Rob Bartel -- In an effort to better understand the evolving relationship between traditional and technology based game play, I asked Rob Bartel, a veteran designer and producer of video games with Electronic Arts’ BioWare studio, to write a series of postings on the history and current status of game play. I think you will enjoy this outstanding series and learn a great deal about where gaming has been, where it is now and where it is going.
Rob is uniquely qualified to write this series as he recently expanded into board game design with Two by Two, a light family game published by Valley Games. A passionate advocate for the board game industry, Rob helped found two national initiatives - the Game Artisans of Canada and the Canadian Heritage Collection. His newest endeavor is the Famous Games Company, an innovative provider of promotional card games for the sports marketing industry.
Armed with a history degree and a talent for poetry and theatre, I made what many considered an odd choice at the time and joined a little-known company called BioWare as a professional video game designer back in 1998. Today digital games are enjoyed by people of all genders, ages, and walks of life but, in 1998, they were anything but mainstream. Video games were considered the sole domain of teenage boys with a severe lack of social skills. But I saw potential and, over the next thirteen years, I worked hard to convince the studio that our audience was a lot more sophisticated, intelligent, and diverse than they were imagining. Looking back on the industry with a historian’s eye, it’s clear to me now that video games have gone through four distinct phases:
1972-1983: An Adult Novelty
During this era, which was dominated by brands such as Magnavox, Coleco, and Atari, video games were considered more as a “wonder of science” than as truly compelling activities in their own right. The market was predominantly university educated and technically savvy adult males with a passion for tinkering with circuit boards and soldering irons. The novelty wore off in spectacular fashion with the great video game crash of 1983 when that market turned its attention to personal computers, which were more versatile, customizable, and responsible than a dedicated game console. The crash decimated the North American video game industry, ultimately driving almost every major player out of business.
1985-1991: Child’s Play
Following the devastating 1983 crash, Japanese companies like Sega and Nintendo (originally a playing card company) rose to prominence, slowly reinvigorating the industry with smartly designed games, simpler controls, and a narrower focus on the children's and pre-teen market. Games of the era, which still hold a lot of nostalgia for adults in their 20s and 30s today, entertained their audiences with solitary experiences in brightly colored cartoon worlds populated with talking animals, mustachioed plumbers, and magic beanstalks that grew into the clouds. Within North America, video games quickly came to be seen as child's play rather than as a socially acceptable activity for adults.
1991-2007: Enter the Teenagers
While Sega and Nintendo captured the children’s market, something very different was beginning to