Video games in the United Kingdom
The
While the North American and Japanese markets were thriving in the early 1980s with arcade and home console games, the UK's game industry grew out of amateur "bedroom coders" on home computers, in part due to the government's initiative, through the
The organisations responsible for rating video games in the UK are the
History
Early history (1950s–1960s)
The United Kingdom had been a key participant in the 18th and 19th century
Christopher Strachey's Draughts, completed around 1951, is the first verifiable video game to run on a general-purpose computer, developed at the British National Physical Laboratory.
Early arcade video games (1970s–1980s)
Up until the 1970s, British
Space Invaders was the first video game to attract
Space Invaders was followed by other hit arcade video games, including
Early home video games (early 1980s)
Some of the
The
Microcomputer popularity (1980s)
Whereas the North American and Japanese home video game markets boomed with
Computer literacy had been seen by the UK government as a key skill that Britain's children should possess to help improve the technology savvy of the nation in the future.[23] While home computers did exist in the UK market like the Commodore PET and Apple II (both released in 1977), these were comparatively expensive for broad use across the population.[24] The BBC worked with Acorn to create the low-cost BBC Micro home computer alongside a set of broadcast programming to help teach fundamentals of computers for school-aged children. This was used in up to 80% of the schools in the UK at the time, and led to creation of the Spectrum and Commodore 64 to help meet growing demand for the systems.[23] Additionally, youth of the United Kingdom at that time were tinkerers, taking apart and repairing devices including electronics, and the nature of computer programming felt within this same scope.[25]
The United Kingdom had already had a history with
One of the earliest such successful titles was Manic Miner, developed and released by Matthew Smith in 1983, sold by Bug-Byte, one of the first publishers in this market. While a loose clone of the United States-developed Miner 2049er, Manic Miner incorporated elements of British humour and other oddities.[24][28] Manic Miner is considered the quintessential "British game" for this reason, and since then, inspired similar games with the same type of British wit and humour through the present.[26][28][29] Another key title from this period was Elite, developed by David Braben and Ian Bell and released in 1984. A non-linear space exploration, trading and combat game, Elite established many of the principles of the open world gameplay concept that are used in most space simulation games today as well as influencing the Grand Theft Auto series, itself a pinnacle of open-world design.[30][31]
The popularity of video games on home computers within the UK drew sales away from other video game formats.
The 32-bit 1987
BBC BASIC on the Archimedes was considered as a vehicle for cross-platform game development by David Braben. The BBC Micro was also a development host for the Commodore 64 version of Elite.
Arrival of 16-bit computers (1985–1995)
The more advanced
For the following Christmas period, Commodore allowed Ocean Software to bundle Batman, their first game specifically designed for the sixteen-bit machines,[42] with their Amiga 500 computers to create the "Batman Pack".[43]: 58 Launched in October 1989 with a TV advertising campaign, it became one of the most successful hardware/software bundles of all time[42] selling over 186,000 units by the end of the following year.[44]
The Amiga's more powerful graphics capabilities enabled game developers to experiment more[37] and helped to expand the demoscene in the UK, which in turn brought in more developers to stretch the capabilities of the computer.[45] A number of influential British companies emerged during this period:
- Wipeout series among other titles, and while the studio was shuttered in 2012, most of its activities had been adsorbed into the Sony structure.[37]
- 8-bit developer prior to success across Europe with Amiga hits like Sensible World of Soccer, Cannon Fodder and Mega-Lo-Mania topping the UK all formats games charts for 52 weeks from June 1992 to 1995. Sensible World of Soccer was the only European-developed game entered into the game canon, a list of 10 video games created by Stanford University for preservation by the Library of Congress. The New York Times called the creation of this list "an assertion that digital games have a cultural significance and a historical significance".[46] Sensible Software was acquired by Codemastersin 1999.
- Take Two Interactive and rebranded as Rockstar Games, with the original studio renamed as Rockstar North.[37]
- Bullfrog Productions was founded by Peter Molyneux and Les Edgar, with one of their first titles being Populous, the title that established the god game genre. Bullfrog developed several other influential titles, including the Dungeon Keeper series, the Syndicate series, and Theme-related titles including Theme Park and Theme Hospital. Though Bullfrog was ultimately acquired and shuttered by Electronic Arts, the Bullfrog team went on to establish other influential UK studios, including Molyneux's Lionhead Studios, Media Molecule, Hello Games, and Two Point Studios.[37]
- Team17 was initially born out of the demoscene, but produced a number of successful Amiga games, finding success in the Worms series in 1995. Today, Team17 also now serves as a video game publishers for many independent studios.[37]
During this period, video game consoles from the
Console systems (1987–present)
During the late 1980s to early 1990s, there was a gradual transition in the UK home video game market from home computers to
By 1992,
With the increasing power and popularity of consoles, more UK developers targeted console platforms in the 1990s.
Video game sales and revenue (1980–1995)
Graphs are unavailable due to technical issues. There is more info on Phabricator and on MediaWiki.org. |
Year | Game consoles
|
Computer games
|
LCD games
|
Annual (£) | Annual (US$) | Inflation (US$) |
---|---|---|---|---|---|---|
1980 | £33,000,000 | — | £12,000,000 | £45,000,000 | $105,000,000 | $388,000,000 |
1981 | £46,000,000 | — | £20,000,000 | £66,000,000 | $133,000,000 | $446,000,000 |
1982 | £46,000,000 | — | £34,000,000 | £80,000,000 | $140,000,000 | $442,000,000 |
1983 | £36,000,000 | — | £45,000,000 | £81,000,000 | $123,000,000 | $376,000,000 |
1984 | £25,000,000 | £100,000,000 | £40,000,000 | £165,000,000 | $219,000,000 | $642,000,000 |
1985 | £16,000,000 | £105,000,000 | £35,000,000 | £156,000,000 | $200,000,000 | $567,000,000 |
1986 | £13,000,000 | £105,000,000 | £6,000,000 | £124,000,000 | $182,000,000 | $506,000,000 |
1987 | £10,000,000 | £110,000,000 | £8,000,000 | £128,000,000 | $209,000,000 | $561,000,000 |
1988 | £24,000,000 | £112,000,000 | £21,000,000 | £157,000,000 | $279,000,000 | $719,000,000 |
1989 | £47,000,000 | £115,000,000 | £17,000,000 | £179,000,000 | $293,000,000 | $720,000,000 |
1990 | £87,000,000 | £138,000,000 | £20,000,000 | £245,000,000 | $435,000,000 | $1,014,000,000 |
1991 | £298,000,000 | £125,000,000 | £22,000,000 | £445,000,000 | $785,000,000 | $1,756,000,000 |
1992 | £578,000,000 | £132,000,000 | £20,000,000 | £730,000,000 | $1,281,000,000 | $2,781,000,000 |
1993 | £547,000,000 | £148,000,000 | £19,000,000 | £714,000,000 | $1,071,000,000 | $2,259,000,000 |
Year | Top arcade video game | Manufacturer | Genre | Cabinet sales | Coin drop earnings | Ref |
---|---|---|---|---|---|---|
1984 | Track & Field | Konami | Sports | Unknown | Unknown | [51] |
1985 | Commando | Capcom | Run and gun
|
Unknown | Unknown | |
1986 | Nemesis (Gradius) | Konami | Scrolling shooter
|
Unknown | Unknown | [52] |
1987 | Out Run | Sega | Driving
|
Unknown | Unknown | [53][54] |
1988 | Operation Wolf | Taito | Light gun shooter
|
Unknown | Unknown | [55][56] |
1991 | Street Fighter II: The World Warrior
|
Capcom | Fighting | 10,000 | £130,000,000+ ($229,000,000+) | [57] |
1992 | Unknown | £260,000,000 ($459,000,000) |
Year | Top home video game | Developer | Publisher | Platform(s) | Genre | Sales | Ref |
---|---|---|---|---|---|---|---|
1984 | Jet Set Willy | Software Projects | Software Projects | ZX Spectrum | Platformer | Unknown | [58] |
1985 | The Way of the Exploding Fist | Beam Software | Melbourne House
|
Home computers
|
Fighting | Unknown | [59] |
1986 | Yie Ar Kung-Fu | Konami | Imagine Software | Home computers | Fighting | Unknown | [60] |
1987 | Out Run | Sega | U.S. Gold | ZX Spectrum | Driving
|
350,000 | [61][62] |
1989 | RoboCop | Data East | Ocean Software | ZX Spectrum | Action | Unknown | [63] |
1992 | Sonic the Hedgehog 2 | Sega | Sega | Sega Mega Drive
|
Platformer | 1,000,000+ | [64][65] |
1993 | Mortal Kombat | Midway | Acclaim Entertainment | Game consoles
|
Fighting | 400,000+ | [66] |
1995 | FIFA Soccer 96 | Extended Play Productions | EA Sports | Multi-platform
|
Sports | Unknown | [67] |
Indie gaming (2010–present)
While large British studios continued to develop high-profile games for consoles and computers, a new hobbyist interest arose around 2010 in
Industry
The UK video game market was worth £5.7 billion ($7.6 billion) in 2018, a 10% increase over the previous year.[70] From this, £4.01 billion was from the sales of software (+10.3% increase over 2017), £1.57 billion from the sales of hardware (+10.7% increase), and £0.11 billion from the sales of other game related items.[71] In the software market, the data showed a significant increase in digital and online revenues, up +20.3% to a record £2.01bn.[72] £1.17 billion of software sales came from mobile games. In 2017, the number of players was estimated at 32.4 million people.[73]
The Video Games Tax Relief (VGTR) was established in 2014 to help support creativity in the UK games industry. According to TIGA,[74] prior to this, the UK Games industry was lagging behind other countries where game developers benefitted from substantial tax breaks and government grants: "Between 2008 and 2011, employment in the [games industry] fell by over 10 per cent and investment fell by £48 million". Thus the UK VGTR aims to ensure the UK games industry's competitiveness on the global stage, promotes investment and job creation and encourage the production of culturally British video games. The key benefit of the tax relief is that qualifying companies can claim up to 20% of their "core expenditure" back, provided that expenditure has been made in the European Economic Area.[75] In 2015 the UK Government provided £4m to launch a games prototype fund, the UK Games Fund and a graduate enterprise programme called Tranzfuser.[76] The UK Games Fund and Tranzfuser programmes are run by UK Games Talent and Finance Community Interest Company (UKGTF)[77][78] Further funding of £1.5m for the UK Games Fund and Tranzfuser was announced by the UK Government in 2018.[79] Further funding of £8m for the UK Games Fund and Tranzfuser was awarded by the UK Government in 2022[80]
In recent years, Northern Ireland has made increasing contributions to the United Kingdom's video game industry.[81]
Best-selling video game franchises (1995–2021)
Rank | Video game franchise
|
UK debut year | Franchise owner(s) |
---|---|---|---|
1 | FIFA | 1993 | Electronic Arts |
2 | Call of Duty | 2003 | Activision Blizzard |
3 | Mario | 1981 | Nintendo |
4 | Grand Theft Auto | 1997 | Take-Two Interactive |
5 | Lego | 1997 | The Lego Group |
6 | Star Wars | 1983 | Lucasfilm Games |
7 | The Sims | 2000 | Electronic Arts |
8 | Pokémon | 1999 | Nintendo / The Pokémon Company |
9 | Assassin's Creed | 2007 | Ubisoft |
10 | Need for Speed | 1994 | Electronic Arts |
Media
In 2000, Channel 4 produced a documentary, Thumb Candy, on the history of video games.[83] It includes footage from old Nintendo commercials.[84]
Video game conventions
Game ratings and government oversight
Prior to 2012, video games in the UK would be rated through the
The
The DCMS issued a following report in June 2009 to address several points of the Byron Review, among which included the intent to standardized video game ratings on the PEGI system.[86] The Video Recordings (Labelling) Regulations act was passed in May 2012 and came into force on 30 July 2012.[92] With it, it eliminated the BBFC's oversight of video games with limited exceptions on excessively pornographic titles, as well as for games with limited interactivity (such as interactive DVD games) and for any direct video content on the game disc.[93] Instead, all published video games in retail marketplaces were required to be rated under the PEGI system by the special Games Ratings Authority (GRA) within the VSC. Retailers were bound to prevent sales of mature games (PEGI ratings of 12, 16, or 18) to younger children under this law, with both fines and prison time should they be found guilty of such sales.[94][86] The VSC also became the only body that could ban sale of a game in the UK.[93] Ukie continues to work alongside the VSC to help UK developers and publishers prepare for the VSC process and prepare educational and advocacy material to make the UK public aware of the ratings system.[93]
The VSC ratings only apply to retail titles; digitally distributed titles are not regulated under UK law, through the VSC urges developers, publishers, and storefronts as a best-practice to use the low-cost self-ratings services of the International Age Rating Coalition to assign their game an appropriate PEGI rating for the digital service.[95]
Legacy
The
The interactive film Black Mirror: Bandersnatch is loosely based on the early period of the United Kingdom's video game industry, and makes allusion to Imagine Software, a major publisher in the early 1980s which gained notoriety when it fell into bankruptcy in the midst of being filmed as part of a documentary for the BBC. Jeff Minter, one of the earlier game developers in the UK's industry, has a cameo role within the movie.[97]
See also
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Further reading
- Tsang, Denise (17 November 2021). "Innovation in the British Video Game Industry since 1978". S2CID 244134761.