How Video Games Changed the World
- Year:
- 2013
- 120 min
- 106 Views
1
Videogames,
for years the domain of outsiders
and geeks, and people who look
a bit like owls.
Somewhere down the line,
gaming went mainstream
and now everyone plays them
18 hours a day, even George Alagiah.
And while that is a lie, games have
infiltrated popular culture
and fundamentally changed the way we
interact with the world.
Yes, really.
Now, tonight, I'll share
my personal,
possibly bull-headed selection of
the 25 most significant games that
ever there were, and we'll be
hearing from videogame insiders,
videogame likers, and some
reassuring, friendly, familiar faces
so easily spooked viewers don't
sh*t their own kidneys out
with terrified indignation.
We'll show you games that broke
out of the pixelated ghetto
and romped across
mainstream culture.
We'll see games that will make you
feel guilty, or make you cry,
or even introduced you
to your soulmate.
In fact, we'll show you nothing
less than how videogames
changed the world...
because that is the title,
so we have to.
Today, in 2013, games are almost
as commonplace as shoes.
Practically everyone plays them
in some form.
Even bacon replicant David Cameron
was reportedly addicted to the
jolly food slash 'em up
Fruit Ninja on the iPad.
graphically staggering,
painstakingly realistic,
or conceptually sophisticated
as they tend to be today.
No, they had to start somewhere.
Gaming's Big Bang happened in 1972
with the release of a simple
looking tennis simulator,
a game called Pong.
Pong, of course, was very simple.
You know, it begins with a black
screen, as all great moments do.
It's meant to be kind of table tennis
but it was like a moving white bar
that would go up and down,
and you could bounce
a ball from side to side.
But it was so limited,
so kind of basic in its function,
and yet, curiously, satisfying.
Pong wasn't the first videogame
but it was the first truly
successful one, and it contains
much of the same basic DNA as almost
every game that followed.
It was co-created by Atari founder
Nolan Bushnell
and programmer Allan Alcorn.
Without these two legendary figures,
there would be no videogames
industry at all.
I had completed the design and
we said, "Well, it plays pretty good,
"let's put it in a box and see
if anybody plays it."
And all it had was the name
Pong on it. There's no instructions,
there's just a coinmach.
And Nolan and I carried it over to
Andy Capp's Tavern,
put it on a barrel, and within
a short time, within a week or
so, the thing stopped working,
and so I went over to fix it...
That became full of quarters.
Yeah, I opened it up
and the quarters just gushed out,
filled my pockets with quarters
and came in the next day and said,
"Nolan, I think we've got...
Something is going on here."
And you go, "Hmm."
Pong was incredibly simple.
Everybody knows how to play
ping-pong. It was a very stylised
version of ping-pong on a TV.
The controls were simple,
just a knob each to move the paddle.
There was also hidden depth.
The power allowed the ball to come
off the bats in different angles,
depending on where you hit it,
so it introduced this whole
idea of skill and strategy, which is
really, really important.
Yes, it's hard to remember now,
but in 1972 this was cutting edge.
You know, I found the graphics
on Pong,
the little players, the little lines,
they moved quite smoothly,
it was quite impressive,
and the ball moved smoothly.
By ball, I mean square!
We didn't make the ball square
because we thought that
a square ball was cool.
It's the only way we could do it,
and so, you know, in some ways,
I'd say the first 10
years of the video game business,
we were always bumping right
up against the edge of the
technology that was allowed to us.
'You are watching
the most exciting game
'you'll ever see on your TV set.'
Technology may have held
the graphics, back but soon,
the rise of cheap microchips created
a wave of Pong-like imitators
you could plug in and enjoy in your
living room,
revolutionising home entertainment
at a stroke.
'Oops, a goal.'
Until Pong came along, you would
have to sit there and withstand
whatever the TV threw at you,
which in the '70s
was only a handful of channels.
It often meant a choice between
a documentary about bricks
or Jimmy Savile.
Now, suddenly, there was
a box you could plug directly
into your TV and take control.
At the time, the very idea of that
was mind-manglingly exciting.
That was the revelation,
the fact that you didn't feel
passive for the first time.
Not that you don't mind being
passive with TV,
but for the first time you were
doing something here that
translated into something over there
and that was kind of mind-blowing.
So I think it was just the miracle
of being in the TV and operating
something from your couch which was
the game changer for me.
I can remember gathering around it
with my whole family,
it was like the piano
in the 1940s or the Victorian era.
We all gathered around
and were amazed at this
idea of interacting with
the television screen.
Even though the graphics were
profoundly simple, there was
that sense that this was a whole new
thing that was happening.
Trad TV was clearly
so rattled by the obvious threat
posed by the technological
upstart, it made desperate
attempts to incorporate the new
enemy into its flagship
entertainment shows.
When Pong came out they tried to use
it as part of a live TV thing,
and I know I am not imagining this,
with Bruce Forsyth.
- Nice to see you to see you...
- Nice!
Well, what else could I say?
Bruce Forsyth had jumped ship from
BBC to ITV for a huge pay packet,
there was a huge story about that,
and ITV gave him
the whole of Saturday night.
And the competition they had,
they had people using a
voice-operated form of Pong.
I know I've seen this.
You're looking at me like I'm
hallucinating, but I have seen this.
Ladies and gentlemen, tele-tennis.
And even as a kid I was thinking,
"Wow, this really doesn't work."
In the years following Pong,
amusement arcades filled with
coin guzzling monoliths became
a common sight, but in 1978,
the success of one title
catapulted gaming out of the dark
and further into the mainstream.
This stark, bleak, humans vs aliens
fight-to-the-death quickly
hoovered up coins worldwide.
What Space Invaders did was it took
arcade machines out of those
arcades, out of bars and suddenly,
they were in restaurants
and cafes,
places where families could go.
I think it was the first
game that really did that.
It took games into the mainstream.
I can remember the first time
I saw Space Invaders.
It was at the Silver Blades
ice rink in Birmingham.
We were on a school trip,
on Thursday night,
and I remember seeing this game
and putting 10p in the slot and it
was like a revelation to me,
it was the most amazing experience.
And from then on in,
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