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Ders 1
Oyunların Tarihi
1940
For the Westinghouse displayat the World's Fair, Edward U.Condon designs a computerthat plays the traditionalgame Nim in which players tryto avoid picking up the lastmatchstick. Tens of thousandsof people play it, and thecomputer wins at least 90% ofthe games.
1947
Thomas T. Goldsmith Jr. andEstle Ray Mann �le a patentfor a "cathode ray tubeamusement device." Theirgame, which uses a cathoderay tube hooked to anoscilloscope display,challenges players to �re agun at a target.
1950
Claude Shannon lays out thebasic guidelines forprogramming a chess-playingcomputer in an article,"Programming a Computerfor Playing Chess." That sameyear both he and EnglishmanAlan Turing create chessprograms.
1952
A. S. Douglass createsOXO (a game known asnoughts and crosses inthe United Kingdom andtic-tac-toe in the UnitedStates) on Cambridge'sEDSAC computer as part
of his research on human-computer interactions.
1954
Programmers at NewMexico's Los Alamoslaboratories, the birthplaceof the atomic bomb, developthe �rst blackjack programon an IBM-701 computer.
1955
The long tradition ofmilitary wargamingenters the computer agewhen the U.S. militarydesigns Hutspiel, inwhich Red and Blueplayers (representingNATO and Soviet
commanders) wage war.
1956
Arthur Samueldemonstrates hiscomputer checkersprogram, written on anIBM-701, on nationaltelevision. Six years laterthe program defeats acheckers master.
1957
Alex Bernstein writes the�rst complete computerchess program on anIBM-704 computer - aprogram advancedenough to evaluate fourhalf-moves ahead.
1958
Willy Higinbothamcreates a tennis game onan oscilloscope andanalog computer forpublic demonstration atBrookhaven NationalLaboratory in 1958.Although dismantled two
years later and largely forgotten, it anticipated latervideo games such as Pong .
1959
Students at MIT createMouse in the Maze onMIT's TX-0 computer.Users �rst draw a mazewith a light pen, then amouse navigates the
labyrinth searching for cheese. In a revised version,a bibulous mouse seeks out martinis yet stillsomehow remembers the path it took.
1960
Computer programmerJohn Burgeson stays homesick from work at IBM andbegins developing acomputer baseballsimulation. A month later(in January 1961), aided byhis brother Paul, John runsthis �rst-known baseballcomputer program on anIBM 1620 computer.
1961
The Raytheon Companydevelops a computersimulation of global ColdWar con�ict for the U.S.Joint Chiefs of Staff.Although it issophisticated and evenmodels the bene�ts of
arms control, the simulation proves too complex forusers unfamiliar with computers, so Raytheoncreates a more accessible analog version called"Grand Strategy."
1962
MIT student Steve Russellinvents Spacewar!, the �rstcomputer-based video game.Over the following decade, thegame spreads to computersacross the country.
1963
Months after the CubanMissile Crisis, the U.S. DefenseDepartment completes acomputer war game known asSTAGE (Simulation of TotalAtomic Global Exchange) which"shows" that the United Stateswould defeat the Soviet Unionin a thermonuclear war.
1964
Everyone is aprogrammer. That's thecreed of Dartmouth'sJohn Kemeny whocreates the computertime-share system andBASIC programminglanguage at Dartmouth.
Both make it easy for students to write computergames. Soon, countless games are being created.
1965
A day after Dartmouthdefeats Princeton 28–14in football to win the IvyLeague championship, aDartmouth studentprograms the �rstcomputer football game.Earlier that year, John
Kemeny and Keith Bellairs had created the �rstcomputer game in BASIC.
1966
While waiting for acolleague at a New YorkCity bus station, RalphBaer conceives the ideaof playing a video gameon television. OnSeptember 1, he writes
down his ideas that become the basis of hisdevelopment of television video games.
1967
Ralph Baer develops his"Brown Box", the videogame prototype that letsusers play tennis andother games.
1968
Ralph Baer patents hisinteractive televisiongame. Four years laterMagnavox releasesOdyssey, the �rst homevideo game system,based on his designs.
1970
Scienti�c Americanpublishes the rules forLIFE in Martin Gardner's"Mathematical Games"column. In thissimulation, isolated orovercrowded cells die,
while others live and reproduce. Hackers rush toimplement it on their computers, watching beautifulpatterns emerge and change.
1971
Minnesota collegestudents Don Rawitsch,Bill Heinemann, and PaulDillenberger createOregon Trail, asimulation of pioneers'westward trek. Originallyplayed on a singleteletype machine,Rawitsch later brought
the game to the Minnesota Educational ComputerConsortium (MECC) which distributed it nationally.
1972
Nolan Bushnell and AlAlcorn of Atari develop anarcade table tennis game.When they test it in AndyCapps Tavern in Sunnyvale,California, it stopsworking. Why? Becausepeople played it so much itjammed with quarters.Pong, an arcade legend, isborn.
1973
A year after launching the �rstgeneral computer magazine,Creative Computing, DavidAhl publishes 101 BASICComputer Games, allowinggamers to become an ancientSumerian king in HMRABI, �ndthe creatures hiding in a gridin MUGWMP, and commandthe North versus the South inCIVILW.
1974
Two decades before Doom,Maze Wars introduces the�rst-person shooter by takingplayers into a labyrinth ofpassages made from wire-frame graphics.
1975
Atari introduces its homeversion of Pong. Atari'sfounder, Nolan Bushnell,cannot �nd any partnersin the toy business, so hesells the �rst units
through the Sears Roebuck sporting goodsdepartment.
1976
Don Woods's version ofthe pioneering text-based game, Adventure(�rst created by WilliamCrowther in 1975),
plunges players into an imaginary world of caveswith treasures. Inspired by Dungeons and Dragons,it paves the way for Zork and thousands of othercomputer role-playing games.
1977
Atari releases the VideoComputer System, morecommonly known asAtari 2600. Featuring ajoystick, interchangeablecartridges, games in
color, and switches for selecting games and settingdif�culty levels, it makes millions of Americanshome video game players.
1978
Taito's Space Invadersdescends on Japan,causing a shortage of100-yen coins. Within ayear, 60,000 SpaceInvaders machines in theUnited States tempt
Americans to spend millions of quarters driving backthe seemingly unstoppable ranks of attacking aliens.
1979
Toy-maker Mattelsupplements its handheldelectronic games with anew console, theIntellivision. Intellivisionhas better graphics andmore sophisticated
controls than Atari 2600, and players love its sportsgames. Mattel sells three million Intellivision units.
1980
A missing slice of pizza inspiresNamco’s Toru Iwatani to create Pac-Man, which goes on sale in July1980. That year a version of Pac-Man for Atari 2600 becomes the�rst arcade hit to appear on a homeconsole. Two years later, Ms. Pac-Man strikes a blow for genderequality by becoming the best-selling arcade game of all time.
1981
Video game fans go ape overNintendo’s Donkey Kong,featuring a character thatwould become world-famous:Jumpman. Never heard of him?That’s because he’s betterknown as Mario—the name hetook when his creator, ShigeruMiyamoto, makes him the starof a later game by Nintendo.
1982
Disney taps into the videogame craze by releasing themovie Tron. An arcade gamefeaturing many of the contestsfrom the movie also becomes ahit.
1983
Multiplayer play takes a huge stepforward with Dan Bunten's M.U.L.E.
In thegame,players
compete to gather themost resources whilesaving their colony onthe planet of Irata.
1984
Russian mathematicianAlexey Pajitnov createsTetris, a simple butaddictive puzzle game.The game leaks out frombehind the Iron Curtain,and four years later,Nintendo bundles it withevery new Game Boy.
1985
The NintendoEntertainment System(NES) revives an ailingUnited States video gameindustry two years afterthe NintendoCorporation released itin Japan as Famicom.
1986
The emergingeducational softwaremarket leaps ahead withthe introduction of TheLearning Company'sReader Rabbit program.The educationalcomputer businessmushrooms with theintroduction of CD-
ROMs in the 1990s, but crashes with the rise of theInternet.
1987
It's a good year for fantasyRole Playing Games
Shigeru Miyamoto createsLegend of Zelda
SSI wins the video gamelicense for Dungeons andDragons
Sierra's Leisure Suit Larrygives players a different kindof adult role playing game.
1988
John Madden Footballintroduces grid-iron realism tocomputer games, making thisgame —and its many consolesequels— perennial best-sellers.
1989
Nintendo's Game Boypopularizes handheld gaming.Game Boy is not the �rsthandheld system withinterchangeable cartridges—Milton Bradley introducedMicrovision 10 years earlier—but it charms users with itsgood game play, ease of use,and long battery life.
1990
Microsoft bundles avideo game version ofthe classic card gamesolitaire with Windows3.0. Millions of users whowould not normally pickup a game console �nd
they enjoy playing computer games. Solitairebecomes one of the most popular electronic gamesever and provides a gaming model for quick, easy-to-play, casual games like Bejeweled.
1991
Sega needs an iconic hero forits Genesis (known as MegaDrive in Japan) system and�nds it in Sonic the Hedgehog.Gamers, especially in theUnited States, snap up Segasystems and love the littleblue guy's blazing speed andedgy attitude.
1992
Westwood Studios' Dune IIestablishes the popularity of real-time strategy games that require
playersto act asmilitary
leaders deploying theirresources and forces onthe �y in order to defeatopponents.
1993
Concern about bloodshed ingames such as Mortal Kombatprompts United States Senatehearings on video gameviolence. The controversy rilesthe industry and prompts thecreation of a video gamerating system. Ironically, thatsame year the game Doompopularizes "�rst person
shooters."
1994
Blizzard releasesWarcraft: Orcs andHumans, a real-timestrategy game thatintroduces millions ofplayers to the legendaryworld of Azeroth.
1995
Sony releasesPlayStation in the UnitedStates, selling for $100less than Sega Saturn.The lower price point,along with the arrival ofNintendo 64 in 1996,
weakens Sega's home console business. When SonyPlayStation 2 debuts in 2000, it becomes thedominant home console and Sega exits the homeconsole business.
1996
Lara Croft debuts as thestar of Eidos's adventuregame Tomb Raider.Players love her, butcritics charge that she'san example of sexism invideo games.
1997
Machine triumphs overman as IBM'ssupercomputer chessprogram Deep Bluedefeats world championGary Kasparov in amatch.
1998
Legend of Zelda: Ocarina ofTime transports players to therichly imagined world ofHyrule, full of engagingcharacters, thought-provokingpuzzles, and the mostmemorable musicalinstrument to ever appear in avideo game.
1999
Sony OnlineEntertainment'sEverquest leadshundreds of thousands ofusers to join guilds, �ghtmonsters, and level up inthe multiplayer onlineworld of Norrath.
2000
Will Wright's The Simsmodels real life. It is notthe �rst simulation game—Utopia on Intellivision(1982), PeterMolyneaux's Populous(1989), Sid Meier'sCivilization (1991), and
Wright's own SimCity (1989) preceded it—but itbecomes the best-selling computer game ever andthe most popular game with female players.
2001
Microsoft enters thevideo game market withXbox and hit games likeHalo: Combat Evolved.Four years later, Xbox
360 gains millions of fans with its advanced graphicsand seamless online play.
2002
The U.S. Army releasesAmerica's Army videogame to help recruit andcommunicate with a newgeneration of electronicgamers, and theWoodrow Wilson
International Center for Scholars launches theSerious Games Initiative to encourage thedevelopment of games that address policy andmanagement issues.
2003
Valve energizes PCgaming with its release ofSteam. The digitaldistribution platformallows players todownload, play, andupdate games.
2004
Nintendo maintains itsdominance of thehandheld market withthe Nintendo DS, aneasy-to-use, portablegaming system packedwith two processors, twoscreens, multiplayercapabilities, and a stylusfor the touchscreen.
Great games like Super Mario Kart DS helped too.
2005
Microsoft's Xbox 360 bringshigh-de�nition realism to thegame market, as well as evenbetter multiplayercompetitions on Xbox Live andpopular titles such as AlanWake.
2006
Nintendo Wii getsgamers off the couch andmoving with innovative,motion-sensitiveremotes. Not only doesNintendo make gamingmore active, it alsoappeals to millions ofpeople who never beforeliked video games.
2007
Grab your guitar,microphone, bass, ordrums, and start playingRock Band. That's whatmillions of would-bemusicians did withHarmonix's hit title.
2008
More than 10 millionworldwide subscribers makeWorld of Warcraft the mostpopular massively multiplayeronline (MMO) game. MMOscreate entire virtual universesfor players and rede�ne howwe play, learn, and relate toeach other.
2009
Social games likeFarmville and mobilegames like Angry Birdsshake up the gamesindustry. Millions ofpeople who never wouldhave considered
themselves gamers now spend hours playing gameson new platforms like Facebook and the iPhone.
2010
The indie gamemovement comes of agewith the tremendouspopularity of Minecraft,the addictive brick-building game from
Swedish developer Markus Persson.
2011
Skylanders: Spyro'sAdventure becomes the�rst augmented-realityhit by letting playersplace plastic �gures on aPortal of Power to zap
characters into the game. Two years later DisneyIn�nity joins the ranks of toy-video game hybrids.
2012
Crowdfunding siteKickstarter enables gamecreators to raise millionsof dollars to produce newand experimental play
platforms such as the OUYA console and the OculusRift.
2013
Gone Home, The Last ofUs, and Papers, Pleaseusher in a new wave ofmature video gamestories that confrontplayers with toughemotional choices inethically-complex worlds.
2014
"Free-to-play" becomes adominant business modelas blockbusters likeCrossFire, League ofLegends, World of Tanks,and even KimKardashian: Hollywoodachieve sales in the
hundreds of millions of dollars throughmicrotransaction payments for in-game items andpremium content.
Çığır açan oyunlar
Pong, Space Invaders, River Raid, Ultima, Tetris,Super Mario Bros, Wolfenstein 3D, Dune II, Half-life, Counter Strike, Grand Theft Auto, Heroes ofMight and Magic, Simcity, Sims, ChampionshipManager, Fifa Series, MUD, Nethack, Fallout,Command and Conquer, Morrowind, Diablo II, ...
Oyun Geliştirme TekniklerininTarihi
İlk cihazlar
İlk kullanılan cihazlar oldukça kısıtlıydı.
Commodore 64, Sinclair Spectrum ZX, Amstrad464
8bit işlemci, 48-64k RAM, sınırlı gra�k gücü
Depolama yok, yükleme kaset ile yapılıyor
İlk Cihazlar
Yalnızca BASIC dili ile oyun geliştirilebilirdi
Platform bağımsızlığı söz konusu değildi
Compiler diye bir kavram yoktu
Kod yazarken her satırın, her komutun hesabıyapılırdı
Herşey optimize edilmek zorundaydı
İyi taraf: piyasada 1-2 farklı cihaz vardı :)
İlk Oyunlar
Gra�k ve ses çok temel seviyedeydi
Odak noktası oynanabilirlik ve senaryo idi
Oyun Fikrinin Yükselişi ve Çöküşü
Orjinal �kir
1980'lerin ilk zamanlarında çıkan hemen tümoyunlar sahneye yeni bir �kir taşıyordu
Her oyun neredeyse yeni bir genre (janr)oluşturuyordu
Gra�k ve ses ile yapılabilecek şeyler sınırlıydı
Bu yüzden oyunun satması için orjinal olmasıönemliydi
Klon oyunlar
Özellike 2000'lerde oyunlar tekrar etmeyebaşladı
En büyük sebep: market baskısı
Ne satıyorsa onu üret!
Zorlamaya gerek yok!
PC'nin yükselişiyle, gra�k ve ses öne çıkmayabaşladı
Aynı oyunu boya, cilala, tekrar sat
Oyun Geliştirme Ortamları
İlk yıllar
Aslında söylenecek çok bir şey yok
Machine Language
Assembly
BASIC
İlk yıllar
op-code'ları kağıda yaz
hex'e çevir (machine code)
hex loader ile bilgisayara yükle
Assembler
Assembly dili direk op-codeları kullanarak kodyazmayı mümkün kıldı
Her programın kendi içinde tanımlı bir hafızabloğu oldu
C çağı
Ardından C gelişmeye başladı
Tamamı C ile yazılan ilk oyun: DOOM
İnsanlar assembly kullanmadan bir oyunyazıldığına uzun süre inanamadı
Bu yeni bir çağ başlattı
DOS çağı
Microsoft DOS
16bit'ten 32bit'e geçildi
İşlemci hızları, RAM artmaya başladı
Windows 95
Windows 95, DOS üzerinde çalışır
Kısıtlı kaynaklar W95 ve oyun arasında paylaşılır
Microsoft bunun mümkün olduğunu kanıtlamakistiyordu
WinG: ilk başarısız deneme
Developerlar DOS için oyun üretmeye devam etti
DirectX
DirectX hardware'e erişmek için bir arayüzdür
DOS'tan daha hızlı (ve kolay) olduğu iddiasıylaortaya çıktı
İlk versiyonu pek kimse umursamadı
DirectX II, COM modelini kullanıyordu
Aynı zamanda C/C++ compilerlarını dageliştirdiler
Artık WATCOM'u geçiyorlardı
DirectX
İlk DirectX kullanan W95 oyunu: Pitfall
DirectX Watcom ile uyumlu değildi
Oyun geliştiriciler Visual C++'a geçmek zorundakaldı
Haftaya hazırlık
Modern oyun geliştirme araçları ve bu araçlardakullanılan diller nelerdir?