[This is Part of a series on video games, their tropes, stories of playing games, and other related topics. If you have suggestions about where to take the series, please do say so in the comments. We have a lot of spaces to fill for this month.]
The idea of a game that can be played with the assistance of computers is not new, but before MIT got their hands on a PDP-1 in the early 1960s, game-playing computers usually had something custom-built for them to play with, and even though those game-playing computers were often very popular at the demonstrations where they were put on display, general-purpose computing, as we think of it now, hadn't really come into existence yet. While early game-playing computers were a step up from the fradulent activities of the Mechanical Turk, in that they actually did the things they claimed to, instead of being a housing for a person to play a game, it wasn't necessarily the case that computers were going to be used for the purposes of playing games. Most of the time, the game was supposed to be demonstration of the processing power, storage capacity, and other features of the computer itself, with an eye toward getting people to purchase the computer. By showing what it could do in a human capacity, it would be easier for someone to understand what they could use a computer for.
This was still the case for the PDP-1 and the MIT folks that developed Spacewar!, even if it might not have officially been meant to do something like that. Spacewar! turned out to be an excellent soak test for the machine, as well as showing what it was capable of doing. It's also the first game to be played with controllers, as trying to play the game with a keybaord didn't work out so well for the players' comfort.
As with a lot of things, we owe an entire industry to some people at MIT who were given a piece of technology and tried to figure out what they were going to do with it. You can play Spacewar! in a number of iterations, across the Internet, as the PDP-1 is emulatable in Javascript, apparently.
At this particular point in time, of course, computers are still things for academics, and networks like ARPANet are still in their infancy. So is e-mail, for that matter. Computers are still mostly mainframes that take up a significant amount of space, even if they will eventually acquire terminals as access points and eventually drop using punch cards to run programs in favor of magnetic tape memory, and then eventually have internal memory and storage spaces so that programs don't have to be fed in when they are to be loaded and run. That's still a long ways off, and in the interim, we have to talk about the Odyssey and Nolan Bushnell.
Because it turns out that while general-purpose computing is still very expensive (and won't get cheap enough to be part of a regular household for several decades), computing designed with limited purposes in mind is a lot cheaper to design and manufacture. So Magnavox markets a device designed to be plugged into a television for the purpose of playing games using the television screen, rather than providing a screen of their own. It doesn't do a whole lot on its own - the Odyssey displays squares on screen and needed to have plastic overlaid on the television screen to provide rules and bounds for the game that wants to be played. There are also some peripherals, like a light gun, that will come back into prominence later. But it's a demonstration of what is possible on inexpensive (USD $100, in 1972) hardware using a device that a lot of people already have in their homes for the video display. Consoles continue to basically take this approach as they continue through the generations, even though at the point, many of our consoles use and have gained enough general-purpose computing power that they could be used as general-purpose computing devices. (And that several of our general-purpose computing devices now can emulate the entire instruction set of many of these older gaming consoles.)
There also ends up being a lot of patent lawsuits over the technology involved in displaying things on the television screen, which Magnavox either wins or settles over the next two decades. Nolan Bushnell, who goes on to found Atari, is also one of those people who ends up getting sued, but he settles, and his implementation of a table-tennis game, called Pong, is where a lot of people start when it comes to video games, because Pong is extremely commercially successful, and also an arcade device, to complement Magnavox's home console. (The Internet Archive hosts one of many, many implementations of Pong.) Atari would eventually release a home console system of their own, based on a piece of hardware and interchangeable software cartridges that contained the games on them, and it is here, with the Atari 2600, that the journey of a very small Silver begins in earnest. (There's also general-purpose and game-playing computers, but we'll get to that in time.)
The idea of a game that can be played with the assistance of computers is not new, but before MIT got their hands on a PDP-1 in the early 1960s, game-playing computers usually had something custom-built for them to play with, and even though those game-playing computers were often very popular at the demonstrations where they were put on display, general-purpose computing, as we think of it now, hadn't really come into existence yet. While early game-playing computers were a step up from the fradulent activities of the Mechanical Turk, in that they actually did the things they claimed to, instead of being a housing for a person to play a game, it wasn't necessarily the case that computers were going to be used for the purposes of playing games. Most of the time, the game was supposed to be demonstration of the processing power, storage capacity, and other features of the computer itself, with an eye toward getting people to purchase the computer. By showing what it could do in a human capacity, it would be easier for someone to understand what they could use a computer for.
This was still the case for the PDP-1 and the MIT folks that developed Spacewar!, even if it might not have officially been meant to do something like that. Spacewar! turned out to be an excellent soak test for the machine, as well as showing what it was capable of doing. It's also the first game to be played with controllers, as trying to play the game with a keybaord didn't work out so well for the players' comfort.
As with a lot of things, we owe an entire industry to some people at MIT who were given a piece of technology and tried to figure out what they were going to do with it. You can play Spacewar! in a number of iterations, across the Internet, as the PDP-1 is emulatable in Javascript, apparently.
At this particular point in time, of course, computers are still things for academics, and networks like ARPANet are still in their infancy. So is e-mail, for that matter. Computers are still mostly mainframes that take up a significant amount of space, even if they will eventually acquire terminals as access points and eventually drop using punch cards to run programs in favor of magnetic tape memory, and then eventually have internal memory and storage spaces so that programs don't have to be fed in when they are to be loaded and run. That's still a long ways off, and in the interim, we have to talk about the Odyssey and Nolan Bushnell.
Because it turns out that while general-purpose computing is still very expensive (and won't get cheap enough to be part of a regular household for several decades), computing designed with limited purposes in mind is a lot cheaper to design and manufacture. So Magnavox markets a device designed to be plugged into a television for the purpose of playing games using the television screen, rather than providing a screen of their own. It doesn't do a whole lot on its own - the Odyssey displays squares on screen and needed to have plastic overlaid on the television screen to provide rules and bounds for the game that wants to be played. There are also some peripherals, like a light gun, that will come back into prominence later. But it's a demonstration of what is possible on inexpensive (USD $100, in 1972) hardware using a device that a lot of people already have in their homes for the video display. Consoles continue to basically take this approach as they continue through the generations, even though at the point, many of our consoles use and have gained enough general-purpose computing power that they could be used as general-purpose computing devices. (And that several of our general-purpose computing devices now can emulate the entire instruction set of many of these older gaming consoles.)
There also ends up being a lot of patent lawsuits over the technology involved in displaying things on the television screen, which Magnavox either wins or settles over the next two decades. Nolan Bushnell, who goes on to found Atari, is also one of those people who ends up getting sued, but he settles, and his implementation of a table-tennis game, called Pong, is where a lot of people start when it comes to video games, because Pong is extremely commercially successful, and also an arcade device, to complement Magnavox's home console. (The Internet Archive hosts one of many, many implementations of Pong.) Atari would eventually release a home console system of their own, based on a piece of hardware and interchangeable software cartridges that contained the games on them, and it is here, with the Atari 2600, that the journey of a very small Silver begins in earnest. (There's also general-purpose and game-playing computers, but we'll get to that in time.)