< History of video games

Internet Gaming matures

In late 1999 EverQuest was released, popularizing MMORPGs.[1] The 2000's saw the release of popular MMORPG's such as World of Warcraft, and Runescape.[2] These MMORPGs offered unique social experiences for their players and resulted in in game social institutions being formed.[2]

New Economics of games

Eve Online in 2008.

The concept of free to play games primarily downloaded on the internet with small paid additions, microtransactions, is refined. This strategy begins to be seriously pursued by major game companies like EA by the end of the decade.[3]

Companies begin seriously marketing small DLC, with incidents like Horse Armor DLC for Oblivion initially attracting an incredulous response for selling something that did not include story or other additional content,[4] and becoming a common joke online by the end of the decade.[5][6]

Virtual in game currencies that can be officially exchanged for real currencies or to replace membership costs emerge in games like Second Life and EVE Online.[7][8] In part due to concerns of inflation, EVE Online developer CCP Games hires an economist to manage the in game economy.[9] In games that prohibit trading in game currency for real currency like World of Warcraft, and to a lesser extent games that allow it like EVE Online, under the table deals and grey markets for in game currency obtained by techniques like gold farming arise.[8][10] In game thefts for real world gain begin catching the public eye.[11]

Games as Apps, Mobile gaming in the 2000's

Tetris running on an iPod music player in 2006.

Games for non-gaming mobile computer devices gained popularity, often running on mobile media players like iPods, or on basic feature phones.[12]

Later the introduction of smartphones and application stores on them made mobile gaming more accessible.[13]

The living room of a gamer in 2007.
  • First Person shooters
  • Role Playing games
  • Massively multiplayer online role-playing games (MMORPG)
  • Rhythm and Music games.

Cross Platform Games of the 2000's

2001

War on Terror

The horrific attacks on September 11th, 2001 had huge repercussions on both culture and the global economy.[14][15] In response to the attacks, many games are delayed and edited out of respect to the victims of the tragedy.[16]

2002

Game Jams

In early 2002 Game Jams begin taking off with developers. In Oakland, California the 0th Indie Game Jam is held from March 15th, to March 18th.[17] The first Ludum Dare follows shortly in April.[18]

2003

Graham a 2003 oil painting by artist Kristoffer Zetterstrand inspired by Pixel Art in games.

Strategy Guides

By 2003 the rush to write official strategy guides that release either on or before the launch of a game lead to poor quality writing in such guides.[19] Furthermore some strategy guides for Square Enix games required use of a non-free website in conjunction with the guide[20], which was problematic in an era before laptops and mobile devices were common, and when desktop computers were often kept in separate rooms from a television and console. Meanwhile a popular unofficial strategy guide website GameFAQs is acquired by CNET.[21]

2005

Corrupted Blood

In 2005 a bug in the popular MMORPG World of Warcraft leads to the player transmissible status effect Corrupted Blood not always disappearing after a specific encounter, thus spreading across the game world and infecting over a million player characters in a virtual epidemic.[22]

The event became a subject of academic research by medical professionals, as the event was essentially a model of a real life epidemic.[23] In particular observations from the Corrupted Blood incident would later be used in 2020 by researchers looking to understand decision making during the COVID-19 pandemic.[24]

2007

Great Recession

The Great Recession hits the economy in 2007, wiping out savings and deeply hurting the stock market.[25] Sales of video games and gaming hardware subsequently drop.[26] Compared to other industries, the gaming industry was relatively resilient.[27]

2008

Tabula Rasa in Space

The creator of Ultima, Richard Garriott, flies to the International Space Station as a tourist.[28] He attempts to play the game Tabula Rasa into space, but this is denied for security reasons, bringing the code of Tabula Rasa with him and broadcasting a message to players instead.[29][30][31]

Screenshots

Events

References

  1. "Engineering Everquest" (in en). https://spectrum.ieee.org/consumer-electronics/gaming/engineering-everquest.
  2. 1 2 Silva, Matthew De. "What I learned from getting scammed by 12-year-olds" (in en). https://qz.com/1608914/how-runescape-mmorpgs-shaped-millennials-during-childhood/.
  3. Schiesel, Seth (21 January 2008). "The Video Game May Be Free, but to Be a Winner Can Cost Money (Published 2008)". https://www.nytimes.com/2008/01/21/technology/21game.html.
  4. "Download Oblivion's horse armor, for a price" (in en). https://www.engadget.com/2006-04-03-download-oblivions-horse-armor-for-a-price.html.
  5. "Oblivion Horse Armor On Sale For Twice The Price" (in en-us). https://kotaku.com/oblivion-horse-armor-on-sale-for-twice-the-price-5193675.
  6. "Industry must address horse armour 'joke'". 15 July 2009. https://www.mcvuk.com/business-news/industry-must-address-horse-armour-joke/.
  7. "Virtual Economics" (in en). https://www.technologyreview.com/2005/12/01/229988/virtual-economics/.
  8. 1 2 "EVE Online player loses USD 19,000 in shady virtual currency deal" (in en). https://www.engadget.com/2008-12-30-eve-online-player-loses-usd-19-000-in-shady-virtual-currency-dea.html.
  9. Hillis, Scott (16 August 2007). "Virtual world hires real economist" (in en). https://www.reuters.com/article/us-videogames-economist-life/virtual-world-hires-real-economist-idUSN0925619220070816.
  10. "China's 'Gold Farmers' Play a Grim Game" (in en). https://www.npr.org/templates/story/story.php?storyId=10165824.
  11. "Gamer robs virtual bank to get real-world cash CBC News". https://www.cbc.ca/news/technology/gamer-robs-virtual-bank-to-get-real-world-cash-1.799414.
  12. Hill, Jason (4 September 2008). "The rise and rise of casual gaming" (in en). https://www.smh.com.au/technology/the-rise-and-rise-of-casual-gaming-20080904-gdstl3.html.
  13. Wortham, Jenna (5 December 2009). "Apple’s Game Changer, Downloading Now (Published 2009)". https://www.nytimes.com/2009/12/06/technology/06apps.html.
  14. "Events of 9/11 Affected U.S. Culture in Ways Both Clear and Obscure". https://www.trincoll.edu/NewsEvents/NewsArticles/pages/911Panel.aspx.
  15. Brainard, Lael (NaN). "Globalization in the Aftermath: Target, Casualty, Callous Bystander?". https://www.brookings.edu/research/globalization-in-the-aftermath-target-casualty-callous-bystander/.
  16. "How 9/11 Affected Games bit-tech.net" (in en). https://bit-tech.net/reviews/gaming/pc/how-9-11-affected-games/1/.
  17. "Technology Inspires Creativity: Indie Game Jam Inverts Dogma 2001!" (in en). www.gamasutra.com. https://www.gamasutra.com/view/feature/2989/technology_inspires_creativity_.php.
  18. "Get Your Game On with Ludum Dare: Interview with Mike Kasprzak (Part..." (in en). https://software.intel.com/content/www/us/en/develop/blogs/get-your-game-on-with-ludum-dare-interview-with-mike-kasprzak-part-1.html.
  19. "Decline of Guides". 8 September 2003. https://web.archive.org/web/20030908223435/http://alanemrich.com/Writing_Archive_pages/decline.htm.
  20. "GameSpy.com - Article". 17 June 2006. https://web.archive.org/web/20060617055414/http://archive.gamespy.com/articles/june03/dumbestmoments/readers/.
  21. "GameFAQs Acquired by CNET - Slashdot" (in en). https://games.slashdot.org/story/03/06/04/1438227/gamefaqs-acquired-by-cnet.
  22. "Corrupted blood incident—a not-so-virtual epidemic in a virtual world : Networks Course blog for INFO 2040/CS 2850/Econ 2040/SOC 2090". https://blogs.cornell.edu/info2040/2016/11/28/corrupted-blood-incident-a-not-so-virtual-epidemic-in-a-virtual-world/.
  23. Oultram, Stuart (1 December 2013). "Virtual plagues and real-world pandemics: reflecting on the potential for online computer role-playing games to inform real world epidemic research". Medical Humanities 39 (2): 115–118. doi:10.1136/medhum-2012-010299. ISSN 1473-4265. https://pubmed.ncbi.nlm.nih.gov/23584861/. Retrieved 6 January 2021.
  24. Elker, Jhaan. "World of Warcraft experienced a pandemic in 2005. That experience may help coronavirus researchers.". Washington Post. https://www.washingtonpost.com/video-games/2020/04/09/world-warcraft-experienced-pandemic-2005-that-experience-may-help-coronavirus-researchers/.
  25. Merle, Renae. "A guide to the financial crisis — 10 years later". https://www.washingtonpost.com/business/economy/a-guide-to-the-financial-crisis--10-years-later/2018/09/10/114b76ba-af10-11e8-a20b-5f4f84429666_story.html.
  26. Richtel, Matt (11 June 2009). "Video Games Aren't Recession-Proof". https://bits.blogs.nytimes.com/2009/06/11/video-game-industry-dips-further-in-may/.
  27. Terdiman, Daniel. "Is the video game industry recession-proof?" (in en). https://www.cnet.com/news/is-the-video-game-industry-recession-proof/.
  28. "What Did Richard Garriott Do In Space?" (in en-us). https://kotaku.com/what-did-richard-garriott-do-in-space-5214165. Retrieved 21 November 2020.
  29. "Video Games in Space Nixed Over Fears of Space Station Hacking" (in en-us). https://kotaku.com/video-games-in-space-nixed-over-fears-of-space-station-5478092. Retrieved 21 November 2020.
  30. "Garriott: 'Operation Immortality' Good Substitute For Playing Tabula Rasa In Space" (in en). https://www.gamasutra.com/view/news/111612/Garriott_Operation_Immortality_Good_Substitute_For_Playing_Tabula_Rasa_In_Space.php. Retrieved 21 November 2020.
  31. "Garriott Sends Coded Message From Space" (in en-us). https://www.wired.com/2008/10/garriott-sends/. Retrieved 21 November 2020.

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