1950-1959 · 6 entries

Games as proof that a machine could keep to the rules

Rare and expensive machines, borrowed for an afternoon to show a crowd that a computer could follow the rules of a game.

What was happening

Anyone who wanted to build something playable in this decade had to borrow a machine that belonged to an institution. Computers were scarce, physically enormous, and paid for out of research grants, defense contracts or corporate budgets, and their operating hours were accounted for like any other rationed laboratory resource. That single fact explains almost everything about the games of the period. They were small, they were made by people with legitimate access, and they had to justify themselves as something other than recreation. Usually the justification was demonstration: proof that a general-purpose machine could hold a set of rules, respond to a person, and behave in a way an audience could follow.

The audience mattered more than we might assume. This was the era when ordinary Americans and Britons first heard computers described as electronic brains, a phrase carrying real unease about calculation replacing human judgment. Public exhibitions, national festivals and agricultural fairs became the places where institutions tried to explain themselves, and a game played against a visitor turned out to be the clearest explanation available. Beating a machine at tic-tac-toe or a simple game of removing counters taught nobody anything about circuit design, but it left people with an accurate impression. The thing follows instructions, it does not think, and it can be outmaneuvered by someone who understands the rules better.

Technically, almost nothing was in place. Vacuum tubes ran hot and failed often, memory was measured in tiny quantities, and there was no such thing as a display designed for a person to interact with. Builders improvised. Banks of light bulbs showed a position, relays worked out a move, and an oscilloscope was borrowed from the instrument shelf to draw a bouncing dot. Because the hardware was custom in every case, each project was effectively a one-off with no way to pass it along. Several were dismantled once the fair closed or the demonstration ended, which is why the record of the decade is so thin and why later historians had to reconstruct much of it.

Around all of this, the consumer world was filling up with electronics of a different kind. Television spread through American homes at extraordinary speed during these years, and one of the decade's game-playing programs was shown off on a broadcast, which tells you where the mass audience actually was. Nothing here produced a product, a company or a customer. What it produced was a set of assumptions that never went away: that a computer can be an opponent, that a screen can be a playing field, and that the quickest way to show a stranger what a machine does is to let them try to beat it at something.

Watch for these as you read

  • exhibition halls
  • vacuum tubes and relays
  • one-off machines
  • computers as opponents

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Reading depth

2 entries of 6 in game development and from 1950-1959

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1950-1959 Entries in order

A Cambridge thesis puts noughts and crosses on a tube

For his doctoral research at Cambridge, A. S. Douglas programmed EDSAC to play noughts and crosses and drew the board on a small display tube, one of the earliest games rendered on a screen by a stored-program computer.

Key facts and significance Hide details
Region
Europe
Period
The 1950s

Why it matters

This is the earliest well-documented case of a game drawn on a computer display and played by a person in real time, produced not for amusement but to study how people and machines could work together. It set out in miniature the arrangement of screen, input device and immediate feedback that every later game depends on.

Read the full entry 3 sources

MIT students draw mazes with a light pen for fun

Around MIT's TX-0, an early transistorized computer with a display and a light pen, small programs appeared for the pleasure of writing them, including one in which a hand-drawn maze was searched by a simulated mouse.

Key facts and significance Hide details
Region
North America
Period
The 1950s

Why it matters

The programs themselves were slight. What formed around them was not: a group of people who treated an interactive computer as a place to make things, expected a screen to respond to them, and passed both attitudes along. Accounts of early game development trace back to this environment rather than to any single program written in it.

Read the full entry 3 sources

What the period left behind

The 1950s produced no product and no customer, and most of what it built was taken apart once the demonstration ended. What survived was an idea. A machine could hold the rules of a game, respond to a person in real time, and lose gracefully in front of an audience. Every entry here was made to explain computing to strangers, and the fact that people enjoyed the experience was almost incidental to the purpose.