Title: Lecture 1 Game Evolution and Game History
1Lecture 1Game Evolution and Game History
2Syllabus
- Lecture 1 Game Evolution, Game History
- Lecture 2 Games Genres Arcade games
characteristics - Lecture 3 Game Design and techniques
- Lecture 4 Game Hardware evolution Computers
- Lecture 5 Architecture Processor, Memory,
Cards (Graphics, Sound) - Lecture 6 Game Hardware evolution Consoles
- Lecture 7 Consoles Performance
PS2/Xbox/Gamecube
3Syllabus
- Lecture 8 Input/Output game controller
- Lecture 9 Development Tools OS/Programming
Language Current Development Methods - Lecture 10 Development Tools Games
engines/multimedia packages - Lecture 11 Game Future Trends
Networking/wireless/Broadband - Lecture 12 Game Future Trends AI
- Lecture 13 Revision
4Agenda
- Game Evolution
- Graphics
- Sound
- Technology
- Multiplayer
- Controller
- Game History
- Before the Games 1889-1970
- The Games Begin 1971-1977
- The Golden Age 1978-1981
- The Great Crash 1982-1984
- Video Games Are Back 1985-1988
- The Home Market Expands 1989-1992
- The 32-Bit Era Begins 1993-1997
- The Modern Age 1998-1999
5Game Evolution
- In just over 30 years, video games have developed
from simple concepts like Spacewar and Pong into
complex multimedia experiences. - Progress in the areas of graphics, sound,
technology, multiplayer capability, and
controllers have affected the way players
experience video games. Although this progress
has often been gradual, certain games stand out
as breakthrough achievements. - Each of these milestones represents a significant
moment in video-game history - a time when an
important gaming concept was introduced to the
public. The purpose of this feature is to
document the most notable of these milestones and
the context in which they emerged. - In five different categories (graphics, sound,
technology, multiplayer, and controllers), a
milestone from the classic and contemporary eras
has been selected, along with a title that best
represents that period. It is important to note
that these games are not necessarily the first of
their type instead, they are the games that made
people take notice and, in some cases, launched a
trend.
6Game Evolution - Graphics
- Graphics
- Classic3D Vector Graphics Battlezone
- The Background
- Vector graphics have a history in the arcades
that goes back almost as far as video games
themselves. - First introduced in 1978's Space Wars, vector
graphics were a popular alternative to
sprite-based rendering. - Instead of dividing the screen area into pixels,
vector-based games used a light beam that drew
images onto the screen by rapidly creating a
series of connected lines. - The concept was similar to that of a laser show.
This technique allowed bright, complex images in
both two and three dimensions. The downside was
that these visuals had to be composed of wire
frames rather than of solid objects.
7Game Evolution - Graphics
Battlezone
8Game Evolution - Graphics
- The Milestone
- Atari was fond of vectors, creating more than 20
games that used the technology between 1979 and
1985. Its first game was Lunar Lander, a
simulation of landing a ship on the moon's
surface. Then came Asteroids, the smash hit of
1979. The year after that, Battlezone was
released. - While Battlezone wasn't the first 3D vector game
(that honor goes to Cinematronics' Tailgunner),
it was the first created that had a recognizable
3D world, complete with mountains, obstacles, and
even a moon in the sky. As its name suggests,
Battlezone was a game of tank warfare. Imagine a
3D version of the tank games in the Atari 2600's
Combat, and you have a fairly good idea of what
it was like. - Your view of the battlefield was from directly
inside a tank, and your goal was simple Destroy
as many enemy tanks as possible without getting
destroyed yourself. Various obstacles,
represented by cubes and pyramids, stood in your
way, and they could be used to block enemy fire. - You viewed the game through a special viewfinder
that looked like a pair of goggles. This scheme
blocked peripheral vision, magnified the action,
and could be considered a precursor to
virtual-reality headsets. Battlezone also
featured a unique control system by using two
joysticks - one for the x-axis and one for the
y-axis. This allowed for a greater degree of
control... once you figured out how it worked.
9Game Evolution - Graphics
Star Wars The Arcade Game
10Game Evolution - Graphics
- The Influence
- Although later Atari vector games like Star Wars,
Tempest, and Major Havoc were more graphically
impressive, Battlezone was so extraordinary for
its time that the US Army asked Atari to develop
a modified version of the game for use as a
training simulator. - With the development of polygon graphics and the
crash of 1984, vector-based games fell out of
favor and soon disappeared entirely. (The last
vector game Atari released was The Empire Strikes
Back in 1985.) However, every modern video-game
fan can thank Battlezone and vector graphics for
making the world three-dimensional.
11Game Evolution - Graphics
Tempest
12Game Evolution - Graphics
- Modern Polygon graphics - Virtua Racing
- The Background
- It's hard to believe, but polygon graphics first
appeared in arcades way back in 1984, in a rare
Atari-produced game called I, Robot. Like most
ahead-of-their-time ideas, it was doomed to
failure. Only 500 units were ever released in the
US, so very few gamers had any exposure to the
new technology. - It wasn't until 1989, with Atari's release of
Hard Drivin' and Stun Runner, that the public got
a first real taste of what polygons could do. - Hard Drivin' was a realistic, but slow, driving
simulator, while Stun Runner was a futuristic
racer with an emphasis on speed. Throughout the
'80s, Atari had proved to be an innovator in the
arcades, but it would take a game from Sega to
usher in the new era of 3D gaming.
13Game Evolution - Graphics
I, Robot
14Game Evolution - Graphics
- The Milestone
- The game that started it all was Virtua Racing,
released in 1992 by Sega's AM2 development team. - While Hard Drivin' had realism and Stun Runner
had speed, Virtua Racing had both. Players could
view the action from four different perspectives,
ranging from inside the car to from high above
it. - In addition to its fluid graphics, Virtua Racing
combined a force-feedback steering wheel,
multiplayer options, and blaring sound effects to
create what was for the time an unparalleled
experience. - The game was adapted to several home consoles,
including the Sega Genesis (with the help of a
DSP processor built into the cartridge), 32X, and
Saturn.
15Game Evolution - Graphics
Four players competing at Virtua Racing.
16Game Evolution - Graphics
- The Influence
- The game represented a turning point, proving
that polygonal graphics were the way to go,
signaling the eventual death or seeming stasis of
2D. J - ust as Battlezone created the possibility to
create a realistic 3D environment, Virtua Racing
proved it could be done. - In the years following its release, Sega
introduced several follow-ups, including Daytona
USA, Sega GT, and Sega Rally.
17Game Evolution - Sound
- Sound
- Classic Voice - Berzerk
- Intruder alert!
- The humanoid must not escape!
- The Background
- As in the cinema, sound is an often-neglected
aspect of video games. Try turning down the
volume of your favorite game, and in most cases
you'll find your enjoyment is diminished. Sound
effects and music heighten the realism of the
overall experience by drawing you in in ways you
often don't realize. - In the early days, video games' sound effects
consisted of little more than electronic beeps,
but soon these beeps were strung together to form
simple tunes. - The theme songs from Donkey Kong and Pac-Man, as
basic as they are, have become ingrained in the
minds of many gamers who grew up in the early
'80s. - Beyond music and sound effects, one of the most
popular and impressive uses of sound technology
was in the area of digitized voice. - The first video game to actually speak was 1979's
Major League Baseball for the Intellivision. - In 1980, voice was introduced into the arcade
with Stratovox, a shooter in the vein of Space
Invaders.
18Game Evolution - Sound
Stratovox
19Game Evolution - Sound
- The Milestone
- Most gamers, however, best remember the sinister
voices emanating from Berzerk, released later
that same year. - The game put you in the role of a human trapped
in a never-ending maze filled with robots led by
Evil Otto (a bouncing, smiley face). Armed with a
laser, you tried to survive as long as possible
by destroying robots, avoiding the electrified
walls, and running from Otto, who was
indestructible. - Thirty different words were combined to create
the game's variety of spoken phrases. - By today's standards, the speech was barely
intelligible, but at the time, the novelty of
hearing "Intruder Alert! Intruder Alert!" or "The
humanoid must not escape!" added greatly to the
game's atmosphere and was enough to make it a
popular choice at the arcades. - Berzerk eventually made its way to the Atari 2600
and 5200, minus its voice capabilities, of
course.
20Game Evolution - Sound
Berzerk
21Game Evolution - Sound
- The Influence
- Berzerk's popularity marked the beginning of a
long line of arcade games that prominently
featured voice, including Gorf, Sinistar, Track
Field, Wizard of Wor, and Gauntlet. - However, voice didn't take hold in the home,
despite Mattel's attempt to market an add-on
voice module for its Intellivision. - Not until the rise of the 16-bit systems would
consoles have enough power to make
realistic-sounding voices a possibility.
22Game Evolution - Sound
Atari 2600's Berzerk
23Game Evolution - Sound
- Modern Play-by-Play Commentary - Joe Montana II
SportsTalk Football - The Background
- Since 1979's Major League Baseball was the first
talking video game, it also was the first sports
game to have some form of spoken commentary
(which consisted of a synthesized voice saying,
"Strike," "Ball," "Out," etc.). - Popular sports games that followed, such as the
NES' Tecmo Bowl and RBI Baseball, continued the
trend of including isolated voices interspersed
with the action.
24Game Evolution - Sound
- The Milestone
- "Welcome to Joe Montana's SportsTalk Football."
With those simple words, a milestone was
achieved. From the moment the announcer uttered
that phrase, no other sports game would ever be
the same. While the Joe Montana series was not
much competition for the John Madden series in
terms of gameplay, SportsTalk Football had one
overwhelming advantage continuous play-by-play
commentary. - Previous sports games, including John Madden
Football, had featured occasional outbursts of
speech, but SportsTalk Football was the first
game to feature an announcer describing the
action on the field as it happened. For example,
as you were getting ready to pass, the announcer
said, "He goes back to pass... " and then gave
the result of the play, all in real time. The
number of words and phrases the game contained
was limited, but every situation had an
appropriate response in a crisp and easily
understandable voice. - As in Berzerk, the commentary in SportsTalk
Football enhanced the overall experience of the
game, bringing it one step closer to reality.
Unfortunately, the game didn't contain real NFL
teams or players, and its gameplay was relatively
basic.
25Game Evolution - Sound
Intellivision's Major League Baseball
Joe Montana II SportsTalk Football
26Game Evolution - Sound
- The Influence
- Ever since SportsTalk Football, play-by-play
commentary has been a required feature of all
sports games, from football to basketball to
hockey. - With the introduction of CD-based games, the
clarity, number of unique phrases, and fluidity
of speech has improved dramatically over the past
decade. - For instance, Sega's latest football game, NFL 2K
for the Dreamcast, features three announcers with
a huge vocabulary, including every player's name.
And they don't just report what's happening on
the field, but actually comment on a player's
excellent catch or particularly brutal hit. - It all happens so seamlessly that it can barely
be distinguished from a television broadcast.
27Game Evolution - Technology
- Technology
- Classic Laserdisc - Dragon's Lair
- The Background
- Developed in the early '70s, laser discs were
designed as a storage media for video and audio.
Each disc is 12 inches in diameter and holds 60
minutes of content per side (in CLV mode). - Unlike CDs, laser discs are analog (with digital
sound), so in some ways they have more in common
with LP records. The first laser-disc players
were released in 1978 - about the same time as
the VCR. For a variety of debatable reasons,
laser discs never caught on with the general
public however, their existence was a step
toward more commercially successful products like
CDs, CD-ROMs, and DVDs. - The development and release of laser-disc
technology occurred at a time when video games
were just beginning to take off. In just a few
years, the industry had transformed from a "fad"
to a full-blown craze. Arcades were still where
you could find the best games, with home systems
striving to catch up. In hindsight, it was only a
matter of time before someone made the connection
between laser discs and video games.
28Game Evolution - Technology
Swinging on fire ropes
Dirk the Daring
29Game Evolution - Technology
- The Milestone
- In 1983, programmer Rick Dyer and animator Don
Bluth introduced the world to Dragon's Lair, the
first laser-disc arcade game. - The game itself was about as basic as it got. In
it, you took the role of Dirk the Daring in his
quest to save Princess Daphne from the clutches
of an evil dragon. As an animated sequence played
onscreen, there were moments in which you were
required to move the joystick in a certain
direction. If you succeeded, you moved on. If
not, you died. Players soon realized Dragon's
Lair required no real skill, only memorization
and dead-on timing. - Featuring rich, colorful animation from Bluth's
studio, Dragon's Lair was (and still is) an
amazing sight to behold. The fact that you didn't
actually have much control over the onscreen
action didn't seem to matter much... at first.
Compared with the simplistic graphics of Mario
Bros. and Spy Hunter (released that same year),
Dragon's Lair was leaps and bounds ahead of the
competition. While it may not be fair to compare
animation from a laser disc to computer-generated
graphics, the visual impact of Dragon's Lair was
enough to set the video-game world on its ear.
30Game Evolution - Technology
The Halycon home system
Space Ace
31Game Evolution - Technology
- The Influence
- Shortly after Dragon's Lair, the laser disc was
hailed as the savior of video games. In just a
brief period, a handful of companies responded by
releasing laser-disc games Coleco announced a
never-released laser-disc add-on for the
ColecoVision Space Ace (the follow-up to
Dragon's Lair) hit arcades and Rick Dyer
developed a short-lived laserdisc home system
called Halcyon. - As we now know, laser-disc games were destined to
remain a novelty. In hindsight, it's still hard
to pin down exactly why. It could have been the
games' lack of interaction, the company's high
production costs, or the decline in the
popularity of arcade games in general.
Regardless, Dragon's Lair changed the way people
thought about video games, proving them to be
more than a simple collection of pixels arranged
on a screen.
32Game Evolution - Technology
- Modern CD-ROM - Final Fantasy VII
- The Background
- NEC's TurboGraphx-16 was the first home console
to use CD media for storage, but it required an
add-on to do so. - The first CD games relied on the medium's
increased storage capacity to "enhance" the
gameplay experience with video clips, voice
acting, and high-quality music. - Games like Sherlock Holmes Consulting Detective
used full-motion video (FMV) as an integral part
of the gameplay. - A few years later, Sega introduced Sega CD, an
add-on for the Genesis. The system relied heavily
on FMV games, such as Night Trap and Sewer Shark,
for its software library. Like the laser-disc
games of the past, these games were heavy on eye
candy but light on interactivity. - Later, the 3DO and an add-on for the Atari Jaguar
also used CD technology, but the former was too
expensive and the latter didn't receive enough
third-party support. - Tellingly, versions of Dragon's Lair and Space
Ace appeared on all these consoles (except for
the TG-16).
33Game Evolution - Technology
Sherlock Holmes Consulting Detective
34Game Evolution - Technology
- The Milestone
- In 1995, the Sony PlayStation arrived in the US.
Along with the Sega Saturn, it was the first
console to actually use the increased storage
space of the CD to its advantage. This was made
clear by Square's announcement that it was
abandoning the cartridge-based Nintendo 64 in
favor of the PlayStation. The company said the
limitations of a cartridge were too great to
accommodate its vision of its latest RPG, Final
Fantasy VII. - When the game was released in 1997, it was a
breathtaking combination of epic gameplay,
stunning visuals, and amazing music. The RPG wove
together full motion video and polygon graphics
in a nearly seamless fashion, achieving a
cinematic-like quality. - The reason why FFVII was such an achievement was
that Square understood that the CD medium was
fundamentally no different from a cartridge the
only difference was that the CD had a greater
storage capacity. Other developers had viewed the
medium as a container that needed to be filled by
whatever means necessary, but Square saw it
merely as a tool to create the game it had in
mind.
35Game Evolution - Technology
Final Fantasy VII
36Game Evolution - Technology
- The Influence
- Final Fantasy VII raised the bar for RPGs and for
video games, in general. Along with Resident
Evil, it is one of a handful of titles that
defined the new standard for gaming in the late
'90s. - With the next-generation consoles factoring in
DVD, FFVII should be used as a model for how to
use new technology rather than abuse it.
37Game Evolution - Multiplayer
- Multiplayer
- Classic Four-player cooperative - Gauntlet
- The Background
- Multiplayer gaming is nothing new. In fact, from
Pong forward, playing against a human opponent
has been an integral part of gaming. - Early games that allowed two or more simultaneous
players were not only common, but in many cases
these games required more than one player. If you
wanted to play Combat and didn't have any
friends, you were just out of luck. - The Atari 2600, the most popular console of the
late '70s and early '80s, had only two joystick
ports, but the paddle controllers allowed for up
to four players at once in games like Super
Breakout, Warlords, and Video Olympics.
38Game Evolution - Multiplayer
Super Breakout
39Game Evolution - Multiplayer
- The Milestone
- Most early multiplayer games pitted players
against each other. Atari Games' Gauntlet was one
of the first examples of a game that required
cooperation, not competition. Set in a dungeon
filled with ghosts, ghouls, and demons, Gauntlet
featured a choice of four characters - Warrior,
Wizard, Elf, or Valkyrie - and up to four could
play at once. The goal was to make it to the exit
of each dungeon level by hacking, slicing, and
shooting your way through enemy forces, while
collecting treasure, food, and power-ups. - Since each character had his own strengths and
weaknesses, it helped to work together. Warrior
was best at hand-to-hand combat, Wizard excelled
at using magic potions, Elf was quick on his
feet, and Valkyrie was the most balanced
character. - First released in 1985 as a quarter-munching
arcade game, Gauntlet was later ported to the
NES, minus the four-player ability. In 1990,
Gauntlet II was released on the NES and took
advantage of the "4-Score," a four-player add-on
adapter.
40Game Evolution - Multiplayer
Gauntlet
41Game Evolution - Multiplayer
- The Influence
- In addition to spawning an arcade sequel, a
Nintendo 64 follow-up, and PlayStation and
Dreamcast versions (in development at the time of
this writing), Gauntlet started a trend of
multiplayer cooperative games. - Although many of these titles allowed only two or
three simultaneous players, hits like Contra,
Golden Axe, Final Fight, and Teenage Mutant Ninja
Turtles all owe their existence to this classic.
42Game Evolution - Multiplayer
Final Fight
43Game Evolution - Multiplayer
- Modern Four-player competitive - GoldenEye
- The Background
- Like it or not, competition is an integral part
of just about every video game, whether you're
battling it out against a computer opponent or
against the person beside you on the couch.
Warlords, the first truly competitive four-player
game, made its debut in arcades in 1980 and
reached the Atari 2600 a year later. A descendent
of Breakout, it was unlike previous four-player
games (like Atari Football, which divided its
players into two teams), in that it was pure
one-on-one-on-one-on-one action. - A few other four-player competitive games
followed - Demolition Derby and Track Field to
name a couple - but the genre mostly dried up.
Then DOOM arrived. - DOOM began its life as a PC title, but it was
eventually ported to the SNES, 32X, PlayStation,
Jaguar, 3DO, Saturn, and N64. Strictly speaking,
it was not the originator of the first-person
shooter genre, though it might as well have been.
DOOM was a revolutionary title, since the PC
version let up to four players play at once in
"deathmatch" mode. The game never quite gained
the same success on the consoles as it had on the
PC, since none of the console versions were able
to support more than two players.
44Game Evolution - Multiplayer
DOOM (PlayStation)
Warlords
45Game Evolution - Multiplayer
- The Milestone
- The combination of GoldenEye 007 and the Nintendo
64's four controller ports meant quality
competitive gaming had finally come to the
console world. Based on the 1996 James Bond film
starring Pierce Brosnan, GoldenEye was one of the
few movie-based games that didn't come across as
a rushed hack job released merely to bring in
some quick green. In fact, the game came out a
full year after the film's release. And it was
well worth the wait. - In addition to being a great single-player
experience, GoldenEye 007 packed a wealth of
multiplayer options that would keep gamers busy
for weeks, months, and even years. In addition to
the standard deathmatch, the game featured four
other modes, each named after a Bond flick. The
goal of The Living Daylights was to hold on to a
flag for as long as possible Man With the Golden
Gun featured a golden gun that let you take down
your enemies with a single bullet License to
Kill made every shot deadly and You Only Live
Twice gave each player two lives. You could also
play in teams. - Two years after its release, GoldenEye 007
remains a staple of serious and casual gamers
alike - it was the best-selling video game of
1998 and is the second-highest-selling N64 title
(behind Super Mario 64).
46Game Evolution - Multiplayer
GoldenEye 007
47Game Evolution - Multiplayer
- The Influence
- GoldenEye 007's success opened the door for the
N64's abundance of four-player games like Turok
Rage Wars, Donkey Kong 64, and Mario Party, but
it also points to a future where interacting with
humans, rather than computer opponents, will be
the norm. - For instance, Sega Dreamcast's Internet
capabilities will eventually make it possible to
fight, race, and cooperate with players from all
over the country.
48Game Evolution - Controllers
- Controllers
- Classic NES controller - Super Mario Bros.
- The Background
- When the Atari 2600 debuted, it shipped with two
one-button joysticks and a set of one-button
paddles. - The Intellivision's controller was a combination
of a 12-digit keypad and a thumb disc. - The ColecoVision's was similar, but the thumb
disc was raised slightly, making it more like a
joystick. The Atari 5200 controller also used the
same configuration but featured a noncentering,
analog joystick. - In 1980, Nintendo began selling the "Game
Watch" series - a group of handheld games
consisting of an LCD screen and a few buttons to
control the action. - The first of these included basic games with
short titles, like Ball, Vermin, Fire, and
Manhole. From there, Nintendo developed more
complicated games based on its arcade hits. One
of these was Donkey Kong, released in 1982 in
Game Watch form. Besides being one of the first
multiscreen Game Watches, Donkey Kong is also
notable because it introduced the world to the
digital-pad (d-pad), which would become the
dominant control scheme for home console use. The
control layout of Donkey Kong was remarkably
similar to what would later become the standard
Nintendo Entertainment System (NES) controller.
49Game Evolution - Controllers
Donkey Kong Game Watch
50Game Evolution - Controllers
- The Milestone
- When the NES was released in the U.S. in 1984,
its controller was different from any other
console before it. Taking its cue from the Game
Watch series, Nintendo designed its controller
without a joystick or numerical keypad. In its
place was a cross-shaped thumb controller and two
action buttons, along with start and select
buttons. Super Mario Bros., the NES pack-in game,
was the perfect showcase for this new controller.
- With a shorter "throw distance" than a joystick,
the NES gamepad allowed for the quick, precise
movements necessary in SMB. The two action
buttons, labeled B and A, meant separate tasks
could be easily performed without the confusion
of a numerical keypad. For example, in SMB, B
made Mario run faster and shoot fireballs, and A
made him jump. (As if you already didn't know.)
51Game Evolution - Controllers
NES and controllers
Super Mario Bros.
52Game Evolution - Controllers
- The Influence
- Take a look at just about every controller made
after 1984, and you'll see what an impact it had.
More buttons have been added over the years, and
the boxy shape has been improved on, but the
basic layout designed by Nintendo remains intact.
53Game Evolution - Controllers
- Modern N64 controller - Super Mario 64
- The Background
- The difference between an analog joystick and a
digital joystick is in the way it processes
input. A digital joystick detects movement as
either "on" or "off." If you press a digital
joystick to the right, your character will move
to the right at the same speed regardless of the
amount of pressure you use. - On the other hand, an analog joystick can detect
not only "on" and "off" (binary ones and zeroes)
but also everything in between. This allows
varying amounts of pressure on the joystick to
have varying effects on the action. - The Atari 5200 was the first home system to use
an analog controller, but it was noncentering.
(After you pushed it in a direction, you had to
manually push it back to the center.) Needless to
say, it wasn't very successful. It would be
another ten years before analog would hit it big.
54Game Evolution - Controllers
Super Mario 64
55Game Evolution - Controllers
- The Milestone
- Nintendo had pioneered the use of a digital
gamepad with the NES and had made only minor
improvements to that design for the SNES. Other
game consoles followed suit - even "next
generation" systems like the PlayStation and the
Saturn kept the general layout of the original
NES pad. - With the N64, Nintendo decided to design a
controller designed specifically for 3D games.
The layout of the controller was quite different
than anything before it. It included both digital
and analog controls, two action buttons, two
shoulder buttons, and four "camera" buttons, as
well as a trigger button on the underside of the
controller. - Super Mario 64, one of the Nintendo 64 launch
titles, proved immediately that an analog
controller was necessary to control a character
in a three-dimensional environment. Mario was no
longer restricted to a 2D side-scrolling
playfield, and the freedom of analog meant Mario
could creep, walk, or run, depending on how much
pressure was exerted on the stick. This made for
a more natural, intuitive level of control.
56Game Evolution - Controllers
Black N64 controller
57Game Evolution - Controllers
- The Influence
- Nintendo had first shown the design of their
analog controller in 1995, allowing Sega enough
time to develop their own version for the Saturn,
which was released almost simultaneously with the
N64. - Sony then developed the Dual Shock analog
controller for the PlayStation, which added two
analog sticks to the original controller.
Although it was initially available as an add-on
peripheral, Sony soon began including the
controller as a pack-in item. - For the Dreamcast controller, Sega refined the
N64 design by placing both the analog and digital
controls on the same side and including analog
shoulder buttons. - The PlayStation 2 controller upgrades the Dual
Shock design with analog capabilities for all
buttons (except for start and select).