Advantages of Computer Games

Computers brought new capabilities to electronic games. Because computers could store data, they were a good platform for lengthy adventure and role-playing games. Players could store their progress and continue the games later. With consoles such as the Atari 2600, players could only start games from the beginning. This situation changed slightly in the mid-1980s, when Nintendo built a battery-backed chip into The Legend of Zelda that allowed players to record their progress.

Computer systems such as the Commodore Amiga and Apple Macintosh brought other advantages to gaming. These machines used mouse controllers, devices that gave players fast and highly precise control. As technology progressed, computer monitors offered higher resolution than television screens, giving computer games a crisper image1. This improved resolution made computers ideal for running strategy games such as SimCity and Civilization, which featured highly detailed graphics.

Although some computer-game publishers dropped out of the business, others – such as Broderbund and Sierra On-Line – gained reputation. Electronic Arts, which was founded in 1982, became one of the biggest names in the computer industry. The company’s success was fueled by aggressively recruiting2 top game designers away from competitors and by packaging its games in attractive boxes.

In 1984, Electronic Arts paid professional basketball stars Julius Erving and Larry Bird $25,000 each to use their names and likenesses in a game called Dr. J and Larry Bird Go One-on-One. The game was an instant success, leading Electronic Arts to conclude a similar contract with National Football League announcer and former coach John Madden to create a football simulation game for the Apple II computer in 1989.

For many years, the progress of electronic games was hampered by computer compatibility problems. IBM, Compaq, Packard Bell, and several other companies all manufactured different PC machines, seldom using standardized components. As a result, games that ran on one type of PC might not run on PCs made by other manufacturers.

Singaporean entrepreneur Sim Wong Hoo began to solve this problem in 1989 when he introduced a PC sound card called the Sound Blaster3. This device became the standard for PC sound. Future sound cards needed to be “Sound Blaster-compatible”, meaning they needed to use the same software (often called drivers). A standardized sound device enabled PCs to run games with music and voice files that sounded as good or better than the audio in console games.

 

Notes: 1crisp image – ÷¸òêîå èçîáðàæåíèå;

2The company's success was fueled by aggressively recruiting… – Óñïåõó êîìïàíèè â íåìàëîé ñòåïåíè ñïîñîáñòâîâàëî àêòèâíîå ïåðåìàíèâàíèå…;

3sound blaster – çâóêîãåíåðàòîð, ïðîô. ñàóíä-áëàñòåð.