Video Game History 2010–2019

from Wikipedia, the free encyclopedia

Below are the most important data on computer and video game history from 2010 to 2019 . The decade is characterized by technologies such as mobile gaming , virtual reality , cloud gaming , more online functions and the spread of gaming content through web videos and streaming media .

Platforms

Arcade

Arcade games continued to appear, but played a subordinate role in Germany. Here, too, the trend was towards dance and music games, as well as more complex, large-scale multiplayer devices. Survival horror , party, sports and racing games were still popular . New additions are virtual reality arcade centers, where games are played in virtual reality and special equipment is often made available for control and perception.

Consoles and handhelds

7th generation

New technologies and performance of game consoles

The seventh generation of game consoles hit the market in the mid-2000s with the release of the Xbox 360 , PlayStation 3 and the Nintendo Wii . These three consoles dominated the gaming scene throughout many of the early 2010s. Each console brought a new evolution in technology. The Xbox 360 offered games rendered at HD resolutions . In addition to HD games, the PlayStation 3 from Sony also has a built-in Blu-ray player. Nintendo, who turned down the HD race, focused more on motion control . All three major consoles expanded their general use by marketing themselves as media centers , having a WiFi Internet connection, and allowing gamers to use apps .

Handheld consoles

In terms of the handheld market, Nintendo's advancing DS series and Sony's PlayStation Portable dominated the market in the late 2000s and early 2010s. The Nintendo DS introduced dual screen and touch screen games. The PlayStation Portable was Sony's first attempt to compete with Nintendo. It had multiple ports for other devices, improved graphics, and was known for being the first portable gaming device to use an optical disk format.

8th generation

New PlayStation, Xbox and Wii

The eighth generation of game consoles followed a longer console cycle than usual. Nintendo was the first of the three big companies to announce its next generation console at E3 2011 with the introduction of the Wii U , the successor to the Wii. The Wii U was released in North America , Europe , Australia and New Zealand in November 2012 and in Japan the following month . The console's reception was mixed, with many critics criticizing the limited selection of startup games and graphics performance.

On May 21st, just a few weeks before E3 2013, Microsoft presented its "all-in-one entertainment device", the Xbox One . The response from the press and gamers was mixed, with many gamers criticizing DRM -related restrictions and persistent internet requirements. At E3 in June, Microsoft announced a launch date for the Xbox One in November and Sony introduced the eighth generation of the console, the PlayStation 4 . The Playstation 4 received an enthusiastic response from attendees after it was revealed that it wasn't and it has a cheaper introductory price than the Xbox One. In the week after E3, Microsoft announced that the online and gaming restrictions were being rolled back after significant negative feedback.

Improvements and hybrid console Nintendo Switch

The eighth generation continued with the release of the PlayStation 4 Pro and the Xbox One X , as a revised version of their predecessors that support 4K games, and with the appearance of the Nintendo Switch , a hybrid portable game console intended to replace the Wii U. extended. The Nintendo Labo construction set was also released for them .

Handheld consoles

Eighth generation handheld consoles were mainly dominated by Nintendo 3DS and PlayStation Vita . The Nintendo 3DS is the first gaming device to offer 3D games without stereoscopic glasses. Sony's PS Vita is the successor to the PSP. Nvidia also released the Nvidia Shield Tablet . With the Nintendo 2DS in 2013, a 2D version of the Nintendo 3DS appeared.

Goals and requirements

The eighth generation consoles are expected to prevail over the tablet and smartphone game market, offer a variety of online services, be reasonably priced, and be based on free games or inexpensive downloadable content. Interest in indie games is growing and not only AAA games are reported. There is also increasing interest in crossplay with other consoles, mobile devices and the PC.

Smart TVs and image transmission

In addition to the classic consoles, advanced televisions have been developed, so-called smart TVs , on which mostly mobile games based on the Android TV operating system can be played. In addition, devices have been developed for streaming on TV or other screens, such as the Google Chromecast or Steam Link .

Pc

Still are PCs in direct competition with the consoles. Special gaming PCs with higher quality individual elements are more expensive and common at LAN parties and in e-sports . More and more people are playing on notebooks , organizers, tablet computers and other mobile devices.

Hardware standards and development

Among the processor and graphics card manufacturers, Nvidia , AMD and Intel continue to dominate .

Nvidia introduced in 2009, the Nvidia GeForce 400 series to the market and expanded the offer in 2010 with the Nvidia GeForce 500 Series , in 2012 with the Nvidia GeForce 600 Series , in 2013 with the Nvidia GeForce 700 series , in 2015 with the Nvidia GeForce 900 series and from 2016 with the Nvidia GeForce 10 series . AMD released the ATI Radeon HD 5000 series in 2009 and launched the AMD Radeon HD 6000 series a year later and continued the AMD Radeon HD series today. In 2013, the graphics interface AMD Mantle was released. While the first graphics cards of the decade support DirectX 10 , DirectX 12 is the most current version. In terms of processors, the Intel Core i series (i3, i5 and i7) and Intel Pentium led the way, and AMD's Athlon , AMD FX , AMD Phenom and AMD Bulldozer . The 64-bit architecture became the standard and replaced the 32-bit architecture. DDR-SDRAM 2 was expanded from version 2 to 3 and later to version 4 .

In addition, have graphics memory (from megabytes to gigabytes) of memory (from low single-digit gigabyte range in the double digits) and hard disk space strong (Gigabyte to Terabyte) expanded. Windows 7 , Windows 8 and Windows 10 are the most popular operating systems . Battlefield V was the first computer game to support ray tracing in real time in combination with the Nvidia RTX graphics card .

To illustrate the development of the minimum hardware requirements over the decade, here is an example using the Battlefield series:

System requirement Battlefield: Bad Company 2 (2010) Battlefield V (from 2018)
operating system from Windows XP from Windows 7
Processor power 2 GHz on 2 cores 3.5 GHz on 4 cores
random access memory 2 GB 8 GB
Graphics card memory 256 MB 2 GB
Hard disk space 15 GB 50 GB
Internet connection 512 kbit / s 512 kbit / s

Linux optimizations

Steam has been optimizing some games for Linux since 2012 , partly because of the release of the Linux-based operating system SteamOS . The Steam Play emulation service was developed for this purpose and makes over 500 games usable on Linux.

Optimization for the television and approach to the console

With the introduction of the Steam Big Picture mode in 2012 and the tile graphics of Windows 8 , the display of PC games on large screen surfaces such as a television set and the navigation and input with a controller have been optimized so that a computer is similar to a game console lets use.

Mobile gaming and browser games

Development of gaming on smartphones and tablets

Angry Birds was filmed as the first smartphone / tablet game.

With the development of the smartphone by the iPhone in 2007, the technology has been constantly improved and new smartphones with better hardware have been developed. This also made the smartphone more and more attractive for the games market. Although there were already touchscreen systems in the gaming area, such as on the Nintendo DS , there were numerous games that made use of the multi-touch screen . A touchscreen was also later adopted for controllers of consoles such as the Nintendo Switch or PlayStation 4 .

The iPad also made the tablet computer attractive for computer games, as the graphics and operation could keep up with the handheld consoles.

In 2019, the number of smartphone players in Germany exceeded that of console and PC players, according to the market research company GfK . The number of smartphone players in Germany was 18.6 million, the number of console players was 16.7 million and the number of PC players was 13.4 million. After all, there are 10.9 million players on the tablet.

New target group: casual, geo and social games

Pokémon Go players in Düsseldorf's Königsallee in 2016

Mainly casual games are played on smartphones and tablets . Controllers can be retrofitted on some models. Browser games rely more on social gaming and are partly fully integrated into social networks . Geo-based augmented reality games were popularized by Ingress in 2013 and Pokémon Go in 2016. Idle games became popular. Another popular genre is the auto-runner , in which the game character automatically follows a route without stopping and the player has to avoid obstacles and collect objects if necessary.

Well-known games for mobile devices

Significant mobile games of the time are:

Popular genres of the time

A 2018 survey came to the following conclusion about the preferred genres of players:

genre Share of players surveyed
Casual game 68%
Strategy game , building game , economic simulation 56%
Action game (also shooter) 55%
Social games 48%
Racing and sports games 44%
Jump 'n' runs 42%
Multiplayer online games 38%
Digital educational game 37%
Fitness and exercise games 33%

Development trends

Virtual reality

Development history

Sergei Orlowski, founder and CEO of Nival Interactive , testing the Oculus Rift (2013)
User field of view with object projection in the
Microsoft HoloLens room

Since the 2010s, after the unsuccessful marketing of virtual reality applications for the home in the 1980s and 1990s, work has been going on again on virtual reality applications, like with the Virtual Boy . As the first known virtual reality headset that is aimed at end users, promises reduced virtual reality sickness and good graphics performance, the Oculus Rift was launched in the developer version in 2013 . On March 25, 2014, the development of Facebook was taken over and in April 2016 the user version was published. This was followed by other virtual reality headsets such as the HTC Vive in April 2016 and the PlayStation VR in October 2016. Special glasses such as the Google Cardboard , Google Daydream View and the Samsung Gear VR were developed for the mobile sector , with the smartphone as the Display is used. Some glasses have also appeared in the area of augmented reality , such as the Microsoft HoloLens in October 2016 or the Google Glass in 2012. In 2019 a VR version was released for Nintendo Labo . Stand-alone glasses that work without a smartphone, console or PC appeared with the Oculus Go in 2017 and the Oculus Quest in 2019. Furthermore, several Windows Mixed Reality glasses have been released since 2018. In 2019, the Valve Index , a revised version of the Oculus Rift ( Oculus Rift S ), was also released and several revised HTC Vive versions should appear. Some peripheral devices related to motion control , eye tracking and exergaming are also being developed for this purpose .

Significance for the game industry and interest in society

The term virtual reality is known to around 82% of the population of Germany and 22% already use glasses. Most gamers (37%) think the technology is just a big hype. 30%, however, see it as revolutionary. Simulation games (37%), role-playing games (31%), action games (25%), exergaming (23%) and online and social games are cited as popular genres by gamers . Users between the ages of 16 and 24 (73%) and users between 25 and 34 years (62%) are most interested.

Important VR headsets

Well-known VR headsets:

Exergaming

With the introduction of the Kinect for the Xbox 360 in 2010, controllerless room detection with a special camera became popular. The Wii remote control from the Wii range was also popular . On September 15, 2010, the PlayStation Move controllers were first released, which work similarly to the Wii remote control.

Many fitness trackers followed , becoming popular both in and outside of gaming. A number of augmented reality apps for smartphones were also released, such as Ingress in 2013 and Pokémon Go in 2016. With the advent of head-mounted displays such as the Oculus Rift , HTC Vive , PlayStation VR and Samsung Gear , exergaming has also become part of virtual reality and virtual rehabilitation / training. This should create more immersion and 360-degree interactions with the head. Special peripheral devices such as the omnidirectional treadmill Cyberith Virtualizer are used for this.

Cloud gaming

Cloud gaming is a part of cloud computing

With the advance of network expansion and the development of cloud computing and streaming media , some providers of cloud gaming stood up in the 2010s. Cloud gaming means that the actual game and stored data are stored on a company's server and that users play the game over a stable internet connection. This also replaces the use of an optical data carrier. The device used for playback is usually irrelevant and can take place on a computer, smartphone, tablet or console. However, latency times also have to be kept lower in order to keep a smooth and high-resolution image.

In 2010, the OnLive game console debuted as the first console to exclusively offer cloud-based games. In 2013, Julie Uhrman launched a Kickstarter campaign to raise funding for her cloud-based game console, Ouya . The Ouya exceeded their target by raising over $ 8.5 million. It is based on the Android operating system.

On January 7, 2014, the cloud gaming service PlayStation Now launched for the PlayStation 4.

The cloud gaming service Shadow started in Germany at the end of 2018. In 2019, other large manufacturers such as Microsoft , Google and Electronic Arts also want to try their hand at this area. For example, Google Stadia (formerly: Project Stream) wants to make it possible in 2019 to share game content so that players can replay it directly or play along. The streamed image should appear on a YouTube player. The service is to appear in a free and paid version and will start for the first time in November 2019.

Let's play and live streaming

Gronkh is the biggest German Let's Player

With the increasing popularity of the video platform YouTube , web videos related to computer games were also produced and, over time, demanded more and more. The first known Let's Play in video form with live commentary was started on January 5, 2007 by Something Awful user Michael Sawyer.

The game Minecraft ensured, among other things, numerous players who published their experiences and constructions in Let's Play videos and became increasingly popular over time. Over time, Let's Play videos have been released for almost every game and some manufacturers also support selected Let's Players.

Twitch logo

Also streaming media was popular and so was launched in 2007, the platform Justin.tv . The gaming area was outsourced to the live streaming video portal Twitch in 2011 and has only continued on Twitch since 2014. Since then, Twitch has been one of the most popular websites. In December 2017, the number of monthly active streamers was around 551,000. Due to the success of computer game live stream services , these are also misused to carry out trolling , swatting or stream sniping .

Besides normal player streams also are there increasingly e-sports -Events shown. Consoles and games introduced corresponding functions for recording and broadcasting. Previously, console and handheld games were recorded with a video grabber .

Additional content and games as a service

Since many of the games rely more on free-to-play and games as a service , additional content is also offered to finance the development. A distinction is made between purely visual content such as skins and gimmicks and content that intervenes in the game, such as additional weapons and items . If the player can gain such an unfair advantage over his fellow players, this is also referred to as pay-to-win . Micro transactions were often criticized . In 2017, loot boxes in particular came under fire and sparked a media debate about digital gambling. In games that have to be purchased, additional content is sometimes offered in the form of a downloadable content or season pass . It is criticized by players that the actual game is slimmed down in order to receive multiple profits through outsourcing.

Survival and sandbox games and user-generated content

Visitors to MineCon 2015

Mods and user-generated content have been around since the beginning of computer games. With the advent of the internet, game modes of their own were also developed. As more sandbox and crafting mechanisms were used in the 2010s and the development of your own content became easier, a large number of own game modifications and game modes were created by players. Minecraft from 2009 and Garry's Mod from 2004 followed as one of the first big games in this area . Later a multitude of other survival and sandbox games such as 7 Days to Die , DayZ , Rust , Stranded Deep , State of Decay , The Forest , Conan Exiles , Scum (computer game) , ARK: Survival Evolved , Raft , Scrap Mechanic , Starbound , Stardew Valley , Terraria and Unturned . Continue to be popular were also survival horror games such as Amnesia: A Machine for Pigs , Slender - The Eight Pages , The Evil Within , Five Nights at Freddy's , Hello Neighbor , The Last of Us , Outlast and Until Dawn .

With the introduction of PlayerUnknown's Battlegrounds and Fortnite in 2017, a large number of games and mods that use the Battle Royale game mode were created. Previously, there were modifications for Minecraft and ArmA 2 that use similar concepts. In this game mode, the map area will decrease over time and players will have to find appropriate resources to fight other players.

Crossplay

Since the mid-2010s, there has been an increasing number of game titles that enable interaction between individual platforms such as computers, game consoles and mobile devices, so-called crossplay . The challenge for crossplay is the different computer architecture and performance on the platforms, the different licenses and rights, different programming when porting to the individual platforms, as well as the different controls on the individual platforms. The aim is therefore that the player does not should have too great an advantage by using a special platform.

Touch screen, second screen and hybrid and modular consoles

The touchscreen control was in the decade by the multi-touch technology, the standard for smartphone and tablet games. Many handheld consoles such as the Nintendo DS and its successors Nintendo DSi , Nintendo 3DS and Nintendo 2DS or the PlayStation Vita also used the touchscreen as an important control element for games. Touchscreens have also been added to gamepads, for example on the PlayStation 4 controller .

Nintendo released the Wii U with a gamepad that had a second screen in addition to the television or monitor image and could be operated using a touchscreen. The Nintendo DS and its successors also had two screens with different uses (one for the touch screen and one as a display).

The second screen principle of the Wii U was continued on the Nintendo Switch and mobile apps. The Nintendo Switch is also a hybrid of a game console and a handheld console , thus expanding the Wii U's function of being able to transfer the image of games on the console in the home network to the gamepad, to become an independent handheld console that can be expanded as a stationary game console leaves. The individual toy cons (control units) of the console should be able to be used in different ways and expanded with frames such as the sets from Nintendo Labo . Optical frames were already available for the Nintendo Wii, which, in addition to their appearance, should offer better haptics and posture for movement control.

Player statistics

According to the Entertainment Software Association , the median age of a person who played video games in 2010 was 30 years. In Germany, this number is rising steadily and in 2018 was 36. Under 9 years of age, around 2.7 million people played computer games in 2018, between the ages of 10 and 19 5.8 million, between the ages of 20 and 29 years 5, 3 million, between the ages of 30-39 and 40-49 5.5 million each and around 9.5 million people aged 50 and over.

In 2018, a survey in Germany indicated that 43% of men and 40% of women play computer games. Annual revenue in the industry increased from $ 1808 million in 2009 to $ 2,388 million in 2017.

According to a 2018 survey, 85% of gamers played on a console or handheld, 79% on a smartphone, 78% on a laptop, 53% on a tablet computer, and 47% on a desktop computer. In a survey that took place between 2014 and 2018, less than 10% said they played computer games frequently, around 20% said they played occasionally and 40% said they never played any. In 2017, the average playing time for children was 117 minutes. It was 76 minutes for ages 10-11, 126 minutes for ages 12-13, 132 minutes for ages 14-15 and 128 minutes for ages 16-18.

Recognition as a cultural asset in Germany

It was not until August 2017 that computer and video games in Germany were recognized as a cultural asset by the German Cultural Council and are therefore subject to artistic freedom , which also makes it possible, for example, to display illegal symbols in the context of art, such as: B. the swastika . Previously, such games had to be changed or indexed. Angela Merkel opened Gamescom for the first time and emphasized the importance of computer games for business and industry.

E-sports

Development history and important events

Hearthstone: Heroes of Warcraft , a popular esports title

On April 15, 2015, the World eSports Association (short: WESA) was founded as a sports association for e-sports. Larger sports clubs such as 1. FC Nürnberg , VfL Bochum and FC Schalke 04 also set up e-sports departments. The number of e-athletes in Germany fluctuates from source to source and ranges from almost 1,500,000 to over 4,500,000 organized e-athletes. In Europe around 22,000,000 players are assigned to esports.

Counter-Strike: Global Offensive , a popular esports title

With the Dota 2 tournament The International and the Riot League of Legends World Championship , two competitions were held in 2013 with prize money of at least 2,000,000 US dollars. Since 2014, The International has received over 10 million US dollars in prize money every year. With this prize money, the tournament has since become the most highly endowed competition of its kind in e-sports. Riot, Valve's competitor in the area of multiplayer online battle arenas , organized the first international tournament with the 2014 World Championship. Riot thus continues to pursue the goal of hosting e-sports tournaments in large sports arenas. In addition, the final game was shown live on ESPN3, just like The International 4 before. E-sports are popular mainly in the United States and Asian countries such as South Korea , China, and Japan .

Statistics on the economy and interest in society

The prize money increased from $ 3.25 million in 2010 to $ 121.1 million in 2017. Of the 16- to 24-year-olds in a survey in 2017, 56% said they were familiar with esports. For 25 to 34 year olds it was 55%, for 35 to 44 year olds 39%, for 45 to 54 year olds 23% and for older 11%. Most of the fans are between the ages of 21-35 with a share of 48%. 10 to 20 year olds make up 23% of the fans and 36 to 50 year olds 25%. The ESL One Cologne 2016 was held in Cologne from July 5th to 10th .

New disciplines

The ESL One Cologne 2016 games took place in the Lanxess Arena .

New esports discipline:

Important companies

Nintendo , Microsoft and Sony still dominate the console market.

The companies with the highest turnover in 2017 included:

Companies Sales in billions of euros
Tencent 18.12
Sony 10.55
Apple 8.04
Microsoft 7.06
Activision Blizzard 6.51
NetEase 5.58
Google 5.35
Electronic Arts 5.1
Nintendo 3.63
Bandai Namco Holdings 2.43

Online services

Distribution platforms

The most popular online sales platform is Steam . Other well-known distribution platforms for games are Origin , Uplay , GOG.com , Battle.net and the Epic Games Store . They also try to lure buyers with special offers and functions, exclusive game licenses, community functions, achievements and discounts. A game subscription as it already exists with Netflix for films and series and Spotify for music was implemented by Electronic Arts on the Origin platform with Origin Access or on consoles with EA Access and by Microsoft with the Xbox Game Pass. Also GameKey -Shops be used more frequently.

Media and communication

At the time, YouTube , Twitch (formerly Justin.tv ), Smashcast and Mixer are all important video platforms in the gaming sector .

The TeamSpeak software or, since 2015, the Discord platform , which has now reached over 130 million users, are mostly used for voice chat .

Fan wikis , web videos such as walkthroughs and Let's Plays and websites with complete solutions and cheats make it more difficult for classic print computer game journalism and solution books to maintain and increase their sales figures.

Console services

On the consoles there are corresponding online services such as Xbox Live , the PlayStation Network or the Nintendo eShop . A modification of the console is still prohibited by manufacturers, among other things to counteract illegal procurement.

On July 28, 2013, some Wii online offers (WiiConnect24) were discontinued. On May 20, 2014, almost all online functions for the Nintendo Wii and DS were discontinued. The Wii Shop Channel was closed in early 2019.

Game development

Simplifications in game engines and content creation

The decade expanded game development to include game engines which, with a modular system and graphic programming , enable even laypeople without much knowledge of programming , geometric modeling and graphic design to create games. Using level editors provided by the developers and sandbox games, more and more user-generated content and mods for existing computer games were created, which can often be exchanged in the online areas provided.

Early access and crowdfunding

Due to the popularity of crowdfunding , the publishing of games in the early access phase has also become more popular, especially with indie developers, as they receive feedback before the official release. See also: Category: Crowdfunded computer game

Development systems

Important game engines and programming interfaces for game development by year:

Important events

The most important trade fairs include:

Data carrier / costs

Common data carriers are DVD , Blu-ray Disc and, in some cases , CD-ROM . Consoles and handhelds use different storage media such as optical, digital or electronic data carriers , depending on the manufacturer . In addition, games are increasingly being bought, downloaded or played directly online from the Internet. New games usually cost around 50 to 70 euros; however, prices often fall after a short time. Handheld games are usually a little cheaper. There are also more and more free games such as freeware or free software .

Chronicle / most important games of the decade

The following list includes computer games that have been widely reported. Mobile games and some survival games are not included, as these have already been shown. Individual titles in a series of games should only be listed in exceptional cases (for example, through bestseller lists or proven technical innovations).

Popular series are Assassin's Creed , Battlefield , Call of Duty , Forza Motorsport , Pokémon , Need for Speed , Five Nights at Freddy’s , Far Cry , Mario Kart , Final Fantasy , The Sims , Resident Evil , Dead Rising , F1 , God of War , Dark Souls , Halo , WWE , Mass Effect , FIFA and Total War .

See also

Web links

Individual evidence

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