Investigate and describe future developments
The field of video games is one of the most exciting because it is constantly developing and advancing so quickly. Unlike a lot of areas of ICT which have reached a level of stability, all parts of games, gaming and games development are still growing and will continue to grow. This means there is the potential for individuals to have completely new ideas and be the first to create something in the field.
The popularity of games is growing exponentially, with more and more people discovering an interest and passion for games all the time. A game now will reach a much larger, international audience and games developers can bring enjoyment to a vast array of people.
Console manufacturers, games developers and other involved in the game industry and notoriously secretive about new projects being developed until they are almost ready for announcement and release - and even then sometimes games and products can be cancelled at the last minute. All employees working in the industry have to sign a non-disclosure agreement (NDA) most of the time which forbids them legally from revealing any of their company's secrets. Releasing any information about a product could potentially jeopardise its sales.
Technology evolves in amazingly rapid speeds. If you need any real observable proof of the speedy advancement of digital technology over the years, take a look at the gaming industry. From the very early years of black-and-white 2D games like Pong (1972) to the first 3D game, 3D Monster Maze in 1981, and from primitive first-person shooters like Wolfenstein 3D (1992) to complex, life-like shooters like Battlefield 3 (2011), there’s no doubt that the gaming industry has seen its fair share of technological evolution.
Each new generation of console hardware made use of the rapid development of processing technology. Newer machines could output a greater range of colours, more sprites, and introduced graphical technologies such as scaling, and vector graphics. One way console makers marketed these advances to consumers was through the measurement of "bits". The TurboGrafx-16, Sega Genesis, and SNES were among the first consoles to advertise the fact that they contained 16-bit processors. This fourth generation of console hardware was often referred to as the 16-bit era, and the previous generation as the 8-bit.
The bit-value of a console referred to the word length of a console's processor (although the value was sometimes misused, for example the TurboGrafx 16 had only an 8-bit CPU, and the Genesis/Mega Drive had the 16/32-bit Motorola 68000, but both had a 16-bit dedicated graphics processor). As the graphical performance of console hardware is dependent on many factors, using bits was a crude way to gauge a console's overall ability. For example the NES, Commodore 64, Apple II, and Atari 2600 all used a very similar 8-bit cpu. The difference in their processing power is due to other causes. For example the Commodore 64 contains 64 kilobytes of RAM and the Atari has much less at 128 bytes of RAM.
The jump from 8 bit machines to 16 bit machines to 32 bit machines made a noticeable difference in performance, so consoles from certain generations are frequently referred to as 8 bit or 16 bit consoles. However, the "bits" in a console are no longer a major factor in their performance. The Nintendo 64, for example has been outpaced by several 32 bit machines.
It's only inevitable that gaming hardware is going to constantly be improved, with more processing power, graphics capabilities, sound quality and memory capacity.
The input method using a controller has drastically developed over the years beginning with a clunky controller and simple joystick on arcade games, the video game controller has evolved to be ergonomically designed to feel comfortable to avoid injuries such as the ones in the repetitive strain injury group or carpal tunnel syndrome....
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