2000-2009 · 23 entries

Broadband in the living room, the store inside the machine

Broadband arrived in the living room, the shop moved inside the machine, and a telephone became the most important game device on earth.

What was happening

The console became a household appliance in this decade rather than a toy in a child's bedroom. The generation's dominant machine also played films on disc, at a price that compared well against a standalone player, so it entered living rooms as a media purchase that happened to run games, and it sold in quantities no console had reached before. That changed the arithmetic of development. Budgets grew because the audience was finally large enough to support them, teams grew along with the budgets, and a business that had once aimed a good cartridge at a hobbyist niche began planning around millions of units and multi-year schedules.

Online play stopped being an enthusiast's project. One company arrived from the computer industry with a hard drive and a network port as standard equipment, then built a paid service around a single identity, a friends list, matchmaking and voice chat, and insisted that games use it consistently. The decision to charge for the privilege looked odd at the time and turned out to be enormously profitable, because it converted a one-time hardware sale into a continuing relationship. Sitting in an American living room and arguing with a stranger three states away became completely ordinary, and platform holders now had a powerful reason to keep players inside their own walls.

Personal computers went through a quieter but more consequential change. One studio built a delivery and patching system for its own multiplayer titles, then required an account even for boxed copies of its next major release, a condition readers resented at the time and largely accepted within a few years. That system soon became the main storefront for computer games, and the shelf that mattered was no longer in a shop at all. For small developers the effect was liberating. For everyone it moved the decisive power over what reached players from retail buyers to platform operators, a shift the industry is still arguing about today.

Meanwhile the business rediscovered the people it had spent twenty years ignoring. A domestic life simulation with no way to win became the best-selling computer game of its era, largely by appealing to an audience the trade had assumed did not exist. One company took the same lesson into hardware, first with a handheld built around a touch screen and software about training your memory or looking after a pet, then with a home console that traded raw processing power for a motion-sensing remote and a collection of sports anyone could pick up. Plastic guitars filled living rooms until the market saturated, which was its own useful lesson.

The decade's most important object was not a console at all. A telephone released in 2007 put a responsive touch screen, motion sensors and real graphics hardware into ordinary pockets, and the store that opened for it a year later handed any developer worldwide distribution and payment collection. Prices fell toward a dollar or nothing, volume replaced margin, and a second industry grew up alongside the old one with different assumptions about almost everything. Console download services were teaching a parallel lesson: a team of two could reach millions of players without a publisher. By the time the financial crisis arrived, the ground had already shifted.

Watch for these as you read

  • broadband consoles
  • digital storefronts
  • motion and touch
  • app store economics
  • high-definition budgets

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23 entries from 2000-2009

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2000-2009 Entries in order

The Sims widens the audience for computer games

Maxis published Will Wright's domestic life simulation on February 4, 2000. Players furnished houses and managed the moods and careers of ordinary people, with no score to chase and no way to win.

Key facts and significance Hide details
Period
The 2000s

Why it matters

Commercial success on this scale, from a game with no enemies and no ending, undercut the assumption that the medium belonged to young men who liked competition. It widened the market and gave publishers a reason to fund projects aimed at people the industry had ignored.

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The PlayStation 2 arrives as a console and a DVD player

Sony's second console reached Japanese buyers on March 4, 2000. It played original PlayStation discs, doubled as a DVD player at a competitive price, and went on to become the best-selling home console ever made.

Key facts and significance Hide details
Platform
Home consoles
Region
Japan, Worldwide
Period
The 2000s

Why it matters

Bundling a media player with a game console changed the argument a family had to make about buying one. It also demonstrated the value of carrying a previous generation's library forward, and it set an installed-base record that shaped where developers spent their money for most of the decade.

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Sega gives up on building consoles and turns to publishing

After years of losses, Sega confirmed on January 31, 2001 that it would stop making the Dreamcast and sell its games on other companies' machines. A hardware rivalry that had defined the previous decade ended.

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Who
Sega
Platform
Home consoles
Region
Japan, Worldwide
Period
The 2000s

Why it matters

One of the two companies whose rivalry had shaped console gaming in the early 1990s stopped making machines entirely. The exit showed how quickly hardware losses can become unsustainable, and it left the field to Sony, Nintendo and a newcomer from the software business.

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The Game Boy Advance puts 16-bit console power in a pocket

Nintendo's new handheld went on sale in Japan on March 21, 2001, with a wide color screen and a 32-bit processor. It handled the kind of games that had required a home console ten years earlier.

Key facts and significance Hide details
Who
Nintendo
Platform
Handheld systems
Region
Japan, Worldwide
Period
The 2000s

Why it matters

The gap between what a handheld and a home console could display narrowed sharply. Portable play stopped being a compromise made on a bus and became a legitimate place to release substantial games, which kept Nintendo profitable through a difficult stretch for its living-room hardware.

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Nintendo answers with the GameCube and a proprietary disc

Optical discs, in a small proprietary format, replaced cartridges when Nintendo's fourth home console reached Japan on September 14, 2001. Housed in a compact box with a carrying handle, it was capable but finished third in its generation.

Key facts and significance Hide details
Who
Nintendo
Platform
Home consoles
Period
The 2000s

Why it matters

A technically sound console with strong first-party games can still lose, and this one demonstrated why: third-party support and general-purpose media features had become as important as the hardware. The lesson pushed Nintendo away from specification contests and toward the differentiated design it adopted next.

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Microsoft enters the console business with a shooter as its anchor

Microsoft's first console went on sale in North America on November 15, 2001, with a hard drive, an Ethernet port and Halo: Combat Evolved, the game that gave it an identity.

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Platform
Home consoles
Region
North America
Period
The 2000s

Why it matters

An American company re-entered console manufacturing for the first time since Atari's collapse, and did so with hardware built around networking rather than around a disc format. The control scheme Halo settled on became the default for console shooters and remains largely unchanged today.

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Xbox Live turns online play into a routine console feature

A paid network service opened in North America on November 15, 2002, one year after Microsoft's console. It combined a persistent identity, friends lists, matchmaking and voice chat, all designed for broadband.

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Who
Microsoft
Platform
Home consoles
Period
The 2000s

Why it matters

Online multiplayer stopped being a feature of individual games and became a property of the platform. That shift turned consoles into service businesses with subscription income, identity systems and social graphs, which reshaped how the companies behind them compete.

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Valve launches Steam and starts moving games off shelves

Valve released Steam on September 12, 2003, at first as a way to patch its own multiplayer games and combat cheating. It grew into the dominant storefront for computer games.

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Region
North America
Period
The 2000s

Why it matters

Digital distribution moved the computer game business away from boxed retail within a decade. For small developers it removed the hardest barrier, which was getting shelf space, and it made continuous updating and long tails of sales a normal part of how games are released and maintained.

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A phone maker builds a handheld console and misreads the market

Nokia put the N-Gage on sale on October 7, 2003: a mobile phone shaped like a game handheld, with cartridges and online play. It sold poorly and was withdrawn within a few years.

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Who
Nokia
Platform
Mobile devices
Region
Europe, Worldwide
Period
The 2000s

Why it matters

Failure here is instructive rather than trivial. The N-Gage identified the right destination years before anyone reached it, and its collapse showed that hardware convergence fails when it compromises both functions. The lesson shaped how later companies approached games on phones.

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A boxed blockbuster requires an online account to play

Half-Life 2 shipped on November 16, 2004 with mandatory Steam activation, even for copies bought on disc. The requirement angered many buyers and quietly established account-based ownership as the norm.

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Region
North America
Period
The 2000s

Why it matters

Tying a physical purchase to an online account was the moment digital rights management became unavoidable for mainstream computer games. It also gave Steam the installed base it needed to become a storefront, using a single highly anticipated release to accomplish what years of marketing could not.

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Two screens and a stylus reshape the handheld

Nintendo released the DS in North America on November 21, 2004, with a touch-sensitive lower screen, a microphone and local wireless play. It became one of the best-selling systems ever made.

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Who
Nintendo
Platform
Handheld systems
Period
The 2000s

Why it matters

Choosing an unusual interface over raw power worked, and it brought in an audience that specification races never reached. The DS demonstrated that the way a person touches a game can matter more than what the hardware can draw, an argument Nintendo would make again with its next home console.

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World of Warcraft carries online worlds into the mainstream

Blizzard opened World of Warcraft on November 23, 2004. Forgiving solo progression, a familiar setting and unusually reliable service pulled a genre that had been niche into the cultural mainstream.

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Period
The 2000s

Why it matters

A genre confined to enthusiasts became a mass-market product, and subscription revenue from one game became a major business in its own right. It also gave researchers, journalists and the public a concrete example of a large, functioning virtual society.

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Sony brings console-grade graphics to a pocket machine

Sony's PlayStation Portable reached North American stores on March 24, 2005. A wide bright screen, proprietary optical discs and music and video playback made it the first credible challenger to Nintendo in years.

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Platform
Handheld systems
Period
The 2000s

Why it matters

For the first time since the early 1990s a competitor took real share in portable gaming, and it did so by treating the handheld as a general media device. That framing, along with the later disc-free model, previewed how phones and download stores would remake the category.

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A plastic guitar starts a boom in rhythm games

Harmonix and RedOctane released Guitar Hero on November 8, 2005, packaged with a guitar-shaped controller and a set list of licensed rock songs. Living rooms filled with plastic instruments for the next several years.

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Platform
Home consoles
Region
North America
Period
The 2000s

Why it matters

Music games briefly made playing a video game a group activity that non-players joined without embarrassment, and they gave the recording industry a genuinely new channel at a moment when it badly needed one. The rise and fall together form one of the clearest business lessons of the decade.

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The Xbox 360 opens the high-definition console generation early

Microsoft put the Xbox 360 on sale in North America on November 22, 2005, a full year before its competitors. High-definition output, a mature online service and a digital marketplace defined it.

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Who
Microsoft
Platform
Home consoles
Period
The 2000s

Why it matters

Timing beat specifications. A year of exclusive presence in high-definition living rooms, combined with an online service nobody could match, turned Microsoft from a newcomer into a peer of Sony and Nintendo. It also established digital storefronts as central to console economics.

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The PlayStation 3 costs too much and recovers slowly

Sony's third console launched in Japan on November 11, 2006, carrying a Blu-ray drive and an unusual processor. A steep price and difficult development tools cost it years before it recovered.

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Platform
Home consoles
Region
Japan, Worldwide
Period
The 2000s

Why it matters

Hardware that is difficult to program for loses ground regardless of its theoretical power, a lesson Sony applied directly to its next console. At the same time, using a games machine to win a consumer format war proved effective twice, showing how console installed bases influence markets well beyond games.

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Motion control sells a console to people who never bought one

Motion control arrived in North American stores on November 19, 2006. Nintendo's Wii shipped with a remote that sensed movement and a pack-in sports collection, and it reached households that had never wanted a console.

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Who
Nintendo
Platform
Home consoles
Period
The 2000s

Why it matters

The largest expansion of the console audience in the medium's history came from a machine that was deliberately underpowered. It proved that interface and price can outweigh graphics, and it briefly made playing games something grandparents and toddlers did in the same room.

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Apple's phone quietly becomes the most common game machine

Apple's first iPhone went on sale in the United States on June 29, 2007. It had no game store and few games, yet it created the device category that would carry the largest gaming audience in the world.

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Platform
Mobile devices
Period
The 2000s

Why it matters

A product designed with no attention to games became the most widely owned gaming device ever made. Its touch screen and motion sensor gave designers a new vocabulary, and its arrival marked the point at which the industry's center of gravity began moving away from dedicated hardware.

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Portal shows how much a short game can accomplish

Included in a multi-game bundle released on October 10, 2007, Portal grew out of a student project. It taught its own spatial rules entirely through level design and finished in a few hours.

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Region
North America
Period
The 2000s

Why it matters

Teaching a player through arrangement of space rather than instruction became a reference standard for design, and the game is used in courses to demonstrate it. It also legitimized brevity, showing that a few concentrated hours could be a complete work rather than a compromise.

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An app store rewires the economics of making games

Apple's App Store opened on July 10, 2008, giving any developer a route to a global audience with payment handled automatically. Games dominated it almost immediately, at prices the industry had never contemplated.

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Platform
Mobile devices
Period
The 2000s

Why it matters

Within a few years mobile became the largest revenue segment in games, built on an audience that had never bought a console. The store also demonstrated that centralized digital distribution with automatic payments could create an entire market almost overnight, a template every platform has since copied.

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Download stores put small studios in front of console owners

Braid appeared on Microsoft's download service on August 6, 2008, alongside other small titles that summer. Tiny teams reached millions of console owners without a publisher, a retailer or a shelf.

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Platform
Home consoles
Period
The 2000s

Why it matters

Console platforms had been closed to anyone without a publishing deal since the 1980s. Download storefronts reopened them to individuals, and the commercial success of a self-funded game proved the audience was there. Independent development stopped being a fringe activity and became part of the industry's structure.

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An unfinished game goes on sale and keeps growing

Markus Persson published the earliest public versions of Minecraft on May 17, 2009 and went on selling and updating it while it was still being built. Players spread it themselves, largely through video.

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Region
Europe, Worldwide
Period
The 2000s

Why it matters

Paid early access moved from an oddity to an accepted way of funding development, and open-ended construction became a genre of its own. The game also demonstrated that video sharing had replaced advertising as the most powerful way for a game to find an audience.

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Angry Birds turns casual mobile play into a household habit

Angry Birds reached Apple devices in December 2009. Rovio's simple physics puzzles, sold at a low price with an instantly recognizable cast, became the reference point for what a mobile hit looked like.

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Platform
Mobile devices
Region
Europe, Worldwide
Period
The 2000s

Why it matters

It gave the mobile market its first true global franchise and showed publishers that a phone game could support characters, merchandise and film adaptations. It also demonstrated the value of designing around brief, interrupted attention rather than treating that as a limitation to work around.

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What the period left behind

The 2000s moved the industry's center of gravity twice over. Play moved online and stayed there, and buying moved from a shelf to an account. Both shifts handed enormous leverage to whoever operated the platform, and both are why a very small team could suddenly reach millions of people without permission from a retailer. The decade ended with the largest audience in the medium's history sitting in people's pockets, barely noticed by the existing trade.