Fantasy versus reality in the online dating world of warcraft
"Sometimes we're more invested in the outcomes because we have a digital representation of ourselves on screen." But that ability to tell complex, interactive stories became possible only as computers got faster and smarter. The first wave of successful video games emerged in the 1970s with the arrival of arcade machines and home consoles.
Nolan Bushnell founded Atari and delivered Pong, a simple, black-and-white, tennis-like arcade game of moving blocks with simple sound effects.
That such a game even exists shows the medium can deliver nuanced experiences with real emotional impact.
"Interactive storytelling is important because we're not just affected by the art from a passive standpoint," says Leena van Deventer, a game developer, writer and educator in Melbourne, Australia.
"Our cutting-edge technology was actually just picking genres of storytelling that were outside the currently acceptable genres of video games," says Schafer.
By the early 1990s, computers were a million times more powerful than those just 10 years earlier.
Now you could save your game and pick up where you left off, allowing you to work through adventures over many days.
Adding themes and story concepts did not really happen until the early '80s, when you had digitized sounds and graphics that were good enough to convey an actual character." That "fun and challenges" formula was focused at first on sports-themed games "because they intersected with known rules" of play, and worked well in arcades and bars alongside pinball machines and pool tables.The current study analyzed participants’ open-ended reviews of either their “most fun” or “most meaningful” video game experience (N = 575, randomly assigned to either condition).Results demonstrated that “fun” games were explained in terms of gameplay mechanics, and “meaningful” games were explained in terms of connections with players and in-game characters.Game makers used that added power to create a new genre called real-time strategy.
These games demanded fast thinking from players, who had to collect resources, create combat units and defeat the opposition without the option of a pause button.But Blizzard Entertainment, makers of 1994's Warcraft: Orcs & Humans, saw an opportunity to engage players through a story that set the stakes and offered noble reasons to fight.