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

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3 entries of 34 involving Sega of America and from 1990-1999

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1990-1999 Entries in order

The Saturn launches strong in Japan and awkward abroad

Sega's new console reached Japan with two main processors and hardware exceptionally strong at two-dimensional work but awkward for polygons. Its complexity discouraged outside developers, and a rushed American release made the position worse.

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

Why it matters

This console is the standard illustration of hardware complexity as a commercial liability. Its capabilities were real, but a machine only its maker can program well cannot attract the outside publishers a platform depends on, a lesson later hardware designers cited explicitly when choosing conventional architectures.

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

Sega ships its last console with a modem already inside

The Dreamcast reached American stores on September 9, 1999, nearly a year after its Japanese debut, with a dial-up modem included as standard equipment. Well reviewed and briefly successful, it was Sega's final machine.

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

Why it matters

A console shipping with networking as standard equipment established the expectation that online play is a property of the platform rather than an accessory. Its failure, despite strong reviews and a promising start, also showed how much a hardware launch depends on retailer and publisher confidence rather than on the product itself.

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.