Fun and Games with the Computer: Hobbyist Game Programming
in the Microcomputer Era
Matthew Wells, PhD Student, Faculty of Information, University of Toronto
investigating the relationships between the hardware and software design of standardized computing systems platforms and the creative works produced on those platforms. [1]
o In the 1970s, the costs of computer components memory, CPU, etc. began to fall dramatically. o By the late 1970s, the home computer a small, standalone machine designed (in part) for the hobbyist home programmer arrived. These machines were also known as microcomputers. o Microsoft BASIC licensed to most major vendors, became the lingua franca of home computing. o Most machines boot directly to BASIC interface, allowing for instant coding (see C64 screen on right).
o Problem: microcomputers competed with early game consoles (e.g. Atari VCS) for in-home market. o Solution: vendors marketed their computers as both gaming and programming/learning machines (see text from print ad on right). o Proliferation of third-party books and magazines featuring type-in BASIC programs in 1970s & 1980s. o Programming itself often presented as play, and/or as a puzzle to solve (see text and images on right). o The player/programmer emerges as the user that programs and plays games dialectically; programming becomes an essential component of play. Sure, it plays the great games that kids love. But the VIC-20 can also improve learning skills. In fact, it uses the same computer language taught in school on the Commodore PET. So students learning on the PET in class can practice computing at home on the VIC.
- Text from VIC-20 print ad, retrieved from www.retrocrush.com/archive2/retrocomputers/
[O]ne of the best things about typing in programs yourself is that you can see exactly how another programmer created the effects you want to use in your own games. You may soon find that the best computer game of all is programming games for other people to play!
- (COMPUTE!s first book of VIC games, 1983, p.8) Images: Book covers: http://www.bombjack.org/commodore/ Commodore 64 screen: http://www.city-data.com/forum/computers/ Puzzle corner images: Isaaman, D., & Tyler, D. (1982). Computer spacegames. London, UK: Usborne Publishing. Text: COMPUTE!s first book of VIC games. (2011). Greensboro, NC: COMPUTE! Publications. Bagnall, B. (2011). Commodore a company on the edge. Variant Press. Ceruzzi, P. (2003). A history of modern computing. Cambridge, MA: The MIT Press. ARRIVAL OF THE MICRO
o Game modding has emerged to become a powerful means by which players can customize their games. o Typical tools include level editors, character editors, and environment editors (e.g. a physics model editor). o Dialectical practice: playing informs modding, and vice versa. THE PLAYER/PROGRAMMER TODAY THE PLAYER/PROGRAMMER EMERGES o The Python programming language has become popular with hobbyist programmers, due both to its simple syntax and rich feature set. o Like Microsoft BASIC, Python offers immediate mode coding. o Python increasingly recognized as platform for hobbyist game programmers.