（观看电视节目的声音）
（哔）
曾几何时， 那里确实存在
不带视频游戏的世界。
像这么多东西 明显的人力，
电子游戏诞生了 一个组合的
创新， 必要性和好奇心。
做早期能工巧匠 电子娱乐，
价格便宜，原油娱乐 这将在时间变换
以有力的东西而活着。
这将不只是发生 电子巫术，
但艺术家的努力， 设计师和企业家
其最初的目标招待 也来挑战，
着迷，并开导
万众 世界各地。
谁创造了男人和女人 这个行业让自己的
经验和世界各地 他们告诉他们的创作。
这是故事 视频游戏。
这是视频游戏：电影。
要有一个好时机
我是一颗流星跳跃 通过天空
就像一个不畏虎 重力 的法律
我是一个赛车通过 由像Godiva夫人
我去，去，去
有没有阻止我
我烧穿 天空，是
两百度
这就是为什么他们称 我先生华氏
我旅行 在光 速度
我想让一个男人超音速 出你
不要阻止我现在
我有这样一个好时机
我有一个球
不要阻止我现在
如果你想有一个好时机，
刚给我打电话
不要阻止我现在
我要有一个好时机
不要阻止我现在
是的，我要有一个好时机
我不想停止在所有
我是一个火箭船 在我的方式去火星
在碰撞过程
我是一个卫星
我失控
我是一个性爱机器 准备重装
像原子弹即将
哦，哦，哦，哦，哦爆炸
我烧穿 天空，是
两百度
这就是为什么他们称 我先生华氏
我旅行 在光 速度
我要让超音速 你的女人
不要阻止我， 不要阻止我
不要停止我
不要阻止我， 不要阻止我
哦，哦，哦，我喜欢
不要阻止我， 不要阻止我
玩的很开心， 好时机
不要阻止我， 不要阻止我
哦，哦，没事
哦，我为你燃烧过 天空，是
两百度
这就是为什么他们称 我先生华氏
我旅行 在光 速度
我想让一个男人超音速 出你
不要阻止我现在
我喜欢的视频游戏， 因为我有
同样的经历，我有 当我看电影，我的爱
或读一本书 ，抓住了我的想象。
但是，我是一个积极的参与者 而不是一个被动的观察者。
视频游戏有一个非常 玩有趣的角色
在我们人类的未来，
而我们才刚刚开始 弄明白现在。
我觉得像视频游戏 这一点
有着内在的联系 进入我们的文化
中的方式，是 不可撤销的。
我觉得从这里开始 它的不断深入。
我认为视频游戏根 越陷越深
到一切 我们正在做的，
直到他们只是一部分 我们生活的方式的
我们甚至不会注意到。
所有媒体的相关 给它的时间。
例如， 唱片和卡带
从存在消失了， 但音乐并没有消失，
它是数字化。
这同样适用 电影和书籍。
他们从一个演变 形成到另一个。
对于视频游戏， 进化是相同的。
他们将改变 和演变。
他们将永远 我们的全球文化的一部分。
一百年， 从现在起两百年来，
视频游戏仍然会存在。
据该娱乐 软件协会，
一般玩家的 在玩视频游戏
12年。
成年玩家已经玩 平均为14年。
男性平均16年 游戏中，
而女性平均12。
至于2013年，49％的 的美国家庭
拥有专用的游戏机，
和那些做的， 拥有平均两个。
平均游戏玩家的年龄 作为2013年为30。
不，这不是所有的男性。
百分之四十七 游戏玩家是女性。
百分之四十二 游戏的玩家相信
该计算机和视频游戏 给他们
最物有所值的，
与相比的DVD，音乐， 或走出去的电影。
谁购买视频游戏吗？
最平均年龄 频繁进行的游戏购买者是35。
这一点？
视频游戏已经长大了， 现在他们不只是
在商场或我们的客厅。
他们在我们的口袋里。
最百分之十五 频繁的游戏玩家
支付玩网络游戏，
而33％的游戏 在他们的智能手机游戏，
和25％玩游戏 上的手持式装置。
谁拥有最多的玩家 专用游戏机
用于其他 娱乐媒体以及
喜欢看电影， 电视节目和音乐。
是游戏玩家的社会？
所有玩家的百分之六十二 玩游戏与他人，
不论亲身或在线。
怎么样等级的游戏内容？
超过85％的父母是 知道ESRB分级制度
该评价一个游戏的内容 和它相匹配
用适当的游戏时代。
E的每个人，T或青少年， M代表成熟。
但问题 在很多心事的是，
做父母的真正控制 他们的孩子玩吗？
超过73％的父母 相信
该家长控制 可用的
在所有新的视频游戏机 是有用的。
此外，父母施加时间 视频游戏使用限制
比任何其他形式的 娱乐。
超过90％的时间， 父母都存在
当游戏购买 或租来的，
和当时82％
儿童接受 他们的父母的同意
购买前 或租用一个游戏。
就像电影，游戏有 具体的流派和子类型
如动作，冒险， 角色扮演，休闲游戏，
射击游戏，策略游戏， 开放的世界与线性游戏，
体育游戏，赛车游戏。
这不胜枚举的， 并且每个流派提供了自己的
互动特殊组合 娱乐。
是的，每一个都是疯狂 成功地以自己的方式。
在过去的十年中，视频游戏 已经从一个六十亿
到超过24$十亿 一年一度的行业，
远远超过电影和音乐。
底线？
视频游戏都在这里， 他们在这里停留。
但如果没有这一切开始的？
答案是...
好了，有点复杂。
这就是辩论 本世纪以来，
谁是父亲 视频游戏？
而且，你知道， 你总是可以说
诺兰 布什内尔 因为他创办的Atari。
视频游戏教父 必须是诺兰 布什内尔。
这得是诺兰 布什内尔。
我会说布什内尔。
诺兰 布什内尔。
我可能会 把那个给布什内尔。
诺兰 布什内尔。
我大概会 在诺兰 布什内尔阵营。
男人谁想出了 与整个雅达利系列。
我不得不说 Atari公司的创始人。
谁创造了乒乓。
拉尔夫贝尔。
你知道， 早在60年代后期，
70年代初， 金'布朗盒。
拉尔夫·贝尔，因为他 创建第一个控制台。
我想我们都同意， 这是拉尔夫贝尔。
哦，拉尔夫贝尔。
我可以采取两种 不同的角度在这里。
我可以说，你知道， 谁开始
整个球滚动 是谁创造了傍。
谁开始游戏 正如我们今天所知的，
我要去不得不说 宫本茂
从任天堂。
宫本。
宫本茂。
我想 --我想你知道 谁宫本茂是。
但我一路回去 麻省理工学院，
谁做空间战争的家伙， 约翰·卡马克。
小岛秀夫，我告诉 你现在，精彩纷呈。
你不能只挑一个， 因为它做的不公平
所有其他人 已帮助
开发游戏。
我不认为我曾经 真正想过
谁开始游戏。
我只是欣赏 他们做到了。
有人说，它从这里开始， 小里屋
在麻省理工学院 科技在1962年的
在PDP-1，
第一台计算机 利用一个可视化显示。
史蒂夫·拉塞尔， 我认为是
老乡我是谁 站在肩上，
做了一个游戏叫空间战争 用于PDP-1。
和我打了 在大学工作时
在游乐园里， 我觉得如果我能带
空间战争街机， 它会赚很多钱。
这是一个游戏开发 作为示范
的一个数字的功能 设备公司，
PDP-1计算机 背于1962年。
一群学生 和员工在麻省理工学院
要创建一个游戏 那真的会展示
能力 这款新机的
这有一个 特别功能
他们真正感兴趣的， ，这是一个显示屏幕。
在这之前， 大多数计算机有可能
纸带输出 或者类似的东西。
但是这一次有 在其上的实际画面。
我会回去 史蒂夫·拉塞尔，
因为他是一个 这实际上是由
第一个可玩的游戏。
罗素的产品是 这么多好玩
它感染了每 PDP-1，在全球
他们试图让 人们得到它
关了机，“导致它 浪费这么多的电脑时间。
其他人则认为电子 比赛开始得更早
或视频游戏 是一个副产品
冷战技术。
像往常一样，真理 是介于两者之间。
虽然许多行业 和创新
结合铺平道路
即使对于有可能 中，第一视频游戏
很少有说法 作为有远见
而公司的最终 带视频游戏
公众... 在一个大的方式。
所有颜色 世界应
喜欢“对方 全心全意
是的，它的所有权利
就拿我留言 你哥哥
并告诉他两次
将消息传播出去 并尝试教人
谁恨他的弟弟
当仇恨不会做，户外
因为我们都是一样的
是的，里面的血 我的就是你的内心
现在，告诉我
你能感觉到它
告诉我，你能感觉到它
你能感觉到它
哦，当你看到什么 布莱恩'下来
你能感觉到它 在你的骨头
你能感觉到它
真的，诺兰带来了 到雅达利的理解
是什么使 一场精彩的比赛。
他打了很多场比赛 并理解他们。
当我们开始这个东西， 我们发现，
他这样做的游戏 最成功的
是那些人 简单易学，
但不可能掌握。
傍有点 的事故。
这是什么，我们认为 过于简单，
但是当它有 所有的有线了，
它做 由铝奥尔康，
他把一些波折吧 这只是显着
并提出了一个大规模 有趣的游戏。
其中一个设计特色的的 在原来的乒乓球比赛的缺陷
就是桨不会去 到屏幕的顶部
所有的方式， 我是要去解决它，
但我没有得到周围 这样做，我意识到
那该功能保持 从游戏 --
两个很好的人 从玩它永远。
它永远不会结束。
这句话的压印 “视频游戏”，是指将RGB，
或红色，绿色和蓝色光栅
或“视频”显示设备。
让我们的Pac-Man例如， 原来。
这是一个位图 图像的Pac-Man的。
当放大，单个像素 显示为方块。
放大进一步， 它们可以被分析，
与它们的颜色构造
通过将这些值 对于红色，绿色和蓝色。
位图对应 “位对位”与图像
显示在屏幕上。
位图在技术上是 特点
的宽度和高度 以像素为单位的图像的
以及由数字 每像素比特数，
或“颜色深度”， 这就决定
的颜色数的像素 最终图像
可以代表。
位数越多， 更好的游戏看去。
更多的比特，但是， 意味着需要更多的内存，
这是供不应求 在游戏的初期。
这导致了该游戏 看着块状和简单。
但是，这并没有阻止设计师 从跳水扎进玩家
这个惊人的新媒体。
随着时间的推移和技术 先进的8位成了16，
然后32，64，128等。
每个世代的跳跃 图形
和所谓的 “图像保真度，”
故事的深度 和沉浸在游戏中
似乎进步也是如此。
技术上的限制 开车的艺术形式
反之亦然。
游戏慢慢演变， 和那些在里面
用非常的成长过程 艺术形式，他们创造。
这是Magnavox公司的机器，
我认为它被称为 奥德赛，
并告诉你如何不同 事情是 --我的意思是，基本上，
它让你玩乒乓 真的。
该控制台有 没有真正的图形。
有刚刚广场 光在电视屏幕上。
所以，有 聚酯薄膜覆盖
你会坚持 在屏幕上。
等等之类， 然后你就会把像
一个鬼屋。
然后所有的突然， 白球乒乓
会像一个幽灵，你知道， 通过房子搬家。
所以，你不得不样的 运用你的想象力
而那些聚酯薄膜覆盖 了解
他们的故事 试图告诉。
Magnavox公司礼物 奥德赛，
电子游戏 未来的。
奥德赛可轻松连接 任何品牌的电视，
黑色和白色， 或颜色，
创建一个闭合电路 电子游乐场。
奥德赛给你所有 曲棍球的精彩动作，
和其他11个富有挑战性的 游戏和学习游戏
为整个家庭。
我有一个非常亲爱的朋友 谁是头
的空中交通管制员的记录。
她有一个Atari2600主机 在她的办公室。
她指着它 并问我，
“你知道是什么吗？”
我说好样的，，“， 但它是什么？“
她对我说， “这是一个许可证
印钞票。“
注意，购物者。
新雅达利盒 游戏所在
只有让雅达利 世界上最流行
家庭视频游戏。
唯一的太空侵略者。
唯一的小行星。
（欢呼声）
唯一的Pac-Man的。
（欢呼声）
而只有这样，你可以 玩任何人
是一个家庭视频系统 由Atari制作。
（欢呼声）
快来玩雅达利今天
第一场比赛，我 永远记得打
是太空侵略者 在Atari2600。
我六岁那年 并且是在我朋友的房子，
而我只是吹 远的事实，
你可以操纵的图像 您的电视上。
我的第一个控制台 我记得打
是雅达利2600。
我们打了一切。 我们有金刚，效果显着。
棒球。
我爱BurgerTime。
我记得我的弟弟 说喜欢，
“哇，看图形。”
陷阱！很喜欢 仙境，
因为，你知道， 像有这么多的颜色，
你知道，你可以 只有真正运行 --
你知道， 这是一个侧面滚动的游戏，
但它是令人惊异的。
你刚才看到的一样 筛选了一遍又一遍。
你肯定在想：“哦，他们补充说 鳄鱼头那个时候，“
或者，“哦，有一个藤。”
事实上，你可以 在陷阱转入地下！
像完全自爆 -- 像，哦，你可以去那里？
你知道，我知道不够 对电脑知道
这是一个电脑游戏， 这是 --
但它是模拟， 你知道，这个外星人入侵
用一艘船在地面上， 像，保卫地球
从这个外星人入侵， 而对我来说，
它几乎像在那里。
尽管有这些 基本的图形，
这只是第一次 我遇到过控制
对某事 在电视上
什么在屏幕上。
也许最令人难忘 我一生控制台
和一个我想念， 我想我仍然有，
本来我 任天堂娱乐系统。
任天堂 娱乐系统。
你的父母帮助 你把它挂起来。
它是什么样 玩
任天堂 娱乐系统？
当您播放系统 最街机命中，
你玩的电源。
任天堂 娱乐系统，
现在你玩 带电源。
我认为原因之一 我们得到怀旧的东西
是它不一定 我们正在做的事情。
这不是那首歌， 这并不是说游戏
还是那部电影，或者这本书，
这是发生了什么事 在你的生命在那个时候。
它击中时正 正确的时间在我的生活。
和NES当时 一个惊人的，惊人的游戏系统。
游戏得到了更好的快 它似乎像。
之前我做了它 我十几岁，
一切都还挺...
它没有看起来那么大 作为游戏确实在商场。
但当时任天堂 出来的时候，
事情开始变得 好了很多。
我很幸运，第一次 暴露在任天堂
作为一个消费者。
对我来说， 这第一个系统
我被暴露在 是超级NES。
和我有很多美好的回忆 和许多伟大的故事
在我的互动 与该系统。
玩了很多很多时间。
喜欢玩游戏 塞尔达传说
链接到过去， 游戏如计时触发，
所有这些美妙的 经验，对于我来说，
是我的第一个 游戏体验。
而我最终得到了 超级任天堂，
后来才知道是 所有关于星际火狐。
我是如此 进入星际火狐
而这个故事，是什么 本来打算明年发生。
大多数时候，我们得到了游戏 进入超级NES，
突然， 你有一个理由去这样做
因为你试着 以节省的人。
所以只是 点点有
带来的故事 元素融入到游戏中。
而我认为是 真的很棒
任天堂 在那个时代
是他们真正想要的 以确保
系统上所有的游戏 是真正的高品质。
但世嘉 是一个完全不同的事情。
世嘉是 我在大学的经验
作为任天堂 我在高中的经验。
你知道，这是 国家的最先进的一种非常控制台
当时的情况。
我想下一次 我买了一个控制台
是PS1。
我当时想， “好吧。
这些游戏 越来越可笑了。“
所以，我得到了一个 的PlayStation1。
嘿，水暖工男孩， 小胡子的男人。
你最糟糕的噩梦 已经到来。
收拾你的东西。
我有一个小 这里为你感到惊讶。
一探究竟。
你有什么感想 有关？
索尼的PlayStation 有超过150场比赛，
非霍奇金淋巴瘤对恃'97， 喷气摩托，
TOBAL1号， 毁车灭迹2，
古惑狼， 我可以继续下去。
我会给你 个人演示。
你不能停下来，奶奶。
你不能。
哦，你走了，女孩！
的PlayStation。
我要去有问 你离开。
你弄疼我的手肘。
突然之间，你有这个 数据量惊人
在一张光盘上也能玩 音乐和其他一切。
对我来说，这是一个门户网站 现代游戏今天。
当古墓丽影来到 在现场，1996年，
它给人们带来了 成为世界
他们有没有真正 参加过之前，
3D世界。
这是一种身临其境的世界 在一个时间
因为当时有很多不 这样的游戏。
而且我认为在 这已经发展了多年，
人们锁存到的那一个。
当我跟开发商， 和我交谈的粉丝
在世界各地， 他们总是重提
他们的第一个经验 玩古墓丽影。
它打动了他们， 并且它是一些特别的东西。
我求我妈 一个控制台。
我求她。
并且它不是直到 the N64 came out
that she finally gave in.
If we go to the PlayStation and the Nintendo 64,
you started to see 3D for the first time.
What that allowed the vision of Mr. Miyamoto to do
was to say now that I have 的能力
to manipulate polygons 实时
at a fast enough frame rate,
then instead of just going back and forth,
now I can run around in circles,
or move into or out of the screen.
So, it brought a whole 新维度
to the gameplay.
And the controller was actually designed
with an analogue joystick to be able to control
that movement.
It started to add a whole new dimension
into what gamers were used to.
And so, for a long time, it had been this 2D,
sort of parallaxing 2D planes.
But as you sort of moved into that 3D era,
you started to see people start to play with,
you know, what are the kinds of mechanics
we can do now
What are the things that we can actually play with
What's this new world of this other dimension
And so, you know, it was painful at first.
Certainly, there were good examples of it,
but it was hard.
It's hard to give the players this whole
other level of freedom that they weren't used to.
And then we started getting consoles that were
bigger and better, and you could bring in,
you know, more of a 3D environment,
better frame rate and better sound.
And then you could put more polygons on the screens
so the guys could look more realistic.
Finally, with the PlayStation and the PlayStation 2,
you started to see some really interesting stuff happening.
You started to get, you know, avatars on screen
that were more representative of people.
They're easier to understand what they were tryin'
to make you go through.
尤其 on the PlayStation 2,
it started to feel like we have enough graphics
to really render interesting people.
你知道， they weren't real,
但他们 real enough.
And so, you could sort of start to believe in them more.
I had grown the PC business 不错
and was starting to look at the console business and thinking,
"Wow, that would be a nice business for us to be in."
But we really didn't know anything about it.
And then one day, these guys walked into my office.
They were from the DirectX team,
and they said they had this idea to put DirectX
into a box.
It was gonna be this DirectX box.
And DirectX is the name of the Windows API for gaming.
So this DirectX box was basically it was
gonna act like a game console 在外面，
but on the inside, it was really gonna be
a PC running Windows and DirectX.
That was the original plan.
And so what I think we didn't really understand at the time
was that we were really bridging these two worlds,
that Xbox was gonna be this bridge
between what was happening in PC gaming culture
and what was happening in console gaming culture.
And then when we got to the PlayStation 3,
we really said, "Okay, this thing's
gonna give us enough power to really go back
and revisit that idea of telling an interesting,
character-driven narrative in a way that we might
能够做到 that no one's done before."
First time that I held a Wii controller,
it was a piece of plywood
with some electronics taped onto it,
and they had a demo of a tennis game.
And when I first 把它捡起来
and started playin' it, 我想，
"This is gonna be a hit."
That was the first thing that popped into my head.
It was just so much fun.
The Xbox 360's a spectacular console.
It's just fantastic.
我绝对喜欢它。
And I like the PS3 as well.
Not really interested in, you know, the holy wars
about which one is better.
I guess they're fan boy arguments is how you can say it.
Like, "I like Nintendo."
"I like Sega."
"I like Sony," you know, it's--I think
this is actually what happens, because I was a kid,
I would've had a Genesis and a Super Nintendo.
I would've had a Nintendo and a Sega Master System,
if I could've afforded it, but, you know,
you're a child.
你买不起 all that stuff.
So, then you start defending the one you have,
and I think that's where that comes from.
"Xbox," "No, PlayStation."
I still, to this day, stay up till four in the morning
playing the latest Xbox 360 that came out yesterday
or whatever it may be I'm, you know, always constantly
still immersing myself in it.
With the continuous waves of technical and artistic changes
sweeping over the industry
and games getting better and bigger,
the video game industry began to anchor itself
内 the public consciousness,
many starting to argue that games
are as much an art form as... 任何东西。
The trouble is with art is it's a subjective term.
You know, one person's art is another person's rubbish.
And this is where, you know, you come back to the semantics
of the word "art" which is problematic.
Whether that is a film, or whether that is a book
or whether that is a painting or whether that is
a computer game, it elicits a response.
It makes you think about the world
or look at the world in a slightly different way.
I've always believed that games are absolutely
an art form.
You know, as Phil Fish said, it's the culmination
of every form of art 和表达
that mankind has ever had goes into a game.
You look at the staff that builds a video game.
You have a music composer.
You have a writer.
You have an artist who does sketch work.
You have a technical artist.
You have level designers who create spaces
much like architects.
It really is kind of the Avengers of talent
when you really think about it.
Nowhere is it more obvious than in video games.
You have these artists 创建
these beautiful three-dimensional worlds.
And the technology allowing players to come
into those worlds and have them be
as real as possible is the ultimate example
艺术与科学的 working together.
The best description of art I ever heard
from a professor of mine when I was going for my MFA,
was that art is somebody whose put together something
that deliberately provokes a response in an audience.
The consumer actually is a participant in the art.
It's almost like being part of a great art experiment
about a living art experiment.
Yeah, there's a lot of, like, basic logistics.
Like, you push "X" and this happens,
or you push "up" and that happens.
But if that's all games were,
we wouldn't be playing them anymore, you know
We would've lost interest a long, long time ago.
Surprisingly, modern game technology is still based
on the same fundamental concept of early game tech,
combining new layers of science and art to reach higher levels
of innovation and expression.
(sirens wailing)
Modern game systems represent not only quantum leaps
in hardware and graphics
but also the utilization of parallel data processing
and memory within the Cloud.
什么是一切意味着什么？
简单地说， it means from here on out,
anyone will be able to play any game, anywhere, at anytime,
with amazing speed and quality.
The Cloud is something that you hear a lot about these days,
and there's really two very different concepts.
The first one is the one that we all sort of understand
as being the Cloud.
你知道， I've got a picture
I wanna upload it, I wanna tweet.
This is all being uploaded into the Cloud
and stored on hard drives.
So, think of the normal version of the Cloud
as a lot of storage space.
There's another very, very big idea which is,
why not use the computers and the Cloud
to give you computing power that's far beyond
what you would generally want to purchase for yourselves
And what that means is that the software
that you would love 体验
will be running there and then the actual...
the video or the output from the game
is delivered directly to wherever you are
on whatever device 你在。
There's more processing power in the Cloud
behind Xbox One than the complete processing power
that was on the planet in the year 1999.
We're now able to put scenes on screen
that are almost beyond lifelike in some ways.
But then you have the power of the Cloud behind that box
that allows us to draw upon thousands of servers
to help make the box that's in your home
actually significantly 功能更强大
than it is by itself.
But there was a time when the future of this now mega industry
was in serious jeopardy.
After the explosive financial and cultural success
of the first generation of video games,
the industry began to think it was invincible.
你知道， when all these companies
saw that there was a market for video games,
and they just, you know, they flooded the market
with so many games.
You know, there were a few companies out there
that really wanted to show they have a really awesome game,
but then there were, you know, for every one
really awesome game, there were 100 really crappy games.
What happened was there was this manufacturing
of great expectations that the next Christmas
would be better than the previous one.
And people just sort of moved on.
People got tired of being sold the same thing
again and again with pretty poor entertainment experience.
人们开始 to produce games
at a kind of very accelerated rate.
And the quality of the gameplay went down substantially
to the point of where some of the games
were so bad that they ended up havin' to throw
a lot of them in landfills.
With scores of new game developers
springing up overnight
and venture capitalists pouring money
into what seemed to be a "sure thing" product,
the writing was on the wall.
The market was becoming saturated and in 1983,
the final nail was driven home.
Atari made a deal with Universal Studios
to create a video game 适应
of the popular movie, E.T.The Extra Terrestrial.
Only from Atari, made especially
for systems from Atari,
the video game that lets you help E.T.回家。
Just in time for Christmas.
Happy Holidays.
With only 5 weeks to make the game,
Atari scrambled to put out a subpar product.
Overconfident and high
on their previous success,
in the fall of 1982, Atari shipped millions
of E.T. cartridges, despite its poor quality.
The backlash was legendary.
It caused a ripple effect
throughout the entire games industry
and by the summer of 1983, consumer confidence
in video games had reached an all time low and Atari,
along with many other rising game companies,
went down like the Titanic.
So, there came a lot of conflict
and the whole management style blew up
and Warner basically took over.
They put their man in, Ray Kassar,
who was from the east coast,
没有经验 in entertainment,
in games, technology, or Silicon Valley.
And he just didn't 真正了解
or play games.
So, when you're that way, it's really hard
as a president to really assess
质量 of what's going on.
It was that kind of attitude
and creating 可怕的产品
that was driven by advertising and marketing
and not by any content and guess what
It didn't sell.
The one story about E.T.'s cartridges
being buried in the desert is actually a true one.
The fact that Atari rushed this game
just to have it out with the movie
to use the license of E.T,
'cause E.T. was huge in the '80s.
Both the E.T. and the Pac-Man games,
those were two of the games that didn't do well,
they were trying to cram something
into the Atari 2600 that it did not want to do.
The big crash happened in '83
and toy stores were unloading consoles
for next to nothing.
Everybody just thought they could schlock
any sort of games onto the system
and it was the first lesson that the industry learned
in the fact that the consumers are smart,
especially gamers, and you can't
just put shuffleware out there and fool them.
They will not buy it.
But, after the crash,
they realized that, 你知道，
for a lot of people, it'd been a fad,
but for a core group of people,
they still wanted 玩游戏。
For a couple of years after the crash,
many people thought that American video games
would be relegated to the "popular fads" section
of 21st century encyclopedias and forgotten.
Enter Nintendo, a Japanese toy company
who understood that the popularity
of classic games like Pac-Man,
Donkey Kong, and Pitfall proved
that people liked to play as a character,
not just a spaceship or nameless block of pixels.
Even with the crudity of the early 8-bit graphics,
the concept of "immersion" and "being" a character
was still very appealing 向社会公布。
And little did the world know,
自己喜欢的 videogame character
was just around the corner.
This is Nintendo, a flashy little computer
that lets you play video games on your TV set.
This is called Game Boy and industry analysts
say that there may be a run on this
as the holiday demand exceeds the supply.
This is Super Mario 3,
它已经 a long-awaited game.
Super Mario, of course, was very, very popular,
Super Mario 2 was extremely popular,
now Super Mario 3 is coming out.
It's been the best selling toy in this country
for three years running.
Twenty million of these things
now inhabit American living rooms.
"Inhabit" is a very good word.
Because of the crash, no retailer wanted
to touch a, quote-unquote, "video game system."
所以， a lot of what we did
was to try to come up 的东西
that was uniquely different,
it wasn't just a game system,
it had other features to it.
And, eventually, we came up with R.O.B.,
the Robotic Operating Buddy and the Zapper Gun
and two cartridges,
and we sold it as an entertainment system.
Even with that, it was a hard sell
to get the retailers to take it,
but it was fairly successful.
And during that first initial phase,
Super Mario came out and that sold like hot cakes.
It was an extremely successful title.
Nintendo Entertainment System was, I think,
你知道， a big landmark system,
你知道， because before that
there was a real question mark about whether or not
video games were gonna be able to stay popular.
You know, there's the big video game crash
and then Nintendo showed us how we can bring them back
并使其 really popular again.
我记得看到 Super Mario Brothers
首次 and just being
completely blown away, it was like,
"Wow, there's an arcade in my house!
This is the coolest thing ever!"
And Mario Brothers was great
and Zelda was great 所以，
I put a lot of hours, as a player,
into those early Nintendo games,
I love those early Nintendo games.
I saw the Nintendo Entertainment System
and said, "Wow, this is new,
unique, different,
bringing new experiences to the consumer.
I saw the original Mario Brothers and said,
"Wow, this is new, this is different."
The same for the original Legend of Zelda.
因此，后 the video game crash,
I kinda fell out of love with games for a while
and just ignored them.
And then, one day, a neighbor kid down the street,
I go over to his house and he has this gray box
with this R.O.B. the Robot and he has the Zapper Gun
and we're playing this Duck Hunt game
and then he fires up the Super Mario game
and I was like, "Okay, this is some next-level stuff."
And I remember the first time that I jumped
and I hit a block that was there
that I didn't know was there,
one of the secret blocks with an extra life in it,
my mind just... 爆炸
'cause, like, here are secrets in games now.
With the rebirth of the U.S. games industry,
a new breed of gamers was rising.
The appetite for simple maze-based games was waning.
Gamers were ready for more.
Becoming a character, living out a virtual story
and being absorbed in something otherworldly
was not just technically possible now,
but the expectations for deeper,
more immersive experiences was growing.
As the game business evolved,
um, people were making larger
and more complicated games, requiring 30-page manuals
and 80 hours of gameplay to get into.
You never really cared about
the characters in Gauntlet, you know
It was just that Gauntlet was an addictive game.
But now, we not only spend more money on games,
but we see them as entertainment mediums
where we want to be invested in the story,
we want to be invested 在世界上。
The huge difference is that the older games,
我认为， were a lot tougher.
Like, if you did not get your jump exactly right
to land on a platform, 你是不是
getting through that level.
Timing was everything, now you have a lot more freedom.
You can--- you can kill a boss
许多不同的方式。
It used to be before that
the whole point of a game was, literally,
shooting pixelated aliens that were falling
out of the sky, but we didn't know
why those aliens were falling out of the sky,
we didn't care why those aliens were falling
out of the sky, we just wanted to shoot them.
But, nowadays, not only do we know
why those aliens are falling out of the sky,
we know the names of their moms
and we know their future children's names
and we know we have to destroy all of them.
I feel like games as they've developed
throughout time, have kept a lot of
the same traits, they've just sort of,
um, manipulated how they act in the game world,
because people have different desires for games.
They want to be more involved, they don't want
to just sit down and sit at a bar
一小会儿 and play Pong,
they want to actually be invested
in that game world a little more.
在开始时， 它只是
the industry understanding, "What are these mechanics
How do players interact with an interactive medium "
As we started to understand those rules a little bit better,
其他方面 of crafting something
really high-end or beautiful get worked in.
And so, high-end graphics start to become more relevant
because we're, you know, learning how visuals
interact with the storytelling
and interact with the gameplay.
In those days, the game designer's main job
was to create the rules of a game, that is all.
It was very much like chess or cards.
In the '90s with PlayStation
and more powerful technology arriving,
we had the gift of expression.
Games became 3-D, characters could talk,
music could be created, characters could emote
through detailed 面部表情。
In the late '80s and early '90s
行业 was reinvigorated
with new technology, new customers, and new talent.
A renaissance in game design was arriving,
which not only gave birth 在一定的
the greatest video games of all time,
but eventually 一个新的行业
that would generate billions of dollars
and a new generation of game designers.
In the fall of 1972, 一小群
of computer science students at Stanford University's
人工智能 实验室
got the idea to convene 最先
"Intergalactic Spacewar Olympics"
与使用 the computer lab's
very own PDP-10.
Contestants fought it out on the machine's, at the time,
impressive 10-inch raster display.
Two events were held: A five-man free-for-all,
and a team competition.
In Spacewar,
five distinctively rendered vessels,
nicknamed "Pointy Fins", "Roundback", "Birdie",
"Funny Fins", and "Flatback", battled to the death
in the display's circular arena, dominated by a star,
whose gravitational pull drew them to the center.
This was the very first video game tournament
and the beginning of a community
that would soon become a culture.
In my dorm room, we would throw cables
over the balcony down to other people's computers
and start these kind of home-brewed LAN competitions
where we were playing all kinds of games
from shooters to RTSs 任何东西
that we could just play together.
Doom was like a bomb dropped on my 20s.
I lived in a house with a bunch of other geeky guys
that I used to play Dungeons and Dragons with
and we first got Doom and built a LAN in our house
and we had network cable going from each room
and oh, my God, that was all we did
for, like, the next year, I could swear,
it was just play Doom and Doom 2, four players.
And just something about blowing your friend
in half and then hearing him in the next room, like,
curse at you, like, nothing is more satisfying.
Growing up in America, the one place you go
was the mall, I was like that as a child
and I remember there was an arcade at the mall
near our house called The Dream Machine
and it was this stygian cave of noise
and all these portals to all these other worlds
you could go in and out of, Mr. Do!, Dragon's Lair,
Joust, Centipede, Frogger, 所有的人。
And every time a new game would show up,
I would be around it and on it
and there would be crowds around it.
And, eventually, 扼要
where fighting games became a thing later on.
You would literally go up and put your quarter
next in line and try and take down
that one kid who's kicking everybody's butt as Chun-Li.
There was a time period where kids in arcade games
who could rule, like, at Chuck E. Cheese
or at the mall arcade or at the,
in my case a lot of time, the bowling center,
people would crowd around you if you were owning a game.
A global society was born.
A society that now not only plays
and connects online, but has produced
life-long friendships, thriving communities,
even marriages.
And this community doesn't just exist
for entertainment's sake.
Gamers are not only one of the most connected
and vocal groups,
他们是一些 of the most loyal.
Friendships forged within a game experience
somehow yield a bond that isn't easily broken.
其中一件事 that is really exciting
about games in general is that they've evolved
远远超出 the local community aspect
of being able to, you know, just play the game
or enjoy your game with some of your local friends
into truly global experiences
where you can share your passion
with people all around 世界。
I love the connectivity, I have lifelong friends
that I've met online and we started out
just playing together and then ended up, you know,
meeting up for competitions or just meeting
to go hand out and kind of actually
meet each other in person and it sounds silly,
but a lot of those friendships are really solidified
around that joint experience 你有
while you're playing a game and I think that
that's something special, it's something magical.
这件事情 I saw working
kinda in the internet industry all through the '90s
and the early '00s was people, um,
who would meet other people online
and become really enamored 与他们
and sometimes move to another city
to try living with this person or, you know,
people would get married or meet that way
and that's a whole new kind of human relationship
that didn't exist 10 or 15 years ago.
It's like a new thing, people can meet
and fall in love and not have ever met
在现实世界中。
我不能告诉你 how many stories we've gotten
of people being hookups because of---
people eventually 结婚
because of the game,
people that have gone through 你知道，
some sort of horrible 医疗状况
that they've had to deal with and the games
kind of let them work through that.
I see that, you know, deaths of key characters
really affected people and made them cry in the game,
or they got tattoos of the logo of the game
on their bodies, or a man and his wife
met on Xbox Live playing the game
and now they play co-op every night.
There are kids out there who exist now
because their parents met in World of Warcraft, you know
Like, um, video games have changed the, you know,
the course of human evolution 在一定程度上
and created whole new mating rituals
and ways of social interaction that didn't exist
and that's as a result of the internet
and video games, so it's gonna be interesting
to watch all of that evolve, video games are gonna get
more and more real and connect
越来越多的人 世界各地。
I used to play EverQuest quite a lot,
as many EverQuest players did.
A guy that I met in South Karana DVPing,
we became friends, I ended up going
to his wedding, ten years later,
we're family friends now and it's phenomenal
因为我们有 this shared passion for games,
we had a lot of similar values and ideas,
and we had a lot of great shared experiences online
where we really formed a deep bond
and true friendship and has blossomed
into a great, long-lasting friendship in the real world.
I saw someone recently speaking about, he, uh,
a boy whose parents were killed in a car accident,
so he was left alone in the world and---
and without video games to sort of fall back into,
he'd be sitting in his room, depressed out of his mind
and his video game world, and all his friends
in his video game world really supported him
through that really painful time
and the guy who was observing this
was basically saying, "You guys don't
really understand it, 'cause I know you hear this
所有的时间， that violent video games
are the problem in the world, et cetera, et cetera,
but games are so meaningful to people
and the friends that they build around it
and the, sort of, the creativity
and the immersion 和其他一切
that comes with it is actually very valuable
and it's something you learn a lot from.
I walked into the stairwell here
and I-I, this shooting--- I can't even really describe it,
but I basically fell down the stairs, um,
'cause I had had a stroke, as they later revealed to me.
I ended up in the hospital for about nine, ten days,
and you're really scared and you really don't know
where to--- I mean, you're, like, sad
and you have all this anger and you don't know
where to aim it and my friends started bringing
stuff up to me and at first it was food
进而， they started bringing ways
to play games up, I got a little Nintendo DS,
um, and I was playing Zelda 上
and I had a laptop and I was playing,
I mean, I had Steam on there and I had just TF2
and Left 4 Dead and Borderlands
and that really was the turning point,
在医院， where I-I...
I wasn't as scared, I guess, anymore
I wasn't as mad, I had something to do, um.
'Cause part of the stroke that was awful
was I went blind out of my right eye
and it's sort of crazy how not just the games
在医院 that really got me through it,
it's been everyone around me 在这个行业。
In all different companies and all different states.
So, yeah, in a very literal way,
I think video games really did kinda save my life.
The world is now engulfed in an artistic, social,
and technological revolution 前所未有的。
Interactive entertainment is the ultimate expression
and delivery format but who will determine
what stories are told and how
we will experience them in the future
答案很简单。
Children have a limitless capacity
for wonder, imagination, and creativity,
and they aren't afraid to fail.
When I learned history 在学校里，
it was the most boring...
old books with black and white images in them
and I saw a girl in a video recently
from Carnegie Mellon that was talking
about trebuchets, which is this old,
medieval siege weapon.
But she had actually experienced using one,
because, of course, 她做了它
in a virtual world.
And to have, I think she was six,
to have a six year old girl telling you her opinion
of medieval siege weapons versus my version of it,
which was so incredibly boring, is a fundamental change
教育 through entertainment
that can make history and things like that
much more engrossing.
My kid, he is 12, and he is faster
at things that I'm not as fast at.
He is better at things and it's because
while his mind was developing, he had access
to interactive media that was much more advanced
than the interactive media that I had
and the interactive media that I had
was the first time.
My parents didn't have any interactive media
when their brains were developing.
Video games, I think, they provide a space
for learning how to fail safely and successfully.
I think, as a culture, we have a real obsession
with always getting things right.
We're afraid of failing.
Video games provide us this very safe space
to learn how to problem-solve, to think through an issue
that we can't quite get right, to help us realize
that it's okay to fall on our face occasionally
if we learn from that and we eventually can succeed.
Because it's simulation, we can do things
and experience things, and practice things,
and test things that either aren't feasible
or aren't safe in real life, 在现实世界中。
尽管 the mainstream acceptance
of video games in the '80s and early '90s,
by the late '90s
the term "gamer" still seemed to be
a close cousin to "geek" or "nerd."
If you were a serious, dedicated gamer,
you were seen as part of a strange subculture.
But the winds of change were blowing
and this perception would soon shift.
Being a gamer would soon be en vogue.
I can feel it burn
We're taking over, we're taking over
Now, I try to lead them, will they ever learn
We're taking over, we're taking over
Every time I breathe in, I can feel it burn
We're taking over, we're taking over
Now, I try to lead them, will they ever learn
We're taking over, we're taking over
Hands up in the sky, let me hear you say
Every time I breathe in, I can feel it burn
We're taking over, we're taking over
It's a borderline religious experience
to stand in the middle of an eSports stadium,
packed full of tens of thousands of players,
欢呼 their favorite teams.
It's just awesome to see because it's easy to doubt
that that kind of passion would actually manifest
in a physical environment and people would pay
hundreds of dollars or travel thousands of miles
to come to these events to watch people
玩视频游戏 and they do and they love it.
I've always been kinda frustrated
by the perception of video game nerdiness
之类的东西。
Um, for my career, making games that feel
like summer blockbusters and don't feel like, you know,
D&D basement games, to having the courage
to put myself out there on camera and put on
a clean shirt and kind of change that perception as well
to just evangelizing games 整体
and to also evangelize the career.
And so, over the course of my 20-plus year career
in this business, I've always hoped
that there are some kids out there who see
a football player or, you know, astronaut
and they're like, "Yeah, that's awesome,
but, you know, maybe video games
Maybe that's where I want to be "
And there are a lot of people who'll message me
or send me e-mails, and they...
they are just miserable because they're super lonely,
they haven't found their friend group, you know
And I think that's sort of like my mission
is to connect people and make people happy
and give people friends, 'cause I never
had that growing up, I never had my nerd group.
I think that's how communities have really started up,
it's just being able to find people
with similar interests.
You know, when you're a kid, it's really only like
if your next door neighbor played,
but now, we're all adults and have the ability
to reach out and connect with someone else.
It's clearly a culture where everybody's having fun,
everybody's got a smile on their face.
They're living their life in a very, very,
you know, powerful way.
The old way of sort of, "Oh, computers
are for geeks and stuff and video games are for geeks,"
has died, is dead.
No one doesn't have Facebook.
Angry Birds, people don't---
almost don't even think of that as a video game.
People don't think of---
There's become this blur of like
what is a video game and what isn't.
Is Facebook a video game
I kind of think it is.
I mean, it's interactive like a video game
and you can do stuff on it.
The world's really different now
and I think it's because those of us that grew up
being ostracized and looked down upon
和治疗 like we were radioactive
by mainstream culture created our own culture
and we took the things that we love.
We took the video games and we took the technology
and we took that engineering and we built our own world
out of those things and that world
is so awesome that the mainstream culture
that made fun of us when we were kids
for loving this culture that's so awesome
could not deny it and could not help
but be seduced by it.
We're celebrating video game week starting today.
From Studio 6B in Rockefeller Center,
国家 Broadcasting Company presents
Late Night With Jimmy Fallon!
Look, it looks slick, come on.
Well, it's the most powerful
video game console ever made.
We were targeting about ten times the performa---
-Ten times, really -Yeah, ten times.
I didn't think you can get better than PS3,
but you can, ten times, I guess.
We're gonna play this together.
So, this is Super Mario 3-D World.
Yeah, yeah, that's my man!
I love Mario.
(yelling)
I broke a sweat on that video game.
女士们，先生们， here's a professional actor
reading the line, "It's-a me, Mario,"
in a very dramatic way.
It's-a me...Mario.
Hey, Conan O'Brien here.
Once again, I know 绝对没有
about video games which is why I've decided to review them.
-Take a girl for a ride. -Oh, my God.
I've never licked a remote before.
I look like John Tesh after he's been dead a year.
-What did she just say -"I hate tombs."
Yeah, guess what, than don't be a tomb raider!
Oh, I'm sorry, I meant to compliment her
and I almost kicked her!
In the late '90s, with realism in games
reaching new levels and more visceral,
action packed fare appearing on game shelves,
a new conversation started.
Violence.
...home video games isn't holding back the violence.
Mortal Kombat, two of the bloodiest games
to date were released yesterday.
This game encourages players to shoot this gun,
which is called a Justifier.
Kids who play video games too often
are more likely to be violent.
That's the finding of a new study
out of Japan's Tohoku University.
There was no rating on this game at all
when the game was introduced.
...have a great deal 信息
that is racist, sexist,
and promotes models of violence.
...recommendations on guns after that series
of meetings and, as you mentioned,
最新的 with video game makers who said,
"Don't blame us."
There's always a lot of media talking
about violence in video games
and, certainly, there are violent video games,
but that's not how you describe the medium of gaming.
If I were to go to the cinema
and I were to just watch Saw movies
and I came away and you asked me
what I felt about the cinema, I would say,
"It was the most disgusting, violent, gratuitous thing."
而这正是 the media has done
is it's focused on a few titles
and that has ended up, in consumers' minds,
defining what this industry is.
It's weird how, when you watch the people,
you know, they go to Congress and they're angry, you know
"Our kids are being corrupted," I'm like,
"Yeah, exactly, your kids.
You should be not corrupting them."
"I leave 'em alone ten hours a day."
I mean, it's like finding your dad's Playboys
under the bed and then blaming Playboy.
You know, we're just like any other industry that...
我们有 these ratings systems in place
and there's gonna be something for everybody.
We put measures in place, ESRB are our guidelines.
We make sure that we build our game to the rating.
It gets checked 定期。
The interesting thing, I think, with games
is that we actually have an even better
ratings system than movies, but there's still
kinda this, this general misunderstanding
with the elder generation that somehow all games
are like Grand Theft Auto.
People like to make just kind of a causal link
and say video games cause violence
and it's like, "Well, let's see,
so, there's more crime 在夏季
and more ice cream is sold in the summer,
therefore, ice cream causes crime."
That's not how legitimate scientific research works.
Violence, unfortunately, is a part of human nature
and last time I checked, Cain didn't bludgeon Abel
with a Game Boy,
Genghis Khan didn't have an Xbox Live account,
and, you know, Hitler didn't play Crash Bandicoot.
We have unfortunately had a lot of gun crime
in the United States recently and I remember someone tweeted
after one of the most recent incidences
that when people started accusing video games
of being an influence for this, they were like,
"Wow, I wonder how all those other countries
with the same exact video games as us
don't have as much gun crime."
你知道， it'd be like saying,
"We don't want anyone to go watch movies
because all movies are violent."
But people don't say that
because everyone really understands
movies as a medium.
I don't believe that video games are murder simulators.
If anything, what the statistics prove
is that it's exactly 相反。
We've survived a lot of things as gamers
for a really long time.
We've survived Congress, we've survived busybody parents,
we've survived religious-based hysteria.
你知道 that it's about imagination
and invention and a connection to a world
and it doesn't have these big trappings
that people apply to them.
So, I think it's a problem that's just gonna
naturally evolve away and we just have
to defend the industry until that evolution happens.
(musical beeping)
The campfire.
We've all been there,
whether an actual campfire
or just listening to someone tell a great story.
As humans we have always had the ability and desire
to suspend our disbelief.
If only for a few minutes a day
we want to escape from the treadmill of life
and "give it up" to be immersed in something outside ourselves.
We have this opportunity to be storytellers,
to be able to give the consumer 机会
to lose themself 在这样一个世界
for as long or as little as they want.
We have the realities of life every day,
whether it's the economy or whether it's getting by
or whether it's a job and earning money,
but we have a medium that we can lose ourselves in.
Day-to-day life isn't always that exciting,
and if at the end of the day you can turn on a tablet,
a PC, a console,
and just kind of escape into another world,
I think it's a wonderful thing that essentially allows you
to kind of live the dream.
The storytelling in games
is just as good as movies.
It's just as good as reading a book.
With the resurrection and renaissance of the industry
coming into the '90s and early 2000s,
games began another evolutionary step forward.
故事。
This fundamentally changed the audience's expectations
of what a "good game" 果然是
and raised the bar for game designers everywhere.
Storytelling in games is a tricky, tricky beast to tame.
As game makers, we have to set up rules,
we have to set up universes 这是否有意义
并有 their own sense of logic,
and once we've established what that logic is,
then we let the player's mind and imagination solve problems
and work their way through those worlds.
I think one of the things we've really learned
over the last maybe decade is ways to tell stories
without a cut scene, without stopping the interactivity,
to have the story be something that emerges
from the play itself.
Video games are a lean forward experience
whereas film and television are a lean back experience.
You're driving every moment 的游戏。
A friend of mine a while back
actually compared games to novels
in the fact that if you stop reading,
the novel doesn't keep going.
Video games are very much the same.
Telling a story in video games
can be a lot more difficult
because then you have to--- you have to anticipate
the actions of the player,
whereas in a movie, you decide what both characters say
and then you write it down and that's what they say.
Storytelling in games is an interesting problem right now
because we don't fully 了解它。
The movie industry has been around
for a hundred years 或什么
and they have a really good idea
of what it means to tell a story
in that kind of visual medium,
and the game industry doesn't have all those rules yet.
Either reading a book or watching a movie,
it's completely passive.
You're letting the storyteller give you their vision
of their world or whatever story they want to tell you,
and you are--- you're listening to it,
it's unfolding for you.
You're not affecting that.
With a game, the journey is the reward
more than, say, the ending or the payoff.
This is our routine.
Day and night, all we do is survive.
It never lets up.
（叫声）
The idea of spontaneity within storytelling
is something that's unique to video games.
You can't just change how a song sounds midway through.
You can't just change the end of a book
while you're reading it,
but in certain games,
your decisions have a direct outcome
on the ultimate fate of characters,
and that's unique and sweet.
And I think that's what people respond to.
Can you imagine if you were redoing Star Wars,
你会得到 to Empire Strikes Back
and Vader says "Join me," and you, as Luke Skywalker,
go, "Okay."
And then the rest of the movie and all of Jedi
是完全不同的 because you made that choice.
And that is where I think 视频游戏
从根本上 and vastly differ
from every other kind of nerd media that I love.
Who lives, who dies
I get it. We're meant to choose.
Heads up, there he goes!
枪下。
You don't have to get involved.
We must choose.
If you insist.
我没有看到 how I could save
the lives of other people.
I also lost someone I loved.
Whether the classic Arthurian legends
or more modern translations,
one thing humanity has never had a problem with
is the willing suspension of our disbelief.
The earliest storytellers saw the primal power
in writing, reading, and telling stories,
true or fictional.
我认为， once you show a player
what a world looks like and how a world functions,
they get into the world, and then that is their reality.
And so I think as modern game makers,
we have to keep remembering that the suspension of disbelief
comes from the creation of a universe
and the creation of a world, and an immersive world
that has rules that are predictable
and that are logical,
and not from the visual eye candy that we get, you know,
with all this horsepower.
And now that we have these consoles
能够提供 mind-blowing graphics
and beautiful explosions and immersive worlds,
there's something more to it.
We've taken our inspirations from outside of games
with emotion and character development and storytelling
in a way that we've tried to break new ground
that you have an association and an attachment
with a character in a game
that makes you want to feel for that story,
makes you want to feel like you're there
making the decisions all along the way.
Good storytelling is not just entertainment.
Good stories can help us grow.
They can teach us 即将过去
and challenge us to aspire
更高 and greater things.
The story experience in a video game is no different;
the campfire is just a bit brighter and more colorful.
So many things have to perfectly sync up for it to work.
You have art, you have writing,
you have music, you have backgrounds,
you have timing, you have the voice actors,
you have acting, and then video games,
you have everything 最重要的是
it has to be an engaging user experience as well,
所以我觉得 a good video game
I think is probably the hardest thing to make.
If you want emotion, you need the human face,
and in the world of film,
that is the cheapest thing that you can get.
You point the camera 有人在
and you have it instantly.
But in the world of games,
you have a multi-million investment in technology
before you see anything that looks like a human face.
I think the most exciting part about this industry
is that we're constantly 发明
and being fearless about that challenge of invention.
And invention's difficult
because if you already knew
what it was going to be,
you wouldn't be inventing it.
It would already exist, 对不对？
So whenever we invent,
whether it's a design idea
or a stylistic thing,
or, you know, something related to the story,
we kind of depend upon this trust
that there will be 灵感，
that there will be revelation.
Then you gotta get in and start prototyping stuff,
so you build a bunch of prototypes
and you start trying to understand,
hey, are the ideas we had really fun
once you put them into an interactive environment
You know, I think at the alpha stage,
hopefully we'll see the fun.
It's pins and needles time
because it's that awkward 十几岁
that, you know, you've got--- could be an awesome experience,
it could really come together nicely,
everyone's really enthusiastic
because there's something there 玩
from beginning to end, but, you know,
there are some weird elements to it,
and, you know, you just had a bunch of people come through
and point out all your, you know, awkwardness,
your buck teeth and your, 你知道，
crazy-lookin' eyebrow and all that stuff,
and you're sort of hoping that,
okay, I see that, 我的理解是，
now I need to kind of go back and fix those things
a little bit, make myself a little prettier,
get back out on the street,
and show myself off again.
You start layering on all the really rich assets,
things like a great story,
the high fidelity art,
the fully detailed characters,
and once you start marrying the super high production quality
with those original bare bones prototypes of your design ideas,
you can start really bringing the product together.
And then the work to go from alpha to beta
is generally speaking a laundry list of things
that we have to check off
并确保 are working properly.
We don't touch those as much at alpha,
but they certainly are on our minds at that point
as we start to kind of polish up the game,
make those adjustments to the gameplay,
really try to hone down on what's working well
and maybe give it some more resources and time to develop
and sort of put aside those things
that aren't working as well.
One of the big revolutions we had in the 1990s
was we started bringing in people to play our games
and watched them play. 就是这样。
But it transformed the way that we make games.
I mean, up until that point, we'd pretty much been
making the games for ourselves,
and so if we thought it was fun, we were done.
You sort of had to make a game and then do, you know,
kind of one of these. Did it feel right
You know, you'd have your QA department,
but, you know, they were paid employees,
so you never know if you're getting the best feedback.
But now we have this beta testing
and ability to talk with the fans,
and if you're utilizing that correctly,
it's really powerful.
So you hand this, what you think is the gold master
off to the first party, in the console world, anyway.
The PC side's definitely still more of a wild west,
but there's a lot of backlash 当然
if you can't deliver quality
or you have lots of bugs in a PC product.
So you hand it off to Microsoft, Sony, Nintendo,
and you wait and you wait and you wait.
And usually it's, you know, a ten-day waiting game,
and, you know, it's always the most nerve-racking time
is that, okay, is this gonna make it through
And so, you know, we get that call maybe or email, you know,
maybe ten days later 左右，
and you know, it's, "Hey, looks good."
Celebration ensues.
Or, "You've got these critical issues
and these minor issues,
and you need to fix, you know, the critical issues
and as many minor issues as you can and resubmit."
And, yeah, and then it hits the streets.
People either love it or hate it,
most of the time both.
You get--you know, you get both ends
no matter how good your game is.
And you sort of have to--- you roll with the punches,
you let people say their piece.
I look out today, things have changed beyond belief.
Titles we saw, 1,000 man years
of programming art work and design work went into them.
这是令人惊讶的。
It's making a movie times a thousand.
It is daunting.
I don't know why I do it.
(laughing)
The evolution of great storytelling in video games
couldn't have come at a better time.
It seems as if the technology 上涨之际
at precisely the right moment.
From the turn of the century 到现在为止，
games have never looked better,
felt better or played better.
Enter the next-next generation.
I'm feeling so good, so incredible
Some sort of chemical is spreading thick
around my brain
I've got the sun and I won't let it go
It burns a fire in my veins
Let's get out tonight
You've got the fire, I've got the fight
Whoa
In my young blood
Let's light up the dark
You've got the fuel, I've got the spark
Whoa
In my young blood
Our RPMs are in the red
Driving closer to the edge
Up on Flagstaff Road
I still remember what you said
"Are you living "
"Are you dead "
You better let me know
Put on display just like a cinema
Standing naked on the stage
And I'm unashamed
It's so easy to be cynical
Let's turn around and start again
Let's get out tonight
You've got the fire, I've got the fight
Whoa
In my young blood
Let's light up the dark
You've got the fuel, I've got the spark
Whoa
In my young blood
Oh
Oh-oh-oh-oh-oh
In my young blood
这很有趣 because every few years,
the industry really kind of reinvents itself,
whether that's we figure out a new way
to give that experience to players,
or there's a new piece of hardware out there,
or some new technology, some new interface.
There's always that new challenge.
Right now is a really difficult time for the industry.
We are in transition of consoles,
and we are seeing--a lot of the economic score cards
have come in about what games do and do not make money
and which are the best to be doing.
Honestly, it's so hard to predict.
I mean, no one would predict that the platforms
that are most popular right now---
five years ago or ten years ago, no one would have predicted
that that's what would be the norm now.
Every new console generation we get more and more horsepower,
and every console generation there are people who say,
"Is this enough "
"Okay, oh, this is really awesome."
And then five minutes later, "Eh,
guess it wasn't that awesome.
I need a new awesome thing," 你知道，
because we're just so spoiled 用它。
The medium has grown up a lot from the early days.
I think part of it is that we finally have the technology
to render characters in a believable way.
As we look as a studio how we're gonna evolve our new IP,
and moving into this next phase, the next generation of consoles,
we're having to think outside the box.
We're having to look at how we set
基础 of a structure
for the next ten years.
I think at this point, 我们在
a pretty interesting 十字路口
in the history of games.
Publishers, especially in companies,
are fairly risk averse 现在
because everybody foresees a big change happening
and nobody knows what it is.
I often compare indie developers
and big huge studios
to a couple of guys in a Zodiac raft
and an entirely fully-loaded battleship.
Each one has its own strengths,
我认为 where the indie guys
literally and figuratively run circles
around the big publishers
is that they're a lot more mobile.
They don't have to make as many complicated,
boardroom-based decisions.
They can focus on the kind of game that they want to make,
and because of things like Steam,
they can take their game, make it awesome,
and then get it directly to players
who then spread the existence of their game
because they love it so much
that they're telling other people about it,
they're sharing it on forums,
they're giving it to their friend lists,
and they don't really need to make that investment
of ridiculous amounts of money on advertising and marketing.
The AAA games have beautiful graphics, big budgets,
incredible art teams,
but that's not always 一定
what makes a great game.
Really, whenever a platform has opened itself up
to allow hobbyists to be able to create products,
you get incredible amounts 创新。
The interesting thing 关于
is when you get to a team of like 200 people,
the ability to innovate is pretty much zero.
You have to basically go with what was designed originally,
这就是 the game becomes.
The smaller the team, the more you can discover
the really important 闪电
and flashes of insight that happen
after large parts of the game are done.
And then you're like, "Oh, you know,
what would be really cool is in this section
and that section if we could do this."
You know, and if you have a 200-person team,
you can't pivot on a dime like that,
you have to be like, "Well, that would be nice,
but we don't have time and we have to get done."
I do think that there's like a revolution afoot in gaming
where people are interested in finding those games
具有更 character and soul
than what they've 经历过的。
A large game developer might not be able to take big risks
on a virtual reality title that only works in VR
and really utilizes it.
But in indie, they're driven by passion,
by wanting to make the best game possible.
They're usually not sitting there saying,
"How can I make something that really gives me
a nice return on investment "
我认为， that's going to become
more and more important in the game space
在未来几年。
这样，我们何去何从？
Many think that when it comes
to the next-next generation of the campfire,
传统 游戏控制器
tied to a screen gameplay experience
可能有 它的局限性。
其中一件事 I'm most excited about
is virtual reality.
I think a lot of us can remember back in the early '90s
when movies like The Lawnmower Man came out
and VR was gonna be the next big thing,
and it never really was 'cause the headsets
were big and clunky, the graphics were crappy.
Well, thanks to recent advances in smartphone technology
and screens and tracking devices,
VR is set for a big comeback.
我没有 actually start out
创建 a virtual reality headset,
I set out to buy a really nice one.
So I tried buying all manner of different head mounts,
and none of them was really what I wanted
for playing video games immersively.
And so I said, "Oh, shoot, well,
it looks like I'm gonna have to actually try to make my own."
And I actually found that it was something
，有 a lot of technology
that had advanced 在过去的几年中
and it was actually something that was finally possible to do.
How do you walk around in a virtual world
How do you physically move 以自然的方式
beyond just sitting down and using a keyboard and mouse
这就是为什么 we developed the Omni.
It's an interface that allows you to walk
and move freely and naturally in your favorite game.
Well, when you break it all down, 1934年
I hope we never get rid of the kind of gaming
where I just get to sit on a couch 1936年
and push some buttons 一阵子。
Could those early pioneers,
whose ideas eventually gave birth to an industry,
have guessed what it one day would become
Would it be foreign to them
Or did they have a feeling 从一开始就
that the ideas and creativity 1945年
of each generation of new designers and artists 1946年
would forever reinvent the medium 1947年
1948年
你知道， back when we were 1949年
working on games on the Atari 800,
I think people would have laughed if you said, 1951年
"This is gonna be a meaningful art form 1952年
and it's gonna be in The Smithsonian one day."
我从来没有想过 it would amount to anything. 1954年
Nolan was running around saying,
"Oh, it's gonna be a big industry! 1956年
We're gonna sell millions of games 1957年
and it's gonna take over!" 1958年
And I fully expected that Atari was gonna fail
until the day Nolan and Joe
came back from visiting Warner.
He informs us they want to pay this money for us, you know,
like 20 million or 30 million dollars.
It was like, "What "
The amazing thing for us, 你知道，
back in the early days, is we envisioned this.
We really did look forward to a day
where video games would be interactive movies,
会是什么样子 interactive movies.
And, I mean, we are there.
The spirit of curiosity and invention
that was there at the industry's creation
is still its driving force.
Today's game designers continue to give audiences
new and fresh interpretations of classic stories.
What began as a single pixel has now redefined
what storytelling is for the 21st century and beyond.
The future of games inherently gets tied up
into the future of technology 在很多方面。
And it's really hard to know beyond a couple of years
where technology is gonna go.
We have a faster rate of invention
than probably any medium before it.
I think video games in the next 30 to 40 years
打算 to be unimaginable,
where you can't tell fantasy from reality
and you can live the dream that you've always wanted to live.
They have a lot of really intelligent people
becoming intelligent through the use of this stuff.
Video games, I feel like, are inching towards the holodeck,
because that's the end goal is to have to be
as much like real life 越好。
Couldn't the whole world just be digitized
and that make it an easier, safer, and better place
I could see us getting there,
and getting there quick.
What is the ineffable sort of characteristics
that make real life 重要？
我觉得这 is what video games
are going to start challenging in the next 20 years.
The size and scope of the modern video game industry
might well be far beyond the greatest expectations
of the men who began it.
But games will continue to be created as they always have,
by drawing on history and culture,
imagination and technology,
to deliver stories 和经验
that delight and challenge generations to come,
whatever form the games may take.
I think that's why a lot of "nerds" play video games
because we have it pretty tough, we don't quite fit in.
But in a game, we always fit in.
始终。
即使 I make them every day,
即使 I play broken games
多年 before they're perfect
and we put them on a shelf, and, you know,
there's so many issues that go along with that,
I still have the capability of being transported back
to that little kid wrapped in a blanket
熬夜 way too late
sitting in front of a tiny television,
痴迷。
And I really, really wanna give that
另一 eight-year-old kid
and have him feel the same thing
thirty years from now 为好。
It's the same reason that kids
play cowboys and Indians when they're young
or you saw Star Wars, you wanted to be that.
It's fantasy fulfillment,
and being able to do fantasy fulfillment
上水平 of fully interactive worlds
that you can explore and get lost in.
这是 how to get my game
to delight as many people 越好。
And it's coming back to this fundamental thing
that we do in the games industry
is delight people, is entertain people.
You know, I used to say to people, you know,
"Someday everybody'll be a gamer."
And, you know, that was like an aspirational thing.
Now I can't even use that line anymore because everybody---
'cause it's like, duh, well, everybody is.
也有一些是 which we never expected,
which was an assumption you'd have in the film industry
to some degree, that you'd make a film
and people could archive the film
and see it decades or hundreds of years later.
In the game industry, I never thought that would be the case.
And seeing people who are still loving these old games
means that they'll probably be surviving
for decades to come in some form or another.
有很多人 that have dreams.
I like to say everyone who has ever had a shower
has had a good idea.
It's the people who dry off and do something about them
that make the difference.
I think the world is way too interesting
to dwell on your past.
And I'm proud of my participation
in this industry,
but I think that what is really more remarkable
is how we can take all the things we've learned
推 yet one step further.
You know I said it's true
I can feel the love, can you feel it too
I can feel it ah-ah
You know I said it's true
I can feel the love, can you feel it too
I can feel it ah-ah
I can feel it ah-ah-ah-ah
You know I said it's true
You know I said, I said, I said
You know I said it's true
You know I said, I said, I said
You know I said it's true
I can feel the love, can you feel it too
I can feel it ah-ah
You know I said it's true
I can feel the love, can you feel it too
I can feel it ah-ah
Na-na-na-na
No, oh, oh, yeah
No, no, no, no, all right
I gotta tell you
Tell you
I gotta tell you
Tell you
I gotta tell you
Tell you
You know I said it's true
You know I can feel it too
I can feel it now
You know I said it's true
I can feel the love, can you feel it too
I can feel it ah-ah
You know I said it's true
I can feel the love, can you feel it too
I can feel it ah-ah
You know I said it's true
I can feel the love, can you feel it too
I can feel it ah-ah
I can feel it, I can feel it
I can feel it, can you feel it too
Too
Ah
I can still remember some of the music.
(imitates game music)
I think my favorite memory from playing video games
was when I first played Bonk's Adventures.
The one with the TIE fighter and the one with
the motorcycle things.
BurgerTime. I loved BurgerTime.
Oh, Crystal Castles! Ghosts 'n Goblins.
I would close my eyes and see falling Tetris blocks
and that's when I knew Tetris was going to be
my favorite video game 所有的时间。
(imitating game sounds)
And the elevators.
(imitating game sounds)
It's something my family and I have always bonded over.
It's the common topic around dinner tables,
and it's molded and sculpted my life into what it is today.
My wife is kinda like my mom when it comes to video games.
She tries to regulate how much I play.
First game that I actually remember playing was Pitfall!
for the Atari 2600.
It's from that point on that I had a special place
在我的心脏 as a gamer.
And also, the Atari had so many problems.
Like, if it got dusty, your games didn't work,
so you'd have to blow on the games
and bang the games.
-This is really cool. -Excuse me.
Being an engineer,
I think this place needs more cross bracing.
One of my favorite gaming memories ever
is the first year that I signed up for Extra Life.
and in the first year I raised over 1,000 dollars
for the children's hospital of my choice
and it made me so proud to be a gamer.
(imitating game music)
谢谢。
And playing 重返德军总部
and met a lot of great guys during that,
some I still consider friends
even though I've never met them in real life.
Wherever the industry takes us next,
我一定会 be there for the ride.
Gamer forever.
People kill each other at a toy store
为了得到 that Nintendo 64 game.
I'm one of those people.
I'm in space.
结束。