The computer and video game industry (formally referred to as interactive entertainment and generally as the games industry) is the economic sector involved with the development, marketing and sale of video and computer games. It encompasses dozens of job disciplines and employs thousands of people worldwide.
Once a niche market and considered by some as a curiosity in the mid-1970s, the computer and video game industry took in about States dollar|USD$" target="_blank" >*7 billion worldwide in 2005 (ESA annual report). (Contrary to popular belief, it appears that the video game industry is not "bigger than Hollywood," a notion that may have proliferated due to varying ways of measuring that business.)
The modern computing world owes many modern computing innovations to the game industry. The following computing elements owe their lineage and development to the game industry:
In addition, many of the higher powered personal computers are purchased by gamers who want the fastest equipment to power the latest cutting-edge games. Modern games are some of the most demanding on PC resources, so the latest hardware is often targeted at this sector likely to purchase and make use of the latest features. Thus, the inertia of CPU development is due in part to this industry whose applications demand faster processors than traditional applications.
The game industry employs those experienced in other traditional businesses, but some have experience tailored to the game industry. For example, many recruiters target just game industry professionals. Some of the disciplines specific to the game industry include:
Most of these professionals are employed by video game developers or video game publishers. However, many hobbys also produce computer games and sell them commercially.
The emergence of the video game industry can be traced to Pong in 1971, the first widely available video game. From this point, the video and computer game industry formed into a hobby culture in the late 1970s when personal computers just began to become widely available. The industry grew along with the advancement of computing technology, and often drove that advancement. Today, the video game industry is a juggernaut of development; profit still drives technological advancement which is then used by other industry sectors. Though maturing, the video game industry is still very volatile, with third-party video game developers quickly cropping up and, just as quickly, going out of business.
The video game industry is currently facing financial strains as it attempts to fairly compensate its talent, while continuing to turn a profit. The result is that the game developer—the traditional source of new games—is essentially dying out or is being incorporated into large publishers. The game industry is currently experiencing a phase of consolidation and vertical integration as a reaction to spiralling costs. This climate has also given birth to vibrant indie game developers comprising tiny companies trying to use the internet rather than traditional retail channels to reach an audience.
Early on, development costs were minimal, and video games could be quite profitable. Games developed by a single programmer, or by a small team of programmers and artists, could sell hundreds of thousands of copies each. Many of these games only took a few months to create, so developers could release several titles each year. Thus, publishers could often be generous with benefits, such as royalties on the games sold. Many early game publishers started from this economic climate, such as Origin Systems, Sierra Entertainment, Activision and Electronic Arts.
As computing and graphics power increased, so too did the size of development teams, as larger staffs were needed to address the ever increasing graphical and programming complexities. Now budgets can easily reach millions of dollars, even if middleware and pre-built game engines are used. Most professional games require one to three years to develop, further increasing the strain on budgets.
Some developers are turning to alternative production and distribution methods, such as online distribution, to reduce costs.
However, unlike the music industry, where modern technology has allowed a fully professional product to be created extremely inexpensively by an independent musician, modern games require increasing amounts of manpower and equipment. This dynamic makes publishers, who fund the developers, much more important than in the music industry.
Activision was popular among developers for giving them credit in the packaging and title screens for their games, while Atari disallowed this practice. As the video game industry took off in the mid-80s, many developers faced the more distressing problem of working with fly-by-night or unscrupulous publishers that would either fold unexpectedly or run off with the game profits.
In the computer games industry, it is easier to create a startup, resulting in many successful companies. The console games industry is a more closed one, and a game developer must have up to three licenses from the console manufacturer:
In addition, the developer must usually buy development systems from the console manufacturer in order to even develop a game for consideration, as well as obtain concept approval for the game from the console developer. Therefore, the developer normally has to have a publishing deal in place before starting development on a game project, but in order to secure a publishing deal, the developer must have a track record of console development, something which few startups will have.
The Japanese video game industry is markedly different from the industry in the US and Europe.
Generally, games occupy greater cultural attention in Japan than the U.S., and its market share of total entertainment in Japan is higher than the U.S. Japanese publishers are often known for highly demanding standards on published titles, with Nintendo probably especially well known in this area. High-quality voice acting (on par with that of movies) was seen in Japanese games several years before American teams began to seriously think about it. Japan has created some of the largest and most expensive titles ever made, such as Final Fantasy X and the Metal Gear Solid series of games, and will probably continue to lead the way worldwide in terms of high production values and large teams.
Also, the division in labor for video game development is far different. For example, Japanese game design teams had a dedicated designer, (which they called a "director") far earlier then American design teams adopted the practice. Yet it was clear that even with this centralized design process level designers and character designers were given a lot of leeway to work within their boundaries as much as possible. For example, almost every level in Super Mario Bros. 3 has new gameplay concepts within it.
Secondly Japanese game designers throughout history generally had far more people working on a particular game then a comparable western design team. For example, Mortal Kombat, an American title, was developed by four people: a programmer, an artist, a musician, and a background artist. Street Fighter 2, a comparable Japanese title, had almost one artist working on every character in the game, plus two programmers, plus a musician with the result being a team of twenty or more people.
This article is licensed under the GNU Free Documentation License.
It uses material from the
"Computer and video game industry".
Home Page • arts • business • computers • games • health • hospitals • home • kids & teens • news • physicians • recreation• reference • regional • science • shopping • society • sports • world