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The Videogame Ages, part 2

Posted by John Constantine

In part one of The Videogame Ages, I discussed the inadequacy of “generation” language in gaming, and laid out The Golden Age of gaming. In part two, I look at the Silver and Bronze ages before taking a look at the modern era and the future.

The Silver Age – 1983 to 1996
8-Bit, 16-Bit, Early Handheld, Early 3D, Advanced PC and Arcade


The silver age of games is defined by expansion, in not just playability but breadth of experience. When home computers became affordable and home consoles began diversifying, games started transforming from immediate, single-mechanic experiences into more lasting forms. Silver age games were still about escalating challenge, but high scores ceased being the goal, replaced by definitive endings. Games started becoming more explicitly narrative-driven, as aesthetic justification on consoles and as the focus of many PC games (see the entire adventure game genre.) Portable gaming also started to rise to prominence during this period, early single-screen LCD games replaced by multi-game consoles like the Game Boy and Atari Lynx. Arcade and PC game technology pulled far away from home consoles, but all games were shifted from the rough visual abstraction of golden age games, into more aesthetically recognizable presentations – albeit still cartoonish impressionistic rather than realistic. The rise of polygonal 3D graphics, both real-time full 3D (Yu Suzuki’s Virtua series) and pre-rendered (Myst, etc.), at the end of the silver age marks the transition to bronze. In 1996, with the release of Mario 64, Tomb Raider, and Quake, the silver age comes to a close.

The Bronze Age – 1996 to 2006 (maybe)
32-bit, 64-bit, 128-bit, Death of Arcades, PC Equalization




While golden age games’ boundary was a single screen and silver age games were largely confined to movement from left to right or down to up, the bronze age is the birth of 3D space as gaming’s chief concern. This isn’t to say that games that take a place on a 2D plain ceased being important or a valid medium for experimentation (though they certainly became marginalized on consoles, PCs, and in arcades.) But creating spaces with depth similar to the physical world took center stage in design. This push toward realistic spaces is mirrored in game aesthetics. Nearly all the technological benchmarks of the bronze age have come from creating as lifelike a facsimile of real life as can be achieved on any technology. PC games typically set that high water mark, though by the end of 2006, home consoles had largely caught up to PCs, much as they did with arcade games during the first few years of the 20th century (arcades are close to extinct now.) Game narrative started heavily borrowing from film’s storytelling language, relying on scripted scenes voiced and acted by digital characters in an attempt to tell deeper stories, but games also started developing there own unique storytelling language during this period, some games allowing the player to always be immersed in drama through play (see: Half-Life.) Multiplayer games no longer required physical proximity with the rise of online play on both PCs and consoles, and portable gaming started offering richer, longer play experiences, akin to those found on consoles.

I’m not totally convinced that the bronze age has ended yet, but the telltale signs of gaming’s latest age-defining shift have been popping up with some frequency over the last few years. The argument can be made that the Heroic Age of gaming is one of community via online networks and MMOs, user-generated content (see: Spore, LittleBigPlanet, Halo 3, Boom Blox, etc.), and experiential gaming. Experiential gaming is a big one whose mettle has yet to be tested, whether or not broad physical activity, from waving a Wiimote to playing fake musical instruments, will catch on. It’s certainly a dramatic shift to see experiential gaming leave its one-time home, the arcade, and transform into a driving force of home gaming. Then again, who knows? Maybe the golden age of gaming has only just ended, and its now, when players can finally build games themselves inside of other games, that the silver age has begun. Let me know, dear reader.

Part 1


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Fix It: Alone in the Dark, Tiger Woods, and the Death of the Glitch
Everyone Will be Able to Rock


+ DIGG + DEL.ICIO.US + REDDIT

Comments

Nemo Incognito said:

This pretty much destroys my attempts at defining the eras.  I wasn't trying to define things outside my personal experience so I was limited to just post-Nintendo consoles (and so are many other people it seems).

For what it's worth I see the nineties as a whole as a "golden age of console games".  It was a happy medium between the eighties and before (expression limited by very primitive technology and few established ideas) and the modern era (expression hindered by unfocused design, corporate meddling and high production demands ie. money and manpower).  In the nineties consoles became more powerful and their games more sophisticated but memory and processing power were still limited and this encouraged game makers to be more efficient and not wasteful in their designs.  Games diversified and new genres and concepts were established like the first 3D games.  Console games got more intelligent but there was still some of the innocence and enthusiasm of the earlier decades remaining, before games became serious business and had to prove themselves an 'art'.

October 28, 2008 4:36 PM

Demaar said:

That's a good point nemo. You could definitely label ages by how games were being created and the intent of the developers.

I think the best divides in that case would be from the beginning to 8-bit, then 16 - 32-bit, then whatever you call the Dreamcast/PS2 until now.

October 30, 2008 11:06 PM

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John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

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