Video Games in the High Kingdoms: Difference between revisions
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While the 60s were marked as the golden age of Arcade Games, in the High Kingdoms, the nascent industry was all but dominated by foreign companies with Alo! being a major outlier. Instead, largely thanks to the 'hacker' culture in universities, games began to move towards the home computer instead of purpose-built electro-mechanical machines. This period was marked with many games not available to the public. Games such as [[Rollerblades]], the [[Submariner]] and [[Gargello the Giant]] were largely developed by university students and professors for various experiments and treatises.
Digital version of common board games started to pop up from independent coders, calling themselves 'developers' throughout the 2460s.This led to GOal!, a game that simulates penalties in Phutebola. This was the first game solely created for entertainment. Further advances in electronics and television technology allowed for exploration on the capabilities of an 'entertainment software system'. Studying the Ginsukyan Arcade Golden Age, a professor from the University of Valar, [[Sharan Manerin]] in collaboration with renowned polymath and inventor [[Mikel Ŗipera]] created the first video game console in the High Kingdoms in 2467. Although this would take nearly a decade to become a proper consumer product.
[[Ah-Netar]] quickly picked up the project and aby the 2470s, consoles started to uproot the arcade scene. Throughout the 70s, the development of consoles expanded rapidly, with innovations such as cartridges and separate controllers. Despite this, on the software scene, video games were mostly dominated by sport-based games or even arcade games ported to consoles. The prominent consoles of this period were the Ah-Netar [[Manerin-Ripera 2000]], the [[Altos Paffin]] and the [[Boxmaiden]]. Only half a decade after this, both consoles and home computers received microprocessors and ROM cartridges, shaking up the industry. In 2478, the game [[Star-shooter]] laid the groundwork of many of the guiding principles of game design. The game allowed you to set and track high scores and other essential statistics as well laid the foundations of the dominant 'point-and-click' design of modern day. Another key thing was that the game was developed in-house by Ah-Netar coders on their free time and was eventually officially licensed by the company, surging the sales of the MP2000 and it's successors. This had led to it's competitors try to recreate the success brought by Star-Shooter. While this led to a sudden surge in game development, none were as successful as Star-shooter.
=== Emergence of Home Video Games (2480s-2500s) ===
The 2480s saw the switch towards microcomputers and a culture of far more private environment form around video games. This was complemented by the arrival of the affordable home computers, such as the revolutionary [[Casemate-3]]. Soon the Market was saturated with home computers to the point where it was not uncommon to see more than one computer in the homes of the average High Alaxian. The 80s were not as innovation driven in the case of game development, with many of the games being made were either recreations or unofficial ports of successful arcade and console games. The rise in home computer games was also supplemented by the government's leanings towards the piece of hardware with multiple initiatives and policies that saw computer skills be one of the core teachings in schools. Almost 78% of all schools were provided with a set of computers as the government, in collaboration with Ah-Netar looked to create a technologically adept High Kingdoms. Tinkering was also encouraged, spurred by the [[inventor dream]] that took root in the HKA.
Subsequently, by the 2490, the HKA had an emerging industry that was gearing to take on foreign markets. This was seen in the prominent Hacker culture in Ahitereiran universities as well as the Tinkering culture primarily in Kiavalari schools. Up until this point, games were typically made by a single person with a single creative vision, these 'home developers' had very little formal experience and even less ability to distribute their games. Soon, a market started to form that helped these developers in distributing their games. The 2490s saw the implementation of many video game norms, such as the 3D graphics rendering, lighting and shadows. This was first demonstrated by the 2494 video game [[Star Miner]]. The following year saw the release of [[Tirkan]], an exploration game set in ancient Valar, it introduced design elements that is used in open-world games even today. It is also attributed as the first non-linear game.
The 2490s also saw the emergence of a myriad of developers and publishers that would continue to grow in renown in the following decades. A number of these include:
=== The Great Fall of 2510 ===▼
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=== Video Games Resurgence (2505-Present) ===
=== The Rise of Independent Games ===
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== Conventions & Award Ceremonies ==
== Game
== Cultural Impact of Video Games ==
== Controversies Regarding Video Games ==
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