Thought the years, one industry has grown. Even through the hardest times, the video game industry has flourished. As one of the largest video game companies in the world, Square Enix CO., LTD has produced over one hundred games in the early 1980's. When the gaming industry first began, its livelihood was questionable. Square Enix CO., LTD has answered that question with undeniable success. While it began as two separate companies, Square Enix has grown and rightfully taken its place as a leader in the video game market.
Its inception was a blip on the screen in 1982 when Enix Corporation first opened its doors. (SQUARE ENIX, n.d) Four years later, Square CO., LTD would open its doors. While Square CO., LTD officially opened its doors in 1986; it had been releasing games since 1984. (SQUARE ENIX, n.d) On its own Square CO., LTD would go on to develop and release on one of the most well known game series on the market. They released Final Fantasy in 1987 and it soon became the company's first hit. (GameFAQs, n.d.) The designer, Hironobu Sakaguchi, created a game that would revolutionize game play for years to come. The game drew inspiration from Enix's Dragon Quest and Nintendo's smash hit, The Legend of Zelda.(GameFAQs, n.d.) Final Fantasy would go on to produce nearly thirty-games. (GameFAQs, n.d.) The franchise is still growing and producing games that while similar are all completely new and exciting. Each game is its own, with its own story line, world and characters. Sakaguchi would go on to produce and direct six more Final Fantasy games, other would direct the games to follow. (GameFAQs, n.d.)
Square CO., LTD would establish Square LA., INC, based in Los Angeles, California in 1995. (SQUARE ENIX,...
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...pany's ever expanding library of games will increase as technology grows. What started as a small software company in Japan has grown into one of the largest video game corporations in the world.
Works Cited
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Anonymous . (n.d). GameFAQs. In SquareSoft Company Information. Retrieved November 1, 2011, from http://www.gamefaqs.com/features/company/76704.html.
Anonymous. (n.d.). IGN. In IGN:Square Enix. Retrieved November 1, 2011, from http://games.ign.com/objects/546/546688.html.
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During the 1990’s the video games were constantly changing. This decade saw tons of innovations in the gaming industry. The creation of 32-bit games and 3D games dominated the virtual world: Contra, Battletoads, Mortal Kombat, etc. Video game genres developed and branched out, creating some of the popular genres in video games today, such Role-playing games(RPGs), 3D platformers, first person shooters, etc. During this time, the industry was ruled by Nintendo and it’s President, Hiroshi Yamauchi, who ruled with an iron fist.
RPGs or role playing games are games in which the player takes on the roles of the characters and controls their actions in order to further character development. RPGs generally have a strong story and character back story that fully immerses the player in the fictional world. Final Fantasy 13 or FF13 for short is the 13th installment in the Final Fantasy franchise and it that falls under this genre of gaming. A game of this genre and style should strive to have well developed visuals, a complete story, full character backstories that are interesting, a non-linear gameplay, and a solid functioning combat system. These things among others are the backbone of games in general and meeting them in a way that creates an in-depth and fun experience is required. All these elements are existent in FF13 but some of them are not fine-tuned or developed enough in order to create an enjoyable experience. Based on those criteria Final Fantasy 13 falls short in compared to its previous installments and in the genre in general.
During the early 1980s, Atari was the number one video game company in America. Atari had prophesized that they would turn an extreme profit during the time between 1980 and 1985. When Steven Spielberg came to Atari in July of 1982 asking to make a game version of his famous movie E.T., Atari promised him millions of dollars in royalties—even if the game failed—and that they could make the game by September of that year—an impossible deadline. At Christmas, 1982, E.T. The Game released. By the end of 1983, Atari had lost over $500 million and Warner Bros. sold Atari that year—leaving many thinking it was due to E.T.’s commercial failure. It’s rumored that E.T. The Game was so horrible that Atari took all the returned copies of the game and dumped them in a landfill in the New Mexico desert. Obviously, cause for a mass game “burial”. (Kent, 2001)
In the videogame industry there are many terms and processes. The latest term in class discussion was player agency and interaction. Now, from a general perspective the two terms seem similar but have different meanings in the field. In the following paragraphs allow me to explain what these terms mean and how they relate to the videogame industry.
Ever experienced a video game with stunning in-game graphics that some games give only in their major event cut scenes? Ever played a game with an excellent mixture of strategy and fast-paced motion? Well if that game is Final Fantasy 13, a single player game developed by Square Enix, you have played a game that Gaming Age calls “one of the most gorgeous games to grace a video game console”. Playing this game was one of the greatest moments of my life. This game has actually influenced me to go full force in wanting to make video games for a living. Final Fantasy 13, in my opinion, has accentuated the great gaming potential of the Xbox 360® and Playstation® 3 consoles.
Born on November 16, 1952 in Kyoto, Japan, Shigeru Miyamoto is best known as a creator of Nintendo video games. He is considered one of the great pioneers in the video game industry. He was 24 years old when he became a video game artist at Nintendo. This was in 1977. Considered the father of modern video games, he is the creative force behind Nintendo's biggest video games and franchises. He is the video game artist who designed Donkey Kong, Super Mario Brothers, and other video games in the 1980s and 1990s. Donkey Kong was a breakout game during the era of Pac-Man and introduced the world to the famous character, Mario. The game was followed by Super Mario Brothers, The Legend of Zelda, the racing game F-Zero, and the Wii, as well as many
Unknown. NPD Reports the US Video Game Industry Hit An All-Time High in Annual Sales for 1998. NPD Group.
Instead of the franchises popularity having a positive impact, overtime, it infected the gaming market along with it’s consumers and developers such as Microsoft Game Studios and EA. It has become an aggrandized cancer on the face of video games everywhere, destroying franchises a...
Valve Corporation is an entertainment software and technology company. It is a very successful business that develops video games and is based in Bellevue, Washington. Valve came to be in 1996, when Gabe Newell and Mike Harrington left Microsoft and founded Valve. Organisational Culture is a problem that has risen through the ‘no manager’ policy. With people from diverse places and who share different beliefs, organisational culture is very serious. The concept of organisational culture emerged in the early 1980s as a topic of major concern to administrators and researchers in higher education (Ramachandran & Chong & Ismail, 2011). It is a system of shared assumptions, values, and beliefs, which governs how people behave in the organisations. These shared values have a strong influence on the people in the organisation and dictate how they dress, act, and perform their jobs (Study.com, n.d.). Employee Stress & Productivity and Diversity in the Workplace are two elements that have derived from Organisational Culture. This report will be addressing the two issues and how to solve the issues at hand.
Gamers are gamers regardless of where they live. There are many gamers around the world, and one of the largest gaming populations is located in Japan. Niizumi Japan has been, and continues to be, one of the largest developers and creators of both video gaming consoles and video games around the world. Japanese video games are beneficial to society and are an excellent source of employment for many in Japan. To understand how video gaming relates to Japanese culture, we need to understand more about the country of Japan.
Its widespread cognizance has given a boost to various downstream industries. They’ve promoted not only the publishing sector but also gaming, animation, books, television and the world wide web. Companies like Bandai Company Ltd. (3rd largest toy producer on a global scale), Nintendo (largest video game company by revenue in the world), Animax (the first and largest 24-hour network dedicated to anime in the world), mangareader (4 million dollars estimated on 16th may 2012) are some recognized brands, which flourished due to the impact of manga.
Video games have come a long way. They have evolved from the simple game of Pong into a complex, multi-platform, multi-genre, multi-billion dollar industry.
In society’s current era of technological advancement, video games have gone a long way since they were first created. Video games in the twenty-first century are no longer just toys or junk in the lifestyles of the youth. They have become innovative inventions that not only entertain its users, but also help aid the people in both the academic field and in jobs. The influences that video games bring about in the culture of the youth today are, in fact, not the negative influences that most people think. Video games are actually this generation’s new medium for educating the youth. The information they learn are also mostly positive and useful things that they may apply in their future lives (Prensky 4). In a generation that revolves around technology and connectivity, developers and educators have already been able to produce fun and interesting games that can teach and train people. Video game developers and educators should continue to collaborate in order to create more positive, educational, and appealing games.
People suspect the growth of this competitive scene is due to the gambling aspect of gaming. In 1994, the Kiplinger Washington Letter stated, “Gambling will be the fastest growing industry of the Nineties.” This statement is very true and applies to competitive gaming as well. As soon as you enter the world of competitive gaming, it's nearly impossible to leave. The industry of competitive video gaming has been up and coming, but now it is at it's peek. The world around us is changing every day, similar to the world of competitive sports, but the world of competitive gaming is here to stay.
Many people believe that too much time spent watching television or playing computer or video games can be detrimental to children’s development. However, video games can also be beneficial. Gaming, in moderation, helps improve cognitive skills, such as attention, vision, and multitasking.