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Xbox 360

video game console

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electronic fighting games

  • In electronic fighting game: Home console games

    …generation of video consoles, the Xbox 360 (2005) and PlayStation 3 (2006), featured still greater integration of proprietary gaming networks and consoles. Although many of the most popular fighting games, such as Tekken and Mortal Kombat, are available in versions for both platforms, players cannot compete across these networks.

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IBM

  • Garry Kasparov and Deep Blue
    In IBM

    …chips for the Microsoft Corporation Xbox 360 and the Nintendo Company Wii game systems. IBM became the first company to generate more than 3,000 patents in one year (2001) and, later, more than 4,000 patents in one year (2008). The company now holds more than 40,000 active patents, which generate…

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Microsoft Corporation

  • Bill Gates
    In Microsoft Corporation: Entry into the gaming and mobile phone markets

    …more powerful gaming console, the Xbox 360, was released in 2005. In an intensely competitive market, where the Xbox faced strong pressure from the Nintendo Wii and Sony PlayStation, Microsoft struggled through the years to make consistent profits from its console. For example, in 2009 the company cut the price…

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Xbox

  • Xbox 360 at the Tokyo Game Show
    In Xbox

    …Xbox was replaced by Microsoft’s Xbox 360, but, even with a superior console available, many players continued to use the original Xbox and take advantage of the Xbox Live network. Hardware modification and software piracy remained an issue with the Xbox 360, but Microsoft took the dramatic step of banning…

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electronic strategy game, electronic game genre that emphasizes strategic or tactical planning, involving the control of multiple units, rather than the quick reflexes typical of electronic shooter games. There are two major types of electronic strategy games: turn-based strategy (TBS) and real-time strategy (RTS). Although some TBS games have experimented with multiplayer support, the slow pace of waiting for each player to finish managing all of his or her resources and units has limited their appeal. On the other hand, players expect modern RTS games to include support for, or be focused entirely on, multiplayer contests.

Turn-based games

Electronic strategy games are rooted in board games, particularly war games, or strategic simulations of war. Thus, one of the first successful electronic strategy games was Eastern Front (1941), a turn-based re-creation of Germany’s World War II invasion of Russia that was released for the Atari video game console in 1981. Although numerous TBS games have come and gone for personal computers, a few franchises continue to release new versions that dominate the genre. A particularly long-lasting series is Koei Company, Limited’s Romance of the Three Kingdoms (1985– ), based on the Chinese novel of the same name, which features political and historical themes rooted in China during the 2nd and 3rd centuries ce, when the land was divided between three large kingdoms (Shu, Wei, and Wu). The Japanese company has also released versions in the series for several generations of home video consoles. Another long-lasting franchise is Sid Meier’s Civilization (1991– ), an American series that has set the standard for TBS games in which the player takes a tribe and nurtures it through centuries of progress from the stone age to the space age. A simplified, quicker-playing version with online multiplayer support, Civilization Revolution (2008), was released for Sony Corporation’s PlayStation 3. Strategy met high fantasy in the Heroes of Might and Magic series (1995– ) from New World Computing, and X-COM: UFO Defense (1993) by Culture Brain is regarded as one of the finest science-fiction TBS games ever released. An example in the genre that abandoned almost all strategic elements for tactical play is SquareSoft’s Final Fantasy Tactics (1997), for the PlayStation, which combined elements from Final Fantasy (1987– ), an electronic role playing game series, with turn-based unit tactics.

Real-time games

As personal computers became more powerful, real-time games became viable, with the first commercial success being Dune II (1992), based on American director David Lynch’s 1984 film version of Frank Herbert’s science fiction novel Dune (1965). Dune II allowed players to select and control multiple units with their mouse for the first time, creating the control interface standard for most subsequent RTS games, such as Blizzard Entertainment’s Warcraft (1994– ), Westwood Studio’s Command & Conquer (1995– ), and Microsoft Corporation’s Age of Empires (1997– ).

Bungie Software’s Myth (1997) and Myth II (1998), which focused exclusively on tactical play, were noteworthy for their inclusion of editing tools that enabled players to modify various aspects of the games, including complete mods (“modifications”) that turned the fantasy-based warfare into reenactments of battles in the American Civil War or World War II. In 2000 Bungie was acquired by the Microsoft Corporation, and while the company continued to support Bungie.net, a free online gaming network, Bungie soon turned its resources to developing the electronic first-person shooter (FPS) game Halo. When Bungie.net closed in 2002, fans of the games reverse-engineered the server software and set up new servers, which continued to support network play of the original games and the mods until 2007.

William L. Hosch