Sports video game
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Simulation video games |
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A sports video game is a
Game design
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Sports games involve physical and tactical challenges, and test the player's precision and accuracy.[3] Most sports games attempt to model the athletic characteristics required by that sport, including speed, strength, acceleration, accuracy, and so on.[3] As with their respective sports, these games take place in a stadium or arena with clear boundaries.[3] Sports games often provide play-by-play and color commentary through the use of recorded audio.[3]
Sports games sometimes make use of different
Older 2D sports games sometimes used an unrealistic graphical scale, where athletes appeared to be quite large in order to be visible to the player. As sports games have evolved, players have come to expect a realistic graphical scale with a high degree of verisimilitude.[3] Sports games often simplify the game physics for ease of play, and ignore factors such as a player's inertia.[3] Games typically take place with a highly accurate time-scale, although they usually allow players to play quick sessions with shorter game quarters or periods.[3]
Sports games sometimes treat button-pushes as continuous signals rather than discrete moves, in order to initiate and end a continuous action. For example, football games may distinguish between short and the long passes based on how long the player holds a button. Golf games often initiate the backswing with one button-push, and the swing itself is initiated by a subsequent push.[3]
Types
Arcade
Arcade sports games have traditionally been very popular
Simulation
Simulation games are more realistic than arcade games, with the emphasis being more on realism than on how fun the game is to pick up and play based from the competitive seasons of each sport. The simulation-style tend to be slower and more accurate with normal rules while arcade games tend to be fast and can have all kinds of ad-hoc rules and ideas thrown in, especially pre-2000s.
Management
A sports management game puts the player in the role of team manager. Whereas some games are played online against other players, management games usually pit the player against AI controlled teams in the same league. Players are expected to handle strategy, tactics, transfers, and financial issues. Various examples of these games can be found in the sports management category.
Multi-sport
Since
Sports-based fighting
History
Origins (1958–1972)
Sports video games have origins in sports
The earliest sports video game dates backs to 1958, when
Ball-and-paddle era (1973–1975)
Numerous ball-and-paddle games that were either clones or variants of Pong were released for arcades in 1973. Atari themselves released a four-player
In Japan, arcade manufacturers such as Taito initially avoided video games as they found Pong to be simplistic compared to more complex EM games, but after Sega successfully tested-marketed Pong in Japan, Sega and Taito released the clones Pong Tron and Elepong, respectively, in July 1973,[16] before the official Japanese release of Pong by Atari Japan (later part of Namco) in November 1973.[17] Tomohiro Nishikado's four-player Pong variant Soccer was released by Taito in November 1973,[16][18] with a green background to simulate an association football playfield[19] along with a goal on each side.[16] Another Taito variant, Pro Hockey (1973), set boundaries around the screen and only a small gap for the goal.[20]
Tomohiro Nishikado wanted to move beyond simple rectangles to character graphics, resulting in his development of a
In 1975,
Decline (1976–1982)
After the market became flooded with Pong clones, the Pong market crashed around the mid-1970s.[16] Sports video games would not regain the same level of success until the 1980s.[30]
In 1976, Sega released an early combat sport game, Heavyweight Champ, based on boxing and now considered the first fighting game.[31]
In March 1978, Sega released
In 1980, Mattel's Basketball for the Intellivision was the first basketball video game to be licensed by the National Basketball Association (NBA).[26] On home computers, Microsoft's Olympic Decathlon (1980) was one of the first sports-related programs to mix game and simulation elements, and was an early example of an Olympic track-and-field game.[40] The first association football management simulation, Football Manager, was released for the ZX Spectrum computer in 1982.
Between 1981 and 1983, the
Resurgence (1983–1985)
Sports video games experienced a resurgence from 1983. As the
Arcades
In March 1983, Sega released
Sports games became more popular across arcades worldwide with the arrival of
Numerous sports video games were subsequently released in arcades after Track & Field, including
In the field of
Several sports
That same year,
Homes
On home consoles,
Nintendo released a series of highly successful sports games for the Nintendo Entertainment System console and the arcade Nintendo VS. System, starting with Baseball (1983) and Tennis (1984). They played an important role in the history of the Nintendo Entertainment System, as they were the earliest NES games released in North America, initially in the arcades and then with the console's launch.[92] Nintendo's arcade version VS. Baseball (1984) was competing with Sega's earlier hit Champion Baseball in the arcades.[93]
On home computers, Track & Field spawned similar hit Olympic games for computer platforms,[52] such as Ocean Software's Daley Thompson's Decathlon (1984).[94] Electronic Arts produced their first sports game for home computers, the basketball title Dr. J and Larry Bird Go One on One (1983),[95] which was the first licensed sports game based on the names and likenesses of famous athletes; the inclusion of famous real world athletes would become one of the most important selling points for sports games.[96] One on One became Electronic Arts' best-selling game, and the highest-selling computer sports game, having sold 400,000 copies by late 1988.[97]
Further growth (1986–1994)
In the late 1980s,
The success of the
The late 1980s is considered the "Golden Age" of
The 1990s began in the
In 1989, Electronic Arts producer Richard Hilleman hired GameStar's Scott Orr to re-design John Madden Football for the fast-growing Sega Genesis. In 1990, Orr and Hilleman released Madden Football. They focused on producing a head-to-head two-player game with an intuitive interface and responsive controls. Electronic Arts had only expected to sell around 75,000 units, but instead the title sold around 400,000 units.[108]
In 1990, Taito released
Orr joined EA full-time in 1991 after the success of Madden on the Sega Genesis, and began a ten-year period of his career where he personally supervised the production of the Madden Football series. During this time EA formed EA Sports, a brand name used for sports games they produced. EA Sports created several ongoing series, with a new version released each year to reflect the changes in the sport and its teams since the previous release.
Sega launched its own competing NFL series on the Sega Genesis. The gameplay of Sega's earlier 1987 Master System title Great Football (1987) was the basis for Joe Montana Football (1991), developed by EA and published by Sega for the Genesis. Sega then released their own sequel without EA's involvement, Joe Montana II: Sports Talk Football (1991), which became the first American football game with audio commentary. After Sega acquired the NFL license, they shortened the title to NFL Sports Talk Football Starring Joe Montana, which later became known as Sega's NFL series. Due to strong competition from Madden, the series was cancelled in 1997.[100]
Licensed basketball games began becoming more common by the early 1990s, including Sega's
Transition to 3D polygons (1994–1997)
In the 1990s,
In 1997, Electronic Gaming Monthly reported that sports games accounted for roughly 50% of console software sales.[117]
Extreme sports enter into the mainstream (1996–2001)
At the end of the 20th and beginning of the 21st century, extreme sport video games began to appear more frequently.
Namco's Alpine Racer (1994) was a skiing winter sports simulator that became a major success in arcades during the mid-1990s. This led to a wave of similar sports games capitalizing on its success during the late 1990s, from companies such as Sega, Namco, Konami and Innovative Concepts.[118]
In 1996, two snowboarding video games were released:
In 1997, Sega released one of the first mainstream skateboarding games, Top Skater,[123] in the arcades, where it introduced a skateboard controller interface.[124] Top Skater served as a basic foundation for later skateboarding games.[125] The following year saw the release of the console skateboarding game Street Sk8er, developed by Atelier Double and published by Electronic Arts. In 1999, the subgenre was further popularized by Tony Hawk's Pro Skater, an arcade-like skateboarding game where players were challenged to execute elaborate tricks or collect a series of elements hidden throughout the level.[123] Tony Hawk's went on to be one of the most popular sports game franchises.[125]
Sports games become big business (2002–2005)
Association football games became more popular in the 2000s. Konami's ISS series spawned the Pro Evolution Soccer (PES) series in the early 2000s. A rivalry subsequently emerged between FIFA and PES, considered the "greatest rivalry" in the history of sports video games. PES became known for having "faster-paced tactical play" and more varied emergent gameplay, while FIFA was known for having more licenses.[113][114] The FIFA series had sold over 16 million units by 2000,[126] while the PES series had sold more than 10 million units by 2002.[127] The sales gap between the two franchises had narrowed by the mid-2000s.[113][114]
On December 13, 2004, Electronic Arts began a string of deals that granted exclusive rights to several prominent sports organizations, starting with the NFL.[128] This was quickly followed with two deals in January 2008 securing rights to the AFL[129] and ESPN licenses.[130] This was a particularly hard blow to Sega, the previous holder of the ESPN license, who had already been affected by EA's NFL deal. As the market for football brands was being quickly taken by EA, Take-Two Interactive responded by contacting the Major League Baseball Players Association and signing a deal that granted exclusive third-party major-league baseball rights;[131] a deal not as restrictive, as first-party projects were still allowed. The NBA was then approached by several developers, but declined to enter into an exclusivity agreement, instead granting long-term licenses to Electronic Arts, Take-Two Interactive, Midway Games, Sony, and Atari.[132] In April 2005, EA furthered its hold on American football licensing by securing rights to all NCAA brands.[133]
Motion detection
Sega Activator: IR motion detection (1993–1994)
In 1993, Sega released the
Like the Light Harp, the Activator is an octagonal frame that lies on the floor. Light-emitting diodes (LEDs) on the frame vertically project thin, invisible beams of infrared light. When something, such as a player's arm or leg, interrupts a beam, the device reads the distance at which the interruption occurred, and interprets the signal as a command. The device can also interpret signals from multiple beams simultaneously (i.e., chords) as a distinct command.
Sega designed special Activator motions for a few of their own game releases. By tailoring motion signals specifically for a game, Sega attempted to provide a more intuitive gaming experience. A player could, for example, compete in
Despite these efforts, the Activator was a commercial failure. Like the Power Glove of 1989, it was widely rejected for its "unwieldiness and inaccuracy".[134]
Wii Remote: IR motion detection with accelerometry (2006–2009)
In 2006, Nintendo released Wii Sports, a sports game for the Wii console in which the player had to physically move their Wii Remote to move their avatar known as a Mii.[136] The game contained five different sports—boxing, bowling, golf, tennis, and baseball—which could all be played individually or with multiple players. Players could also track their skill progress through the game, as they became more proficient at the different sports, and use the training mode to practice particular situations.[137] As of 2013, Wii Sports became the second-highest selling video game of all time.[138]
Wii Sports opened the way for other physically reactive sports-based video games, such as
Sports games today (2010–present)
The most popular subgenre in Europe is association football games, which up until 2010 was dominated by EA Sports with the FIFA series and Konami with the Pro Evolution Soccer (PES) series. While FIFA was commercially ahead, the sales gap between the two franchises had narrowed. FIFA responded by borrowing gameplay elements from PES to improve FIFA, which eventually pulled ahead commercially by a significant margin in the 2010s and emerged as the world's most successful sports video game franchise.[113][114]
In North America, the sports genre is currently dominated by
series. All of these games feature real leagues, competitions and players. These games continue to sell well today despite many of the product lines being over a decade old, and receive, for the most part, consistently good reviews.With 2K & EA Sports' domination and many sports leagues carrying
Nintendo has been able to make an impact upon the sports market by producing several Mario-themed titles, such as Mario Sports Mix, Mario Golf: Super Rush, Mario Sports Superstars, Mario Tennis Aces, and Mario Strikers: Battle League. These titles sell respectfully, but are only available on Nintendo's video game consoles, for example GameCube, Nintendo 64, Nintendo 3DS, Wii, Wii U and Nintendo Switch.
See also
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External links
- Crawford, G. (19 January 2015). "Is it in the Game? Reconsidering Play Spaces, Game Definitions, Theming, and Sports Videogames" (PDF). Games and Culture. 10 (6): 571–592. S2CID 143970698.
- Mia Consalvo; Konstantin Mitgutsch; Abe Stein (2013-07-18). Sports Videogames. Routledge. ISBN 978-1-136-19199-2.