1970-1979 · 22 entries

How a laboratory pastime turned into an industry

Ten years that took games from a university hobby to a business with factories, distributors, imitators and lawyers.

What was happening

Two things had to meet before a business could exist, and they met in 1971. The laboratory tradition supplied a game that people demonstrably wanted to play, and the amusement trade supplied a way to charge for it. Both attempts that year were versions of the same space duel. One was a single hand-built installation in a university student union, paid for out of its builders' own pockets and never replicated. The other was a manufactured cabinet produced in modest numbers for the coin-operated market, and it sold poorly. Its controls asked far too much of a stranger holding a coin, and the lesson that a paying player will not read instructions was learned immediately and permanently.

The correction came a year later from a new California company whose founders had watched that failure closely. A ball, two paddles, a score, no manual. Tested in a tavern and then built in quantity, it worked in exactly the way the coin-operated trade already understood: high turnover, short sessions, and an audience that included people who had never touched such a machine before. Because the distributors, route operators and location owners were all in place, the format spread with startling speed, and so did imitations from nearly every manufacturer in Chicago. It also drew a patent claim from the company that had licensed those earlier television prototypes, which was settled by taking a license.

Getting into the living room took longer and was harder to explain to buyers. The first home system, sold through a television maker's dealer network, came with plastic overlays, plug-in circuit cards, dice and score pads, and it suffered from a widespread and entirely wrong belief that it worked only with that company's television sets. Three years later a dedicated ball-and-paddle box sold through a national department store chain proved the household market was real, at which point the deeper problem became obvious. Dedicated hardware can only ever play what it is wired to play. Interchangeable cartridges and a general-purpose processor answered that, and within a year the industry had copied the idea wholesale.

The microprocessor is the technical hinge of the decade. Before it, a game was a circuit, laid out by hand and impossible to revise cheaply. After it, a game was a set of instructions, and identical hardware could sell an unlimited number of different products. Development got faster, ambitions got larger, and a job appeared that had never had a name outside research laboratories. The same components made small computers possible, and in 1977 three complete machines aimed at ordinary buyers reached American stores at once. Their owners traded programs on cassette tapes through user groups and magazines, building a second software market with no gatekeeper of any kind.

Where the money came from changed too. A media conglomerate bought the leading American company midway through the decade, supplying the capital for cartridge hardware and signalling that entertainment executives now saw games as a category rather than a fad. Machines were everywhere by then: bowling alleys, pizza parlors, laundromats, and the shopping malls of the new suburbs. That visibility brought the first national argument about content, when a driving game that ran over figures on the screen reached network news. Late in the decade an alien-shooting cabinet from Japan tipped the trade's balance eastward, and four programmers who wanted credit for their work invented third-party publishing.

Watch for these as you read

  • coin-op distribution
  • microprocessor adoption
  • ball-and-paddle clones
  • home cartridge libraries
  • first content panic

Narrow the record

Reading depth

3 entries of 22 on laboratory and mainframe systems and from 1970-1979

Keyboard shortcuts
/
Jump to the keyword field
j k
Move to the next or previous entry
e
Expand or collapse the focused entry
[ ]
Step back or forward one period
Esc
Leave the keyword field or close the menu

1970-1979 Entries in order

A wireframe maze becomes a hunt between linked computers

Students working at a NASA research center turned a wireframe corridor display into a game where players stalked one another across cabled-together machines, an early ancestor of the first-person shooter.

Key facts and significance Hide details
Region
North America
Period
The 1970s

Why it matters

Networked multiplayer play was demonstrated two decades before it became a commercial product, and by students with no market to sell into. The design vocabulary they arrived at, a first-person viewpoint moving through connected rooms with other players inside it, was rediscovered rather than invented in the 1990s.

Read the full entry 3 sources

A mapped Kentucky cave becomes the first work of interactive fiction

Will Crowther turned his own survey work in Mammoth Cave into a program players explored by typing instructions. Don Woods expanded it with fantasy elements, and distribution over the research network created interactive fiction.

Key facts and significance Hide details
Region
North America
Period
The 1970s

Why it matters

Text was enough. With no graphics, no sound and no real-time action, the program produced the sensation of being somewhere, establishing that games could be built out of description and language. It also created the puzzle-solving adventure, the first genre that belonged to computers rather than to arcades or board games.

Read the full entry 3 sources

The first multi-user dungeon opens on a university network

Roy Trubshaw and Richard Bartle built a text world at the University of Essex that many people inhabited at the same time. It named the genre and set the social patterns of every online world since.

Key facts and significance Hide details
Region
Europe
Period
The 1970s

Why it matters

The persistent shared world begins here, along with the abbreviation that named the form. Long before graphics or subscriptions, this program established that the compelling part of an online game is other players, and that a world continuing while you are away is qualitatively different from one that waits for you.

Read the full entry 3 sources

What the period left behind

In ten years, games went from a curiosity that had to be justified as research into a category with factories, distributors, retailers, lawsuits and a moral panic of its own. The structures that mattered most were commercial rather than technical: the cartridge, the license, the third-party publisher, and the platform owner's power over both. Read the entries below for how fast a whole industry can be assembled once the money has been proved to exist.