An indie game released in 2011, Minecraft didn’t have any professional-grade graphics or even a story, but still became a huge hit selling 200 million units.
Games became ‘gamblized’ around 2005, with loot boxes that gave random perks for cash and many other legal/illegal options that players could tinker with.
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A student of the University of Utah teamed up with a researcher at Stanford University to make a video game called Spacewar!
They used to play it in a university lab and saw the potential to convert it into an arcade game encased in a cabinet.
The final game, called Computer Space, achieved success in 1971 and paved the way for the video game industry, which is now worth more than the music and film industries combined.
A lot of people started playing more and more video games at home after March 2020, when the lockdowns started.
Online titles(like the hugely popular Among Us) are showing the highest level of growth during this time, with a new social approach to gaming, integrating it with online tools already in use.
2001 saw Microsoft getting into video games with the Xbox, bringing with it great titles like Halo and selling millions of units. The
In 2004, massive multiplayer games debuted with World Of Warcraft, with thousands playing together in real-time. Nintendo released the family-friendly console Wii, which had motion controls that could enable sports-like games with full-body movement.
Pokémon, with its first incarnation as a video game + trading card collection, emerged in Japan back in 1996 and created a viral storm, earning USD 5 billion for Nintendo, its parent company, in just three years. It created a frenzy of fans all across the world, something known as “Pokémania".
Video games had a reputation of being emotionally numbing and brain rotting, but this recent trend towards narrative-centric gaming is now developing a player’s sense of sympathy and empathy.
Game designers are now starting to explore and incorporate the emotional elements that exist in other forms of media, the most important element being narrative.
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