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Computer Space and game| 50 years of gaming world

Now a multi-billion pound industry that was built in 1971 as a failed arcade machine by a group of college students.

Previously, playing video games for small groups on the University Game Campus was an exciting pastime, but in 1971, Nolan Bishal, a University of Utah student, co-created a game with Stanford University researcher Jim Stein. ۔

They were both players in a game called Space War, which was being run in a university lab. From Nolan’s experience working in amusement parks, the pair saw the potential to create an arcade version of a video game.

After working on it for many years, he joined forces with an arcade company, Nutting Associates. His game, Computer Space, was first released in August 1971 for a physical test.

Made in fiberglass cabinets, the simple space shooter game was successfully appreciated. The first arcade video game was created.

But how did we get from arcade blossoms and blossoms into an industry that costs more than music and film?

50 years of game

1970’s Start of game

After the release of computer space, many more games were developed during the decade. The most famous was Pong, which is very old by today’s standards and is considered one of the most popular arcade games ever. Attari-made titles sold 35,000 units worldwide.

The decade also saw the release of astronauts who arrived in Japan in 1978.

It would take some time to catch up with home gaming, but it laid the groundwork, Attari released a version of Pong that could be played at home in 1975. Metal also built a home game console in 1979, called Intelligence.


Filled in the 1980s, Neon Light is synonymous with fun arcade photography, and rightly so, as it was in the decade that brought us Tetris, Pacman, which became the best-selling arcade game ever. , And Ms. Pac-man.

Nintendo also benefited from the development of arcades by creating popular icons like Mario.

But that decade saw the end of a rapidly changing industry, in the 1983 video game crash.

Market saturation and declining interest in home gaming fell from $ 3.2bn (3 2.3bn) in 1983 to just 100 100 million in 1985.

Arcade originals Pong (left) and Computer Space (right) at the Computer spielemuseum in Berlin


As the graphics and consoles improved, so did the games. This development was best captured in the 1992 Martial Arts Combat.

The game’s graphic violence shocked families around the world and, despite the game’s popularity, it reached the U.S. Senate, which dragged developers Midway to a hearing in 1993 to discuss video game violence. This led to the introduction of video game age ratings.

The decade also saw the release of many popular franchises – from the PlayStation to Sonic and Warcraft. But in particular, it was a decade of torment. The game features a soldier fighting demons on Mars, and he was the first first-person shooter, the most popular genre of gaming – to like Call of Duty and Battlefield.

The 1990s saw the release of the critically acclaimed commercial flop Superman 64 for Nintendo 64. It was widely considered one of the worst sports ever in the 90’s, and still tops the list of worst sports today.

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An online revolution

Ah, the early 2000s. As well as being a decade that brought us SIMs and mobile gaming – the loss of many parents – it was this decade that made online gaming a name for itself.

In 2001, Microsoft released a console called the Xbox, which came with its flagship title Hello: Combat Evolve – a huge hit that helped the console sell millions of units.

Its 2004 sequel, Hello 2, was a real revolution, though, as it brought Xbox Live with it, allowing parties around the world to compete and play together.

The 2000s were also the decade that saw the release of the massive, multiplayer game, World of Warcraft, which enabled thousands of people to play together in the imaginary world of Ezraut. At its peak in 2010, it had 12 million active users.

During this time gaming also became accessible to a wider audience. The Nintendo Wii, which used motion controls to play sports, was popular with families and, surprisingly, healthcare professionals. A total of 61% of stroke hospitals in Australia purchased a Wii, and the NHS endorsed the Wii Fit.

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Minecraft has, without a doubt, been the most notable sport in the last decade.

The 2011 indie game, made in Sweden, has sold over 200 million units – and without the need for glossy graphics or storytelling.

It uses a revolutionary, random 3D world, with a style that won’t go wrong with the Lego collection.

However, the decade also saw the growing importance of a number of notorious methods, most notably looting.

Although they appeared in the early 2004’s, they became as mainstream in the mid-2000s as the 2017 Star Wars Bit Front 2.

They require players to pay real cash for the game’s internal fees, without knowing what they will receive, which gives them an advantage. This system was called “pay to win” by the gamers.

The relationship between gambling and gaming has been a major topic for decades. One game, Counter Strike: Global Offensive, used a lot of accessories in the game, which were popular with young children. However, many websites allow users to trade and gamble on them.

In 2016, the developers of Counter Strike, Valve, took steps to shut down these websites and prevent players from using their gaming for gambling.

It was the decade that saw the release of the Nintendo Switch, a revolutionary hybrid of a home console and a portable system, and the release of the gaming giant Fortnight, a free gaming that helped developers earn 2.4 billion in accessories and other transactions in 2019.

The pendemic effect

The epidemic has kept many of us indoors since March 2020, providing the best conditions for playing video games – by the end of 2020, 36 million Britons are turning to consoles and PCs for entertainment. had been.

Industry experts predict that the biggest growth in the gaming industry will be online titles.

Party titles like ours also got a lot of mainstream attention and were great gaming to play at home with your friends, on platforms like Zoom and Discard.

In November 2020, the gaming had 500 million monthly active players – not bad for a four-member team of developers.

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