console games

War Console Games – Origins and Modernizations

War console games have a long history, going back to the earliest invention of civilian collection in 13th century England. The entire material culture of the time centered on warfare and royalty, with little concern for the common people. This created the desire to build popular consoles that were used for fighting (especially piracy in the form of the jingo game) and for enlistment purposes. It was not until the Early Modern Period that this interest was reignited and refined, and in a series of innovations, the first real attempts were made to combine the use of electronic devices with the use of intent to play on a battlefield.

The first console games from this era would prove themselves to be quite successful. Using sounds to give visual feedback on how to play a game was the first element that was later to be duplicated by consoles of the late 20th century, when wars got more complex and the focus shifted even more towards combat.

The 1980s brought about a rush in console game technology, as well as a desire amongst military trainers to apply certain games and scenarios to real operations they were training in, thus creating the first war console games. The goal of these games was to simulate “a taste of combat”, resulting in the first war console games that commonly retain a military appeal. “Platoon” and “Overkill” were early games that started the trend.

Following the attacks of September 11th, 2001, a new genre was created. This time, the massively multiplayer role-playing games were used to simulate “a cinematic invasion of a foreign country”. The games were based on the “operational stress simulator” created for software development in the early 1990s, which had become popular for its use in stress studies. The games offered a high level of responsiveness in graphical feedback, and were incorporated with “real world” maneuver platforms, results in a new type of experience.

This genre expanded further when computer graphics started to attain a certain level of complexity and a gaming console became the central media hub for the graphics and responses. The first “Wow” console game ranked among the most popular war console games for a variety of reasons, including the incorporation of square graphics, which offered improved clarity, as well as detailed character movements and models.

Massively multiplayer gaming was introduced, as were other, new genres. The ” roam ” genre, created a new universe where gamers where free to come and go from a particular server, and bound to an internet-connected console.

As gaming consoles became more multifunctional, interaction between players became possible over the internet, and the “console gaming” of the “old” was redefined in many ways.

Many of the first console games were “folklore”! It wasn’t really science fiction, it was just good fun. Folklore included, ” botanists may be planting less than helpful trees, farmers adjust crop cycles to their work schedules, and zoologists observe unusual habits,” wrote Richard Skinner in an article in the Columbia University Press, as an example of some of the first console games. Later more complex games such as “Duke Nukem” became more popular, as the sophistication of the new computer technology – particularly the centralized consoles with multiple major players created new online communities, adding to the complexity and providing more options for gamers.

One of the first FPS (first person shooter) centric games was “Duke Nukem 3D” in 1999, which offered a few new features, as well as adding more weaponry. 3D Engine was used, and a few years later the technology fully matured, allowing new approaches to be taken, such as the use of HUD (Heads Up Display) units, requiring the gamer to take care of his or her part without accidentally killing anyone near by.

The latest FPS to appear for consoles is Quake 4; and it’s been given a popular gaming platform with lots of buzz during its release.

FPS is an acronym for Frame Per Second, and refers to a game marked by first person perspective – a view as seen through the eyes of a character, rather than through the characters view sword view. centering around the character, and placing the character in surroundings that mimic a realistic war, while giving the gamer bonuses, such as, bobbing along on a wave. Quake 4 differs from Quake in the sense that the view is updated, as the battleground gets more confusing, requiring the gamer to quickly reviewers moves when going prone or jump in a sudden forgetting a useful pron or weapon when confronted by an aggressive enemy.

In Quake 4, the gaming experience is centered around the player, and every individual Move Quake player should be taken into account. Centering around the experience of fighting with an alien enemy, while an FPS game is centering around the combat between two real human beings ( gamers + weapons), it is a different experience.

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