jvd:
In North America and Europe, the computing standard for consumers was filled by the PC. Being a general purpose platform, it had to accomodate a spectrum of utility and therefore required interfaces, controllers, and displays tuned for a range of tasks. Keyboards allowed for lots of inputs with all of the keys, monitors enabled a sharp display for making lots of text and electronic documents workable, and hard drives allowed for a more efficient local work environment. Gaming, one of the PC's many functions, took advantage of the platform's interface and resulted in game types that were very involved, focusing on complex interactions with the game world facilitated by a keyboard and text.
The PC didn't catch on as the computing standard for consumers in Japan, however. Computing technology there was instead driven by videogame consoles -- a major reason that the videogaming industry has traditionally been led by Japanese manufacturers. As a gaming-specific computing platform, consoles got interfaces and controllers designed especially for gameplay to enable fast and fluid action. While North American and European developers were honing their skills on more involved game types, Japanese developers were mastering action-based gameplay types which required smoothness and responsiveness. This distinction is still present today as the smoothest reflex-based fighters, shooters, slash-em-ups, etc. still come predominantly from Japan, and the games with the most complex interactivity and world building/changing elements like SimCity, Morrowind, GTA, Fable, The Sims, Black and White, etc. come largely from outside the country.
And now that the videogame industry is globalizing, bringing market opportunity to more developers from countries outside of Japan, their style of game design is helping to bring about console games with worlds of greater scope and dynamics, like Knights of the Old Republic.
It's funny that such a thing is the case.So are the computer games from the last gen where console games are heading
In North America and Europe, the computing standard for consumers was filled by the PC. Being a general purpose platform, it had to accomodate a spectrum of utility and therefore required interfaces, controllers, and displays tuned for a range of tasks. Keyboards allowed for lots of inputs with all of the keys, monitors enabled a sharp display for making lots of text and electronic documents workable, and hard drives allowed for a more efficient local work environment. Gaming, one of the PC's many functions, took advantage of the platform's interface and resulted in game types that were very involved, focusing on complex interactions with the game world facilitated by a keyboard and text.
The PC didn't catch on as the computing standard for consumers in Japan, however. Computing technology there was instead driven by videogame consoles -- a major reason that the videogaming industry has traditionally been led by Japanese manufacturers. As a gaming-specific computing platform, consoles got interfaces and controllers designed especially for gameplay to enable fast and fluid action. While North American and European developers were honing their skills on more involved game types, Japanese developers were mastering action-based gameplay types which required smoothness and responsiveness. This distinction is still present today as the smoothest reflex-based fighters, shooters, slash-em-ups, etc. still come predominantly from Japan, and the games with the most complex interactivity and world building/changing elements like SimCity, Morrowind, GTA, Fable, The Sims, Black and White, etc. come largely from outside the country.
And now that the videogame industry is globalizing, bringing market opportunity to more developers from countries outside of Japan, their style of game design is helping to bring about console games with worlds of greater scope and dynamics, like Knights of the Old Republic.