are fighting for or who they are fighting against. The real war of this generation is amongst ourselves and our unwillingness to accept or demand change. Doing so, prevents the medium from evolving and our characters remain bound to the archetypes which maintain strongholds on the players of their world. Flamewars perpetuate hate and prevent sharing ideas. Gamer logic, is sometimes a little flawed. Such, ignorance does not help our cause. Unfortunately, with gaming culture comes a slightly altered world view, somewhat necessary to fully engage in the fantasy of our alternate world view. If we want the medium to evolve, we need to keep one foot grounded in reality.






If we can manage to stop fighting amongst ourselves, we may be able to justify gaming as a lifestyle choice. I am going to argue that the present self-righteous battle for respect, although age old, really began once video game consoles became mainstream. Around this time, acceptance improved, in part because they became standardized entertainment units capable of more than just games and really became a considered part of a normal and even sometimes, active lifestyle. Many more types of games were being developed for mature audiences with varied interests. No longer viewed simply as a toy simply for kids or something one should grow out of, video games sure have come a long way. Even grown adults with responsibilities and priorities now make time to play video games. Yet, the old adage remains, “why play something virtual when I should be busy living my own life?”. Perhaps the scary truth is that the world of a game can sometimes be more interesting than your own life, or serve as a pleasant distraction is too tough to swallow. No game is designed suggesting that playing it should replace living your life, although, it is good for business. “Live in your world, play in ours”, is Sony’s suggestively subtle slogan, which displays their awareness of this matter. The video game industry has more than bounced back, it has overtaken the motion picture industry as the highest grossing entertainment industry. However, it still has a long way to go in the eyes of the public and educators. Stereotypes still exist such as the notion of pale, friendless, base-ment dwelling troglodytes who sponge off parents and government as they paradoxically expand and decompose in the glare of their computer screens. The reality is, gamers now transcend all walks of life and notably include celebrities like Seth Rogan and Megan Fox, business leaders, military personnel and professional athletes. In fact, the US government now considers gamers athletes in their own right, and some are calling video games the sport of the future. In South Korea, probably the world's premiere video game culture, professional gamers make a healthy living and have achieved rock star status. There is an excellent article which references the challenges still faced by the video game industry, click here.



The Future of Gaming



As graphics have evolved, the games themselves leave less to our interpretation but still, as an art form, contain a record of shifts in culture, shifts in thinking, and means of expression. A virtually imagined world, a genre to suit ones tastes, gameplay that is more intuitive and offers greater depth of control. Such advancements are mind boggling to veterans of the console wars who began bouncing pixels, with implications that go far beyond the experience of the game. The Playstation era, brought these games into the third dimension and put us in the driver’s seat. 



Now, 15 years later, we are on the down of a new age. Artificial intelligence is incredible. The information super highway has allowed games to grow with updates and real time data. Console games have viable multiplayer components online, as broadband internet is supported and widely adopted. People have elaborate and affordable home theatre set-ups with surround sound, 4K ultra high definition televisions, 3D imaging, motion sensing, haptic feedback, and virtual reality technologies. The games of the future will implement these technologies to create hyper realism and immersion. The applications of games will continue to grow. Mobile gaming has evolved to suit modern lifestyles on the go. There are also far more casual gamers, due to the low cost development and plethora of games developed for smart phones. People have less time to sit and play and require more space to play these interactive games. Video games have become mainstream and are now a part of pop-culture, no longer commonly associated with a lack of ambition and priorities.





As games move closer to actively simulating real life, we can be more easily fooled or engrossed into accepting the universe presented in the game as real, especially with input devices and peripherals that act as extensions of our bodies and our senses. The effects of this altered reality remain to be seen. Cognitive dissonance and suspension of disbelief may become more difficult. The mind may be trained to think and react different in real world situations. This is a scary and difficult area to navigate. Open world games with infinite scenarios and branching paths create games with high replay value that are difficult to put down. Games have arguably made movies better, and more addictive by using the captivating narratives of movies in more immersive video game story telling that creates wish fulfillment for the viewer who can influence how cinematic games play out. Sometimes, video games can break the fourth wall and seem to be talking directly to the player or referring to events in the real world. Rather than serving to break the illusion of it's universe, if successful, the effect tends to make the game be taken more seriously and draw the player further in creating a heightened feeling of self-awareness and relevance, so long as the implications are consistent with the tone and the laws established within the game.










CREATIVE VISION VERSES CAPITALISM


With the power to realize the vision of game designers now possible, a new war has emerged. One where the designer or programmer with an idea and target audience must answer to the industry leaders, developers and publishers, to produce something marketable and profitable according to corporate agendas. Independent developers looking to distinguish themselves are faced with a moral dilemma. How much of my personal vision and objective should I compromise to make my game a reality and to return enough exposure or income to make my time and efforts worthwhile?" This problem even exists for developers within triple A studios. Sometimes deadlines are too close or the cost is too high that executives are unwilling to take the risk, wanting to recover their losses before a polished product or a product that meets the designers vision, is achieved. Broken games can be released, offering patches and updates months and years down the road, that is, if a game is successful enough for the publisher to continue supporting it. Even still, the more evil game studios sometimes release portions of games (even though it is completed already), not as a way to fund further developing the game and gaining supporters, but as a carrot to keep people paying that are looking for the full experience. Once invested in a game, these situations can be hard to avoid or predict both as a player, and as a designer when not in full creative control. There is now an answer to the no compromise mentality for Indy developers in the crowd idea funding site known as Kickstarter. People in the community can donate for a product they wish to see realized and can purchase shares or other incentives sometimes offered by the developer to supporters. Sony has actually encouraged signing Indy developers and providing them with an avenue to market their games of the Playstation network. Sony also provided development kits to upstart developers and opportunities for BETA testing. 



2010-Present


RETRO COMEBACK: COLLECTORS VS. RESELLERS


Gamers face a new war, not against the industry leaders, but amongst the gaming community. There will always be flame wars between console fanboys an PC elitists with deep pockets who prefer their customizable rigs and cutting edge graphics. However, this competition and division of camps is what drives the industry growth and innovation. The real problem, and plague for collector's is the mutiny of scalpers and buy-back chains. The bane of our existence who purchase games as cheaply as possible with intentions of reselling them for large gains. The internet made it possible to track resell data and validate the scarcity and demand for titles, which only served to further inflate prices. With this information public, the scalpers have risen to buy and resell games, making them next to impossible to find or afford for the genuine collector who wishes to preserve the game. As digital distribution has improved and become more widely adopted, the market for retro game collecting has spiked. Although many games given a re-release on virtual consoles lose value in their real world counterparts as they become more widely available, this only serves to increase the demand for the original hard copies, as the game is once again seeing widespread exposure. Many games are not available digitally and demand for them continues to grow. Pre-millenium cartridge based games are where most of the collectors had focused, both due to nostalgia and because many games were not mass produced and complete boxed copies were worth seeking. Many of these games had been out of print for over a decade and not in circulation, due to the lack of buyback chains or online resources for resellers.  The retro playstation games from the first and second generation had massive libraries which made collecting a chore and so many games in circulation that game values did not last and reduced significantly, even within the same generation. Furthermore, due to the success and long life cycles of the playstation consoles, they were slow to become collectible in their own right. A further problem has arisen in the fact that disc based storage mediums and glass cases are easily damaged, so preservation is difficult. This fact has actually made good condition classics retain higher values. With digital distribution common place, retro playstation titles of the previous decade have finally become collectible, as boxed copies have become a thing of the past, meaning the mass produced but no longer commercially available, or easy to find in good condition with all the original packed goodies for collector's and fans, is a thing of the past.





A GAMERS MANTRA


To say the least, collecting games serves as a record of how games in their purest form, concept and objective, serve as a higher level of entertainment and a safe form of self-expression. Nostalgic motivations exist, as the lore of each innovative game in of its day, left a lasting impression that is not lessened by the relative evolution of the medium. There is a fascination beyond the suspension of disbelief that is inherent as a child. The games literally took on a life of their own, as they did it first and they did it different or better than any had ever. That experience at that point in our technological timeline and in our development, cannot be replicated. Hence, the case that these precious memories should be preserved in their original form, and not as bastardized ports, roms, or knockoffs, begs the question. If we cannot relive the original experience, then why preserve them at all? Alas, videogames are a higher form of interactive art, a record of human history, pop culture and an honest form of vision and self-expression. Besides providing escapism and recreation, it can be a serious and competitive endeavour as well. To each their own.



The only thing against me is time.  Yes, I have a huge backlog, I would play them all if I could. I cling to childhood memories, I make less new ones as I am now more concerned with living my own life, rather than a modern day virtual one. What keeps me coming back is the ability of each unique game to take me to a place that is different from the everyday, and keep my imagination alive. I am also a competitive person, so I will always enjoy a game that challenges my reflexes, memory, and ability to problem solve. It becomes even more gratifying when I am pitted against a human opponent on an equal playing field and our abilities are showcased. That I gave up a possibly career as a game designer or competitive gamer, makes me wonder if it would still be as fun. At lease I am keeping the spirit alive. That I can pick up a game that I haven’t played for 20 years and still hand someone a beating, never gets old. I have experience and perspective, I guess that makes me a mature gamer. I have grown up, but I will never give it up. I sure as hell won’t sell them for nothing. Collecting these games has been a chore, and the time that I don’t have is worth more. So don’t call me a hoarder, I am a collector of a higher order. I preserve them, and I play them too.