Tuesday, June 18, 2019

Growth of IBM PC gaming

Among launch titles for the IBM Personal Computer (PC) in 1981 was Microsoft Adventure, which IBM described as bringing "players into a fantasy world of caves and treasures".[17] BYTE that year stated that the computer's speed and sophistication made it "an excellent gaming device", and IBM and others sold games like Microsoft Flight Simulator. The PC's CGA graphics and speaker sound were poor, however, and most customers bought the powerful but expensive computer for business.[18][19] One ComputerLand owner estimated in 1983 that a quarter of corporate executives with computers "have a game hidden somewhere in their drawers",[20] and InfoWorld in 1984 reported that "in offices all over America (more than anyone realizes) executives and managers are playing games on their computers",[21] but software companies found selling games for the PC difficult; an observer said that year that Flight Simulator had sold hundreds of thousands of copies because customers with corporate PCs could claim that it was a "simulation".[22]

From mid-1985, however, what Compute! described as a "wave" of inexpensive IBM PC clones from American and Asian companies, such as the Tandy 1000, caused prices to decline; by the end of 1986, the equivalent to a $1600 real IBM PC with 256K RAM and two disk drives cost as little as $600, lower than the price of the Apple IIc. Consumers began purchasing DOS computers for the home in large numbers. While often purchased to do work in evenings and weekends, clones' popularity caused consumer-software companies to increase the number of IBM-compatible products, including those developed specifically for the PC as opposed to porting from other computers. Bing Gordon of Electronic Arts reported that customers used computers for games more than one fifth of the time whether purchased for work or a hobby, with many who purchased computers for other reasons finding PC games "a pretty satisfying experience".[23]

By 1987, the PC market was growing so quickly that the formerly business-only computer had become the largest and fastest-growing, and most important platform for computer game companies. DOS computers dominated the home, supplanting Commodore and Apple. More than a third of games sold in North America were for the PC, twice as many as those for the Apple II and even outselling those for the Commodore 64.[24] With the EGA video card, an inexpensive clone had better graphics and more memory for games than the Commodore or Apple,[25][26] and the Tandy 1000's enhanced graphics, sound, and built-in joystick ports made it the best platform for IBM PC-compatible games before the VGA era.[19]

By 1988, the enormous popularity of the Nintendo Entertainment System had greatly affected the computer-game industry. A Koei executive claimed that "Nintendo's success has destroyed the [computer] software entertainment market". A Mindscape executive agreed, saying that "Unfortunately, its effect has been extremely negative. Without question, Nintendo's success has eroded software sales. There's been a much greater falling off of disk sales than anyone anticipated." A third attributed the end of growth in sales of the Commodore 64 to the console, and Trip Hawkins called Nintendo "the last hurrah of the 8-bit world". Experts were unsure whether it affected 16-bit computer games,[27] but Hawkins in 1990 nonetheless had to deny rumors that Electronic Arts would withdraw from computers and only produce console games.[28] By 1993 ASCII Entertainment reported at a Software Publishers Association conference that the market for console games ($5.9 billion in revenue) was 12 times that of the computer-game market ($430 million).[29]

Computer games, however, did not disappear. By 1989 Computer Gaming World reported that "the industry is moving toward heavy use of VGA graphics".[30] While some games were advertised with VGA support at the start of the year, they usually supported EGA graphics through VGA cards. By the end of 1989, however, most publishers moved to at supporting at least 320x200 MCGA, a subset of VGA.[31] VGA gave the PC graphics that outmatched the Amiga. Increasing adoption of the computer mouse, driven partially by the success of adventure games such as the highly successful King's Quest series, and high resolution bitmap displays allowed the industry to include increasingly high-quality graphical interfaces in new releases.

Further improvements to game artwork and audio were made possible with the introduction of FM synthesis sound. Yamaha began manufacturing FM synth boards for computers in the early-mid-1980s, and by 1985, the NEC and FM-7 computers had built-in FM sound.[16] The first PC sound cards, such as AdLib's Music Synthesizer Card, soon appeared in 1987. These cards allowed IBM PC compatible computers to produce complex sounds using FM synthesis, where they had previously been limited to simple tones and beeps. However, the rise of the Creative Labs Sound Blaster card, released in 1989, which featured much higher sound quality due to the inclusion of a PCM channel and digital signal processor, led AdLib to file for bankruptcy by 1992. Also in 1989, the FM Towns computer included built-in PCM sound, in addition to a CD-ROM drive and 24-bit color graphics.[16]

By 1990, DOS was 65% of the computer-game market, with the Amiga at 10%; all other computers, including the Apple Macintosh, were below 10% and declining. Although both Apple and IBM tried to avoid customers associating their products with "game machines", the latter acknowledged that VGA, audio, and joystick options for its PS/1 computer were popular.[32] In 1991, id Software produced an early first-person shooter, Hovertank 3D, which was the company's first in their line of highly influential games in the genre. There were also several other companies that produced early first-person shooters, such as Arsys Software's Star Cruiser,[33] which featured fully 3D polygonal graphics in 1988,[34] and Accolade's Day of the Viper in 1989. Id Software went on to develop Wolfenstein 3D in 1992, which helped to popularize the genre, kick-starting a genre that would become one of the highest-selling in modern times.[35] The game was originally distributed through the shareware distribution model, allowing players to try a limited part of the game for free but requiring payment to play the rest, and represented one of the first uses of texture mapping graphics in a popular game, along with Ultima Underworld.[36]

In December 1992, Computer Gaming World reported that DOS accounted for 82% of computer-game sales in 1991, compared to Macintosh's 8% and Amiga's 5%. In response to a reader's challenge to find a DOS game that played better than the Amiga version the magazine cited Wing Commander and Civilization, and added that "The heavy MS-DOS emphasis in CGW merely reflects the realities of the market".[37] A self-reported Computer Gaming World survey in April 1993 similarly found that 91% of readers primarily used IBM PCs and compatibles for gaming, compared to 6% for Amiga, 3% for Macintosh, and 1% for Atari ST,[38] while a Software Publishers Association study found that 74% of personal computers were IBMs or compatible, 10% Macintosh, 7% Apple II, and 8% other. 51% of IBM or compatible had 386 or faster CPUs.[29] By 1992 DOS games such as Links 386 Pro supported Super VGA graphics.[39] While leading Sega and Nintendo console systems kept their CPU speed at 3–7 MHz, the 486 PC processor ran much faster, allowing it to perform many more calculations per second. The 1993 release of Doom on the PC was a breakthrough in 3D graphics, and was soon ported to various game consoles in a general shift toward greater realism.[40] Computer Gaming World reiterated in 1994, "we have to advise readers who want a machine that will play most of the games to purchase high-end MS-DOS machines".[41]

By spring 1994 an estimated 24 million US homes (27% of households) had a personal computer. 48% played games on their computer; 40% had the 486 CPU or higher; 35% had CD-ROM drives; and 20% had a sound card.[42] Another survey found that an estimated 2.46 million multimedia computers had internal CD-ROM drives by the end of 1993, an increase of almost 2,000%. Computer Gaming World reported in April 1994 that some software publishers planned to only distribute on CD as of 1995.[43] CD-ROM had much larger storage capacity than floppies, helped reduce software piracy, and was less expensive to produce. Chris Crawford warned that it was "a data-intensive technology, not a process-intensive one", tempting developers to emphasize the quantity of digital assets like art and music over the quality of gameplay; Computer Gaming World wrote in 1993 that "publishers may be losing their focus". While many companies used the additional storage to release poor-quality shovelware collections of older software, or "enhanced" versions of existing ones[44]—often with what the magazine mocked as "amateur acting" in the added audio and video[43]—new games such as Myst included many more assets for a richer game experience.

Many companies sold "multimedia upgrade kits" that bundled CD drives, sound cards, and software during the mid-1990s, but device drivers for the new peripherals further depleted scarce RAM.[45] By 1993, PC games required much more memory than other software, often consuming all of conventional memory, while device drivers could go into upper memory with DOS memory managers. Players found modifying CONFIG.SYS and AUTOEXEC.BAT files for memory management cumbersome and confusing, and each game needed a different configuration. (The game Les Manley 2 satirizes this by depicting two beautiful women exhaust the hero in bed, by requesting that he again explain the difference between extended and expanded memory.) Computer Gaming World provided technical assistance to its writers to help install games for review,[46] and published sample configuration files.[47] The magazine advised non-technical gamers to purchase commercial memory managers like QEMM and 386MAX[45] and criticized nonstandard software like Origin Systems's "infamous late and unlamented Voodoo Memory Manager",[48] which used unreal mode.

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