Introduction
Electronic games can also be classified as video games, as the two are very similar. Electronic games originate from a history of high-level computer programming. The games industry has duly evolved with time in tandem with the advancements made in the field of computer technology. Electronic games can be conceptualized as software that is developed by computer experts as an extension of their expertise. However, the software is not a stand-alone phenomenon. This is given the fact that they require integration with a specific form of hardware. This integration with a specific form of hardware is important in realizing the full potential and strength of the game and also in the achievement of the objective of entertaining the end-user or game player.
History of electronic games
Electronic games have a relatively long history. This dates back to the 1950s, a period when the game was in its infancy (Sanchez, 2010). They have gradually gone through different stages of evolution, each marked by definite milestones. The early years of electronic games were characterized by efforts of leading elites in computer programming to integrate visual display with electronics in order to achieve an interactive experience for the user (Stahl, 2005).
The games so developed were to be found in shopping arcades and shopping malls were places where people would have to go and enjoy playing them. With the coming of the computer age, fundamental developments were called for in order to position the newly found experience in places where the users could access them. This is together with the need to develop a system that could be integrated with the new machine platforms (Stahl, 2005). Thus, the 1970s were characterized by cartridges and hardware systems that could accommodate the same. This age came to be known as the Golden Age (Stahl, 2005).
This was not the end of computer game evolution. This is given that the technology world was advancing at a very fast pace. It was the era marked by 8- bit and 16 – bit architectures that allowed video games to be a carry home order for the player. Also, the consumer could enjoy the entertainment from their place of choice. Thus, the most favorable and obvious platform to accommodate these developments was the computer (Stahl, 2005).
Developments of computer games during the Modern Age took place between the 1980s and 90s. These developments occurred in a period during which the internet was a common feature, and the concept of multiplayer experience was made a possibility (Novalogic, 2007). This was followed by the Next Generation period. The latter evolved from the mid-90s to the early years of the current decade. It was characterized by the development of 32, 64- and 128-bit processor architecture (Novalogic, 2007). The age had amazing and new features for gamers, which took the gaming experience to new levels. These were for example interactive and close simulation features which were made possible by developments in this age. This led to the development of more online games and the growth of social networks. This brief history of games reveals that electronic games have evolved just like any other form of art (Stahl, 2005).
Different Genres of Games
In the games industry, there exist different genres which have been developed to suit different groups of people. These are, for example, platform games, simulations, fighting games, sports and adventure games. This is no different from other fields of art, for example, music and film. There are different genres of music, film and other arts which are geared towards sating the varying palates of differing consumers.
Simulation
A look at the simulation genres reveals games that are characterized by the player assuming particular roles and Sims. To make the game even more exciting, they are played in an environment similar to the real situation depicted (Stahl, 2005).
For this genre, the author focuses on Comanche 4, which is an action, fast-paced helicopter simulation. The player’s role is that of a pilot of the U.S. Army’s RAH-66 Comanche. The pilot (the player) is assigned missions across the globe, and this is the main feature of the game. The missions are characterized by challenges. The game moves from one stage to the other, and every stage translates to an even tougher mission. There is enemy fire on the way to the mission. Every mission is marked by its own story and campaign (Mcclendon, 2002).
In the game, the mouse and the keyboard combinations are used to shoot and navigate. In hardships, there are many keys on the keyboard one can use to control the game. One can also use a flight stick and throttle (Novalogic, 2007).
Platform
Platform games genre is those in which the player assumes the role of an individual who has to go through several platforms and other obstacles. Players in these games try to take out “bad guys”. They overcome hazards or dangerous situations, avoid dangers and solve puzzles and in the process, they get more “lives” or temporarily increase their powers. As the games become challenging, the “bad guys” become harder to defeat (Stahl, 2005).
A case in study is super Mario 64, which has three-dimensional features, unlike the original two-dimensional ones. It is a Nintendo product. This version of Mario makes the player go through different worlds and they must complete multiple and diverse missions at the same time (Freeman, n.d).
As they go past different levels, the player accumulates stars. These are like “lives” and “power-ups” to cushion him from later danger (Miyamoto, 1998).
Fighting
The fighting games genre is most popular with children and adults also. They are always designed in such a way that the player chooses a form they deem fit to fight in and then faces numerous challenges and opponents. As they proceed, the player may be accorded weapons. As they face different opponents, the challenge becomes tougher (Stahl, 2005).
In this genre, the author uses the game mortal Kombat, which has been a long-time game in this genre. Mortal Kombat is a series story with different fighters who prepare for a battle over territories and it is in different stages. This enhances longevity. As the game begins, the instructor, Raiden, sends the player to the dungeon where they are forced to fight the demons that descend upon them. These come in from different chambers in succession. This game is interesting and one must have the ability to select characters (Nutt, 2005).
Sports
The sports games genre is also very popular with the rise of play stations. Soccer and car racing of all sports dominate the crowd of games. This is a simple game that is played according to the rules of the sport and one needs to win titles or games to proceed (Stahl, 2005).
A case in point is FIFA 2009. This is a game everyone admires and it has all the features of real players from English clubs and also world teams. The player has the ability to choose the team they desire to play with. The controls allow them to buy players, transfer and also follow the normal guidelines like in real game situations. It is a product of Electronic Arts and it offers over 10,000 real players and 350 teams in 16 worldwide leagues (FIFA 09 Manager, 2008).
It also has a real crowd and gives a real soccer experience. It also allows a player to choose the modes in which they can choose and edit the player’s details and responsiveness. The features are numerous and cannot be explored. One can enjoy controlling players and the ball, dribbling and timed passes with great accuracy (Ennis, 2008).
Adventures
Adventure games are more of narratives but also blend with some action. In this case, the author looks at the game Max Payne. In this game, the player takes the role of Max. Max arrives home one day and finds his wife and baby brutally murdered in their room. He starts looking for the assailant but he finds none. After investigations, he realizes that the murder has a link to the company he was working for and which is in the process of developing a new drug called Valkyr.
Many years later, he is framed for murder. But being in the DEA, he knows it is because of his involvement in cases related to mafia activities. The worst comes with the death of his friend Alex. This prompts him to investigate both cases even though he is asked to return his duty badge. This plot transforms into an interesting adventure. The ability to change weapons of different sizes and use also makes the game more interesting and the actions of fighting more engrossing (Sanchez, 2010).
Comparison of Similarities
Approaching games as art is quite unique. Art is used to developing games and every artist has his own unique way of developing artistic features. In the games, we see similar features of upgrading to more efficient work but there are also unique ones.
The development of the FIFA 09 version has made it possible for players to play online and also integrate features such as a new keyboard-and-mouse control system. There is also the development of a new interface with widgets that are embedded on the Google website, and a new engine that will make the game’s visuals come to the same levels as that of the PlayStation 3 (Ennis, 2008).
The developers have added new PC-specific elements of the collision system which include a strength attribute that will determine how players react. This is dependent on their size and strength when they collide or fall. This will enable players connected online to be able to see other online players. Users will also have an opportunity to choose a team widget that offers news and stats from their favorite teams in real-life (FIFA 09 Manager, 2008).
Additional features are mouse controls which have not been included in the other versions. The players can use the mouse to control passes and tackles. This feature to some extent erodes the skills of the game players since everything is automated and the fun of the game is not realized. A player should be able to make moves instead of using an on-screen cursor to help in pointing where they want to pass (FIFA 09 Manager, 2008).
In Comanche 4, one faces severe hardships when in combat. But the game developers have made the game simpler. They have improved the flight performance of the Comanche to a fairly agile level. The missions are challenging since the player is heavily outnumbered with little or no support. But the player has a good supply of weapons which makes it possible for survival in the mission. One can reload once or twice at a FARP (Forward Arming and Refueling Point) during a mission (McClendon, 2002).
Integration of the system is similar to the FIFA 09 since in the helicopter players are able to face the real battle in an armed reconnaissance helicopter. The helicopter versatility in ground attack, reconnaissance and air combat is emphasized in the missions, and players can fly with the Comanche’s low altitude capabilities and swoop into different real-world locations. It features a 3D cockpit and weapons such as 70mm rockets laser-guided AGM-114 Hellfire missile. Players must dodge fire from the ground troops with handheld stingers (Novalogic, 2007).
Nintendo also upgraded their super Mario from super Mario 64 and made it super Mario sunshine with similar features but more enhanced capabilities. These are like super Mario, which can fly over walls.
Mortal combat also has new features that have been added. This is such as the Mortal Kombat versus DC universe which is called the next generation Mortal Kombat (Miyamoto, 1998). The new one conforms to the morals of heroes and an example is given of Spiderman not being a spoiler but a hero. As such, it keeps up with the general moral image. Kombat is enhanced and cameras are close to giving a closer view of the action. The Kombat has also been made online using Xbox live or playstation3 (Reen, 2008).
Comparison of Differences
As said earlier on, there are some artistic features that are not comparable from one game to the other. In the case of Max Payne, there is a unique feature of prose. The character narrates different times and actions such as “The sun went down ….Twilight crawled across the sky…” this prose style is unique to Max Payne and is a feature that shows an artistic style that is unique (Nguyen, 2009). Another element of Max Payne is the Bullet time being frozen mid-air and the shoot dodge action which is also used (Sanchez, 2010).
All the above features are seen as artistic features and some are unique to particular games while others are shared. Using games to showcase artistic skills has taken another dimension and games are moving closer to movies (Nguyen, 2009).
Conclusion
Games as art have seen the development of very wonderful games that give the players total entertainment. This has also resulted in very stiff competition in the industry since when a technician comes up with a new tactic, they quickly develop art to display and showcase this feature before anyone else and this guarantees entertainment at its best.
References
Ennis, S. (2008). FIFA Soccer PS3 Guide. Web.
Freeman, M. (n.d.).How to fly in Super Mario 64. Web.
Manager FIFA 2009. (2008), FIFA 2009 PC Game, Game Reviews. Web.
Mcclendon, B. (2002).Maximum pc verdict let the games begin. Game review. Web.
Miyamoto, S. (1998), Description of Super Mario, Nintendo power.
Nguyen, T. (2009). Max Payne Memories: remembering Remedy’s Previous Franchise, A retrospective on Max Payne,45.
Novalogic, (2007). Comanche 4. Web.
Nutt, C. (2005). Mortal Kombat: Shaolin Monks. Web.
Reen. J.S. (2008). Mortal Kombat Vs DC Universe. Web.
Sanchez. D. (2010).This action shooter holds up well enough on the game boy advance. Web.
Stahl.T. (2005).Timeline of Video Games Chronology of the History of Video Games” Web.