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We Take Pride in Ripping Them to Shreds Replay: The History of Video Games by Tristan Donovan Chapter Presentation by: Abby Wei, Bessie Chu, Jose Sorto, Josué Sandigo, Quan Zhou, Savannah Wu

Hardware and Social Changes in Video Games in the 1990s

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Graduate class presentation for The Industry, Science and Culture of Video Games (CMGT 537) taught by Dimitri Williams at the University of Southern California. Slides on themes from Tristan Donovan's Replay: The History of Video Games chapter "We Take Pride in Ripping Them to Shreds (Chapter 21)". Topics covered include structural and hardware changes in the 1990s in video game consoles that spurred gaming audience changes, including the entrance of more women into core gaming and new genres. I compiled those slides with content from classmates Abby Wei, Jose Sorto, Josué Sandigo, Quan Zhou, Savannah Wu, and myself.

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Page 1: Hardware and Social Changes in Video Games in the 1990s

We Take Pride in Ripping Them to Shreds

Replay: The History of Video Games by Tristan Donovan

Chapter Presentation by: Abby Wei, Bessie Chu, Jose Sorto, Josué Sandigo, Quan Zhou, Savannah Wu

Page 2: Hardware and Social Changes in Video Games in the 1990s

Evolution of Game Consoles ● Nintendo & Sony (1991)

o Paranoia

o Parting of Ways

● Nintendo & Philips (1991)

o Philips CD-i

● Panasonic 3DO (1993)

o FAILED

● Sega Saturn (1994)

o Cautious

o No risk / No reward

Virtua Fighter

● Nintendo 64 (1996)

o STILL Cartridge based

Page 3: Hardware and Social Changes in Video Games in the 1990s

Sony PlayStation● Ken Kutaragi pioneered Sony Entertainment Group

● Sony Playstation (1994)

● Sony exploded with the help of Namco

o Ridge Racer

o Tekken

● Psygnosis

o WipEout

● Tomb Raider

● Final Fantasy VII

“Sony had reshaped society’s attitude to video games with its effort to reach a more mature audience.”

Page 4: Hardware and Social Changes in Video Games in the 1990s

Shifts in Technology Leads to Changes in Gaming Audiences

Name this video game character

Then (PS1 Edition) 1996 Now (PS4 Edition) 2013

Page 5: Hardware and Social Changes in Video Games in the 1990s

Riot grrl movement

Page 6: Hardware and Social Changes in Video Games in the 1990s

Timeline of Female-Oriented Games

Page 7: Hardware and Social Changes in Video Games in the 1990s

A Shift in Attitudes: Females and GamingBefore 1990s:● Games targeting boys ● Women players regarded as transsexuals● Girls’ mindset, tools of entertainment

In the 1990s:● Female characters, eg. Lara Croft, Samus (Metroid)● Girl-targeted games, fashion games, board games→ casual games● Market attitude shift-- Third-wave feminism

Page 8: Hardware and Social Changes in Video Games in the 1990s

After 2000● New platforms, new target audience● Women developers gaining recognition● Women players in core games - PMS Clan as

movement● Gender equality topics

o Problems: “girls as inferior players?” oversexualization of female characters/gamers workplace harassment unequal pay in industry

A Shift in Attitudes: Females and Gaming

Page 9: Hardware and Social Changes in Video Games in the 1990s

Changing Audience Landscapes“The maturation of video games from toys to home entertainment was

aided by game developers’ increasing attempts to cater for older teenagers and adults.” (p.274)

● Video games became being perceived as entertainment for adults

–First video game ratings in 1993

● Horror game as a genre (powered by 3D)

–Resident Evil

–Alone in the Dark

–Silent Hill

–Resident Evil 4

● Stealth games

–Metal Gear Solid

● Other genre games

–Gran Turismo

Page 10: Hardware and Social Changes in Video Games in the 1990s

Horror as a Genre

Page 11: Hardware and Social Changes in Video Games in the 1990s

The Revenge of Sony

“The likes of Tomb Raider, WipEout, Metal Gear Solid, Gran Turismo and Silent Hill

were perfect reflections of the image Sony sought to give the Playstation - that it was

not a kids’ toy but a desirable piece of consumer electronics.” (p. 277)

Page 12: Hardware and Social Changes in Video Games in the 1990s

Discussion Questions● How did hardware changes help usher in new genres, such

as survival horror, games for women, etc? ● How did Nintendo lose out in its focus on younger

audiences? ● Did Lara Croft have a lasting impact on gender in video

games? What is her legacy? How Aerith’s death in Final Fantasy VII play into this as a contrasting trope?

● How does the Girl Power movements of the 1990s parallel with with what’s happening in #gamergate 2014?

● How else have other structural changes in gaming impacted gender and genre formations in today’s landscape?