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The complete video game history timeline

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3 entries of 164 involving Electronic Arts

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1990-1999 The 1990s

Ultima Online turns a persistent world into a real business

Origin Systems opened Ultima Online on September 24, 1997. Tens of thousands of subscribers shared a fantasy world with housing, crafting, a player-driven economy and few restrictions on attacking one another.

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Region
North America
Period
The 1990s

Why it matters

Persistent online worlds became a commercial industry rather than a research topic. The subscription business proved sustainable at a scale large publishers could not ignore, and the social problems the game exposed set the design agenda for the entire genre that followed it.

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2000-2009 The 2000s

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.

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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.

Read the full entry 3 sources

2020-2029 The 2020s

A severe contraction hits employment across the industry

After post-pandemic overexpansion, rising costs and consolidation, studios worldwide cut jobs on a scale that independent trackers put well above ten thousand positions during 2024, alongside studio closures at several large publishers.

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Platform
Industry-wide
Region
Worldwide
Period
The 2020s

Why it matters

A sector that had grown almost continuously for two decades experienced a sharp correction, exposing how much of its expansion had rested on unusual pandemic-era conditions and cheap capital. The event reshaped career expectations and accelerated organizing efforts among developers.

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