Tip:
Highlight text to annotate it
X
The computer is not only a working tool, it is also an entertainment device. This is especially known to and used by the youth.
The generation of Nintendo kids mastered lightning-fast responses to ever-new pictures collapsing into them.
What is exciting today, is won hands down tomorrow, so the computer kids are always looking for new challenges.
The industry responds. New games require players to solve problems in complex virtual worlds.
Man has always liked playing and passing adventures. This needed time, space and other players.
The new games are short, require minimal space and are being played alone.
The three largest suppliers of computer games are based in Japan.
Where the need of virtual reality is huge, because where many people live in cramped conditions, you have to create more space in your head.
The Virtual Boy consists of the viewer and a controller.
A complex structure of light emitting diodes, lenses and moving mirrors provides an incredibly sharp, three-dimensional image.
Here, the player travels through a three-dimensional maze at 100 kilometers per hour.
The development of this type of game has taken three years. After the Game Boy, it is regarded as the latest milestone in the development of interactive games.
It is no longer about reacting reflexively, collecting, shooting or blocking - the goal is to make games perceptible by the senses.
Games in particular fully utilize all the technical possibilities of their time.
Ten years ago I was asked what a game would look like in 1995.
Without knowing how far electronics would be, I accurately described the Virtual Boy as an independent unit that takes the user into a different world.
As a thing with which one can actively experience practically everything, regardless of time and space.
Characters from sports and entertainment are directed by the player who slips into their roles.
I've forgotten my statement again and today, in Japan alone, I sell as much as 5 million pieces of my vision from back then.
Technically well-crafted entertainment with a dash of violence is stll in high demand. Fights are like a red path through the world of games.
Beating and getting beat, with a simple press of a buttons. Reflexes instead of thinking along. Manufactures now want to stop this trend.
For example with football games where the player slips into the role of a real live star and, as shown here, makes a virtual corner kick into a brilliant goal.
We like to use stars in our new games. For children good athletes are like heroes.
Instead of artificial characters which are just destroying, we make use of positively connotated, actually existing individuals.
Measured by the results, the development and programming of games looks relatively unspectacular.
Musicians, artists and programmers work together in small groups.
First, a topic is specified, then a common basic concept is created and finally every specialist is working out his field.
Finally, a programmer pieces everything together to receive the software, which is then packaged and replicated.
Each new game is being discarded up to 50 times before it reaches production quality. Less than half of the scheduled games are actually realized.
The new year is all about quiet adventure games.
Our parents are part of the radio generation. I myself am a child of the television generation.
Our children are already facing three levels of reality. Eyes and ears are accompanied by the hands. We more and more address the sense of touch.
In Japan, one can dive into the depths of the sea with a new Playstation.
Here, the player must first get used to the environment and has to economize with his energy and air supply.
Survival training for rabbit lovers. Players take the role of a hare, who must hunt down his food in a virtual garden.
In the future, games will offer less brutality and more action. The Olympic idea also applies to the virtual space - being there is everything.