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He claimed that Computer Space failed to take off because it overestimated the public. Bushnell is widely quoted as saying the game was too complicated for typical bar-goers, and that no one would want to read instructions to play a video game.
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Read More »Watch this video on YouTube In single-player mode, the arcade video game Computer Space pitted the player controlling a rocket ship against two flying saucers controlled by the game. As a researcher who studies video game design and history, I’ve found that isn’t the case.
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Read More »Why were The Galaxy Game and Space Wars successful at finding an enthusiastic audience while Computer Space was not? The answer is that Computer Space lacked a critical ingredient that the other two possessed: gravity. The star in Spacewar! produced a gravity well that gave shape to the field of play by pulling the ships toward the star with intensity that varied by distance. This made it possible for players to use strategy – for example, allowing players to whip their ships around the star. Why didn’t Computer Space have gravity? Because the first commercial video games were made using television technology rather than general-purpose computers. This technology couldn’t do the gravity calculations. The Galaxy Game was able to include gravity because it was based on a general-purpose computer, but this made it too expensive to put into production as an arcade game. The makers of Space Wars eventually got around this problem by adding a custom computer processor to its cabinets. Without gravity, Computer Space was using a design that the creators of Spacewar! already knew didn’t work. Bushnell’s story of the game play being too complicated for the public is still the one most often repeated, but as former Atari employee Jerry Jessop told The New York Times about Computer Space, “The game play was horrible.” Noah Wardrip-Fruin is Professor of Computational Media, at the University of California, Santa Cruz. He is the author of the book “How Pac-Man Eats.” This article is republished from The Conversation under a Creative Commons license. Read the original article.
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