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| In late
1983, the sudden crash and bankruptcy of many video game
businesses signified an end to a generation of video gaming.
Many of the now defunct companies produced arcade game machines
and some attempted to produce competitive personal computers
to battle the emerging Commodore 64 home computing system.
Take notice that this event may be called “Video game
crash of 1984”, since the aftereffects took some time
to realize and thus some analysts referred it in the year
1984.
Geographically, the crash happened mostly in North America
because most of the demand for video game systems was situated
in either the United States or Canada. For the following
three years from 1984 to 1987, video gaming fell into a
“Dark Age”, because the market drastically shrunk
and little interest and effort was put into developing video
games. However, the industry undertook a facelift in 1985
when Nintendo released their Nintendo Entertainment System
(NES); in 1987, the industry was back on track when the
NES gained widespread recognition.
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| “For
the masses, not the classes” was the slogan that Jack
Tramiel used to introduce the Commodore 64 to the public
audience. It was effective because the low cost personal
computers led to competition with video game systems and
arcades. With its low cost (which rivals game/home consoles)
and constant advertising of its educational value, these
home computers received positive feedback, while millions
of consumers decided to switch from game/home consoles to
the cheap PC’s.
As for the quality of games, many of the highly advertised
Atari 2600 games were actually boring and dull, and games
that were based on movie hits such as E.T. were failures
too. To top it off, there was a rumor of Atari dumping and
burying millions of unsold E.T. game cartilages in a landfill,
which helped fuel the view that the video game fad is over.
Likewise, the “view” of the video game fad being
over can be seen in video game stores that reallocated shelf
spaces to other products.
The Emergence of The Attractive Budget Electronic:
Who, What, When, Where and Why it was better.
When: This happened around the same time
as the video game crash.
Who: In the pre-1980 era, PCs were specialty
items that cost more than an average person’s salary,
for example, $1,000 USD or more. Nevertheless, the arrival
of the 80’s introduced new budget computers, and many
of them sported external video outputs and had the ability
to output colored graphics and simple audio. Many budget
computers competed to be the best, such as the Commodore
Vic 20 that cost $199, the TI 99/4A at $349, (16K) Atari
400 at $349, the Radio Shack Color Computer at $379 and
finally the most expensive computer, the Commodore 64 that
costs $499.
What & Why: Computers were very similar to
the consoles, but they had more memory, graphic and audio
capabilities. With such advanced hardware, these machines
allowed basic word processing and gaming capability, and
since programs came on floppy disks (on the contrary to
ROM modules on a console, which are not reproducible), users
were able to copy and distribute these programs. Where:
As stated in the first paragraph, the computer “boom”
happened in the United States and Canada and Commodore even
used many advertisements to attract its customers in this
area. The company often focused on the better effects of
its computers, for example, how it will help a child prepare
for college or university. However, reality is that this
is all advertisement strategies and helped improve the sales
of computers while simultaneously lowered console sales.
Commodore’s selling strategy allowed more people to
buy the machines because they sold them side by side along
with video game consoles in many stores. Another reason
behind the Commodore’s success is that the company
has vertical integration and it allowed some serious price
adjustments, which drove many competitors, notably Atari,
into tight situations or simply bankruptcy.
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Similar to
toys, the video games were sold on a basis that if it is
not popular, unsold games are returned to the publisher
for some money and an exchange for a different game title.
This cycle continues until the store is able to sell all
of the games, although it was this type of working that
helped fuel the Video Game Crash of 1983. Before the crash,
several of Atari’s top game designers left the company
and founded Activision because Atari did not include credits
in their games and had no bonus or royalty pays based on
the sales of a game. Since the Activision personnel had
programming experience for the Atari systems, Atari sought
out a lawsuit to stop the competing company from releasing
products. Time passed, but Atari made little progress on
the restraining order and in 1982, the case closed with
Activision still selling products.
Leading on, the closin g of the case led to third-party
development and many companies hurriedly opened their own
video game segment in the hope that they will attract big
companies and many consumers to their products. Of course,
the industry was still young, there were limited amounts
of people to hire, and this caused many companies to hire
competing companies’ programmers or reverse engineered
games to learn the syntax for proprietary machines. On one
case, Atari hired some of Intellivision’s staff and
it angered Mattel, causing them to plan a lawsuit against
Atari with possible industrial espionage.
While the above listed events were happening, the core manufacturers
were unable to control the output of games because rivaling
companies had knowledge in their systems and were able to
produce games of any quality, be it good or horrible. Even
though several companies like Activision or Atari had top-quality
and experienced designers, the other companies did not have
access to such resources. This resulted in a poor output
of titles because they were rushed but had very little entertainment
value, and in fact, most of these games were advertised
as promising and fun filled games but were actually boring
and unattractive when played.
Ironically, the strong game companies also helped bring
the industry into the crash, for example, millions of game
cartridges were manufactured for the heavily advertised
game “E.T.” because developers hoped for a big
hit. On the contrary, the game rushed into development and
only took six weeks total from planning to release. This
hurried job was reflected by very low sales, and it gave
Atari a mass produced game with a very weak marketing value.
To add to the damage, the game’s inadequate quality
had spread quickly and made headlines, with journalists
saying that “The video game age was coming down.”
Since there was a huge input of poor games in 1982, the
makers of the games faced enormous problems (regarding the
business style explained above) when store after store came
to ask for replacement games or cash. The rapid fluctuations
in the market lead to the closure of the hastily started
businesses such as “Games by Apollo” and the
Quaker Oats “US Games”.
With nowhere to send the unsold games, toy stores (started
on Christmas of 1982) took all the unpopular titles and
placed them in the discount and sale areas. These titles
originally costs $34.95 ($71 now) USD, but after the readjustment
games were selling for $4.95 and when June of 1983 came,
buying expensive ($34.95) games became a niche market and
the sales were all redirected to the discount bins.
These chain reactions caused an industry-wide change. Many
major companies, including Mattel, Magnavox and Coleco withdrew
from the video game industry and looked elsewhere to sell
different products, and one unfortunate company, Imagic,
had to take out its IPO right before the company went public
– it collapsed soon afterwards. Activision struggled
to stay in the market for several more years because it
had support to help their income from the IRS; however,
the rest of the smaller software companies that produced
Atari games simply closed.
As for coin-insert arcade machines, many people thought
they were still a surviving form of video game entertainment,
since many of them were placed in commercial districts,
and visitors will love to spend a little money to have some
great fun. However, they were part of the Crash and their
uses dropped too. Yet again, this was the year (1983) that
the game Dragon’s Lair was introduced onto a CD that
further helped drive up computer sales.
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| As for
personal computers, a huge price war happened between big
competitors and it lead to the closure of the computing
divisions of companies. One professional analyst stated:
Jack Trameil, the owner of Commodore, began the war by slashing
prices of the Vic down to $139 and the Commodore64 down
to $400. Texas Instruments easily responded by reducing
the price of the 99/4A down to $149. Tramiel returns the
favor and further reduces the price of the Vic to make it
a sub $100 computer. Texas Instruments stays strong and
decided to cut the 99/4A down to a $100 computer and at
this stage, the Vic and 99/4A were closely matched. However,
shortly after the massive price cuts Texas Instruments reported
the then-worst loss in corporate history and pulled out
of the home computer segment after three months. Even after
Texas Instruments pulled out of the competing market, Jack
Tramiel was still looking for more sales and announced a
price cut for the Commodore64 down to a $200 value. His
company happily dominated the Christmas buying season.
In 1984, Warner Communications sold Atari, since it was
nearing bankruptcy and the parent company did not want to
have falling stocks. However, the buyer of Atari was Jack
Tramiel, but it had reason because the Commodore Board of
Directors decided to remove Tramiel because they wanted
to focus elsewhere other than personal computers.
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Firstly,
the home video game fad moved from the North American region
and into Japan, as it was the Nintendo NES that brought
the industry back on track in 1987. Atari returned to the
fray and a company called Sega (from Japan) joined the competition
and began producing home video consoles. Sadly, Atari was
unable to return to its former glory and pulled out in 1996
after the attempt to sell the Atari Jaguar.
Secondly, a reason behind the crash was that companies had
access to their competitors’ information because they
were able to reverse engineer the systems. In order to prevent
these acts of industrial espionage, Nintendo pioneered the
task of including copyright notices in all of their game
cartridges. The technique worked because the game must have
the Nintendo copyright statements to run and if rival companies
attempt to produce “unauthorized” games they
will have to risk legal actions from Nintendo. This laid
the groundwork for current copyright practices in the video
games industry.
On a rare case, Accolade won one legal case against Sega
regarding the type of control listed above, and won. Further
down the years, some daring companies like Tengen (Atari),
Color Dreams and Camerica attempted to dispute the Nintendo
style of controlling how their games worked. In the end,
these companies were unsuccessful and met commercial closures.
The Nintendo control system remained in use with different
alterations used by other major video game consoles.
Furthermore, Nintendo was financially smart and limited
any third-party publisher so that they were allowed to produce
five games in one year on any system. To safeguard their
games, (again, to prevent the major commercial secrecy problems
from 1983), Nintendo had the publishers wage them the full
price of the game so that the publishers will not walk out
on them with a game design. Meanwhile, no game cartridges
could be returned to Nintendo for a new one. Nintendo explained
that all these preventative measures were to reduce worries
for the gaming body and at the same time reduce low quality
games. To finalize the preventative touch, they placed a
“Golden Seal of Approval” on every game released
for their systems. It acted as a visual marker for gamers
to understand that this game is guaranteed to be enjoyable.
Nowadays, many hardware manufacturers charge a small fee
for every piece of item sold to help “defend their
rights”. This proves to be beneficial for console
manufacturers like Nintendo (or Sony and Microsoft now)
because it gives them control over the quality of games
produced by the third-party programmers. It also allows
them to avoid a reenactment of the game “Custer’s
Revenge” that seriously damaged the Atari 2600’s
reputation.
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