1990-1999 · 34 entries

Two dimensions give way to three

Sprites gave way to polygons, cartridges to compact discs, and the living room quietly took the arcade's place.

What was happening

Competition, more than technology, set the tone of the early 1990s. Two Japanese companies with 16-bit consoles fought over American teenagers, and the challenger's local operation did something the industry had never really tried: it treated a console like a soft drink, with a mascot built for attitude, licensed athletes, and advertising that named its competitor and mocked it. Market share genuinely moved, which taught everyone that marketing was not a cost of doing business but a weapon. Console rivalry became a story that general newspapers and evening news programs could cover, and players started to experience their choice of hardware as a form of identity.

Arcades had one more great decade in them, and it belonged to competition between people rather than against the machine. A fighting game with a full roster of characters and hidden command inputs turned cabinets around to face each other, gave operators their best revenue in years, and created an informal tournament culture that would eventually become a professional sport. The same rooms also got the first look at real-time polygons, because the money and the cooling space that hardware demanded existed in a coin-operated cabinet long before they existed in a living room. For a few years yet, the arcade was still where you went to see the future.

The move into three dimensions reshuffled the whole industry. A consumer electronics company with no history in games entered with straightforward polygon hardware, tools that developers could actually work with, and discs that cost very little to press, and it won the generation. A rival's more complicated architecture punished the studios trying to support it. A third company stayed with cartridges, keeping load times short at the cost of storage, and used its launch software to solve the problem nobody had yet cracked: how a person steers a character through space seen from a camera that moves. Analog sticks and lock-on targeting are answers from these years.

On personal computers the decade ran on a different economy entirely. Small teams gave away a first chapter and asked for money by mail for the rest, which funded ambitious work completely outside the retail system. Games shipped with file formats open enough that players rebuilt them, and modification communities became both a hobby and a hiring pipeline. Graphics accelerator cards began an upgrade cycle that has never stopped, and a unified way for games to reach hardware under Windows ended a long dependence on an older operating system. Dial-up and then broadband turned the machine into a social venue, first for deathmatch and then for worlds that charged monthly rent.

Politics arrived in December 1993, when a Senate subcommittee took up violent content and executives from competing companies blamed one another in public. The industry's answer was a ratings board of its own making, adopted quickly by retailers, and self-regulation has held off federal content law ever since. Elsewhere the decade increasingly looked like mainstream media: a trade show of the industry's own, a puzzle game widely credited with putting disc drives in ordinary households, and a British character who turned up on magazine covers with nothing to do with games. Persistent online worlds, storefront logic and organized competition all left the 1990s as working models.

Watch for these as you read

  • console rivalry
  • polygon hardware
  • optical discs
  • ratings and hearings
  • dial-up worlds

Narrow the record

Reading depth

4 entries of 34 in business and industry and from 1990-1999

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

1990-1999 Entries in order

Sega finds a mascot fast enough to challenge Mario

Sega built a mascot around speed and momentum, then bundled the game with the Genesis in North America. It gave the company a character to set against Mario and turned a respectable console into a genuine contender.

Key facts and significance Hide details
Platform
Home consoles
Period
The 1990s

Why it matters

This is the clearest case in the industry of a character commissioned as a business instrument and succeeding at it. Bundling made the game into the console's argument, and the mascot rivalry that followed rendered a competition between two hardware makers legible to people who never played anything.

Read the full entry 3 sources

A Senate subcommittee examines violent content in video games

A United States Senate subcommittee took testimony on violent content in games, with legislators warning that federal regulation would follow if the industry did not act. Executives from competing companies traded blame, and a ratings body was promised.

Key facts and significance Hide details
Platform
Industry-wide
Region
North America
Period
The 1990s

Why it matters

These hearings are the origin point of content regulation in American games. A credible legislative threat, rather than any law, produced the rating system still in use, and the episode established self-regulation as the industry's standard answer to political pressure for the next two decades.

Read the full entry 3 sources

Publishers create a ratings board rather than await legislation

Facing the prospect of federal legislation, American publishers organized a single body to assign age and content ratings to games. Retailers adopted it quickly, and industry self-regulation became the standing answer to political pressure.

Key facts and significance Hide details
Platform
Industry-wide
Region
North America
Period
The 1990s

Why it matters

Self-regulation, adopted under pressure, kept content decisions inside the industry rather than in statute. The labels changed how games are marketed and sold across North America, gave parents a reference point they had never had, and became the industry's principal argument whenever legislators returned to the subject.

Read the full entry 3 sources

The industry opens a trade show of its own

The first Electronic Entertainment Expo opened in Los Angeles, giving games a professional trade show instead of a corner of a consumer electronics event. It became the industry's fixed announcement date for more than twenty years.

Key facts and significance Hide details
Platform
Industry-wide
Region
North America
Period
The 1990s

Why it matters

Games acquired the institutional apparatus of a mature industry: a trade show of their own, a fixed annual news cycle and a venue where retailers, press and developers met face to face. For more than twenty years the event set the rhythm of announcements, launches and coverage across the whole business.

Read the full entry 3 sources

What the period left behind

Nearly every convention a modern player takes for granted was settled in this decade: a movable camera behind a character, an analog stick, a monthly subscription to a shared world, an age rating on the box, and a graphics card you expect to replace every few years. The 1990s also began the long decline of the arcade, because the reason to leave the house had moved indoors. What follows is the record of that transfer.