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These are the user uploaded subtitles that are being translated: 1 00:00:02,000 --> 00:00:07,000 Downloaded from YTS.MX 2 00:00:08,000 --> 00:00:13,000 Official YIFY movies site: YTS.MX 3 00:00:24,258 --> 00:00:25,259 HUH? 4 00:00:32,333 --> 00:00:33,767 [SCREAMING] 5 00:00:46,380 --> 00:00:49,950 NARRATOR: FOR OVER 200,000 YEARS, 6 00:00:49,983 --> 00:00:52,753 MAN SURVIVED WITHOUT VIDEO GAMES. 7 00:00:58,659 --> 00:01:02,763 ONCE THAT CHANGED, THE WORLD WAS NEVER THE SAME AGAIN. 8 00:01:07,034 --> 00:01:08,702 IT'S ME, MARIO. 9 00:01:08,736 --> 00:01:10,104 [SCREAMING] 10 00:01:10,138 --> 00:01:15,143 NARRATOR: THIS IS THE STORY OF EVERYTHING 11 00:01:15,176 --> 00:01:16,977 THAT HAPPENED NEXT. 12 00:01:17,010 --> 00:01:18,479 IN JUST THE LAST FEW YEARS, 13 00:01:18,512 --> 00:01:20,814 VIDEO GAMES HAVE BECOME A SPORT UNTO THEMSELVES 14 00:01:20,848 --> 00:01:24,051 WITH TEAMS, MAGAZINES, COMPETITION, AND ALL... 15 00:01:26,354 --> 00:01:28,222 NARRATOR: IN JUST 50 YEARS, 16 00:01:28,256 --> 00:01:31,892 THE VIDEO GAME INDUSTRY HAS EVOLVED FROM TINY DOTS ON A RADAR SCREEN... 17 00:01:31,925 --> 00:01:34,395 [LOUD EXPLOSION] 18 00:01:34,428 --> 00:01:36,497 ...TO FULLY IMMERSIVE 3D GRAPHICS 19 00:01:36,530 --> 00:01:39,167 THAT RIVAL TODAY'S BIGGEST HOLLYWOOD BLOCKBUSTERS. 20 00:01:39,200 --> 00:01:40,968 SAY HELLO TO MY LITTLE FRIEND. 21 00:01:45,606 --> 00:01:48,276 VIDEO GAMES HAVE DONE MORE THAN ENTERTAIN US. 22 00:01:50,378 --> 00:01:54,248 THEY HAVE CHANGED THE WAY WE INTERACT WITH MACHINES FOREVER. 23 00:01:56,517 --> 00:01:59,353 SHOULDN'T YOU GO OUT AND SOCIALIZE WITH YOUR FRIENDS? 24 00:01:59,387 --> 00:02:01,922 I QUIT SOCCER TO PLAY ATARI. 25 00:02:01,955 --> 00:02:03,391 (LAUGHS) 26 00:02:03,424 --> 00:02:05,626 MALE REPORTER: FROM THE MOMENT SHE WAKES UP, 27 00:02:05,659 --> 00:02:07,661 VIOLET BOLTON CAN'T WAIT TO GET ON HER IPAD. 28 00:02:09,663 --> 00:02:11,632 NARRATOR: WHETHER THEY ARE CHALLENGING, 29 00:02:13,934 --> 00:02:15,068 INSPIRING, 30 00:02:16,170 --> 00:02:17,638 COMFORTING, 31 00:02:18,606 --> 00:02:19,773 OR ADDICTIVE, 32 00:02:21,875 --> 00:02:26,380 THEY HAVE TAKEN OUR LIVES TO THE NEXT LEVEL. 33 00:02:38,959 --> 00:02:41,329 BUT BACK IN 1962, 34 00:02:41,362 --> 00:02:42,930 IT WAS A PRIVILEGE TO HAVE ACCESS 35 00:02:42,963 --> 00:02:45,699 TO THE COMPUTER LABS AT THE UNIVERSITY OF UTAH 36 00:02:45,733 --> 00:02:49,069 WHERE ASPIRING ENGINEERS WOULD GATHER IN THE MIDDLE OF THE NIGHT 37 00:02:49,102 --> 00:02:52,740 TO PLAY A BRAND NEW THING THEY CALLED SPACEWAR. 38 00:02:52,773 --> 00:02:54,608 [GUNS FIRING] 39 00:02:54,642 --> 00:02:59,513 SPACEWAR MADE A HUGE IMPRESSION ON A YOUNG STUDENT NAMED NOLAN BUSHNELL. 40 00:03:02,182 --> 00:03:03,751 MY FRIENDS SAID, 41 00:03:03,784 --> 00:03:07,020 "COME OVER TO THE COMPUTER LAB, I GOT SOMETHING TO SHOW YOU." 42 00:03:07,054 --> 00:03:09,423 AND SO I WENT OVER AT MIDNIGHT, 43 00:03:09,457 --> 00:03:12,360 AND WE WENT IN AND PLAYED SPACEWAR. 44 00:03:12,393 --> 00:03:14,595 AND I WAS ADDICTED. 45 00:03:18,399 --> 00:03:20,301 NARRATOR: THE FUTURE FOUNDER OF ATARI, 46 00:03:20,334 --> 00:03:23,804 BUSHNELL HAS BEEN CALLED THE FATHER OF THE MODERN VIDEO GAME. 47 00:03:26,607 --> 00:03:27,875 BUT WHILE IN COLLEGE, 48 00:03:27,908 --> 00:03:30,444 HE SPENT HIS SUMMERS WORKING AT AN AMUSEMENT PARK, 49 00:03:30,478 --> 00:03:34,315 SERVICING PINBALL MACHINES AND OTHER ELECTRO-MECHANICAL GAMES. 50 00:03:34,348 --> 00:03:39,052 NOLAN BUSHNELL: I THOUGHT AT THE TIME IF I COULD TAKE THIS GAME 51 00:03:39,086 --> 00:03:42,323 AND PUT IT IN MY ARCADES, 52 00:03:42,356 --> 00:03:43,957 WE CAN MAKE A LOT OF MONEY. 53 00:03:47,027 --> 00:03:50,631 NARRATOR: HE HAD A VISION. COMPUTER SPACE. 54 00:03:52,065 --> 00:03:54,902 SIMPLY PUT, IT WAS A WAY TO GET A SPACEWAR- LIKE GAME 55 00:03:54,935 --> 00:03:56,937 INTO AN ARCADE CABINET 56 00:03:56,970 --> 00:04:00,674 AND IT WOULD LIVE RIGHT ALONGSIDE THE PINBALL MACHINES. 57 00:04:00,708 --> 00:04:03,143 THEY USED SUCH AN ODD-LOOKING CABINET 58 00:04:03,176 --> 00:04:06,347 THAT IT WOUND UP SERVING AS A PROP IN SCIENCE FICTION MOVIES. 59 00:04:06,380 --> 00:04:08,549 HERE, YOU'D BETTER SIGN FOR IT. 60 00:04:13,053 --> 00:04:14,488 MY USUAL CUT? 61 00:04:14,522 --> 00:04:15,789 YOU'LL GET YOUR CUT. 62 00:04:15,823 --> 00:04:17,691 JUST SO WE UNDERSTAND. 63 00:04:17,725 --> 00:04:22,563 IT LOOKED TOTALLY SIXTIES WITH THAT KIND OF MOLDED PLASTIC 64 00:04:22,596 --> 00:04:24,598 OR POLYSTYRENE, WHATEVER THE HELL IT WAS. 65 00:04:24,632 --> 00:04:28,302 ONE DAY THIS BULBOUS, SPACE-LIKE THING SHOWED UP 66 00:04:28,336 --> 00:04:30,638 AND I JUST COULDN'T BELIEVE HOW MUCH FUN IT WAS 67 00:04:30,671 --> 00:04:33,641 AND I WONDERED WHY THEY DIDN'T ALLOW MORE OF THESE THINGS OUT THERE. 68 00:04:35,843 --> 00:04:38,979 NARRATOR: COMPUTER SPACE WAS TOO MUCH TOO SOON. 69 00:04:40,548 --> 00:04:43,116 THE CONTROLS WERE TOO COMPLICATED. 70 00:04:43,150 --> 00:04:45,953 PEOPLE JUST DIDN'T KNOW HOW TO PLAY. 71 00:04:45,986 --> 00:04:49,022 I THINK THAT WHAT I DIDN'T REALIZE 72 00:04:49,056 --> 00:04:53,361 IS THAT YOU DIDN'T HAVE TO BE COMPLEX TO BE FUN. 73 00:04:55,996 --> 00:04:57,197 KEEP IT SIMPLE. 74 00:04:58,799 --> 00:05:01,535 NARRATOR: SO NEXT TIME, HE KEPT IT SIMPLE, 75 00:05:01,569 --> 00:05:05,506 AND HE GOT IT RIGHT. PONG. 76 00:05:05,539 --> 00:05:10,210 WITHOUT A SINGLE BUTTON TO PUSH, PONG WAS NOT JUST EASY TO PLAY, 77 00:05:10,243 --> 00:05:12,346 BUT IT HAD A CLEAR GOAL. 78 00:05:15,383 --> 00:05:17,585 BOUNCE THE LITTLE SQUARE BALL AT YOUR OPPONENT, 79 00:05:18,752 --> 00:05:21,989 AND YOUR OPPONENT BOUNCES IT BACK. 80 00:05:23,190 --> 00:05:26,727 THE YEAR WAS 1972. 81 00:05:26,760 --> 00:05:30,130 BUSHNELL AND HIS PARTNERS, TED DABNEY AND AL ALCORN, 82 00:05:30,163 --> 00:05:32,232 SET UP THE FIRST PONG MACHINE AT A BAR 83 00:05:32,265 --> 00:05:33,934 IN CALIFORNIA'S SILICON VALLEY. 84 00:05:36,136 --> 00:05:39,673 THE NEXT MORNING, THEY RECEIVED THEIR FIRST COMPLAINT CALL. 85 00:05:39,707 --> 00:05:43,010 THE PONG MACHINE HAD BROKEN. 86 00:05:43,043 --> 00:05:46,279 BUT PONG DIDN'T BREAK BECAUSE THEY DIDN'T BUILD IT RIGHT, 87 00:05:46,313 --> 00:05:49,783 IT BROKE BECAUSE PEOPLE HAVE FORCED SO MANY QUARTERS INTO IT, 88 00:05:49,817 --> 00:05:52,720 IT JUST JAMMED UP. 89 00:05:52,753 --> 00:05:58,325 THE FIRST GLITCH IN VIDEO GAME HISTORY WAS A COIN BOX THAT WAS TOO SMALL. 90 00:05:58,358 --> 00:06:01,294 NOBODY MADE THAT MISTAKE AGAIN. 91 00:06:01,328 --> 00:06:03,363 AND WE THOUGHT, "WELL, THIS IS A GOOD SIGN." 92 00:06:05,365 --> 00:06:06,800 NARRATOR: WITHIN 12 MONTHS, 93 00:06:06,834 --> 00:06:09,937 A FEW GUYS TAKING OUT LOANS TO MAKE ELECTRONIC TOYS 94 00:06:09,970 --> 00:06:13,774 BECAME ONE OF THE RICHEST COMPANIES IN THE WORLD. 95 00:06:13,807 --> 00:06:18,311 BUT THE COMPETITION DID NOT TAKE LONG TO CATCH UP. 96 00:06:18,345 --> 00:06:23,116 THAT SAME YEAR, AMERICAN ENGINEER AND INVENTOR, RALPH BAER, 97 00:06:23,150 --> 00:06:26,319 INTRODUCED THE FIRST HOME VIDEO GAME CONSOLE, 98 00:06:26,353 --> 00:06:28,422 THE ODYSSEY. 99 00:06:28,456 --> 00:06:31,024 DAVID CRANE: IT WAS VERY, VERY SIMPLE. 100 00:06:31,058 --> 00:06:36,597 YOU ACTUALLY HAD TO GO TO THE PACKAGE AND PULL OUT PLASTIC OVERLAY 101 00:06:37,831 --> 00:06:40,701 AND RUB IT ON TO THE TV SET 102 00:06:40,734 --> 00:06:43,170 AND HOPE IT WOULD STAY THERE WITH STATIC ELECTRICITY, 103 00:06:43,203 --> 00:06:45,539 AND IF NOT, YOU HAD TO TAPE IT ON WITH SCOTCH TAPE. 104 00:06:47,641 --> 00:06:50,878 MAN ON TV: THIS IS ODYSSEY, THE NEW ELECTRONIC GAME SIMULATOR. 105 00:06:50,911 --> 00:06:53,614 YOU ATTACH ODYSSEY TO YOUR TELEVISION SET IN SECONDS 106 00:06:53,647 --> 00:06:56,550 TO CREATE A CLOSED CIRCUIT ELECTRONIC PLAYGROUND. 107 00:06:57,785 --> 00:07:00,721 ODYSSEY IS TENNIS, ROULETTE, 108 00:07:02,255 --> 00:07:04,357 FOOTBALL AND HOCKEY. 109 00:07:04,391 --> 00:07:06,927 ODYSSEY COMES COMPLETE WITH FUN ELECTRONIC GAMES 110 00:07:06,960 --> 00:07:09,797 AND EDUCATIONAL EXPERIENCES. 111 00:07:09,830 --> 00:07:12,900 NARRATOR: RALPH BAER WAS A MAN AHEAD OF HIS TIME 112 00:07:12,933 --> 00:07:16,169 AND WAY AHEAD OF HIS MANUFACTURING COMPANY, MAGNAVOX, 113 00:07:16,203 --> 00:07:19,573 WHO HAD NO IDEA HOW TO MARKET THE ODYSSEY. 114 00:07:20,741 --> 00:07:22,309 THE ADS MADE CONSUMERS THINK 115 00:07:22,342 --> 00:07:25,513 THAT YOU NEEDED A MAGNAVOX TELEVISION TO RUN THE DEVICE, 116 00:07:25,546 --> 00:07:27,681 WHICH, OF COURSE, HINDERED SALES. 117 00:07:28,949 --> 00:07:30,918 HOME VIDEO GAMES DIDN'T REALLY CATCH ON 118 00:07:30,951 --> 00:07:34,087 UNTIL NOLAN BUSHNELL DECIDED TO CAPITALIZE ON THE SUCCESS 119 00:07:34,121 --> 00:07:35,823 OF THE PONG ARCADE GAME, 120 00:07:35,856 --> 00:07:39,960 BY RELEASING A HOME VERSION IN 1975. 121 00:07:39,993 --> 00:07:42,930 BUSHNELL: MY VICE PRESIDENT CALLED UP SEARS, 122 00:07:42,963 --> 00:07:45,566 AND WE THOUGHT, "PONG HAD BEEN IN BARS, 123 00:07:46,734 --> 00:07:48,736 "PINBALLS, MAYBE THAT WILL WORK." 124 00:07:48,769 --> 00:07:53,240 SO WE CALLED UP THE BUYER AT SEARS, DESCRIBED WHAT WE HAD, 125 00:07:53,273 --> 00:07:56,544 AND, LITERALLY, HE WAS AT OUR FRONT DOOR THE NEXT MORNING, 126 00:07:56,577 --> 00:07:59,246 TAKING THE MIDNIGHT FLYER. 127 00:07:59,279 --> 00:08:03,751 WE WENT IN AND HE PLAYED THE GAME AND HE SAID, "HOW MANY CAN YOU BUILD?" 128 00:08:03,784 --> 00:08:06,019 WELL, WE HAD NO CLUE. 129 00:08:07,621 --> 00:08:12,059 WE SAID, "MAYBE 25,000 BETWEEN NOW AND CHRISTMAS." 130 00:08:12,092 --> 00:08:15,362 I WENT BACK IN AND I SAID, "75,000." 131 00:08:15,395 --> 00:08:18,799 THE NEXT DAY HE GAVE US A PURCHASE ORDER FOR 150,000. 132 00:08:18,832 --> 00:08:19,967 WE WERE OFF TO THE RACES. 133 00:08:20,000 --> 00:08:21,334 [LAUGHS] 134 00:08:21,368 --> 00:08:24,605 WE PLAYED THAT THING TO DEATH. 135 00:08:24,638 --> 00:08:27,374 JUST HOOKED UP TO THE TV WITH THE LITTLE SIMPLE BACK AND WHITE, 136 00:08:27,407 --> 00:08:28,542 AND THE LITTLE... 137 00:08:28,576 --> 00:08:30,077 [IMITATES BLEEPING] 138 00:08:30,110 --> 00:08:32,145 SO, IT WAS A VERY, VERY EXCITING MOMENT. 139 00:08:32,179 --> 00:08:33,881 THAT WAS A GREAT CHRISTMAS. 140 00:08:33,914 --> 00:08:36,316 [BLEEPING] 141 00:08:36,349 --> 00:08:40,387 NARRATOR: MAGNAVOX AND BAER SUED ATARI FOR STEALING THEIR IDEAS. 142 00:08:40,420 --> 00:08:44,792 IT WAS JUST THE FIRST OF THOUSANDS OF VIDEO GAME RELATED LAWSUITS. 143 00:08:44,825 --> 00:08:46,359 BUT ATARI WON, 144 00:08:46,393 --> 00:08:49,597 ENCOURAGING RIVAL MANUFACTURERS TO SURGE INTO THE MARKET 145 00:08:49,630 --> 00:08:51,832 WITH THEIR OWN CLONES OF PONG. 146 00:08:51,865 --> 00:08:55,969 MAN ON TV: YOU'RE WATCHING THE MOST EXCITING GAME YOU'LL EVER SEE ON YOUR TV SET... 147 00:08:56,003 --> 00:08:58,338 BUSHNELL: IT WAS A SIMPLE GAME. 148 00:08:58,371 --> 00:09:02,943 IT WAS ALSO A PRETTY SIMPLE GAME TO CLONE. 149 00:09:02,976 --> 00:09:05,545 WE WERE MANUFACTURING IN A GARAGE SHOP. 150 00:09:05,579 --> 00:09:07,748 THAT'S ALL WE HAD, SO THAT WAS A GOOD THING. 151 00:09:07,781 --> 00:09:11,384 THE BAD THING IS THAT ANYBODY ELSE WHO HAD A GARAGE SHOP 152 00:09:11,418 --> 00:09:13,887 COULD KNOCK IT OFF AND BUILD IT, TOO. 153 00:09:15,656 --> 00:09:20,460 WITHIN SIX MONTHS WE HAD MAYBE 20 COMPETITORS. 154 00:09:20,493 --> 00:09:23,196 IT WAS A LITTLE BIT FRUSTRATING. 155 00:09:23,230 --> 00:09:25,498 LET'S SEE YOUR BEST PITCH. 156 00:09:28,168 --> 00:09:32,339 NARRATOR: TO KEEP AHEAD OF THE GAME, ATARI DECIDED TO RELEASE THE VCS, 157 00:09:32,372 --> 00:09:35,676 ONE OF THE BEST-SELLING HOME CONSOLES OF ALL TIME. 158 00:09:38,345 --> 00:09:41,949 YOU NEED MORE PRACTICE DAILY! 159 00:09:41,982 --> 00:09:45,318 NARRATOR: DESPITE THE FAME AND FORTUNE THAT LAY IN ITS FUTURE, 160 00:09:45,352 --> 00:09:49,990 THE VCS WAS A COMMERCIAL FAILURE WHEN IT FIRST LAUNCHED IN 1977. 161 00:09:50,023 --> 00:09:51,091 YOU'RE OUT! 162 00:09:51,124 --> 00:09:53,326 * ATARI* 163 00:09:55,595 --> 00:09:57,397 NARRATOR: THE VIDEO GAMING PUBLIC 164 00:09:57,430 --> 00:09:59,599 WAS MORE INTERESTED IN THE POWERFUL PROCESSORS 165 00:09:59,633 --> 00:10:02,369 AND SUPERIOR GRAPHICS FOUND AT THE ARCADE, 166 00:10:02,402 --> 00:10:05,372 SUCH AS 1978'S SPACE INVADERS. 167 00:10:10,577 --> 00:10:13,446 SPACE INVADERS WASN'T AN ATARI PRODUCT. 168 00:10:13,480 --> 00:10:16,449 IT WASN'T EVEN AN AMERICAN PRODUCT. 169 00:10:16,483 --> 00:10:19,419 THE GAME IMMEDIATELY ESTABLISHED THE JAPANESE 170 00:10:19,452 --> 00:10:24,424 AS A MAJOR PLAYER IN THE WORLD OF VIDEO GAMES. 171 00:10:24,457 --> 00:10:30,063 IN FACT, IT WAS SO POPULAR, IT CAUSED A NATIONAL COIN SHORTAGE IN JAPAN. 172 00:10:32,032 --> 00:10:35,368 IN AMERICA, IT FIT PERFECTLY WITH AN ERA THAT WAS OBSESSED 173 00:10:35,402 --> 00:10:37,137 WITH SCIENCE AND TECHNOLOGY. 174 00:10:37,170 --> 00:10:40,407 MAN: THESE ARE THE VOYAGES OF THE STARSHIP ENTERPRISE... 175 00:10:40,440 --> 00:10:41,675 NARRATOR: STAR TREK. 176 00:10:43,476 --> 00:10:44,745 AND STAR WARS. 177 00:10:46,213 --> 00:10:49,382 I ACTUALLY THINK THE PRIMAL BEAT... 178 00:10:49,416 --> 00:10:51,752 [VOCALIZING] 179 00:10:51,785 --> 00:10:53,987 THAT, "HERE ARE ALIENS THAT ARE GONNA KILL YOU," 180 00:10:54,021 --> 00:10:57,057 THERE WAS AN ADRENALINE RUSH 181 00:10:57,090 --> 00:11:00,593 FOR FIGHTING THESE ALIENS, AS SIMPLE AS IT IS TO LOOK AT NOW. 182 00:11:00,627 --> 00:11:02,830 BUT THE GAME IS VERY EASY TO UNDERSTAND. 183 00:11:02,863 --> 00:11:06,399 IT WAS GREAT, VERY SIMPLE. IT WAS BETTER THAN PONG. 184 00:11:07,768 --> 00:11:09,636 THIS IS COOL. 185 00:11:12,439 --> 00:11:15,542 THEN THERE WAS SOME STRATEGY TO IT. 186 00:11:15,575 --> 00:11:18,879 YOU'RE GONNA STAY BEHIND THE BARRIERS OR YOU GONNA SHOOT THE ALIENS? 187 00:11:18,912 --> 00:11:21,381 THAT KIND OF HAVING FUN, SHOOTING THINGS IN A GAME. 188 00:11:21,414 --> 00:11:23,150 FOR WHAT IT WAS, 189 00:11:23,183 --> 00:11:25,953 IT BECAME A VERY, VERY DIFFERENT KIND OF SHOOTING GALLERY. 190 00:11:25,986 --> 00:11:27,788 LIKE YOU HAD NEVER SEEN BEFORE. 191 00:11:27,821 --> 00:11:29,622 [BEEPING] 192 00:11:34,862 --> 00:11:35,963 [EXPLOSION] 193 00:11:40,868 --> 00:11:43,536 NARRATOR: SPACE INVADERS ALSO HAD A DARKER SIDE. 194 00:11:45,572 --> 00:11:50,143 THE FEAR OF THE UNKNOWN, THE ALIEN. 195 00:11:50,177 --> 00:11:54,647 THE MINDLESS ENEMY THAT DESCENDS ON THE PLANET WITH MILITARY PRECISION. 196 00:11:56,349 --> 00:11:59,419 AND NO MATTER HOW LONG YOU CAN HOLD OUT, 197 00:11:59,452 --> 00:12:02,222 EVENTUALLY, THEY'RE GOING TO KILL YOU. 198 00:12:05,192 --> 00:12:07,394 PERHAPS THE GAME RESONATED WITH THE CHILDREN 199 00:12:07,427 --> 00:12:10,764 OF THOSE WHO SURVIVED HIROSHIMA AND NAGASAKI. 200 00:12:10,798 --> 00:12:15,969 JAPANESE CHILDREN WHO GREW UP FEARING THE FOREIGN TERROR FROM THE SKIES. 201 00:12:16,003 --> 00:12:18,671 NOW, THEY HAD A WAY TO FIGHT BACK. 202 00:12:19,940 --> 00:12:22,409 OUR PLAN IS A COMPREHENSIVE ONE. 203 00:12:22,442 --> 00:12:24,044 IT WOULD STRENGTHEN AND MODERNIZE 204 00:12:24,077 --> 00:12:26,980 THE STRATEGIC TRIAD OF LAND-BASED MISSILES, 205 00:12:27,014 --> 00:12:28,748 SEA-BASED MISSILES AND BOMBERS. 206 00:12:31,618 --> 00:12:34,855 NARRATOR: ATARI FIGHTS BACK AND LAUNCHES MISSILE COMMAND... 207 00:12:36,723 --> 00:12:39,092 [EXPLOSIONS] 208 00:12:39,126 --> 00:12:40,794 AND ASTEROIDS. 209 00:12:45,365 --> 00:12:48,501 DESPITE ADVANCEMENTS IN GRAPHICS AND GAME PLAY, 210 00:12:48,535 --> 00:12:50,938 THE CORE REMAINED THE SAME. 211 00:12:52,472 --> 00:12:54,574 SHOOT ANYTHING THAT COMES YOUR WAY. 212 00:13:00,981 --> 00:13:04,217 IN RESPONSE TO THE VIOLENT GAMES OF THE LATE 1970S, 213 00:13:04,251 --> 00:13:09,022 TORU IWATANI DESIGNED THE MOST POPULAR ARCADE GAME EVER INVENTED. 214 00:13:09,056 --> 00:13:10,190 PAC-MAN. 215 00:13:11,524 --> 00:13:13,026 [BEEPING] 216 00:13:19,766 --> 00:13:23,636 FOR THE FIRST TIME, A VIDEO GAME WAS A BRAND. 217 00:13:27,941 --> 00:13:31,945 PAC-MAN APPEARED IN EVERY CONCEIVABLE TYPE OF MERCHANDISE. 218 00:13:31,979 --> 00:13:34,547 HE EVEN STARRED IN HIS OWN TELEVISION SHOW, 219 00:13:34,581 --> 00:13:37,918 AND WAS THE SUBJECT OF A TOP 40 POP SONG. 220 00:13:37,951 --> 00:13:42,155 * PAC-MAN FEVER I'M GOING OUT OF MY MIND * 221 00:13:42,189 --> 00:13:44,992 NARRATOR: EVERYONE WAS STRUCK WITH PAC-MAN FEVER. 222 00:13:45,025 --> 00:13:47,394 MAN ON TV: NEW PAC-MAN PASTA FROM CHEF BOYARDEE, 223 00:13:47,427 --> 00:13:49,429 WITH MEAT BALLS, WITHOUT MEAT BALLS, 224 00:13:49,462 --> 00:13:50,730 OR CHICKEN FLAVORED. 225 00:13:50,763 --> 00:13:53,266 THANK GOODNESS FOR NEW PAC-MAN PASTA. 226 00:13:57,070 --> 00:14:00,773 NARRATOR: PAC-MAN WAS THE OPPOSITE OF DOOM AND GLOOM. 227 00:14:00,807 --> 00:14:02,442 HE JUST WANTED LUNCH. 228 00:14:02,475 --> 00:14:06,113 PAC-MAN WAS CUTESY IN AN ALL-NEW WAY 229 00:14:06,146 --> 00:14:08,315 THAT COULD APPEAL TO ANYBODY. 230 00:14:08,348 --> 00:14:10,017 LITTLE BIT OF A STORY THERE 231 00:14:10,050 --> 00:14:12,485 AND IT WAS A DIFFERENT KIND OF GAME PLAY 232 00:14:12,519 --> 00:14:14,287 THAN YOU HAD SEEN UP TO THAT POINT, 233 00:14:14,321 --> 00:14:17,991 AND SORT OF THE GAME THAT YOU COULD BE A MASTER OF 234 00:14:18,025 --> 00:14:20,327 WITH THE PATTERN RECOGNITION AND WHERE ARE THE GHOSTS 235 00:14:20,360 --> 00:14:21,929 AND HOW TO MAXIMIZE POINTS. 236 00:14:21,962 --> 00:14:25,032 IT REALLY BECAME A MILD OBSESSION OF MINE AT THE TIME. 237 00:14:25,065 --> 00:14:27,200 WHAT A CRAZY GAME IDEA! 238 00:14:27,234 --> 00:14:30,103 TO ME THAT WAS LIKE EVERYTHING BEFORE THAT GAME, 239 00:14:30,137 --> 00:14:32,239 THEY WERE ALL ABOUT JUST SHOOT THE ALIEN. 240 00:14:32,272 --> 00:14:34,341 EVERYTHING WAS SHOOT THE ALIEN. 241 00:14:34,374 --> 00:14:36,910 ASTEROIDS WAS SHOOT THE LITTLE ALIEN AND THE ASTEROIDS, 242 00:14:36,944 --> 00:14:39,346 BUT EVERYTHING WAS JUST SHOOT, SHOOT, SHOOT. 243 00:14:39,379 --> 00:14:44,117 SO WHEN PAC-MAN CAME OUT, IT HAD FUNNY KIND OF MUSIC IN IT, 244 00:14:44,151 --> 00:14:47,020 IT HAD A MAIN CHARACTER THAT WAS JUST EATING DOTS. 245 00:14:47,054 --> 00:14:49,056 IT HAD NOTHING TO DO WITH KILLING THINGS, 246 00:14:49,089 --> 00:14:51,058 IN FACT YOU'RE RUNNING AWAY FROM THINGS, 247 00:14:51,091 --> 00:14:52,559 SO IT WAS LIKE THE OPPOSITE. 248 00:14:52,592 --> 00:14:55,262 TO ME IT JUST SHOWED WHAT THE FUTURE OF GAME DESIGN, 249 00:14:55,295 --> 00:14:56,896 THE PROMISE OF GAME DESIGN COULD BE. 250 00:15:00,167 --> 00:15:04,337 NARRATOR: AND ALONG CAME THE CLONES AND SPIN-OFFS. 251 00:15:04,371 --> 00:15:07,640 HE WAS SUCH A HIT WITH THE LADIES THAT SOMEONE HAD THE BRILLIANT IDEA 252 00:15:07,674 --> 00:15:10,910 TO STICK A BOW ON HIM AND CALL HIM MS. PAC-MAN. 253 00:15:10,944 --> 00:15:12,579 * DON'T YOU KNOW 254 00:15:12,612 --> 00:15:16,149 * I'M MORE THAN PAC-MAN WITH A BOW * 255 00:15:16,183 --> 00:15:18,018 MAN ON TV: MS. PAC-MAN! 256 00:15:18,051 --> 00:15:20,120 NARRATOR: NAMCO WASN'T AMUSED. 257 00:15:20,153 --> 00:15:23,490 THEY SUED MIDWAY TO PROTECT THEIR VALUABLE PROPERTY. 258 00:15:23,523 --> 00:15:25,892 BUT THE SUIT WAS SOON THROWN OUT. 259 00:15:25,925 --> 00:15:29,963 THERE WAS FAR MORE MONEY TO BE MADE BY SIMPLY ADOPTING MS. PAC-MAN 260 00:15:29,997 --> 00:15:30,830 AS THEIR OWN. 261 00:15:33,200 --> 00:15:37,737 TO THIS DAY, PAC-MAN REMAINS ONE OF THE HIGHEST-GROSSING ARCADE GAMES 262 00:15:37,770 --> 00:15:39,206 OF ALL TIME. 263 00:15:41,174 --> 00:15:42,642 AND NOT FOR LACK OF COMPETITION. 264 00:15:45,778 --> 00:15:49,749 BY THE EARLY EIGHTIES, THERE WERE ARCADES EVERYWHERE. 265 00:15:49,782 --> 00:15:52,119 AND IT WASN'T JUST A KIDS' PHENOMENON. 266 00:15:52,152 --> 00:15:55,222 WOMAN ON TV: VIDEO GAMES ARE THE LATEST CRAZE TO SWEEP THE COUNTRY, 267 00:15:55,255 --> 00:15:57,624 BUT WILL THIS POPULARITY LAST IS THE QUESTION. 268 00:15:57,657 --> 00:16:00,994 WELL, THE MAKERS OF VIDEO GAMES ARE GAMBLING THAT IT WILL. 269 00:16:01,028 --> 00:16:04,564 MAN ON TV: WE HAVE FOOTBALL KNEE, TENNIS ELBOW, JOGGER'S ANKLE, 270 00:16:04,597 --> 00:16:06,566 SO WHY NOT PAC-MAN'S WRIST? 271 00:16:06,599 --> 00:16:09,236 THE CALLUSES AND BLISTERS ARE OBVIOUS, 272 00:16:09,269 --> 00:16:10,803 THE SWELLING IS SECONDARY. 273 00:16:10,837 --> 00:16:13,406 NARRATOR: CRITICS TRIED TO SPOIL PAC-MAN'S FUN. 274 00:16:13,440 --> 00:16:15,608 WHAT ABOUT KIDS' VALUABLE HOMEWORK TIME? 275 00:16:15,642 --> 00:16:19,512 WHERE WERE KIDS REALLY SPENDING THAT LUNCH MONEY? 276 00:16:19,546 --> 00:16:24,351 ARCADE GAMES INVADED GROCERY STORES, DENTIST OFFICES, EVEN FUNERAL PARLORS. 277 00:16:24,384 --> 00:16:26,819 FEMALE ANNOUNCER: THE NEW ATARI CARTRIDGE GAME IS IN! 278 00:16:26,853 --> 00:16:28,321 EXCUSE ME! 279 00:16:28,355 --> 00:16:30,890 NARRATOR: AND OF COURSE, LIVING ROOMS AROUND THE WORLD. 280 00:16:32,659 --> 00:16:34,694 [SONG PLAYING IN FOREIGN LANGUAGE] 281 00:16:39,499 --> 00:16:44,704 NOLAN BUSHNELL HAD A HEAD START WITH THE ATARI VCS ALREADY IN STORES. 282 00:16:44,737 --> 00:16:48,408 HE WAS JUST WAITING FOR THE REST OF THE WORLD TO CATCH UP WITH HIM. 283 00:16:48,441 --> 00:16:51,311 AND SOON ENOUGH, EVERYBODY WANTED ONE. 284 00:16:51,344 --> 00:16:53,946 [MAN ON TV SPEAKING FRENCH] 285 00:16:54,947 --> 00:16:58,585 [MAN ON TV SPEAKING ITALIAN] 286 00:16:59,452 --> 00:17:02,922 NARRATOR: SALES SOARED. 287 00:17:02,955 --> 00:17:06,726 PLUS, BUSHNELL HAD SOMETHING LOTS OF HIS COMPETITORS DID NOT. 288 00:17:07,960 --> 00:17:09,028 MONEY. 289 00:17:10,763 --> 00:17:13,966 IN ORDER TO MASS MANUFACTURE THE ATARI VCS, 290 00:17:14,000 --> 00:17:19,372 BUSHNELL SOLD ATARI TO MEDIA GIANT, WARNER COMMUNICATIONS, IN 1977. 291 00:17:22,575 --> 00:17:26,213 THE CUTTHROAT CORPORATE MINDSET TOOK OVER AT ATARI, 292 00:17:26,246 --> 00:17:29,949 LEADING TO BUSHNELL HIMSELF BEING FORCED OUT OF THE VERY COMPANY 293 00:17:29,982 --> 00:17:32,018 HE CREATED. 294 00:17:32,051 --> 00:17:33,353 TO THIS DAY, 295 00:17:33,386 --> 00:17:35,555 HE REGRETS THE SALE OF ATARI 296 00:17:35,588 --> 00:17:38,691 AS THE WORST BUSINESS DECISION HE EVER MADE. 297 00:17:41,594 --> 00:17:45,064 BUSHNELL: THEY THOUGHT THEY COULD JUST KEEP PRODUCING GAMES 298 00:17:45,098 --> 00:17:50,069 AND THEY COULD TREAT THE ENGINEERS LIKE FACTORY WORKERS. 299 00:17:50,103 --> 00:17:54,574 THEY DIDN'T REALLY MAKE THE CONNECTION THAT THEY WERE THE STARS. 300 00:17:54,607 --> 00:17:56,443 WHAT SPECIFIC GAMES HAVE YOU DESIGNED? 301 00:17:56,476 --> 00:17:59,712 WELL, AT ATARI WE DON'T REALLY LIKE TO TALK ABOUT WHO DESIGNED WHAT. 302 00:17:59,746 --> 00:18:01,448 WHY NOT? WELL, BECAUSE 303 00:18:01,481 --> 00:18:04,817 WE LIKE TO MAKE THE GAME A SUPERSTAR AS OPPOSED TO THE PROGRAMMER. 304 00:18:04,851 --> 00:18:07,587 WHY SHOULDN'T YOU GET CREDIT IF YOU DESIGNED THE GAME? 305 00:18:07,620 --> 00:18:11,224 WELL, BECAUSE IT IS A CORPORATE PRODUCT. OKAY? 306 00:18:11,258 --> 00:18:15,828 THESE ARE GAMES BY ATARI, NOT GAMES BY STEVE WRIGHT OR SOME OTHER PERSON. 307 00:18:15,862 --> 00:18:19,332 BOB CITELLI: AND THEY SAID, "WE WANNA BE TREATED LIKE ROCK STARS. 308 00:18:19,366 --> 00:18:21,801 "WE WANNA GET ROYALTIES ON THE GAMES WE'VE PRODUCED," 309 00:18:21,834 --> 00:18:23,136 WHICH WAS UNHEARD OF. 310 00:18:23,170 --> 00:18:27,607 AND ATARI SAID, "THAT'S VERY NICE, BUT THIS IS A TOY COMPANY, 311 00:18:27,640 --> 00:18:29,776 "AND WE MAKE GAMES, AND YOU WORK FOR US, 312 00:18:29,809 --> 00:18:33,146 "AND THIS IS THE ONLY SYSTEM THAT YOU HAVE THE ABILITY TO PROGRAM FOR, 313 00:18:33,180 --> 00:18:36,015 "SO GO BACK TO YOUR CUBES AND MAKE MORE GAMES." 314 00:18:36,048 --> 00:18:37,150 [KEYBOARDS CLACKING] 315 00:18:38,451 --> 00:18:40,253 SO, NATURALLY, WE ADDED UP ALL THE GAMES 316 00:18:40,287 --> 00:18:42,189 THAT WE HAD DONE IN THAT GROUP, 317 00:18:42,222 --> 00:18:46,926 AND REALIZED THAT THE FOUR OF US OUT OF THE 30-PERSON DEPARTMENT, 318 00:18:46,959 --> 00:18:50,597 WERE RESPONSIBLE FOR 60% OF THE SALES OF ATARI 319 00:18:50,630 --> 00:18:52,899 FOR THAT PREVIOUS YEAR. 320 00:18:52,932 --> 00:18:56,536 IT BECAME OBVIOUS TO THE MOST CASUAL OBSERVER, 321 00:18:56,569 --> 00:19:00,240 BECAUSE YOU COULD SEE THAT YOU WERE BUILDING CARTRIDGES FOR THREE BUCKS 322 00:19:00,273 --> 00:19:02,309 AND SELLING THEM FOR 20. 323 00:19:02,342 --> 00:19:05,812 THAT SOMEBODY WAS MAKING A WHOLE BUNCH OF MONEY. 324 00:19:05,845 --> 00:19:08,615 THERE WERE FOUR MILLION CARTRIDGES, EIGHT MILLION CARTRIDGES, 325 00:19:08,648 --> 00:19:10,817 TEN MILLION CARTRIDGES SOLD! 326 00:19:10,850 --> 00:19:15,255 THESE ARE ENGINEERS, THEY CAN DO MATH PRETTY WELL. 327 00:19:15,288 --> 00:19:18,425 CRANE: THE SALES OF ATARI THE PREVIOUS YEAR WAS 100 MILLION DOLLARS. 328 00:19:18,458 --> 00:19:22,862 AND SO, WE'RE LOOKING AT EACH OTHER AND SAY, "WE'RE MAKING 20,000 DOLLARS A YEAR, 329 00:19:22,895 --> 00:19:26,266 "AND WE ARE GENERATING 60 MILLION DOLLARS OF REVENUES." 330 00:19:29,369 --> 00:19:32,939 CITELLI: ATARI DIDN'T REALLY CONTROL ITS MARKETPLACE 331 00:19:32,972 --> 00:19:36,776 THE WAY MANUFACTURERS DO TODAY WITH THEIR LICENSING PROGRAMS. 332 00:19:36,809 --> 00:19:38,911 WELL, THEY WENT BACK TO THEIR CUBES AND LEFT 333 00:19:38,945 --> 00:19:40,913 AND STARTED A COMPANY CALLED ACTIVISION. 334 00:19:40,947 --> 00:19:42,515 [GAVEL POUNDING] 335 00:19:42,549 --> 00:19:46,586 NARRATOR: ATARI TRIED ITS BEST TO STIFLE THE ONSLAUGHT OF COMPETITION, 336 00:19:46,619 --> 00:19:49,622 BUT THE JUDGES RULED THAT YOU COULD PLUG WHATEVER YOU WANTED 337 00:19:49,656 --> 00:19:51,591 INTO THAT CARTRIDGE SLOT. 338 00:19:53,125 --> 00:19:56,929 ACTIVISION PREVAILED AND WENT FROM ZERO TO, I THINK, 339 00:19:56,963 --> 00:20:01,200 60 OR 70 MILLION DOLLARS IN ABOUT 18 MONTHS. 340 00:20:01,234 --> 00:20:05,638 THE GUYS THAT LEFT ATARI WERE THE KEY PROGRAMMERS. 341 00:20:05,672 --> 00:20:08,975 IT WAS JUST NATURAL THAT THE BEST AND THE BRIGHTEST 342 00:20:09,008 --> 00:20:11,744 WOULD MOVE ACROSS THE STREET TO ACTIVISION, AND THEN, 343 00:20:11,778 --> 00:20:17,183 SHORTLY THEREAFTER, ANOTHER BUNCH OF THEM LEFT AND SO ATARI, SORT OF, 344 00:20:17,216 --> 00:20:19,619 GOT LEFT WITH THE GUYS WHO COULDN'T MOVE. 345 00:20:20,253 --> 00:20:21,354 [GROANS] 346 00:20:22,255 --> 00:20:24,791 I FOUND THE WAY TO THE GOLD! 347 00:20:24,824 --> 00:20:28,328 CITELLI: ATARI LOST CONTROL OF ITS MARKETPLACE, 348 00:20:28,361 --> 00:20:31,864 DIDN'T HAVE THIS GATED GARDEN LIKE APPLE HAS WITH THE IPHONE, 349 00:20:31,898 --> 00:20:35,067 AND THEN EVERYBODY SAW THE OPPORTUNITY AND PILED IN. 350 00:20:35,101 --> 00:20:38,271 YOU'D SUCCEEDED BY DUMB LUCK HALF THE TIME... 351 00:20:38,305 --> 00:20:41,641 AND THEN, IT WAS TOTAL CHAOS. 352 00:20:44,277 --> 00:20:47,580 NARRATOR: THIS WAS NO CLEARER THAN IN ATARI'S 1982 VERSION 353 00:20:47,614 --> 00:20:50,650 OF THE MUCH LOVED ARCADE GAME, PAC-MAN. 354 00:20:53,353 --> 00:20:57,223 ATARI SPENT MILLIONS TO ACQUIRE THE LICENSE TO MAKE THE GAME. 355 00:20:58,858 --> 00:21:01,394 IT BECAME THE ALL-TIME BESTSELLER FOR THE SYSTEM. 356 00:21:03,463 --> 00:21:07,600 BUT THEIR RUSHED PRODUCTION ONLY MOCKED IWATANI'S MASTERPIECE. 357 00:21:08,167 --> 00:21:09,769 [BEEPING] 358 00:21:13,440 --> 00:21:17,209 LATER THAT SAME YEAR, STEVEN SPIELBERG'S E.T. 359 00:21:17,243 --> 00:21:18,811 LANDED IN THEATERS. 360 00:21:21,348 --> 00:21:24,951 WARNER EXECUTIVES SPENT A FORTUNE FOR THE RIGHTS TO MAKE THE GAME 361 00:21:24,984 --> 00:21:28,321 AN ATARI EXCLUSIVE. 362 00:21:28,355 --> 00:21:31,924 THEY PUSHED THE PRODUCTION TEAM TO FINISH THE GAME IN TIME FOR CHRISTMAS, 363 00:21:31,958 --> 00:21:35,227 GIVING THEM JUST SIX WEEKS TO COMPLETE PRODUCTION. 364 00:21:35,261 --> 00:21:36,529 I SAW THE GAME PLAN. 365 00:21:36,563 --> 00:21:39,065 A VERY ROUGH SCHEME OF THE GAME, 366 00:21:39,098 --> 00:21:42,268 AND I WAS AMAZED AT HOW DIFFICULT IT WAS, 367 00:21:42,301 --> 00:21:44,671 AND AT THE SAME TIME, HOW MUCH FUN IT WAS TO PLAY. 368 00:21:49,742 --> 00:21:51,611 NARRATOR: BUT WITH ALL THE HYPE ASIDE, 369 00:21:51,644 --> 00:21:55,548 THE RESULT WAS A GAME EVEN MORE UNDERWHELMING THAN PAC-MAN. 370 00:22:03,189 --> 00:22:05,958 A MILLION PEOPLE RUSHED OUT TO BUY IT. 371 00:22:08,094 --> 00:22:10,697 AND ALMOST AS MANY RETURNED IT THE NEXT DAY. 372 00:22:13,232 --> 00:22:17,804 PAC-MAN AND E.T. WERE INDEED GROUNDBREAKING, 373 00:22:17,837 --> 00:22:21,674 BUT THE REAL GROUND BROKEN, WAS FOR A LANDFILL IN NEW MEXICO. 374 00:22:22,975 --> 00:22:26,779 ATARI BURIED MILLIONS OF UNSOLD UNITS. 375 00:22:26,813 --> 00:22:29,916 AND THESE GAMES WERE JUST THE HIGH PROFILE TIP 376 00:22:29,949 --> 00:22:31,384 OF THE GARBAGE PILE. 377 00:22:31,418 --> 00:22:34,220 STEVE CARTWRIGHT: WE USED TO GO TO CES IN CHICAGO EVERY YEAR, 378 00:22:34,253 --> 00:22:35,622 BIG TRADE SHOW, 379 00:22:35,655 --> 00:22:37,724 AND ONE YEAR WE WENT THERE 380 00:22:37,757 --> 00:22:40,760 AND EVERYBODY AND HIS BROTHER WAS DOING VIDEO GAMES. 381 00:22:40,793 --> 00:22:43,295 ALL OF A SUDDEN THERE WERE 30 VIDEO GAME COMPANIES, 382 00:22:43,329 --> 00:22:45,632 WHERE THE PREVIOUS YEAR THERE WERE TWO. 383 00:22:45,665 --> 00:22:49,902 AND IT GOT TO THE POINT WHERE EVEN QUAKER OATS HAD A VIDEO GAME BOOM. 384 00:22:49,936 --> 00:22:53,773 AND WE LOOKED AT ALL THE GAMES BEING DONE BY THESE 30 COMPANIES, 385 00:22:53,806 --> 00:22:58,144 WHO HAD NO EXPERIENCE DOING GAMES AND SOME OF THESE GAMES WERE HORRIBLE. 386 00:22:58,177 --> 00:23:01,180 ALL THESE COMPANIES ARE GONNA BE OUT OF BUSINESS IN A FEW MONTHS. 387 00:23:01,213 --> 00:23:02,949 WHICH WAS TRUE. 388 00:23:02,982 --> 00:23:06,252 BUT WHAT HAPPENS WHEN YOU HAVE 30 COMPANIES GOING OUT OF BUSINESS 389 00:23:06,285 --> 00:23:08,688 AND THEY ALL HAVE A MILLION CARTRIDGES IN THEIR INVENTORY? 390 00:23:09,589 --> 00:23:11,424 THEY DUMP THEM ON THE MARKET. 391 00:23:11,458 --> 00:23:15,027 THERE MAY BE TROUBLE IN TOY LAND, AT LEAST IN THE VIDEO GAMES DIVISION. 392 00:23:15,061 --> 00:23:17,664 THIS WEEK INDUSTRY GIANT, WARNER COMMUNICATIONS, 393 00:23:17,697 --> 00:23:19,198 MAKERS OF ATARI, 394 00:23:19,231 --> 00:23:24,203 ANNOUNCED THAT 1982 EARNINGS WOULD BE FAR BELOW PREVIOUS EXPECTATIONS. 395 00:23:24,236 --> 00:23:26,005 NARRATOR: BY 1983, 396 00:23:26,038 --> 00:23:28,775 IT SEEMED AS THOUGH THE PUBLIC'S LOVE AFFAIR WITH ARCADE GAMES 397 00:23:28,808 --> 00:23:29,942 WAS COMING TO AN END. 398 00:23:29,976 --> 00:23:33,746 IN A 12-MONTH PERIOD THERE WAS ALMOST A 90% DECREASE 399 00:23:33,780 --> 00:23:35,915 IN THE REVENUES AT ARCADES. 400 00:23:38,551 --> 00:23:42,254 NARRATOR: THE MANUFACTURERS DIDN'T KNOW WHAT TO DO WITH ALL THOSE CARTRIDGES. 401 00:23:42,288 --> 00:23:46,659 CRANE: AN ENTERPRISING LIQUIDATOR WENT AROUND TO THESE COMPANIES AND SAID, 402 00:23:46,693 --> 00:23:49,228 "YOU'VE GOT ALL THOSE CARTRIDGES IN THE WAREHOUSE, 403 00:23:49,261 --> 00:23:52,298 "AND YOU PAID 20, 30 DOLLARS TO HAVE THEM BUILT. 404 00:23:52,331 --> 00:23:54,000 "I'LL GIVE YOU 3 DOLLARS EACH." 405 00:23:54,033 --> 00:23:57,336 AND THE BANKRUPTCY JUDGE SAYS, "THEY'RE WORTH NOTHING TO ME OTHERWISE, 406 00:23:57,369 --> 00:23:59,438 "IN FACT I HAVE TO PAY TO GET RID OF THEM." 407 00:23:59,472 --> 00:24:02,709 SO HE TOOK THEM FOR 3 DOLLARS EACH, AND HE GOES TO THE RETAILERS, 408 00:24:02,742 --> 00:24:05,211 AND SAID, "I'M GONNA SELL THEM TO YOU FOR 4 DOLLARS, 409 00:24:05,244 --> 00:24:07,179 "AND YOU CAN RETAIL THEM FOR 5 DOLLARS." 410 00:24:07,213 --> 00:24:09,616 AND THE GUY SAYS, "THAT'S A PRETTY GOOD MARGIN." 411 00:24:09,649 --> 00:24:12,585 AND IT'S NOT TOO BAD, REALLY, WHEN IT COMES RIGHT DOWN TO IT. 412 00:24:12,619 --> 00:24:15,254 SO, FOR ONE CHRISTMAS, THE CRASH CHRISTMAS, 413 00:24:15,287 --> 00:24:20,627 THERE WERE 20 MILLION PIECES OF SOFTWARE FOR SALE AT 5 DOLLARS APIECE, 414 00:24:21,060 --> 00:24:22,962 IN BARRELS 415 00:24:22,995 --> 00:24:25,498 JUST INSIDE THE DOOR OF TOYS "R" US. 416 00:24:27,767 --> 00:24:30,570 SO, EVEN THOUGH A KID ASKS FOR THE LATEST, HOTTEST, 417 00:24:30,603 --> 00:24:32,905 40 DOLLARS ACTIVISION TITLE FOR CHRISTMAS. 418 00:24:35,542 --> 00:24:37,777 DAD TAKES HIS 40 DOLLARS INTO THE STORE, 419 00:24:37,810 --> 00:24:40,880 AND HE SAYS, "I CAN BUY EIGHT GAMES FOR MY 40 DOLLARS. 420 00:24:42,649 --> 00:24:45,084 [CAMPTOWN RACES PLAYING] 421 00:24:50,389 --> 00:24:52,191 "I'M GONNA BE THE HERO." 422 00:24:53,760 --> 00:24:56,996 AND HE BUYS EIGHT 5 DOLLAR GAMES, AND IN ONE CHRISTMAS 423 00:24:57,029 --> 00:25:01,701 THE SALE OF BRAND-NEW FRONT-LINE TITLES WENT TO ZERO. 424 00:25:12,078 --> 00:25:15,548 DON DAGLOW: ONE OF THE THINGS THAT WE TAKE FOR GRANTED NOW 425 00:25:15,582 --> 00:25:18,150 IS THAT VIDEO GAMES ARE PART OF OUR LIVES. 426 00:25:18,184 --> 00:25:19,852 THEY ARE PART OF OUR CULTURE. 427 00:25:19,886 --> 00:25:22,589 THEY ARE PART OF WHAT WE THINK OF AS MEDIA. 428 00:25:22,622 --> 00:25:26,392 IN ABOUT 1983, '84, 429 00:25:26,425 --> 00:25:31,130 VIDEO GAMES WERE BEING DISMISSED AS BEING LIKE THE HULA HOOP 430 00:25:31,163 --> 00:25:33,099 OR CABBAGE PATCH DOLLS 431 00:25:33,132 --> 00:25:34,567 OR THE HUSTLE. 432 00:25:37,604 --> 00:25:40,506 TOY STORES WENT FROM FEATURING VIDEO GAMES 433 00:25:40,539 --> 00:25:42,642 AS ONE OF THEIR BIGGEST PROFIT CENTERS 434 00:25:42,675 --> 00:25:46,045 TO SAYING, "THIS IS OVER, WHAT'S NEXT?" 435 00:25:46,078 --> 00:25:50,516 WE SIMPLY REACHED THAT POINT WHERE THE INITIAL FLUSH OF ROMANCE 436 00:25:50,549 --> 00:25:52,418 WAS LOST, 437 00:25:52,451 --> 00:25:55,855 AND NOBODY REALIZED THAT THIS WAS A LONG-TERM RELATIONSHIP. 438 00:26:00,226 --> 00:26:04,363 NARRATOR: IN HINDSIGHT, IT'S EASY TO SEE HOW ATARI BROUGHT COMPUTERS 439 00:26:04,396 --> 00:26:06,032 INTO OUR EVERYDAY LIVES 440 00:26:06,065 --> 00:26:09,669 AND HOW BUSHNELL'S EFFORTS FORGED A LONG-TERM RELATIONSHIP 441 00:26:09,702 --> 00:26:13,339 BETWEEN PEOPLE AND THEIR MACHINES. 442 00:26:13,372 --> 00:26:17,276 WE SAW THE PERSONAL COMPUTER THROUGH THE GAME BUSINESS EYES. 443 00:26:17,309 --> 00:26:20,647 AND WE SAW IT BEING A SUPER GAME PLAYER 444 00:26:20,680 --> 00:26:22,815 AND YEAH, IF YOU WANNA DO WORD PROCESSING, 445 00:26:22,849 --> 00:26:26,085 SOME OF THAT OTHER STUFF, YEAH, THAT'D BE OKAY AS WELL. 446 00:26:26,118 --> 00:26:29,756 I'M GOING TO COME TO YOU MOSTLY THROUGH THIS MEDIUM HERE. 447 00:26:29,789 --> 00:26:35,995 NARRATOR: BUT BACK IN 1968, ALMOST 10 YEARS BEFORE THE ATARI VCS, DOUG ENGELBART 448 00:26:36,028 --> 00:26:39,799 DEMONSTRATED A PROTOTYPICAL MODERN DAY COMPUTER ENVIRONMENT. 449 00:26:39,832 --> 00:26:43,002 IT HAD FAMILIAR FEATURES, SUCH AS EMAIL, 450 00:26:43,035 --> 00:26:46,038 HYPERLINKS AND EVEN VIDEO CONFERENCING. 451 00:26:49,575 --> 00:26:52,945 ALL OF IT WAS DRIVEN BY AN AMAZINGLY SIMPLE DEVICE, 452 00:26:52,979 --> 00:26:56,348 KNOWN AS THE MOUSE. 453 00:26:56,382 --> 00:26:59,719 ROB SMITH: THE CONCEPT OF A DESKTOP COMPUTER REALLY DIDN'T EXIST. 454 00:26:59,752 --> 00:27:02,388 THE EARLY COMPUTERS YOU COULD'VE BOUGHT IN PIECES. 455 00:27:02,421 --> 00:27:05,992 THE FACT THAT YOU COULD GET THIS BOX TO TURN THE LIGHT ON, 456 00:27:06,025 --> 00:27:09,395 WAS, "HEY, THIS IS NEW, WE'VE NEVER TURN A LIGHT ON 457 00:27:09,428 --> 00:27:11,163 "USING THIS ELECTRONICS BEFORE." 458 00:27:11,197 --> 00:27:13,800 IT IS THAT KIND OF EXCITEMENT OF UNCOVERING 459 00:27:13,833 --> 00:27:15,802 WHEN YOU PUT THESE PIECES TOGETHER, 460 00:27:15,835 --> 00:27:17,603 WHEN YOU PUT THESE ELECTRONICS TOGETHER, 461 00:27:17,636 --> 00:27:19,205 WHAT CAN YOU ACTUALLY MAKE THEM DO? 462 00:27:26,813 --> 00:27:31,217 NARRATOR: IN THE 1970S, HOME COMPUTERS WERE NOTHING MORE THAN AN OBSCURE HOBBY. 463 00:27:32,852 --> 00:27:36,956 THESE DO-IT-YOURSELF COMPUTER MARVELS HAD NO REAL OPERATING SYSTEMS, 464 00:27:36,989 --> 00:27:40,860 REQUIRING PROGRAMS TO COMMUNICATE VIA MACHINE LANGUAGE. 465 00:27:44,296 --> 00:27:47,633 THIS MADE THEM ALMOST UNUSABLE TO THE GENERAL PUBLIC. 466 00:27:49,201 --> 00:27:52,038 IT WASN'T UNTIL 1977 467 00:27:52,071 --> 00:27:56,208 THAT HOME COMPUTERS FINALLY BECAME EASIER TO OPERATE. 468 00:27:56,242 --> 00:27:59,245 A NEW TERM WAS INTRODUCED INTO OUR LEXICON. 469 00:27:59,278 --> 00:28:00,980 USER FRIENDLY. 470 00:28:03,115 --> 00:28:05,952 BUSHNELL: THE TWO STEVES, WOZNIAK AND JOBS, 471 00:28:05,985 --> 00:28:10,389 WHAT A LOT OF PEOPLE DON'T REALIZE IS THAT STEVE JOBS WORKED FOR ATARI 472 00:28:10,422 --> 00:28:12,691 AND ACTUALLY DID BREAKOUT. 473 00:28:14,226 --> 00:28:15,995 AND DID A GREAT JOB ON IT. 474 00:28:19,465 --> 00:28:22,601 AND WHEN THEY DECIDED TO DO THE APPLE COMPUTER, 475 00:28:22,634 --> 00:28:25,337 THEY CAME AND ASKED IF WE WANTED TO PRODUCE IT. 476 00:28:25,371 --> 00:28:30,009 WE DIDN'T FEEL LIKE WE COULD USE OUR CAPITAL AT THAT POINT IN TIME 477 00:28:30,042 --> 00:28:33,245 BECAUSE WE HAD ALL THE BUSINESS THAT WE COULD USE 478 00:28:33,279 --> 00:28:38,417 AND AT THE SAME TIME THEY OFFERED ME A THIRD OF APPLE COMPUTER FOR 50,000 DOLLARS 479 00:28:40,219 --> 00:28:43,322 WHICH IN MY BRILLIANCE I TURNED DOWN. 480 00:28:43,355 --> 00:28:46,592 AUTOMATED VOICE: INTRODUCING APPLE II, THE EASY TO OPERATE HOME COMPUTER. 481 00:28:46,625 --> 00:28:48,560 BUSHNELL: KIND OF REGRET THAT ONE. 482 00:28:48,594 --> 00:28:52,231 AUTOMATED VOICE: JUST HOOK IT UP TO YOUR TV TO CREATE DAZZLING COLOR DISPLAYS. 483 00:28:53,599 --> 00:28:55,734 OR YOU CAN BALANCE YOUR CHECKBOOK. 484 00:28:55,768 --> 00:28:58,670 OR THE FAMILY CAN INVENT THEIR OWN PONG GAMES. 485 00:28:58,704 --> 00:29:00,639 THE POSSIBILITIES ARE ENDLESS. 486 00:29:02,074 --> 00:29:05,277 DAGLOW: I STILL REMEMBER THE SHOCK OF THAT MOMENT, 487 00:29:05,311 --> 00:29:08,214 THE TIME WHEN I FIRST SAW AN APPLE II, 488 00:29:09,916 --> 00:29:12,284 WHICH IS THIS LITTLE FLAT LOW-LYING MACHINE 489 00:29:12,318 --> 00:29:13,752 WITH A KEYBOARD BUILD IN, 490 00:29:13,786 --> 00:29:16,355 AND VERY SIMPLE MONITOR WITH IT. 491 00:29:16,388 --> 00:29:20,059 I REALIZED THIS THING HAS MORE POWER IN IT 492 00:29:20,092 --> 00:29:23,629 THAN THE ROOM SIZE COMPUTER THAT I'VE BEEN WRITING GAMES ON 493 00:29:23,662 --> 00:29:26,032 AT THAT POINT FOR PROBABLY SEVEN YEARS. 494 00:29:26,065 --> 00:29:28,634 KEPT LOOKING AT IT AND SAYING, "HOW DID THEY GET 495 00:29:28,667 --> 00:29:33,405 "AN ENTIRE ROOM WORTH OF HARDWARE INTO THIS LITTLE THING?" 496 00:29:33,439 --> 00:29:37,143 JOHN ROMERO: YOU WALK INTO THE STORE, AND IT SMELLS ALL CLEAN, PLASTIC-Y, 497 00:29:37,176 --> 00:29:40,980 AND THERE ARE THREE APPLE IIS THERE WITH COLOR MONITORS, 498 00:29:41,013 --> 00:29:42,915 AND JUST BAGGIES HANGING ON THE WALLS. 499 00:29:42,949 --> 00:29:46,352 JUST THESE BLACK BAGS WITH ALL THIS GAMES. 500 00:29:46,385 --> 00:29:50,222 THEY DIDN'T TAKE UP MUCH SPACE 'CAUSE THEY WERE JUST HANGING OFF THE WALLS. 501 00:29:50,256 --> 00:29:53,792 NARRATOR: BUT THE GAMES WERE COMPATIBLE ONLY WITH A SPECIFIC COMPUTER MODEL 502 00:29:53,826 --> 00:29:55,561 THEY WERE CREATED FOR. 503 00:29:55,594 --> 00:29:59,631 CONFUSION, FRUSTRATION AND BRAND LOYALTY FOLLOWED. 504 00:29:59,665 --> 00:30:01,400 NOBODY COMPARES TO THE ATARI. 505 00:30:01,433 --> 00:30:05,237 I'M FINDING TELEVISION MORE SOPHISTICATED AND LIFELIKE. 506 00:30:05,271 --> 00:30:07,039 GENTLEMEN, MOVE OVER... 507 00:30:07,073 --> 00:30:10,176 NARRATOR: USERS WOULD SWEAR THAT THEIR BRAND WAS THE BEST ONE. 508 00:30:10,209 --> 00:30:11,377 THIS IS THE ONE... 509 00:30:11,410 --> 00:30:14,847 THERE WAS SO MUCH DIVERSITY IN TERMS OF PLATFORMS 510 00:30:14,881 --> 00:30:19,518 THAT RETAILERS COULDN'T DECIDE WHICH PC OR CONSOLE TO SUPPORT. 511 00:30:19,551 --> 00:30:21,620 THE PUBLISHING COMMUNITY COULDN'T DETERMINE 512 00:30:21,653 --> 00:30:24,023 WHICH SYSTEM YOU WERE GONNA PROGRAM FOR, 513 00:30:24,056 --> 00:30:27,259 BECAUSE THERE WERE SMALL COMPANIES, THERE WERE 20, 30 EMPLOYEES. 514 00:30:27,293 --> 00:30:30,529 IT WAS NOT THE MASSIVE STUDIOS THAT THEY HAVE TODAY, 515 00:30:30,562 --> 00:30:32,798 PRODUCING MULTI-MILLION DOLLAR PRODUCTIONS. 516 00:30:32,831 --> 00:30:36,869 THIS IS A HANDFUL OF HOBBYISTS, REALLY. 517 00:30:36,903 --> 00:30:39,471 AND SO, YOU ALWAYS HAD TO GUESS. 518 00:30:41,840 --> 00:30:45,878 NARRATOR: HOME COMPUTERS UTILIZED FLOPPY DISKS OR CASSETTE TAPES 519 00:30:45,912 --> 00:30:50,082 INSTEAD OF THE FAST-LOADING CARTRIDGES USED FOR GAMING CONSOLES. 520 00:30:50,116 --> 00:30:52,618 THAT MEANT IT WAS CHEAPER TO BUY SOFTWARE, 521 00:30:52,651 --> 00:30:55,354 BUT THE SOFTWARE RAN MUCH SLOWER. 522 00:30:55,387 --> 00:30:57,756 YOU WOULD WAIT 20 MINUTES FOR THE GAME TO LOAD, 523 00:30:57,789 --> 00:31:00,192 AND THEN YOU MAKE A LEFT TURN INSTEAD OF A RIGHT, 524 00:31:00,226 --> 00:31:03,229 AND BOOM, YOU WERE DEAD, SO NOW, YOU HAD TO RELOAD THE GAME AGAIN 525 00:31:03,262 --> 00:31:05,564 'CAUSE IT DIDN'T STAY IN MEMORY. 526 00:31:05,597 --> 00:31:07,666 NARRATOR: DESPITE ALL THE WAITING AROUND, 527 00:31:07,699 --> 00:31:11,537 FLOPPY DISKS AND CASSETTE TAPES ACTUALLY CONTRIBUTED GREATLY 528 00:31:11,570 --> 00:31:15,341 TO THE DEVELOPMENT OF HOME COMPUTERS AS GAMING DEVICES. 529 00:31:15,374 --> 00:31:19,045 UNLIKE CARTRIDGES, THE DISKS AND TAPES COULD BE EASILY COPIED, 530 00:31:19,078 --> 00:31:21,580 AND FREELY TRADED AS HOME BREWED GAMES 531 00:31:21,613 --> 00:31:24,250 AMONG NETWORKS OF DEVOTED VIDEO GAMERS. 532 00:31:30,456 --> 00:31:33,059 A NEW CHAPTER OF THE GAMING CULTURE WAS UNFOLDING. 533 00:31:35,827 --> 00:31:39,198 WHAT WAS KNOWN AS LEVEL EDITING BECAME A POPULAR HOBBY. 534 00:31:41,367 --> 00:31:44,670 INFLUENTIAL GAMES STARTED BEING DEVELOPED BY LONE DESIGNERS 535 00:31:44,703 --> 00:31:46,939 IN THEIR BEDROOMS. 536 00:31:46,973 --> 00:31:48,474 THE BASEMENT CODERS. 537 00:31:52,911 --> 00:31:57,183 I COME HOME FROM SCHOOL, COMPUTER STRAIGHT ON. 538 00:31:57,216 --> 00:32:01,653 AND I TOLD MY PARENTS THAT THIS WAS FOR SCHOOL. 539 00:32:01,687 --> 00:32:04,056 NO, IT WAS TO FIGURE OUT HOW TO MAKE GAMES. 540 00:32:04,090 --> 00:32:07,293 IT WAS A TOTAL LIE, JUST LIKE MOST PEOPLE AT THE TIME. 541 00:32:11,030 --> 00:32:15,001 I START TYPING THESE PAGES AND PAGES OF CODES FROM MAGAZINES IN, 542 00:32:15,034 --> 00:32:16,802 TO JUST SEE WHAT HAPPENS. 543 00:32:16,835 --> 00:32:19,838 UNDERSTANDING WHY ONE THING THAT YOU'VE GOT 544 00:32:19,871 --> 00:32:23,175 IN THIS AREA OF THE CODE, MAKES THIS HAPPEN ON SCREEN. 545 00:32:25,377 --> 00:32:29,248 IT GAVE PEOPLE VERY SIMPLE TOOLS TO CREATE THEIR OWN WORLD. 546 00:32:29,281 --> 00:32:30,749 PEOPLE FLOCKED TO THAT. 547 00:32:32,351 --> 00:32:34,553 IT WAS A POWERFUL MECHANIC. 548 00:32:36,288 --> 00:32:39,225 NARRATOR: A NEW MINDSET WAS TAKING SHAPE. 549 00:32:39,258 --> 00:32:41,693 USER-GENERATED CONTENT. 550 00:32:44,496 --> 00:32:49,468 SOME OF THE MOST POPULAR GAMES IN EARLY PCS HAD NO GRAPHICS AT ALL. 551 00:32:49,501 --> 00:32:53,539 TEXT-BASED ADVENTURE GAMES, LIKE 1977'S ZORK, 552 00:32:53,572 --> 00:32:56,608 WERE PLAYED BY TYPING IN COMMANDS FROM A KEYBOARD. 553 00:33:02,381 --> 00:33:06,218 BUT THE LACK OF GRAPHICS WAS MADE UP FOR WITH CHALLENGING PUZZLES, 554 00:33:06,252 --> 00:33:08,387 AND IMMERSIVE STORIES. 555 00:33:08,420 --> 00:33:11,057 ZORK I IS TEXT ON SCREEN. 556 00:33:11,090 --> 00:33:12,324 YOU TYPE IN A SENTENCE. 557 00:33:12,358 --> 00:33:14,793 YOU COULD ACTUALLY TYPE IN A WHOLE SENTENCE. 558 00:33:14,826 --> 00:33:17,929 BUT IT WAS REALLY JUST PARSING FOR THE VERB AND THE NOUN. 559 00:33:17,963 --> 00:33:21,200 ONCE IT FOUND THEM, IT WOULD FIGURE OUT WHAT YOU WERE TRYING TO DO 560 00:33:21,233 --> 00:33:24,403 AND IT WOULD GO TO A DATABASE AND SEE WHETHER YOU COULD ACCOMPLISH IT. 561 00:33:26,572 --> 00:33:30,442 YOU WOULD TRY TO FIND A WAY TO ADVANCE THROUGH THE STORY 562 00:33:30,476 --> 00:33:33,145 AND ADVANCE THROUGH THE ROOMS BY SOLVING THESE PUZZLES. 563 00:33:33,179 --> 00:33:35,747 STEVE MERETZKY: REALLY APPEALED TO THE DEMOGRAPHIC 564 00:33:35,781 --> 00:33:38,817 OF WHO WERE BUYING AND OWNING COMPUTERS AT THAT TIME. 565 00:33:38,850 --> 00:33:40,686 THEY WERE THE CUTTING EDGE THING 566 00:33:40,719 --> 00:33:43,755 THAT YOU COULD DO WITH A PERSONAL COMPUTER. 567 00:33:43,789 --> 00:33:46,692 NARRATOR: PUBLISHERS HAD GREAT SUCCESS WITH TEXT ADVENTURES. 568 00:33:48,627 --> 00:33:51,363 THESE ARE NOW KNOWN AS ROLE-PLAYING GAMES, 569 00:33:51,397 --> 00:33:53,199 RPGS. 570 00:33:55,867 --> 00:34:00,206 INSPIRED BY THE CLASSIC GAME, DUNGEONS & DRAGONS. 571 00:34:00,239 --> 00:34:02,541 DAN MURRAY: IN DUNGEONS & DRAGONS, 572 00:34:02,574 --> 00:34:05,311 YOU'D BASICALLY HAVE A DUNGEON MASTER TELLING YOU A STORY. 573 00:34:05,344 --> 00:34:07,446 AND THEN AS A PLAYER, YOU WOULD JUST IMAGINE 574 00:34:07,479 --> 00:34:10,816 WHAT YOUR NEXT EVENTS WOULD BE. 575 00:34:10,849 --> 00:34:14,853 THEN JUST THE ROLL OF THE DICE WOULD DETERMINE THE END RESULTS. 576 00:34:14,886 --> 00:34:18,724 OUT OF THAT CAME THE IDEA TO TRANSLATE THAT INTO TEXT 577 00:34:18,757 --> 00:34:22,594 ON COMPUTERS, AND PEOPLE EMBRACED THOSE. 578 00:34:25,231 --> 00:34:28,367 NARRATOR: TEENAGE HOBBYIST GAME DEVELOPER, RICHARD GARRIOT, 579 00:34:28,400 --> 00:34:30,702 BROUGHT ROLE-PLAYING TO THE DESKTOP. 580 00:34:32,971 --> 00:34:36,442 IN 1981, HIS INFLUENTIAL GAME FRANCHISE, 581 00:34:36,475 --> 00:34:38,477 ULTIMA, WAS BORN. 582 00:34:45,083 --> 00:34:47,686 ULTIMA INTRODUCED GAME PLAY MECHANICS 583 00:34:47,719 --> 00:34:52,090 STILL ENJOYED TODAY BY TENS OF MILLIONS OF GAMERS. 584 00:34:52,124 --> 00:34:56,828 THESE RPGS WERE NOT CASUAL LIKE PONG OR SPACE INVADERS. 585 00:34:56,862 --> 00:35:01,066 IT TOOK DAYS OR EVEN WEEKS OF PLAY TO TRAVEL FROM DUNGEON TO DUNGEON, 586 00:35:01,099 --> 00:35:03,935 CLAIMING TREASURE, BUYING NEW WEAPONS, 587 00:35:03,969 --> 00:35:07,038 BUILDING YOUR CHARACTER INTO A MIGHTY WARRIOR. 588 00:35:07,072 --> 00:35:12,043 DERRIK LANG: ADVENTURE GAMES ARE PROBABLY THE ULTIMATE ARCHETYPE FOR VIDEO GAMES. 589 00:35:12,077 --> 00:35:15,381 WE COULD SAY THAT ALL KIND OF GAMES ARE ADVENTURE GAMES 590 00:35:15,414 --> 00:35:18,150 TO A CERTAIN EXTENT. 591 00:35:18,184 --> 00:35:22,554 BUT, YEAH, ADVENTURE GAMES, I THINK, IS THE HEART OF THIS MEDIUM. 592 00:35:28,160 --> 00:35:31,597 MURRAY: WHEN YOU SAY AN ADVENTURE GAME, IT'S SORT OF JUST ONE MECHANIC 593 00:35:31,630 --> 00:35:34,266 WHICH IS NAVIGATING YOUR WAY THROUGH AN ENVIRONMENT, 594 00:35:34,300 --> 00:35:35,801 POINT AND CLICK. 595 00:35:35,834 --> 00:35:37,236 [UPBEAT MUSIC PLAYING] 596 00:35:37,269 --> 00:35:39,638 IT'S VERY STORY DRIVEN. 597 00:35:41,307 --> 00:35:45,211 NARRATOR: VIDEO GAMES SLOWLY STARTED PRESENTING MORE ELABORATE GAME WORLDS 598 00:35:45,244 --> 00:35:46,812 FOR GAMERS TO EXPLORE. 599 00:35:46,845 --> 00:35:48,514 [MUSIC PLAYING] 600 00:35:51,917 --> 00:35:54,620 THE FOCUS WAS NOT ON THE SPEED OF THE PLAYER, 601 00:35:54,653 --> 00:35:58,089 BUT ON IMMERSING THEM IN AN ALTERNATE VERSION OF REALITY. 602 00:36:05,297 --> 00:36:06,665 [KEYBOARD CLACKING] 603 00:36:07,866 --> 00:36:10,669 ADVENTURE GAMES LEFT ANOTHER HUGE MARK 604 00:36:10,702 --> 00:36:13,239 ON THE DEVELOPMENT OF COMPUTER TECHNOLOGY. 605 00:36:13,272 --> 00:36:15,341 GAMES LIKE ZORK WERE THE FIRST GAMES 606 00:36:15,374 --> 00:36:18,444 THAT COULD BE PLAYED ON MULTIPLE PLATFORMS. 607 00:36:18,477 --> 00:36:22,681 THE SIMPLE CONCEPT OF SEPARATING SOFTWARE FROM HARDWARE 608 00:36:22,714 --> 00:36:26,051 WAS VERY INFLUENTIAL IN THE DEVELOPMENT OF PERSONAL COMPUTERS. 609 00:36:31,423 --> 00:36:36,762 ONCE THERE WAS A UNIFIED OPERATING SYSTEM, PC SALES EXPLODED. 610 00:36:36,795 --> 00:36:41,667 MORE UNITS WERE SOLD IN 1981 THAN IN THE PREVIOUS FIVE YEARS COMBINED. 611 00:36:42,067 --> 00:36:44,670 WE SHALL PREVAIL. 612 00:36:47,072 --> 00:36:49,608 NARRATOR: THAT NUMBER ALMOST DOUBLED IN 1982. 613 00:36:54,045 --> 00:36:56,181 IN THE NEXT 30 YEARS, 614 00:36:56,214 --> 00:36:59,618 HUNDREDS OF NEW HARDWARE AND SOFTWARE COMPANIES EMERGED. 615 00:36:59,651 --> 00:37:02,321 MAN: BUT YOUTUBE HAS FAST BECOME MUST SEE... 616 00:37:02,354 --> 00:37:05,957 THEY WENT FROM OBSCURITY TO FAME OVER A VERY SHORT PERIOD OF TIME. 617 00:37:05,991 --> 00:37:07,659 VERY SIMILAR TO HOW GOOGLE ROSE. 618 00:37:12,063 --> 00:37:15,734 NARRATOR: THE COMPUTING INDUSTRY THAT FIRST CAME INTO OUR HOMES WITH THE ATARI, 619 00:37:15,767 --> 00:37:19,204 HAD SLOWLY GROWN TO BECOME A NECESSITY. 620 00:37:19,237 --> 00:37:20,472 THAT'S WHAT IT LOOKS LIKE. 621 00:37:21,907 --> 00:37:22,974 THIS IS GONNA BE SO COOL. 622 00:37:26,645 --> 00:37:28,314 WHAT DOES THE REST OF MY DAY LOOK LIKE? 623 00:37:33,285 --> 00:37:36,588 NARRATOR: THE RELATIONSHIP BETWEEN MAN AND SOFTWARE 624 00:37:36,622 --> 00:37:39,825 HAD NOW EVOLVED FROM USER-FRIENDLY 625 00:37:39,858 --> 00:37:41,660 TO LIFESTYLE. 626 00:37:47,032 --> 00:37:51,803 BUT BACK IN 1985, IT'S NOT FAIR TO SAY THAT HOME COMPUTERS SIMPLY PICKED UP 627 00:37:51,837 --> 00:37:53,639 WHERE VIDEO GAME CONSOLES HAD LEFT OFF. 628 00:37:55,641 --> 00:37:59,411 INVESTORS AND RETAILERS HAD LOST TENS OF MILLIONS OF DOLLARS 629 00:37:59,445 --> 00:38:01,212 DURING THE VIDEO GAME CRASH 630 00:38:01,246 --> 00:38:04,683 AND NO ONE WOULD INVEST AS MUCH AS A QUARTER IN THAT SORT OF BUSINESS. 631 00:38:05,851 --> 00:38:08,253 BUT THERE WAS MARIO. 632 00:38:10,456 --> 00:38:14,225 IN JAPAN, HOME CONSOLES WERE STILL SELLING STRONG, 633 00:38:14,259 --> 00:38:18,630 PARTICULARLY ONES MADE BY A PLAYING CARD COMPANY NAMED NINTENDO. 634 00:38:21,467 --> 00:38:25,737 NO STRANGER TO GAMERS, NINTENDO HAD SCORED IN 1981 635 00:38:25,771 --> 00:38:29,675 WITH SHIGERU MIYAMOTO'S ARCADE CLASSIC, DONKEY KONG. 636 00:38:35,381 --> 00:38:37,883 BECAUSE OF THE RESTRICTIONS OF TECHNOLOGY 637 00:38:37,916 --> 00:38:41,487 MIYAMOTO NEEDED TO GET CREATIVE WITH MARIO'S DESIGN. 638 00:38:43,489 --> 00:38:45,424 AS THERE WERE NOT ENOUGH BYTES AVAILABLE 639 00:38:45,457 --> 00:38:47,359 TO CREATE A PASSABLE HEAD OF HAIR, 640 00:38:47,393 --> 00:38:49,528 HE GAVE HIM A HAT. 641 00:38:49,561 --> 00:38:51,062 SAME WITH THE MUSTACHE. 642 00:38:51,096 --> 00:38:52,564 WITHOUT THE FACIAL HAIR, 643 00:38:52,598 --> 00:38:55,434 THE MARIO SPRITE WOULD'VE LOOKED WEIRD. 644 00:38:59,270 --> 00:39:02,474 MAN: WHEN YOU WANNA ATTACH YOUR NAME TO A WORLD RECORD, 645 00:39:02,508 --> 00:39:05,043 WHEN YOU WANT YOUR NAME WRITTEN INTO HISTORY, 646 00:39:05,076 --> 00:39:08,414 YOU HAVE TO PAY THE PRICE. 647 00:39:08,447 --> 00:39:12,651 NARRATOR: DONKEY KONG'S GAME PLAY WAS DESIGNED WITH SUCH PERFECTION 648 00:39:12,684 --> 00:39:15,721 THAT EVEN FILMS HAVE BEEN MADE TO CELEBRATE ITS BEAUTY. 649 00:39:17,122 --> 00:39:18,524 [THRILLING MUSIC PLAYING] 650 00:39:28,467 --> 00:39:33,271 NOW, NINTENDO TOOK ON THE CHALLENGE OF EXPORTING ITS POPULAR CONSOLE 651 00:39:33,304 --> 00:39:35,407 TO AMERICA. 652 00:39:35,441 --> 00:39:40,278 AMERICAN RETAILERS STILL REELING FROM THE CRASH CHRISTMAS OF 1983 653 00:39:40,311 --> 00:39:43,482 WANTED NOTHING TO DO WITH ANOTHER VIDEO GAME CONSOLE. 654 00:39:44,683 --> 00:39:47,853 BUT NINTENDO MANAGED TO INFILTRATE AMERICA 655 00:39:47,886 --> 00:39:49,955 WITH THE HELP OF ROB, 656 00:39:49,988 --> 00:39:51,990 THE ROBOTIC OPERATING BUDDY. 657 00:39:53,959 --> 00:39:57,696 ROB WOULD ACTUALLY PLAY YOUR VIDEO GAMES WITH YOU. 658 00:39:59,364 --> 00:40:02,200 NINTENDO HAD TRICKED RETAILERS INTO THINKING 659 00:40:02,233 --> 00:40:05,437 THAT THEY WERE NOT THE BEARERS OF ANOTHER GAMING CONSOLE, 660 00:40:05,471 --> 00:40:08,740 BUT A FANCY ELECTRONIC TOY MANUFACTURER. 661 00:40:08,774 --> 00:40:13,879 NINTENDO'S REAL SECRET WEAPON TURNED OUT TO BE SUPER MARIO BROTHERS. 662 00:40:14,980 --> 00:40:16,848 [BEEPING] 663 00:40:16,882 --> 00:40:20,786 A SPECTACULAR GAME THAT EVENTUALLY CAME BUNDLED WITH THE SYSTEM. 664 00:40:23,822 --> 00:40:26,625 OUR DONKEY KONG HERO WAS BACK 665 00:40:26,658 --> 00:40:28,794 BUT WITH MUCH, MUCH MORE POWER. 666 00:40:31,830 --> 00:40:34,265 SUPER MARIO BROTHERS DID FOR CONSOLE GAMING 667 00:40:34,299 --> 00:40:36,868 WHAT PAC-MAN HAD DONE FOR THE ARCADES. 668 00:40:36,902 --> 00:40:40,539 IT GAVE GAMERS, AND MORE IMPORTANTLY, RETAILERS, 669 00:40:40,572 --> 00:40:43,208 A REASON TO GET EXCITED ABOUT VIDEO GAMES 670 00:40:43,241 --> 00:40:44,776 ALL OVER AGAIN. 671 00:40:44,810 --> 00:40:47,979 NINTENDO FIGURED OUT FROM THE ASHES OF WHAT WENT ON PREVIOUSLY, 672 00:40:48,013 --> 00:40:51,983 YOU NEED TO CONTROL ALL THIS BUSINESS AND YOU NEED TO EXTRACT ROYALTIES 673 00:40:52,017 --> 00:40:53,852 FOR PEOPLE TO PLAY ON YOUR SYSTEM 674 00:40:53,885 --> 00:40:56,021 AS OPPOSED TO JUST HAVING THIS FREE RANGE 675 00:40:56,054 --> 00:40:59,691 WHERE EVERYBODY CAN COME IN AND DROP A GAME INTO THE MARKETPLACE. 676 00:41:01,026 --> 00:41:03,328 NARRATOR: WHEN PEOPLE BOUGHT A NINTENDO GAME, 677 00:41:03,361 --> 00:41:07,265 THEY KNEW IT WOULD HAVE SOME LEVEL OF QUALITY CONTROL. 678 00:41:07,298 --> 00:41:11,269 NINTENDO MADE SURE TO PRODUCE ALL THE ACTUAL CARTRIDGES ITSELF, 679 00:41:11,302 --> 00:41:14,039 INCORPORATING A SPECIAL AUTHENTICATION CHIP 680 00:41:14,072 --> 00:41:17,175 IN EVERY CONSOLE AND CARTRIDGE TO PREVENT PIRACY. 681 00:41:23,882 --> 00:41:26,785 WITH POPULAR FRANCHISES, CLEVER MARKETING, 682 00:41:26,818 --> 00:41:28,820 AND A TIGHT CONTROL POLICY, 683 00:41:28,854 --> 00:41:31,557 NINTENDO WROTE MANY OF THE MUCH NEEDED RULES 684 00:41:31,590 --> 00:41:33,859 FOR THE REST OF THE VIDEO GAME INDUSTRY TO FOLLOW. 685 00:41:41,867 --> 00:41:45,403 FRESH COMPETITION LIKE SEGA, AND OLD-TIMERS LIKE ATARI, 686 00:41:45,436 --> 00:41:47,072 TRIED HARD, 687 00:41:47,105 --> 00:41:50,441 BUT NO ONE COULD LOOSEN NINTENDO'S GRIP ON THE INDUSTRY. 688 00:41:50,475 --> 00:41:51,843 [CROWD CHANTING] MARIO! MARIO! 689 00:41:51,877 --> 00:41:54,045 NARRATOR: NINTENDO WAS HUGE, 690 00:41:54,079 --> 00:41:58,249 MAKING MORE MONEY THAN ALL THE PREVIOUS GAMING SYSTEMS COMBINED. 691 00:42:01,386 --> 00:42:03,655 AND TO STAY HUGE, 692 00:42:03,689 --> 00:42:05,456 THEY THOUGHT SMALL, 693 00:42:06,625 --> 00:42:09,961 INTRODUCING THE NINTENDO GAME BOY 694 00:42:09,995 --> 00:42:11,763 IN 1989. 695 00:42:11,797 --> 00:42:14,099 MAN: YOU DON'T STOP PLAYING BECAUSE YOU GET OLD. 696 00:42:14,132 --> 00:42:15,901 BUT YOU COULD GET OLD IF YOU STOP PLAYING. 697 00:42:18,637 --> 00:42:20,672 NARRATOR: WITH ITS MONOCHROME GRAPHICS, 698 00:42:20,706 --> 00:42:22,207 BLURRY SCREEN, 699 00:42:22,240 --> 00:42:24,142 AND TINNY SOUND, 700 00:42:24,175 --> 00:42:27,245 IT'S HARD TO SAY THAT THE GAME BOY WAS A TECHNOLOGICAL MARVEL. 701 00:42:27,278 --> 00:42:30,448 IN FACT, THE COMPETITION, LIKE ATARI'S LYNX, 702 00:42:30,481 --> 00:42:33,084 AND SEGA'S GAME GEAR, HAD FAR MORE POWER. 703 00:42:34,986 --> 00:42:36,622 MUCH LIKE THE NES, 704 00:42:36,655 --> 00:42:40,325 THE GAME BOY HAD A SECRET WEAPON, TOO. 705 00:42:40,358 --> 00:42:41,860 TETRIS. 706 00:42:41,893 --> 00:42:45,163 THE KILLER APP OF MOBILE GAMING. 707 00:42:45,196 --> 00:42:47,766 IT WAS SOMETHING THE COMPETITION LACKED 708 00:42:47,799 --> 00:42:51,136 AND OVER 30 MILLION GAMERS COULD NOT LIVE WITHOUT. 709 00:42:51,169 --> 00:42:53,872 SANDE CHEN: YOU COULD SEE SECRETARIES PLAYING TETRIS. 710 00:42:53,905 --> 00:42:57,442 THEY MIGHT NOT THINK YOU WERE SEEING THEM PLAY IT, 711 00:42:57,475 --> 00:43:00,679 BUT YOU WALKED IN AND YOU LOOKED AT THEIR COMPUTER SCREEN 712 00:43:00,712 --> 00:43:03,381 AND THEY WERE PLAYING IT. 713 00:43:03,414 --> 00:43:06,785 NARRATOR: TETRIS DIDN'T COME FROM JAPAN OR AMERICA, 714 00:43:06,818 --> 00:43:09,487 IT CAME FROM BEHIND THE IRON CURTAIN. 715 00:43:11,657 --> 00:43:15,894 CREATED BY ALEXEY PAJITNOV, A RUSSIAN COMPUTER ENGINEER, 716 00:43:15,927 --> 00:43:19,564 TETRIS WAS DEVELOPED WHILE HE WORKED FOR THE SOVIET GOVERNMENT. 717 00:43:19,597 --> 00:43:21,667 THE GAME WAS LEAKED OUT OF RUSSIA, 718 00:43:21,700 --> 00:43:24,602 AND NOBODY COULD KEEP TRACK OF WHO OWNED THE COPYRIGHTS. 719 00:43:25,804 --> 00:43:28,239 AT A TIME WHICH WAS A LITTLE BIT WILD WEST 720 00:43:28,273 --> 00:43:30,475 OF THE EARLY VIDEO GAME INDUSTRY, 721 00:43:30,508 --> 00:43:33,544 WHO OWNED IT AND WHO HAD THE RIGHTS ON A PARTICULAR PLATFORM 722 00:43:33,578 --> 00:43:37,048 ALL OF THOSE LAWS HADN'T BEEN DEFINED FOR THIS BUSINESS, 723 00:43:37,082 --> 00:43:40,018 BECAUSE THIS BUSINESS WAS JUST STARTING. 724 00:43:40,051 --> 00:43:43,021 NARRATOR: SEVERAL COMPANIES CLAIMED TO HAVE THE EXCLUSIVE RIGHTS 725 00:43:43,054 --> 00:43:45,023 TO PRODUCE TETRIS, 726 00:43:45,056 --> 00:43:48,660 PROMPTING ATARI AND NINTENDO INTO A WAR. 727 00:43:52,297 --> 00:43:55,533 EVEN THOUGH ATARI'S VERSION WAS STOLEN FIRST, 728 00:43:55,566 --> 00:43:59,404 NINTENDO'S LAWYERS SHUT IT DOWN. 729 00:43:59,437 --> 00:44:03,441 THE BIG LOSER, HOWEVER, WAS PAJITNOV HIMSELF. 730 00:44:03,474 --> 00:44:06,377 THE SOVIET GOVERNMENT OWNED THE RIGHTS TO HIS PROGRAM, 731 00:44:06,411 --> 00:44:09,781 AND NEVER GAVE HIM A RUBLE. 732 00:44:09,815 --> 00:44:12,951 BUT AT LEAST HE GOT TO BE THE FIRST PERSON IN HISTORY 733 00:44:12,984 --> 00:44:16,621 TO PLAY TETRIS WHILE HE WAS SUPPOSED TO BE WORKING. 734 00:44:23,228 --> 00:44:26,164 WITH VIDEO GAMES NOW EVERYWHERE, 735 00:44:26,197 --> 00:44:28,566 ONE WOULD EXPECT TO SEE SOMETHING SPECIAL 736 00:44:28,599 --> 00:44:30,702 IF THEY WANDERED INTO AN ARCADE. 737 00:44:33,671 --> 00:44:37,743 IN 1983, WHEN THE HOME CONSOLE MARKET WAS FALLING TO PIECES, 738 00:44:37,776 --> 00:44:41,379 A NEW ARCADE GAME WAS LAUNCHED, WITH A VISUAL ACHIEVEMENT 739 00:44:41,412 --> 00:44:44,249 THAT FAR SURPASSED THE SPRITE-BASED GRAPHICS 740 00:44:44,282 --> 00:44:46,384 OF EVERY OTHER GAME ON THE MARKET. 741 00:44:47,986 --> 00:44:49,254 DRAGON'S LAIR. 742 00:44:49,287 --> 00:44:52,290 LANG: I REMEMBER SEEING DRAGON'S LAIR, 743 00:44:52,323 --> 00:44:56,061 AND NOT REALLY BEING ABLE TO UNDERSTAND WHAT IT WAS 744 00:44:56,094 --> 00:44:58,797 BECAUSE IT LOOKED LIKE A MOVIE. 745 00:44:58,830 --> 00:45:02,233 YOU IMMEDIATELY HAD A CROWD OF PEOPLE AROUND IT, 746 00:45:02,267 --> 00:45:04,602 GOING, "OOH, WHAT'S THAT? WHAT'S THIS?" 747 00:45:06,637 --> 00:45:10,608 NARRATOR: THIS VIDEO GAME FEATURED STATE OF THE ART LASERDISC TECHNOLOGY 748 00:45:10,641 --> 00:45:14,045 WHICH ODD PLAYERS WERE STRIKING HAND-DRAWN VIDEO CLIPS 749 00:45:14,079 --> 00:45:16,848 WITHIN THE GAMEPLAY. 750 00:45:16,882 --> 00:45:20,251 THE LASER DISC ESTABLISHED A NEW PARADIGM. 751 00:45:20,285 --> 00:45:23,588 DRAGON'S LAIR DEVOURED COINS AT TOP SPEED. 752 00:45:23,621 --> 00:45:25,256 50 CENTS AT THE TIME WAS A LOT. 753 00:45:27,158 --> 00:45:30,428 I STILL REMEMBER BEING LIKE, "HEY, THIS GAME IS DOUBLE EVERYTHING ELSE." 754 00:45:30,461 --> 00:45:33,264 BUT OF COURSE IT WAS SO PRETTY AT THE TIME, YOU'RE LIKE, 755 00:45:33,298 --> 00:45:34,866 "OKAY, IT'S WORTH IT." 756 00:45:34,900 --> 00:45:36,034 SAVE ME! 757 00:45:36,067 --> 00:45:37,969 NARRATOR: WITH GRAPHICS THIS SEXY, 758 00:45:38,003 --> 00:45:41,172 IT DIDN'T EVEN MATTER THAT THE GAME PLAY WAS SO POOR. 759 00:45:41,206 --> 00:45:42,740 OF COURSE, IT HAD SOME ISSUES 760 00:45:42,774 --> 00:45:46,611 BECAUSE THEN I PLAYED IT AND YOU DIE IMMEDIATELY 761 00:45:46,644 --> 00:45:50,015 IF YOU DON'T FLICK THE CONTROLLER TO THE LEFT OR RIGHT 762 00:45:50,048 --> 00:45:52,417 OR WHEREVER YOU'RE TRYING TO GO IN THAT CASTLE 763 00:45:52,450 --> 00:45:54,185 THAT NEVER SEEMED TO END. 764 00:45:54,219 --> 00:45:57,789 BUT IT REALLY OPENED EVERYBODY'S EYES TO THE POSSIBILITY 765 00:45:57,823 --> 00:46:00,691 OF WHAT YOU REALLY COULD DO WITH VIDEO GAMES. 766 00:46:01,092 --> 00:46:02,093 [LAUGHS] 767 00:46:04,629 --> 00:46:08,800 NARRATOR: THE GAME'S TECHNICAL INGENUITY EARNED IT A PLACE IN THE SMITHSONIAN MUSEUM 768 00:46:08,834 --> 00:46:10,701 IN WASHINGTON, 769 00:46:10,735 --> 00:46:15,506 FEATURED THERE ALONGSIDE DRAGON'S LAIR ARE TWO OTHER INDUSTRY BEACONS, 770 00:46:15,540 --> 00:46:18,276 PAC-MAN AND OF COURSE, PONG. 771 00:46:22,513 --> 00:46:24,349 ALONGSIDE THE LASERDISC, 772 00:46:24,382 --> 00:46:28,286 MOVING CABINETS ALSO KEPT PEOPLE INTERESTED IN THE ARCADES. 773 00:46:28,319 --> 00:46:32,490 VIDEO GAME DEVELOPERS HAD TO SORT OF GO BACK TO THE DRAWING BOARD 774 00:46:32,523 --> 00:46:35,626 AND THINK OF NEW WAYS, NEW CABINET STYLES. 775 00:46:35,660 --> 00:46:37,595 NEW GAMES, NEW GAME PLAY EXPERIENCES. 776 00:46:39,464 --> 00:46:41,732 NARRATOR: JAPANESE GAME DESIGNER, YU SUZUKI, 777 00:46:41,766 --> 00:46:44,235 MADE HIS MARK WITH AN ARRAY OF SIMULATORS 778 00:46:44,269 --> 00:46:46,905 THAT BECAME STAR ATTRACTIONS IN ARCADES WORLDWIDE. 779 00:46:49,107 --> 00:46:52,878 HIS MASTERPIECE, 1986'S OUTRUN, 780 00:46:52,911 --> 00:46:56,214 OFFERED GAMERS THEIR CHOICE OF BOTH SOUNDTRACK 781 00:46:56,247 --> 00:46:57,282 AND ROUTE. 782 00:47:01,019 --> 00:47:03,188 BEYOND A SIMPLE RACING GAME, 783 00:47:03,221 --> 00:47:06,724 SUZUKI PROVIDED PLAYERS AN ACTUAL DRIVING EXPERIENCE. 784 00:47:08,860 --> 00:47:12,630 AS SOON AS YOU SIT IN A CAR THAT WILL MOVE WITH YOU, 785 00:47:12,663 --> 00:47:14,065 WILL GIVE YOU THAT SENSATION, 786 00:47:15,666 --> 00:47:19,770 ALL OF A SUDDEN, IT IS A FULL BODY EXPERIENCE. 787 00:47:19,804 --> 00:47:23,208 SO, THE EVOLUTION OF OUTRUN IN THAT FULL BODY IMMERSION 788 00:47:23,241 --> 00:47:24,742 IS NOW WHAT WE'RE SEEING 789 00:47:24,775 --> 00:47:26,912 WITH MOTION CONTROL GAMES AND ALL THE REST OF IT. 790 00:47:29,380 --> 00:47:34,085 NARRATOR: YEARS LATER, DANCE DANCE REVOLUTION WOULD TRANSCEND ARCADE PLAY 791 00:47:34,119 --> 00:47:37,188 AND EVEN MAKE IT'S WAY INTO PHYSICAL EDUCATION CLASSES, 792 00:47:37,222 --> 00:47:39,390 IN THOUSANDS OF U.S. SCHOOLS. 793 00:47:39,424 --> 00:47:41,192 [ OLD TIME ROCK AND ROLL PLAYING] 794 00:47:47,933 --> 00:47:51,436 THEN CAME THE GAME THAT MADE US ALL ROCK STARS. 795 00:47:52,603 --> 00:47:53,604 GUITAR HERO. 796 00:47:57,642 --> 00:47:59,410 YOU PICK UP A GUITAR, 797 00:47:59,444 --> 00:48:03,748 AND YOU HOLD DIFFERENT BUTTONS BASED ON WHAT'S ON SCREEN AND YOU STRUM. 798 00:48:03,781 --> 00:48:05,583 ANYBODY CAN DO THAT. 799 00:48:05,616 --> 00:48:08,653 AND IT'S GREAT 'CAUSE NOW YOU HAVE PEOPLE WHO WERE ALWAYS TRADITIONALLY, 800 00:48:08,686 --> 00:48:11,189 "OH, I AM NOT A GAMER, I DON'T PLAY VIDEO GAMES." 801 00:48:11,222 --> 00:48:13,925 AND SUDDENLY, TWO HOURS LATER, THEY ARE COMPLETELY HOOKED. 802 00:48:13,959 --> 00:48:16,261 NARRATOR: EVEN THE BEATLES GOT IN THE GAME. 803 00:48:16,294 --> 00:48:19,464 [GET BACK PLAYING] 804 00:48:19,497 --> 00:48:22,867 SMITH: SOMEBODY SAYS, "HERE'S A PLASTIC GUITAR WITH SOME COLORED KEYS. 805 00:48:22,900 --> 00:48:25,670 "ROCK OUT TO YOUR FAVORITE SONGS." "NO, I'M NOT GONNA DO THAT." 806 00:48:25,703 --> 00:48:27,672 "OH, MY GOD, IS THIS FUN!" 807 00:48:30,775 --> 00:48:32,978 NARRATOR: ANOTHER BIG SPECTACLE IN THE ARCADES, 808 00:48:33,011 --> 00:48:35,413 WAS THE COMPETITIVE FURY OF FIGHTING GAMES. 809 00:48:38,984 --> 00:48:42,853 1991'S STREET FIGHTER II TANTALIZED GAMERS 810 00:48:42,887 --> 00:48:45,756 BE LETTING THEM HURRICANE KICK, TIGER KNEE, 811 00:48:45,790 --> 00:48:49,094 AND DRAGON PUNCH THEIR SMACK-TALKING BUDDIES INTO SUBMISSION. 812 00:48:53,131 --> 00:48:57,402 TO THIS DAY, IT RANKS ONLY BEHIND PAC-MAN AND SPACE INVADERS 813 00:48:57,435 --> 00:49:00,105 IN THE AMOUNT OF REVENUE IT'S GENERATED. 814 00:49:02,207 --> 00:49:05,076 AND WHENEVER THERE IS THAT KIND OF MONEY, 815 00:49:05,110 --> 00:49:06,744 THERE ARE SURE TO BE COPYCATS. 816 00:49:09,114 --> 00:49:12,583 FOR ALL OF THE CLONES THAT TRIED THEIR HAND AT THIS MARKET, 817 00:49:12,617 --> 00:49:14,752 THE ONE THAT DREW THE MOST BLOOD 818 00:49:14,785 --> 00:49:16,587 WAS MORTAL KOMBAT. 819 00:49:19,490 --> 00:49:21,192 YOU DON'T JUST KNOCK OUT YOUR OPPONENTS, 820 00:49:22,627 --> 00:49:25,463 YOU KNOCK OFF THEIR HEADS AND RIP OUT THEIR SPINAL CORDS. 821 00:49:25,496 --> 00:49:27,265 COMPUTERIZED MALE VOICE: FINISH HIM! 822 00:49:27,298 --> 00:49:29,200 [SCREAMING] 823 00:49:29,234 --> 00:49:34,005 NARRATOR: THE GORE ABSOLUTELY AWED CHILDREN, BUT SHOCKED THEIR PARENTS. 824 00:49:34,039 --> 00:49:36,607 I LOVED TO RIP SOMEONE'S HEAD OFF WITH THEIR SPINE, 825 00:49:36,641 --> 00:49:38,643 I THOUGHT IT WAS LIKE THE COOLEST THING EVER. 826 00:49:40,278 --> 00:49:42,947 OF COURSE, AS SOON AS THE PRESS GOT WIND OF IT, 827 00:49:42,980 --> 00:49:45,983 THERE WAS ALL SORTS OF NEGATIVITY ABOUT IT. 828 00:49:48,719 --> 00:49:50,588 [GRUNTING] 829 00:49:54,059 --> 00:49:58,896 NARRATOR: THE CONTROVERSY CREATED A PERFECT POLITICAL STORM IN 1993. 830 00:49:58,929 --> 00:50:01,666 THIS IS A HANDGUN, PURE AND SIMPLE. 831 00:50:01,699 --> 00:50:05,770 AND PUTTING IT IN THE HANDS OF A KID JUST GIVES THEM THE WRONG IDEA. 832 00:50:05,803 --> 00:50:09,140 NARRATOR: THE CONGRESSIONAL HEARINGS ON VIOLENCE AND VIDEO GAMES 833 00:50:09,174 --> 00:50:12,410 RECEIVED WIDE COVERAGE IN THE MAINSTREAM MEDIA. 834 00:50:12,443 --> 00:50:16,347 THERE IS A SERIOUS PROBLEM HERE. A REAL SERIOUS PROBLEM. 835 00:50:16,381 --> 00:50:19,817 I HOPE YOU WALK AWAY WITH ONE THOUGHT TODAY, 836 00:50:19,850 --> 00:50:23,388 THAT IF YOU DON'T DO SOMETHING ABOUT IT, WE WILL. 837 00:50:23,421 --> 00:50:26,023 NARRATOR: THE HEARINGS EVENTUALLY LED TO THE CREATION 838 00:50:26,057 --> 00:50:29,360 OF THE INDUSTRY STANDARD RATING BOARD, 839 00:50:29,394 --> 00:50:33,298 SET UP TO REGULATE CONTENT, RATING IT TO AN APPROPRIATE AGE RANGE. 840 00:50:39,070 --> 00:50:41,439 BUT IN THE SAME YEAR AS THE CONGRESSIONAL HEARINGS, 841 00:50:41,472 --> 00:50:44,041 THE PC GAME, DOOM, 842 00:50:44,075 --> 00:50:48,979 EXPLODED ON THE SCENE, ADDING MORE FUEL TO FIRE. 843 00:50:49,013 --> 00:50:50,481 [GUN FIRING] 844 00:50:50,515 --> 00:50:53,184 [MAN GROANING] 845 00:50:53,218 --> 00:50:57,355 THE VIOLENCE WAS IMMERSIVE AND PERSONAL. 846 00:50:57,388 --> 00:51:01,426 AND THE EXPERIENCE WAS TRANSFERRED TO THE FIRST PERSON PERSPECTIVE. 847 00:51:01,459 --> 00:51:03,361 [MAN GRUNTING] 848 00:51:03,394 --> 00:51:08,032 GAMERS GOT THEIR FIRST GLIMPSE OF A TRULY VIRTUAL REALITY. 849 00:51:08,065 --> 00:51:09,367 [GRUNTING CONTINUES] 850 00:51:16,174 --> 00:51:18,543 BUT EVEN THOUGH YOU PLAYED AN ASSASSIN, 851 00:51:18,576 --> 00:51:21,946 DOOM WAS ACTUALLY A SOCIAL GAME. 852 00:51:21,979 --> 00:51:25,783 PEOPLE WERE STARTING TO BASICALLY BRING THEIR COMPUTERS 853 00:51:25,816 --> 00:51:27,885 OVER TO OTHER PEOPLE'S HOUSES ON THE WEEKENDS 854 00:51:27,918 --> 00:51:30,020 AND THEY CALLED THAT THE LAN PARTY. 855 00:51:30,054 --> 00:51:34,892 SO, LOTS OF LAN CARDS AND CABLE WERE BEING SOLD LIKE CRAZY. 856 00:51:34,925 --> 00:51:36,994 THEY WERE SELLING SO MUCH OF THE STUFF 857 00:51:37,027 --> 00:51:39,897 'CAUSE NOW NETWORK GAMING WAS REALLY HERE. 858 00:51:43,334 --> 00:51:45,836 LAN PARTIES GOT TO BE REALLY BIG. 859 00:51:45,870 --> 00:51:47,972 EVERYBODY WAS JUST CRATING THEIR MACHINES, 860 00:51:48,005 --> 00:51:50,808 THE LOBBY WOULD COME UP AND YOU'D SEE EVERYONE IN THE LOBBY 861 00:51:50,841 --> 00:51:52,777 AND YOU WOULD INSTIGATE A GAME WITH THEM 862 00:51:52,810 --> 00:51:55,012 AND BASICALLY, YOU GOT CONNECTED TO THEM 863 00:51:55,045 --> 00:51:59,417 OVER THE MODEM WITH SOMEONE THAT YOU JUST MET THROUGH THE SERVER. 864 00:51:59,450 --> 00:52:03,688 THAT WAS KIND OF OUR FIRST GLIMPSE AS TO WHAT THE POWER OF SOCIAL NETWORKING 865 00:52:03,721 --> 00:52:06,123 WAS GOING TO EVENTUALLY BECOME LATER IN THE INDUSTRY. 866 00:52:10,027 --> 00:52:12,697 NARRATOR: SO MANY DEVELOPERS CLONED DOOM'S FORMULA 867 00:52:12,730 --> 00:52:16,601 THAT AN ENTIRE GENRE OF FIRST PERSON SHOOTERS APPEARED. 868 00:52:18,436 --> 00:52:23,274 FRANCHISES LIKE CALL OF DUTY AND HALO STILL DOMINATE TODAY, 869 00:52:23,308 --> 00:52:25,576 GROSSING BILLIONS OF DOLLARS. 870 00:52:29,680 --> 00:52:34,151 THE LOOK AND THE SOUND CONTINUE TO IMPROVE WITH EACH GENERATION, 871 00:52:34,185 --> 00:52:36,687 BUT THE BASIC GAME REMAIN THE SAME. 872 00:52:42,293 --> 00:52:44,595 A KILLING SIMULATOR. 873 00:52:51,101 --> 00:52:53,271 THESE TWO GAMES BECAME THE SHORTHAND 874 00:52:53,304 --> 00:52:56,707 FOR EVERYTHING THAT WAS WRONG WITH VIDEO GAMES. 875 00:52:56,741 --> 00:53:00,745 DARION LOWENSTEIN: DOOM AND MORTAL KOMBAT GOT SO MUCH NEGATIVE FEEDBACK IN THE PRESS, 876 00:53:00,778 --> 00:53:04,048 AND WHEN MYST CAME OUT, IT SOLD MORE COPIES 877 00:53:04,081 --> 00:53:07,885 OF ANY GAME THAN PRETTY MUCH ANYTHING ELSE AT THE TIME HAD. 878 00:53:07,918 --> 00:53:09,754 AND IT WAS COMPLETELY NON-VIOLENT. 879 00:53:09,787 --> 00:53:11,088 THE GAME OF THE YEAR 880 00:53:11,121 --> 00:53:13,758 HAS ALWAYS BEEN A BOARD GAME AND THIS YEAR IT'S NOT. 881 00:53:13,791 --> 00:53:17,027 MAN ON TV: THE CD-ROM GAME, MYST, SOLD OVER ONE MILLION COPIES. 882 00:53:21,732 --> 00:53:24,469 LANG: THE POINT OF IT WASN'T TO SHOOT ANYBODY IN THE HEAD 883 00:53:24,502 --> 00:53:28,038 OR TO ESCAPE FROM A DUNGEON, 884 00:53:28,072 --> 00:53:31,208 THE POINT WAS REALLY TO JUST GIVE YOURSELF OVER TO THE GAME. 885 00:53:31,242 --> 00:53:33,778 MYST WAS JUST GORGEOUS. 886 00:53:33,811 --> 00:53:37,682 THE VISUAL QUALITY WAS JUST SO EPIC AND SO IMMERSIVE. 887 00:53:37,715 --> 00:53:40,084 AND THE GAME PLAY, 888 00:53:40,117 --> 00:53:42,953 REQUIRED YOU TO APPRECIATE THAT. 889 00:53:42,987 --> 00:53:46,056 AND SO THOSE GAMES, EVEN THOUGH THEY WERE A SLOWER PACE, 890 00:53:46,090 --> 00:53:50,395 THEY ENGAGED YOU BY WAY OF THINKING. 891 00:53:50,428 --> 00:53:55,433 NARRATOR: THE GAME WOULD NOT HAVE BEEN POSSIBLE WITHOUT THE NEWLY EMERGENT CD-ROM, 892 00:53:55,466 --> 00:54:00,671 AN EVOLUTION OF THE LASERDISC TECHNOLOGY BUT ONE QUARTER THE SIZE. 893 00:54:00,705 --> 00:54:06,344 NOAH FALSTEIN: CD-ROMS WERE ONE OF THE MOST STUNNING ADVANCES THAT WE HAD IN TECHNOLOGY. 894 00:54:06,377 --> 00:54:10,648 IN ONE FELL SWOOP, WE HAD ABOUT 100-FOLD INCREASE IN STORAGE SPACE, 895 00:54:10,681 --> 00:54:12,650 AND SUDDENLY, TO OUR HORROR, WE REALIZE 896 00:54:12,683 --> 00:54:15,753 THAT WE'RE GONNA HAVE TO FILL ALL THAT STORAGE TO BE COMPETITIVE. 897 00:54:15,786 --> 00:54:20,190 COME ON, YOU GUYS, YOU GOT TO HELP ME. PLEASE USE, THE TRAPS. 898 00:54:20,224 --> 00:54:24,094 NARRATOR: TO STAND OUT, GAME DEVELOPERS STARTED PRODUCING CHEAP VIDEO CLIPS 899 00:54:24,128 --> 00:54:26,397 TO INCLUDE IN THE GAME PLAY. 900 00:54:26,431 --> 00:54:28,466 [SCREAMING] 901 00:54:28,499 --> 00:54:33,170 AN UNFORTUNATE SIDE EFFECT OF HAVING ALL THAT DISC SPACE TO FILL 902 00:54:33,203 --> 00:54:37,575 AND SO LITTLE KNOWLEDGE ABOUT VIDEO PRODUCTION. 903 00:54:37,608 --> 00:54:40,878 GAMES LIKE DOOM AND MYST REVEALED A HUGE GAP 904 00:54:40,911 --> 00:54:44,815 BETWEEN PC AND CONSOLE GAMING. 905 00:54:44,849 --> 00:54:48,486 ALL OF THE EXCITING 3D GAMES WERE ON THE PC, 906 00:54:48,519 --> 00:54:52,457 THAT WAS UNTIL SONY RELEASED THE PLAYSTATION. 907 00:54:58,629 --> 00:55:01,566 SONY TOOK FULL ADVANTAGE OF THE CD-ROM, 908 00:55:01,599 --> 00:55:04,969 NOT BY PACKING THE DISC WITH SUBSTANDARD VIDEO CLIPS, 909 00:55:05,002 --> 00:55:08,806 BUT WITH IMPRESSIVE THREE-DIMENSIONAL GAME WORLDS. 910 00:55:08,839 --> 00:55:12,477 WITHIN A FEW YEARS, THE PLAYSTATION WOULD COME WITH A CONTROLLER 911 00:55:12,510 --> 00:55:15,112 DESIGNED SPECIFICALLY FOR 3D GAMING. 912 00:55:18,048 --> 00:55:21,852 SONY PUT ALL OF THEIR STOCK BEHIND THE 3D EXPERIENCE. 913 00:55:21,886 --> 00:55:23,253 THE JUMP TO 3D WAS A BIG DEAL. 914 00:55:24,922 --> 00:55:30,828 SO, YOU TRANSLATED THE 2D PLATFORMERS INTO 3D, 915 00:55:32,229 --> 00:55:34,865 THAT WAS A SCARY PROPOSITION. 916 00:55:34,899 --> 00:55:37,234 IT BROUGHT IN ALL KINDS OF TECHNICAL PROBLEMS 917 00:55:37,267 --> 00:55:41,038 THAT COULDN'T EVEN CONCEIVE OF IT BEFORE YOU ACTUALLY GOT THERE. 918 00:55:42,873 --> 00:55:45,209 THE WHOLE CONCEPT OF WHERE THE CAMERA IS 919 00:55:45,242 --> 00:55:46,677 SUDDENLY BECAME A QUESTION. 920 00:55:46,711 --> 00:55:50,848 THERE WAS NO QUESTION OF WHERE THE CAMERA WAS BEFORE THAT. 921 00:55:50,881 --> 00:55:53,818 "WHERE'S THE CAMERA GONNA BE? WHERE'S IT GONNA GO? 922 00:55:53,851 --> 00:55:55,653 "HOW'S IT GONNA GET FROM ONE TO THE OTHER?" 923 00:55:59,056 --> 00:56:02,693 EVERY GAME HAS A CAMERA WRESTLING MATCH 924 00:56:02,727 --> 00:56:04,729 THROUGHOUT THE ENTIRE DEVELOPMENT. 925 00:56:08,666 --> 00:56:13,137 NARRATOR: THE INVESTMENT PAID OFF WITH 1996'S TOMB RAIDER. 926 00:56:15,673 --> 00:56:18,275 IT COMBINED A MESMERIZING GAME WORLD 927 00:56:18,308 --> 00:56:22,580 WITH A BRAND-NEW VIDEO GAME ICON, LARA CROFT. 928 00:56:22,613 --> 00:56:25,082 ERIK LINDSTROM: THE CHARACTER DOESN'T ALIENATE WOMEN. 929 00:56:25,115 --> 00:56:27,351 IT ACTUALLY HAS QUITE A FEMALE FOLLOWING. 930 00:56:29,353 --> 00:56:31,756 A LOT OF THE FEMALE GAMERS CAN APPRECIATE 931 00:56:31,789 --> 00:56:34,258 HOW SHE'S VERY STYLISH AND SHE'S VERY SEXY, 932 00:56:34,291 --> 00:56:36,894 BUT SHE IS NOT PRESENTING HERSELF AS A SEX OBJECT. 933 00:56:36,927 --> 00:56:40,164 SHE DOES NOT USE HER SEXUALITY AS A TOOL. 934 00:56:40,197 --> 00:56:43,400 SHE DOES NOT TALK TO MEN IN THE GAMES 935 00:56:43,434 --> 00:56:45,202 IN ANY KIND OF COQUETTISH FASHION. 936 00:56:45,235 --> 00:56:48,439 SHE'S STRONG, SHE'S INDEPENDENT. SHE'S SELF-MOTIVATED. 937 00:56:52,443 --> 00:56:54,111 IN FACT, SHE'S A BITCH. 938 00:56:56,881 --> 00:56:58,348 THAT'S PART OF THE FANTASY, 939 00:56:58,382 --> 00:57:00,651 IS BEING ABLE TO DO MORE THAN YOU REALLY COULD DO. 940 00:57:03,087 --> 00:57:05,623 EVERYTHING WAS SCALED AROUND HER. 941 00:57:05,656 --> 00:57:08,459 [GRUNTING] 942 00:57:08,493 --> 00:57:12,763 HER JUMPS, HER REACH, YOU KNEW WITH CERTAINTY IN TOMB RAIDER, 943 00:57:12,797 --> 00:57:15,666 WHERE YOU COULD JUMP, HOW HIGH YOU COULD JUMP. 944 00:57:15,700 --> 00:57:18,035 EVERYTHING WAS WORKED OUT IN TERMS OF SQUARES. 945 00:57:20,705 --> 00:57:23,407 LARA CROFT: I'D FINALLY SET OUT TO MAKE MY MARK. 946 00:57:26,276 --> 00:57:28,145 TO FIND ADVENTURE. 947 00:57:30,247 --> 00:57:31,716 BUT INSTEAD, 948 00:57:32,950 --> 00:57:35,219 ADVENTURE FOUND ME. 949 00:57:35,252 --> 00:57:39,089 PHIL CAMPBELL: I STILL THINK THAT THE TOMB RAIDER GAMES THAT THEY'RE RELEASING NOW 950 00:57:39,123 --> 00:57:40,457 ARE REALLY GOOD. 951 00:57:40,491 --> 00:57:44,361 IT'S GOT LEGS, THAT FRANCHISE, VERY SHAPELY LEGS, I GUESS. 952 00:57:54,238 --> 00:57:57,908 NARRATOR: THE NEW GENERATION OF VIDEO GAMES WAS BREATHTAKING. 953 00:58:02,580 --> 00:58:05,683 THE GAME WORLD ENABLED BY 3D TECHNOLOGY 954 00:58:05,716 --> 00:58:07,918 WERE ABSOLUTE GAME CHANGERS. 955 00:58:10,087 --> 00:58:12,657 ENTER, THE OPEN WORLD. 956 00:58:15,092 --> 00:58:17,562 [MAN CHATTERING ON RADIO] 957 00:58:17,595 --> 00:58:19,697 A SERIES THAT TOOK FULL ADVANTAGE 958 00:58:19,730 --> 00:58:22,767 OF THE OPEN-ENDED FREE ROAMING ENVIRONMENT, 959 00:58:22,800 --> 00:58:25,069 WAS GRAND THEFT AUTO. 960 00:58:25,102 --> 00:58:27,071 [CAR ALARM BLARING] 961 00:58:27,104 --> 00:58:29,373 MURRAY: FREE ROAMING GIVES THE PLAYER 962 00:58:29,406 --> 00:58:32,142 THE ABILITY TO GO ANYWHERE AND DO ANYTHING. 963 00:58:33,477 --> 00:58:36,246 LOT OF GAMES, YOU'RE ALWAYS ON A PATH. 964 00:58:36,280 --> 00:58:38,315 EVEN THOUGH YOU FEEL LIKE YOU HAVE THE ABILITY 965 00:58:38,348 --> 00:58:40,217 TO GO LEFT OR RIGHT, 966 00:58:40,250 --> 00:58:42,887 YOU'RE STILL SORT OF ON A PATH THAT GETS YOU FROM POINT A TO POINT B 967 00:58:42,920 --> 00:58:46,056 SO YOU CAN GO FROM ONE STORY POINT TO THE NEXT. 968 00:58:46,090 --> 00:58:50,895 AN OPEN WORLD GAME, YOU DO FEEL LIKE, "I HAVE A CHOICE." 969 00:58:50,928 --> 00:58:54,699 IT REALLY TIES BACK INTO THAT VERY NOTION OF INTERACTIVITY, 970 00:58:54,732 --> 00:58:59,469 WHERE YOU ARE THE DUNGEON MASTER IN THIS WORLD. 971 00:58:59,503 --> 00:59:02,106 [SIREN WAILING] 972 00:59:02,139 --> 00:59:04,775 LOWENSTEIN: GRAND THEFT AUTO IS A VIRTUAL PLAYGROUND 973 00:59:04,809 --> 00:59:07,444 THAT LETS YOU DO WHAT YOU'VE ALWAYS WANTED TO DO. 974 00:59:07,477 --> 00:59:10,380 THAT LETS YOU BE THE CRAZY GUY IN AN ACTION MOVIE. 975 00:59:10,414 --> 00:59:14,284 IT LETS YOU BE THE BADASS DUDE WHO OWNS THE CLUB. 976 00:59:14,318 --> 00:59:18,055 YOU CAN GET TO A POINT WHERE YOU PISS OFF SO MUCH OF THE CITY 977 00:59:18,088 --> 00:59:21,091 THAT THEY'RE SENDING SWAT TEAMS AND THEN THE NATIONAL GUARD AFTER YOU. 978 00:59:22,059 --> 00:59:23,994 WHO DOESN'T WANNA DO THAT? 979 00:59:24,028 --> 00:59:25,596 MAN: ...BLOW THEIR HEAD OFF! 980 00:59:32,069 --> 00:59:34,004 IT WAS ONE OF THE FIRST VIDEO GAMES 981 00:59:34,038 --> 00:59:36,140 THAT REALLY LET YOU DO WHAT YOU WANNA DO. 982 00:59:42,212 --> 00:59:46,183 PEOPLE WHO DON'T PLAY VIDEO GAMES OR PARENTS VIEW ANY VIDEO GAME 983 00:59:46,216 --> 00:59:47,484 AS A CHILD'S TOY. 984 00:59:49,119 --> 00:59:51,789 SO, WHEN THEY HEAR, "DO YOU KNOW THERE'S A VIDEO GAME 985 00:59:51,822 --> 00:59:54,524 "WHERE YOU KILL POLICEMEN?" "OH, MY GOD!" 986 00:59:57,728 --> 01:00:01,498 MY ANSWER TO THAT IS, WHEN WAS THE GOLDEN AGE OF PEACE 987 01:00:01,531 --> 01:00:03,500 THAT MEDIA DESTROYED? 988 01:00:09,707 --> 01:00:13,911 NARRATOR: BUT HOW CAN A SIMPLE VIDEO GAME BE SO CONTROVERSIAL? 989 01:00:13,944 --> 01:00:16,480 MURRAY: IT CAUSES SUCH A HEIGHTENED REACTION 990 01:00:16,513 --> 01:00:19,183 BECAUSE IT TAKES YOU AWAY FROM JUST READING SOMETHING 991 01:00:19,216 --> 01:00:21,886 OR WATCHING SOMETHING INTO ACTUALLY PARTICIPATING IN IT. 992 01:00:21,919 --> 01:00:23,620 [CROWD CLAPPING] 993 01:00:31,495 --> 01:00:32,730 [PEOPLE CHEERING] 994 01:00:33,998 --> 01:00:36,000 NARRATOR: AS IN ANY OTHER MEDIA, 995 01:00:36,033 --> 01:00:38,669 THERE'S ALWAYS A PLACE FOR TRANSGRESSION. 996 01:00:41,238 --> 01:00:46,010 A MEANS TO EXPLORE THE CONSCIOUSNESS OF THE SOCIOPATHIC 997 01:00:46,043 --> 01:00:47,277 AND THE MENTALLY ILL. 998 01:00:50,280 --> 01:00:54,051 IN 2005, AN INDEPENDENT PROGRAMMER RELEASED A GAME 999 01:00:54,084 --> 01:00:58,288 CENTERED AROUND THE EVENTS OF THE 1999 COLUMBINE MASSACRE. 1000 01:01:01,726 --> 01:01:05,062 THE GAMEPLAY INVOLVES LISTENING TO MARILYN MANSON, 1001 01:01:06,296 --> 01:01:07,597 DRINKING VODKA, 1002 01:01:09,599 --> 01:01:11,001 AND PLAYING DOOM. 1003 01:01:14,271 --> 01:01:19,043 THE ROLE OF VIDEO GAMES IN OUR SOCIETY WAS BEING CHALLENGED. 1004 01:01:19,076 --> 01:01:22,980 WE CAN READ BOOKS ABOUT COLUMBINE, WATCH COLUMBINE, 1005 01:01:23,013 --> 01:01:26,116 BUT CAN WE ALSO PLAY COLUMBINE? 1006 01:01:26,150 --> 01:01:28,252 MURRAY: THERE'S ALWAYS A PLACE FOR IT. 1007 01:01:28,285 --> 01:01:31,789 IT'S A FREE SOCIETY. SO YOU CAN ALWAYS BUILD SOMETHING AND PEOPLE ARE GONNA 1008 01:01:31,822 --> 01:01:34,458 WANNA PLAY STUFF LIKE THAT. AND WHO SAYS YOU SHOULDN'T? 1009 01:01:34,491 --> 01:01:37,995 MAN: MR. LOUGHNER WILL SPEND THE REMAINDER OF HIS NATURAL LIFE IN PRISON. 1010 01:01:38,028 --> 01:01:40,097 ...VIDEO GAME AFTER THE OTHER, SHOOTING... 1011 01:01:40,130 --> 01:01:41,966 ...COLUMBINE, VIRGINIA DEATH... 1012 01:01:41,999 --> 01:01:43,633 WHAT HAPPENED IN CONNECTICUT... 1013 01:01:43,667 --> 01:01:45,035 MAN: THIS IS A SICK CULTURE. 1014 01:01:47,838 --> 01:01:50,207 NARRATOR: VIDEO GAMES HAVE BENT THE STATUS QUO 1015 01:01:50,240 --> 01:01:53,844 JUST AS MUCH AS ANY ART FORM HAS DONE IN THE PAST. 1016 01:01:53,878 --> 01:01:57,047 BUT IN THE CASE OF THE 2006 GAME, RAPELAY, 1017 01:01:57,081 --> 01:02:01,285 EVEN THE UNITED NATIONS GOT INVOLVED AND ASKED FOR A BAN. 1018 01:02:01,318 --> 01:02:04,654 WELL, IT'S CERTAINLY HARD TO BELIEVE THAT ANYONE WOULD EQUATE RAPE 1019 01:02:04,688 --> 01:02:09,426 WITH ENTERTAINMENT, BUT THAT IS JUST WHAT GAMEMAKERS IN JAPAN HAVE DONE. 1020 01:02:09,459 --> 01:02:11,628 FEMALE REPORTER: THIS ONE CALLED RAPELAY, 1021 01:02:11,661 --> 01:02:14,298 BEGINS WITH A TEENAGE GIRL ON A SUBWAY PLATFORM. 1022 01:02:14,331 --> 01:02:17,567 WITH A CLICK OF YOUR MOUSE, YOU CAN GROPE HER AND LIFT HER SKIRT. 1023 01:02:17,601 --> 01:02:20,771 THESE SORT OF GAMES THAT NORMALIZE 1024 01:02:20,805 --> 01:02:24,308 EXTREME SEXUAL VIOLENCE AGAINST WOMEN AND GIRLS 1025 01:02:24,341 --> 01:02:28,846 HAVE REALLY NO PLACE IN OUR COMMUNITIES. 1026 01:02:28,879 --> 01:02:31,215 MARK SODERWALL: IT'S ADAM AND EVE KIND OF A THING. 1027 01:02:31,248 --> 01:02:33,650 GOD SAID DON'T TAKE THE APPLE. 1028 01:02:33,683 --> 01:02:36,787 "OKAY. BUT WHY? WHAT ABOUT THE APPLE?" 1029 01:02:52,803 --> 01:02:54,972 [WHIMPERING] 1030 01:02:55,005 --> 01:02:59,376 I DO THINK THAT GAME DEVELOPERS HAVE A KIND OF PERSONAL RESPONSIBILITY 1031 01:02:59,409 --> 01:03:02,646 TO THINK ABOUT THE VIOLENCE AND HOW IT'S DEPICTED IN THEIR GAMES. 1032 01:03:04,048 --> 01:03:07,217 MAN: WE'RE HERE FOR A LONG OVERDUE CHECKUP. 1033 01:03:07,251 --> 01:03:10,855 FALSTEIN: ONE EXAMPLE, I WORKED ON A RECENT SERIOUS GAME CALLED REMISSION 1034 01:03:10,888 --> 01:03:14,058 THAT IS HELPING KIDS WITH CANCER STICK WITH THEIR TREATMENT REGIMEN. 1035 01:03:14,091 --> 01:03:15,860 GIRL: LET'S DO THIS. BOY: ALL RIGHT. 1036 01:03:15,893 --> 01:03:17,928 NOW YOU'RE COOKING. GIRL: ANYMORE? 1037 01:03:17,962 --> 01:03:21,231 DAVID WARHOL: AND IT'S WRITTEN SPECIFICALLY FOR TEENAGERS 1038 01:03:21,265 --> 01:03:24,001 TO HELP THEM UNDERSTAND WHAT'S GOING ON IN THEIR BODY 1039 01:03:24,034 --> 01:03:26,236 AS THEY'RE GOING THROUGH THEIR CANCER TREATMENT. 1040 01:03:26,270 --> 01:03:27,872 WE HAVE TO SEE THE INTERNAL EFFECTS 1041 01:03:27,905 --> 01:03:31,241 OF DEHYDRATION, THE PROBLEM OF GROWING CANCER COLONIES. 1042 01:03:33,844 --> 01:03:36,613 THE MISSIONS ARE ALL MEDICALLY THEMED AND ALL THAT. 1043 01:03:36,646 --> 01:03:39,749 KIDS WHO PLAYED THIS GAME TOOK BETTER CARE OF THEMSELVES 1044 01:03:39,783 --> 01:03:41,818 THAN THE KIDS WHO DIDN'T PLAY THE GAME. 1045 01:03:41,852 --> 01:03:45,622 SO, IT'S USING GAMES AS A WAY FOR SOCIAL CHANGE. 1046 01:03:49,659 --> 01:03:53,964 NARRATOR: SOCIAL CHANGE IS ALSO THE GOAL OF DARFUR IS DYING, 1047 01:03:53,998 --> 01:03:57,868 WHICH TAKES PLACE IN A REFUGEE AND DISPLACED PERSONS CAMP IN SUDAN. 1048 01:04:01,705 --> 01:04:04,508 THE PLAYERS LEARN ABOUT SOME OF THE REAL WORLD CHALLENGES 1049 01:04:04,541 --> 01:04:09,880 THAT OVER 2.5 MILLION REFUGEES ARE EXPERIENCING IN DARFUR. 1050 01:04:13,483 --> 01:04:17,854 AS WAYS OF REDUCING THE VIRTUAL ATTACK THREATS BY SUDANESE MILITIA, 1051 01:04:17,888 --> 01:04:20,857 GAMERS ARE WELCOME TO SIGN ON TO A PETITION, 1052 01:04:20,891 --> 01:04:22,792 TO THE PRESIDENT OF THE UNITED STATES. 1053 01:04:22,826 --> 01:04:24,861 MERETZKY: JUST THE SIMPLEST GAME DONE 1054 01:04:24,895 --> 01:04:28,665 BY A HANDFUL OF STUDENTS WITH A NEXT TO NOTHING BUDGET 1055 01:04:28,698 --> 01:04:31,301 AND YET IT WAS JUST REALLY EFFECTIVE. 1056 01:04:31,335 --> 01:04:32,970 SORT OF CONNECTING THE DOTS 1057 01:04:33,003 --> 01:04:35,639 IN A WAY THAT JUST READING ABOUT THE SITUATION DOESN'T. 1058 01:04:41,245 --> 01:04:43,013 [JAPANESE SONG PLAYING] 1059 01:04:46,350 --> 01:04:48,518 [MAN SPEAKING JAPANESE] 1060 01:04:48,552 --> 01:04:51,588 NARRATOR: THE MOST CONTROVERSIAL GAMES GET THE MOST ATTENTION. 1061 01:04:51,621 --> 01:04:53,423 BUT IN REALITY, 1062 01:04:53,457 --> 01:04:56,193 THE GAMES THAT KEEP PLAYERS PLAYING FOR THE MOST AMOUNT OF TIME 1063 01:04:56,226 --> 01:04:59,629 ARE THE ONES THAT CATER TO OUR NURTURING INSTINCTS, 1064 01:04:59,663 --> 01:05:02,332 LIKE THE MIND-BOGGLING TAMAGOTCHIS. 1065 01:05:03,667 --> 01:05:06,470 WELL, MINE SLEEPS LIKE A LITTLE ANGEL. 1066 01:05:06,503 --> 01:05:10,007 AND HERE'S A COMPLETELY NON-COMBATIVE, BLOOD FREE, 1067 01:05:10,040 --> 01:05:13,743 ADORABLE JAPANESE CRAZE THAT SORT OF SET FIRE HERE IN THE U.S. 1068 01:05:15,679 --> 01:05:18,015 IT WAS AT A TIME BEFORE MOBILE PHONES. 1069 01:05:18,048 --> 01:05:22,419 AND IT WAS THIS TINY DEVICE YOU COULD CARRY IN YOUR POCKET. 1070 01:05:22,452 --> 01:05:25,555 AND YOU HAD TO KEEP THIS CREATURE ALIVE. 1071 01:05:25,589 --> 01:05:28,058 MINE WOULD ALWAYS DIE AFTER FOUR OR FIVE DAYS. 1072 01:05:28,092 --> 01:05:30,094 IT WOULD ALWAYS PISS ME OFF SO I'M LIKE, 1073 01:05:30,127 --> 01:05:33,697 "I FED YOU, I CLEANED UP YOUR POOP, I WATERED YOU AND YOU DIED. 1074 01:05:33,730 --> 01:05:36,066 "WHAT THE HELL!" 1075 01:05:36,100 --> 01:05:38,768 LANG: YOU COULDN'T JUST PLAY IT AND THEN PUT IT DOWN. 1076 01:05:38,802 --> 01:05:40,670 WHEN YOU THINK ABOUT TAMAGOTCHI, 1077 01:05:40,704 --> 01:05:44,808 IT REALLY WAS THE FIRST MOBILE SOCIAL GAME, 1078 01:05:44,841 --> 01:05:47,544 THAT REALLY CAPTURED YOUNG PEOPLE'S ATTENTION. 1079 01:05:48,812 --> 01:05:51,381 GIRL: TAMATOWN IS MAKING MORE ROOM FOR FUN. 1080 01:05:51,415 --> 01:05:56,120 LANG: THE IDEA THAT YOU HAD TO CONTINUALLY FEED AND TAKE CARE OF YOUR TAMAGOTCHI 1081 01:05:56,153 --> 01:05:59,689 IS NOW RELIED UPON AND MAKES MILLIONS AND MILLIONS OF DOLLARS. 1082 01:05:59,723 --> 01:06:02,993 [DOORBELL RINGING] 1083 01:06:03,027 --> 01:06:05,529 NARRATOR: THE CONCEPT WAS CARRIED SEVERAL STEPS FURTHER 1084 01:06:05,562 --> 01:06:08,432 IN 1999 WITH THE SIMS, 1085 01:06:08,465 --> 01:06:12,602 THE TOP-SELLING COMPUTER GAME OF ALL TIME. 1086 01:06:12,636 --> 01:06:17,674 THE SIMS GAVE THE PLAYER AN ENTIRE FAMILY TO TAKE CARE OF. 1087 01:06:17,707 --> 01:06:22,246 IT'S THE IDEA OF BEING ABLE TO EMULATE WHAT HAPPENS IN YOUR DAY TO DAY LIFE, 1088 01:06:22,279 --> 01:06:24,681 AND SORT OF PUT IT OUT THERE INTO A VIRTUAL WORLD 1089 01:06:24,714 --> 01:06:27,884 OR THAT FANTASY VERSION OF YOURSELF. AND THAT'S REALLY COMPELLING. 1090 01:06:28,885 --> 01:06:30,854 IT HIT A WIDE RANGE OF PEOPLE 1091 01:06:30,887 --> 01:06:33,890 THAT YOU WOULDN'T NECESSARILY REFER TO AS GAMERS. 1092 01:06:33,923 --> 01:06:36,393 IT WAS SOMETHING THAT YOU WOULD GET INVESTED IN, 1093 01:06:36,426 --> 01:06:39,763 YOU'D HAVE YOUR FAMILY OF SIMS AND YOU'D WANT TO TAKE CARE OF THEM 1094 01:06:39,796 --> 01:06:42,666 AND YOU'D WANT TO LEVEL THEM UP AND YOU'D WANT TO MAKE SURE 1095 01:06:42,699 --> 01:06:45,769 ALL THEIR NEEDS ARE TAKEN OF AND YOU TRY TO WORK AND CHECK IN OFTEN 1096 01:06:45,802 --> 01:06:48,105 TO MAKE SURE THAT THEIR MOOD WAS HAPPY. 1097 01:06:50,474 --> 01:06:53,977 [SPEAKING FOREIGN LANGUAGE] 1098 01:06:54,010 --> 01:06:57,214 ROLE-PLAYING GAMES. WHAT IS IT ABOUT IT THAT KEPT PEOPLE PLAYING 1099 01:06:57,247 --> 01:07:02,886 WEEK AFTER WEEK, AND IT WAS THIS "ALWAYS EARNING SOMETHING" MENTALITY. 1100 01:07:02,919 --> 01:07:05,789 EVERY SINGLE THING YOU DID HAD AN IMPACT 1101 01:07:05,822 --> 01:07:09,426 AND YOU WERE REWARDED FOR IT. 1102 01:07:09,459 --> 01:07:14,164 NARRATOR: WHEN THE GAME REINVENTED ITSELF AS A FACEBOOK APPLICATION IN 2011, 1103 01:07:14,198 --> 01:07:16,100 IT GAVE PLAYERS THE ABILITY 1104 01:07:16,133 --> 01:07:18,868 TO INTERACT WITH MILLIONS OF OTHER PLAYERS 1105 01:07:18,902 --> 01:07:20,237 IN THE GAME WORLD. 1106 01:07:20,270 --> 01:07:21,305 IN COMES THE INTERNET 1107 01:07:21,338 --> 01:07:24,574 AND NOW THE PLAYING FIELD IS LEVEL AGAIN. 1108 01:07:24,608 --> 01:07:26,976 NARRATOR: A NEW TERM WAS COINED. 1109 01:07:27,010 --> 01:07:28,645 SOCIAL GAMING. 1110 01:07:34,918 --> 01:07:36,420 ONCE WE MADE THAT TRANSITION 1111 01:07:36,453 --> 01:07:39,656 AND FACEBOOK WAS A HUGE PLAYER IN THIS, 1112 01:07:39,689 --> 01:07:42,759 SUDDENLY, WE HAD 800 MILLION PEOPLE PLAYING GAMES. 1113 01:07:45,462 --> 01:07:49,065 SUDDENLY, YOU TOOK GAMES FROM BEING SOMETHING THAT EXISTED FOR KIDS 1114 01:07:49,099 --> 01:07:50,834 IN A BASEMENT 1115 01:07:50,867 --> 01:07:54,538 TO SOMETHING THAT EVERYBODY UNDERSTOOD AND COULD INTERACT WITH. 1116 01:07:57,507 --> 01:08:01,778 NARRATOR: AND THEN THERE'S FARMVILLE, 1117 01:08:01,811 --> 01:08:03,713 THE 2D FARMING SIMULATOR. 1118 01:08:05,715 --> 01:08:07,384 MUCH LIKE TAMAGOTCHI, 1119 01:08:07,417 --> 01:08:12,021 FARMVILLE REQUIRED PLAYERS TO CONSTANTLY CHECK IN AT SPECIFIC TIMES 1120 01:08:12,055 --> 01:08:13,623 TO MAXIMIZE GAME RESULTS. 1121 01:08:14,924 --> 01:08:17,093 IF YOU PLANT A CROP AT 1:00, 1122 01:08:17,127 --> 01:08:20,664 YOU'D BETTER BE NEAR A COMPUTER AT 9:00 FOR THE HARVEST. 1123 01:08:21,598 --> 01:08:23,066 YOU COULD PLAY 10 MINUTES, 1124 01:08:23,099 --> 01:08:26,603 BUT IF YOU JUST PLAYED ANOTHER TWO MINUTES, 1125 01:08:26,636 --> 01:08:29,906 YOU'D BE ABLE TO GET THE NEXT ACHIEVEMENT. 1126 01:08:29,939 --> 01:08:34,644 NARRATOR: ZYNGA GAMES RELEASED FARMVILLE AS A FREE FACEBOOK APPLICATION IN 2009. 1127 01:08:36,146 --> 01:08:40,317 IT QUICKLY BUILT A FRANCHISE OF OVER 250 MILLION USERS 1128 01:08:40,350 --> 01:08:43,687 PLAYING FREE-TO-PLAY GAMES ALL OVER THE WORLD. 1129 01:08:43,720 --> 01:08:47,123 SMITH: FREE-TO-PLAY IS A VASTLY BURGEONING AREA 1130 01:08:47,157 --> 01:08:49,125 OF THE WHOLE VIDEO GAME SPACE. 1131 01:08:49,159 --> 01:08:52,296 FREE-TO-PLAY? WHY'D YOU CREATE THIS GAME AND GIVE IT AWAY FOR FREE? 1132 01:08:52,329 --> 01:08:54,130 LITTLE INCREMENTAL STEPS, 1133 01:08:54,164 --> 01:08:57,234 THAT, "THIS IS ONLY GONNA COST DOLLAR 0.50" OR, "THIS IS JUST A DOLLAR." 1134 01:08:57,267 --> 01:08:59,236 AND ALL OF A SUDDEN, YOU GOT A GAME THAT 1135 01:08:59,269 --> 01:09:02,339 YES, YOU PLAYED FOR FREE AND YOUR CREDIT CARD STATEMENT SAYS, 1136 01:09:02,372 --> 01:09:03,507 "I JUST SPENT 700 BUCKS." 1137 01:09:05,742 --> 01:09:08,578 THE DESIGNERS HAVE FIGURED OUT A WAY TO GAME THE GAMER. 1138 01:09:08,612 --> 01:09:10,380 TO GET THEM TO COME BACK 1139 01:09:10,414 --> 01:09:13,850 AND ALSO SHARE WITH AS MANY PEOPLE AS POSSIBLE 1140 01:09:13,883 --> 01:09:17,053 BY OFFERING THESE LITTLE TRICKS OF REWARDS. 1141 01:09:17,086 --> 01:09:19,256 IT'S ALL ABOUT GETTING AS MANY USERS 1142 01:09:19,289 --> 01:09:23,560 SPENDING AS MUCH MONEY INCREMENTALLY, FOR THEIR SHAREHOLDERS. 1143 01:09:23,593 --> 01:09:28,031 THE COST OF GAMES NOW AT THAT TRIPLE A LEVEL THAT YOU NEED 1144 01:09:28,064 --> 01:09:31,601 TO SELL THOSE NUMBERS IS GETTING INTO NINE FIGURES. 1145 01:09:33,403 --> 01:09:35,305 MURRAY: ZYNGA REALLY DID AN AMAZING JOB 1146 01:09:35,339 --> 01:09:37,574 OF REALLY TAKING JUST MASSIVE AMOUNTS OF DATA 1147 01:09:37,607 --> 01:09:39,476 AND REALLY UNDERSTANDING WHAT PLAYERS DO 1148 01:09:39,509 --> 01:09:43,613 AND THEN BEING ABLE TO WORK WITH THAT DATA IN A LIVE TESTING POOL. 1149 01:09:45,849 --> 01:09:49,453 WHEN YOU HAVE MILLIONS AND MILLIONS OF PEOPLE INTERACTING WITH SOMETHING, 1150 01:09:49,486 --> 01:09:51,955 YOU'RE ABLE TO SEE IN REAL TIME WHAT PEOPLE ARE DOING. 1151 01:09:53,523 --> 01:09:55,525 PEOPLE RESPOND TO THIS GAME DIFFERENTLY 1152 01:09:55,559 --> 01:09:58,628 AND YOU CAN ACTUALLY SEE ACTUAL NUMBERS 1153 01:09:58,662 --> 01:10:01,030 AND NUMBERS BEING TRANSLATED INTO DOLLARS. 1154 01:10:01,064 --> 01:10:03,267 AND YOU CAN SEE THE REACTION IN REAL TIME. 1155 01:10:06,336 --> 01:10:09,239 NARRATOR: VIDEO GAME DESIGNERS ARE BEHAVIORISTS, 1156 01:10:09,273 --> 01:10:11,908 FOCUSING ON LEARNING, PREDICTING, 1157 01:10:11,941 --> 01:10:15,011 AND REVERSE ENGINEERING THE GAMER'S NEXT MOVE. 1158 01:10:16,913 --> 01:10:21,485 THE GOAL IS TO GET RID OF MANUALS OR INSTRUCTIONS ALTOGETHER. 1159 01:10:21,518 --> 01:10:25,522 GETTING RID OF ANYTHING THAT TAKES THE GAMER OUT OF THE ZONE. 1160 01:10:27,457 --> 01:10:30,894 IF THE GAME IS TOO EASY, THE GAMER GETS BORED. 1161 01:10:32,296 --> 01:10:35,632 IF IT'S TOO HARD, THE GAMER GETS FRUSTRATED. 1162 01:10:36,766 --> 01:10:40,470 BUT IF THE ENGINEERING IS JUST RIGHT, 1163 01:10:40,504 --> 01:10:46,310 THE DESIRED STATE OF IMMERSION IS ACHIEVED. 1164 01:10:46,343 --> 01:10:50,046 LOWENSTEIN: THE GOAL OF ANY VIDEO GAME IS TO PROVIDE THE MOST FUN, 1165 01:10:50,079 --> 01:10:53,517 ENTHRALLING AND COMPLETELY ADDICTIVE EXPERIENCE. 1166 01:10:56,219 --> 01:10:59,055 THAT SENSE OF BEING THERE IN THE MOMENT. 1167 01:11:00,657 --> 01:11:02,659 SMITH: WHAT HOOKS ARE WE PUTTING IN 1168 01:11:02,692 --> 01:11:05,862 TO MAKE SURE THAT THEY KEEP COMING BACK? 1169 01:11:05,895 --> 01:11:10,266 THERE'S A GOAL, THERE'S AN OBJECTIVE, YOU RECEIVE SOMETHING BACK. 1170 01:11:10,300 --> 01:11:11,601 KEEPS PEOPLE INVESTING 1171 01:11:11,635 --> 01:11:13,870 BECAUSE THEY ACTUALLY FEEL LIKE WHAT THEY DO MATTERS. 1172 01:11:16,440 --> 01:11:21,511 NARRATOR: MANAGEABLE RESULTS, CLEAR RULES, GOALS TO BE CONQUERED. 1173 01:11:23,847 --> 01:11:25,515 COMPLETE ENGAGEMENT. 1174 01:11:28,151 --> 01:11:31,821 AND NO VIDEO GAME GENRE HAS MORE ADDICTED FANS 1175 01:11:31,855 --> 01:11:35,058 THAN THE MASSIVE MULTIPLAYER ONLINE ROLE-PLAYING GAMES, 1176 01:11:35,091 --> 01:11:36,693 THE MMOS. 1177 01:11:39,128 --> 01:11:43,800 STARTING FROM THE FIRST MAJOR SUCCESS OF RICHARD GARRIOTT'S ULTIMA ONLINE, 1178 01:11:43,833 --> 01:11:45,669 HIS ADVENTURE WORLD PLAYING GAME 1179 01:11:45,702 --> 01:11:48,538 COMBINED THE OLD DUNGEON MASTER GAME IDEA 1180 01:11:48,572 --> 01:11:51,475 WITH THE CONNECTIVE POWER OF THE INTERNET. 1181 01:11:51,508 --> 01:11:55,044 MURRAY: MMOS ARE NOT NECESSARILY JUST ABOUT THE GAME ITSELF, 1182 01:11:55,078 --> 01:11:57,113 IT'S ALL ABOUT SOCIALIZING WITH YOUR FRIENDS. 1183 01:11:59,949 --> 01:12:02,719 THIS IS PEOPLE ALL OVER THE COUNTRY, ALL OVER THE WORLD EVEN. 1184 01:12:02,752 --> 01:12:05,455 SO I CAN PLAY WITH FAMILY IN ENGLAND, 1185 01:12:05,489 --> 01:12:08,057 AND AS MUCH AS WE MIGHT BE PLAYING THE GAME, 1186 01:12:08,091 --> 01:12:11,961 WHAT'S ACTUALLY BROUGHT ME IN THERE IS THE SOCIAL ELEMENT. 1187 01:12:11,995 --> 01:12:15,465 THERE'S BEEN COUPLES THAT HAVE MET EACH OTHER ONLINE, 1188 01:12:15,499 --> 01:12:20,870 OR PEOPLE THAT JUST FIND A COMMUNITY THAT THEY DON'T HAVE IN THE REAL WORLD 1189 01:12:20,904 --> 01:12:23,607 WHERE THEY CAN CONNECT WITH PEOPLE THROUGH PLAYING GAMES ONLINE. 1190 01:12:27,811 --> 01:12:31,481 NARRATOR: THE MOST POPULAR MMO IS WORLD OF WARCRAFT. 1191 01:12:31,515 --> 01:12:34,851 A MEGA-HIT WITH MORE THAN 10 MILLION SUBSCRIBERS. 1192 01:12:36,352 --> 01:12:38,655 THEIR COLLECTIVE TOTAL OF HOURS PLAYED 1193 01:12:38,688 --> 01:12:42,859 AMOUNTS TO MORE THAN SIX MILLION YEARS. 1194 01:12:42,892 --> 01:12:46,496 THAT'S MORE TIME THAN IT TOOK THE HUMAN SPECIES TO EVOLVE. 1195 01:12:46,530 --> 01:12:49,098 LOWENSTEIN: WORLD OF WARCRAFT HAS THIS HORRIBLE OPTION 1196 01:12:49,132 --> 01:12:50,800 WHERE YOU CAN TYPE "/PLAYED," 1197 01:12:50,834 --> 01:12:54,438 AND IT WILL TELL YOU HOW MANY HOURS YOU HAVE PUT INTO THIS CHARACTER. 1198 01:12:54,471 --> 01:12:58,041 AND THAT IS BY FAR ONE OF THE MOST DEPRESSING THINGS YOU CAN DO IN LIFE. 1199 01:12:59,609 --> 01:13:03,112 WHEN YOU LOOK AND IT SAYS, "340 HOURS," AND YOU'RE GOING, 1200 01:13:03,146 --> 01:13:06,650 "WAIT, THAT'S HOW MANY WEEKS, HOW MANY MONTHS, 1201 01:13:06,683 --> 01:13:09,586 "HOW MANY SOCIAL EVENTS, HOW MANY THINGS HAVE I MISSED NOW?" 1202 01:13:09,619 --> 01:13:12,622 BUT THEN YOU'RE LIKE, "WAIT, MY CHARACTER LOOKS REALLY BADASS." 1203 01:13:12,656 --> 01:13:15,425 THERE'S FLAME COMING FROM THE SWORD 1204 01:13:15,459 --> 01:13:18,728 AND SHE CAN CAST FIREBALLS AND YOU'RE LIKE, "WAIT..." 1205 01:13:18,762 --> 01:13:22,799 IT'S LIKE YOUR GAMER SENSE OF PRIDE MIXES WITH YOUR REAL LIFE SENSE OF, 1206 01:13:22,832 --> 01:13:25,702 "OH, CRAP, I AM SINGLE AND I'M A BIG VIDEO GAME NERD." 1207 01:13:29,238 --> 01:13:33,076 NARRATOR: THANKS TO SPECIALIZED TRANSACTION AND SELL-BASED WEBSITES, 1208 01:13:33,109 --> 01:13:38,047 THE TIME SPENT IN MAKING VIRTUAL GOLD CAN BE TURNED INTO REAL WORLD DOLLARS. 1209 01:13:40,049 --> 01:13:42,819 JOHN SMEDLEY: LOOKING BACK ON IT, IT SEEMS OBVIOUS 1210 01:13:42,852 --> 01:13:45,288 BUT AT THE TIME WE DIDN'T THINK PEOPLE WOULD SPEND 1211 01:13:45,321 --> 01:13:48,692 200, 300 DOLLARS FOR A VIRTUAL SWORD. WELL, THEY DID. 1212 01:13:50,527 --> 01:13:52,395 THIS LED TO A PROBLEM CALLED FARMING 1213 01:13:52,428 --> 01:13:55,599 WHICH IS WHEN PEOPLE PLAY THE GAME OVER AND OVER 1214 01:13:55,632 --> 01:13:58,935 TO GET A SPECIFIC ITEM AND THEN TRY TO SELL IT. 1215 01:14:00,870 --> 01:14:04,474 NARRATOR: GAMING SWEATSHOPS PROLIFERATE IN PLACES LIKE INDONESIA, 1216 01:14:04,508 --> 01:14:07,577 CHINA AND MEXICO. 1217 01:14:07,611 --> 01:14:11,881 WITH UNDERPAID WORKERS PERFORMING MONOTONOUS IN-GAME TASKS. 1218 01:14:14,250 --> 01:14:18,087 LINDSTROM: WELL, PEOPLE PLAY GAMES FOR A LOT OF REASONS. 1219 01:14:18,121 --> 01:14:20,657 YOU CAN GET PEOPLE WHO PLAY A GAME AND THEY PLAY IT A LOT, 1220 01:14:20,690 --> 01:14:23,993 BUT THEY'RE NOT NECESSARILY HAVING FUN. 1221 01:14:24,027 --> 01:14:26,830 THEY'RE PLAYING IT BECAUSE THERE'S SOMETHING OBSESSIVE ABOUT IT 1222 01:14:26,863 --> 01:14:28,665 AND THEY WANT TO COMPLETE IT. 1223 01:14:28,698 --> 01:14:31,334 AND THERE'S A CERTAIN REWARD FACTOR TO THAT. 1224 01:14:31,367 --> 01:14:34,838 WE OFTEN SEPARATE THE CONCEPTS OF REWARD AND FUN. 1225 01:14:34,871 --> 01:14:38,207 REWARD CAN BE A VERY PAVLOV KIND OF SITUATION. 1226 01:14:38,241 --> 01:14:43,680 IT TRIGGERS YOUR BRAIN IN A WAY THAT YOU REALLY FIND REWARDING. 1227 01:14:43,713 --> 01:14:45,882 BUT IT'S NOT THE SAME THING AS HAVING A GOOD TIME. 1228 01:14:51,521 --> 01:14:54,457 NARRATOR: AFTER SPENDING SO MUCH TIME IN THE GAME WORLD, 1229 01:14:54,490 --> 01:14:58,828 GAMERS MAY FIND THEMSELVES STRUCK WITH A CERTAIN SENSE OF SHAME. 1230 01:14:58,862 --> 01:15:01,831 AN ARRESTING SENSE OF EMPTINESS AND WASTE 1231 01:15:01,865 --> 01:15:03,833 WHEN ONE CONSIDERS ALL THE OTHER THINGS 1232 01:15:03,867 --> 01:15:06,603 THAT COULD HAVE BEEN DONE WITH THEIR GAME TIME. 1233 01:15:08,705 --> 01:15:11,240 SOME GAMERS REPORT HAVING GONE INTO SHOCK 1234 01:15:11,274 --> 01:15:14,177 WHEN THEY DISCOVER THAT THEY'VE SPENT AN ENTIRE MONTH OF THE YEAR 1235 01:15:14,210 --> 01:15:15,879 IN THEIR GAME WORLD. 1236 01:15:17,480 --> 01:15:21,184 ARE CLINICALLY PROVEN NOW, GAME ADDICTIONS, 1237 01:15:21,217 --> 01:15:24,554 THAT THEY ACTUALLY HAVE PEOPLE GOING THROUGH THERAPY 1238 01:15:26,055 --> 01:15:29,525 BECAUSE THEY GET SO IMMERSED INTO THE GAMES THAT THEY PLAY, 1239 01:15:30,660 --> 01:15:33,763 THEY DO LOSE A LITTLE BIT OF REALITY. 1240 01:15:36,633 --> 01:15:40,003 LOWENSTEIN: GETTING THAT QUEST, GETTING THAT NEXT ITEM IS MORE IMPORTANT. 1241 01:15:40,036 --> 01:15:44,040 AND SUDDENLY, THEY WORK, SO THEY COME BACK AND PLAY WOW. 1242 01:15:44,073 --> 01:15:46,876 THEY GO TO SCHOOL SO THAT THEY CAN COME BACK AND PLAY WOW. 1243 01:15:46,910 --> 01:15:51,480 IT'S PROBABLY THE ASPECT OF THEIR LIFE THAT THEY HAVE THE MOST CONTROL OVER. 1244 01:15:51,514 --> 01:15:54,317 THE PIECE OF THEIR LIFE THAT THEY LOOK FORWARD TO MOST. 1245 01:15:54,350 --> 01:15:55,852 [SCREAMING] 1246 01:15:59,823 --> 01:16:03,893 AUTOMATED VOICE: ARE YOU FEELING UNFULFILLED? BORED WITH LIFE ON EARTH? 1247 01:16:03,927 --> 01:16:07,130 WHAT WOULD YOU SAY TO A NEW LIFE FILLED WITH ADVENTURE, 1248 01:16:07,163 --> 01:16:08,865 WHERE YOU CAN LIVE OUT YOUR DREAMS, 1249 01:16:08,898 --> 01:16:10,934 AND CLAIM YOUR FORTUNE? 1250 01:16:10,967 --> 01:16:14,771 WE CAN GIVE YOU THAT NEW LIFE INSIDE PROJECT ENTROPIA. 1251 01:16:17,707 --> 01:16:20,409 NARRATOR: IN THE MMO ENTROPIA UNIVERSE, 1252 01:16:20,443 --> 01:16:24,981 USERS INTERACT WITH THE HELP OF A FULL-FLEDGED CASH ECONOMY. 1253 01:16:25,014 --> 01:16:27,984 EVERYTHING THAT YOU DO WITHIN THAT WORLD COSTS MONEY 1254 01:16:28,017 --> 01:16:30,519 BUT YOU ACTUALLY EARN MONEY FOR ANYTHING THAT YOU OWN. 1255 01:16:33,256 --> 01:16:35,591 SUPPLY AND DEMAND. 1256 01:16:35,625 --> 01:16:38,628 IF YOU HAVE AN ASTEROID, PEOPLE WANNA GO VISIT THAT ASTEROID, 1257 01:16:38,662 --> 01:16:41,497 THEY WANNA GO AND MEET UP THERE WITH THEIR FRIENDS. 1258 01:16:41,530 --> 01:16:44,400 THEY CAN SPONSOR PARTIES, THEY HAVE VIRTUAL PARTIES THERE. 1259 01:16:44,433 --> 01:16:47,370 THERE'LL BE CERTAIN CREATURES THAT YOU'LL WANT TO INTERACT WITH. 1260 01:16:47,403 --> 01:16:49,105 SO, WHEN YOU BUY THAT ASTEROID, 1261 01:16:49,138 --> 01:16:51,708 THE ONLY WAY TO GET THERE IS YOU HAVE TO PAY A TAX 1262 01:16:51,741 --> 01:16:53,977 TO TAKE A SHUTTLE THERE AND ONCE YOU'RE THERE, 1263 01:16:54,010 --> 01:16:57,113 VERY SORT OF MICRO-TRANSACTION ORIENTED. 1264 01:16:57,146 --> 01:16:58,314 BUT HOW DOES IT WORK? 1265 01:16:58,347 --> 01:17:02,485 IT'S BECAUSE THAT ASTEROID ACTUALLY DRIVES REVENUE. 1266 01:17:04,821 --> 01:17:08,191 I HAVE A FRIEND THAT ACTUALLY BOUGHT AN ASTEROID FOR 100,000 DOLLARS. 1267 01:17:08,224 --> 01:17:10,226 WELL, EVERYBODY THOUGHT HE WAS CRAZY. 1268 01:17:10,259 --> 01:17:13,229 FOUR YEARS LATER HE SOLD IT FOR 600, 000 DOLLARS. 1269 01:17:13,262 --> 01:17:15,899 MADE AN ENTIRE CAREER, 1270 01:17:15,932 --> 01:17:18,234 GENERATING A REAL LIFE INCOME OUT OF IT. 1271 01:17:22,271 --> 01:17:25,341 NARRATOR: AND THERE IS SECOND LIFE. 1272 01:17:29,178 --> 01:17:32,949 THERE ARE NO UNIVERSAL REWARDS OR POINTS. 1273 01:17:32,982 --> 01:17:36,720 NO BAD GUYS TO BEAT OR MISSIONS TO ACCOMPLISH. 1274 01:17:36,753 --> 01:17:41,390 JUST AN EASILY CUSTOMIZABLE REPRESENTATION 1275 01:17:41,424 --> 01:17:42,658 OF LIFE. 1276 01:17:46,162 --> 01:17:49,432 MANY TALENTED ARTISTS HOST GALLERY EXHIBITS. 1277 01:17:50,266 --> 01:17:53,502 BANDS PLAY LIVE SHOWS. 1278 01:17:53,536 --> 01:17:59,208 COLLEGES AND EVEN MAINSTREAM BUSINESSES HAVE A PRESENCE. 1279 01:17:59,242 --> 01:18:03,279 IT'S NOT MUCH OF A GAME AT ALL. IT'S JUST A PLACE TO HANG OUT. 1280 01:18:04,280 --> 01:18:06,649 A PLACE TO BE. 1281 01:18:13,422 --> 01:18:16,592 AS MORE AND MORE REAL WORLD REPRESENTATIONS 1282 01:18:16,625 --> 01:18:19,896 HAVE CROSSED OVER INTO GAME PLAY DYNAMICS, 1283 01:18:19,929 --> 01:18:22,966 THE GAMES HAVE ALSO CROSSED BACK INTO REAL LIFE. 1284 01:18:24,500 --> 01:18:27,070 IN THE WAY THAT GENERATION G IS DIFFERENT FROM X, Y 1285 01:18:27,103 --> 01:18:29,705 AND ALL THE DIFFERENT GENERATIONS THAT WE MAY BELONG TO, 1286 01:18:29,739 --> 01:18:32,842 IS THAT VIDEO GAMES ARE THE PRIMARY FORM OF ENTERTAINMENT, 1287 01:18:32,876 --> 01:18:34,510 THAT GENERATION G IS CONSUMING. 1288 01:18:34,543 --> 01:18:36,579 IT IS THEIR PRIMARY FORM OF ENTERTAINMENT. 1289 01:18:36,612 --> 01:18:39,816 AND THIS IS ALREADY STARTING TO HAVE A TREMENDOUS EFFECT ON SOCIETY. 1290 01:18:39,849 --> 01:18:41,117 ALL AROUND US, 1291 01:18:41,150 --> 01:18:44,220 GENERATION G'S DESIRE FOR GAME-LIKE EXPERIENCES 1292 01:18:44,253 --> 01:18:47,056 IS RESHAPING INDUSTRIES. 1293 01:18:47,090 --> 01:18:49,826 SUDDENLY, GAMIFICATION BECAME, OH, AN INTERESTING IDEA. 1294 01:18:49,859 --> 01:18:52,461 NOW WE CAN GAMIFY ANYTHING. 1295 01:18:52,495 --> 01:18:54,197 IF YOU JUST START CHECKING IN, 1296 01:18:54,230 --> 01:18:56,866 THAT SORT OF BECAME THE EASIEST WAY TO COLLECT POINTS. 1297 01:18:56,900 --> 01:18:59,202 AND THEN YOU CAN SUDDENLY TURN THOSE THINGS IN. 1298 01:18:59,235 --> 01:19:01,838 YOU CAN GET A DISCOUNT COUPON. THAT'S A GAME. 1299 01:19:03,639 --> 01:19:06,843 YOU CAN GO INTO CORPORATIONS, GIVE THEM VIRTUAL REWARDS 1300 01:19:06,876 --> 01:19:10,013 WHICH THEN BECOMES REAL CURRENCY THAT THEY CAN POSSIBLY TURN IN. 1301 01:19:10,046 --> 01:19:11,614 THAT'S GAMIFICATION. 1302 01:19:11,647 --> 01:19:13,749 WHEN YOU START THINKING OF IT FROM THAT LENS, 1303 01:19:13,783 --> 01:19:15,985 SUDDENLY, EVERYTHING YOU DO HAS AN OBJECTIVE 1304 01:19:16,019 --> 01:19:17,720 AND A GOAL AND A REWARD TO IT. 1305 01:19:17,753 --> 01:19:20,790 AND IF YOU JUST USE A DEVICE, YOU ATTACH A DEVICE TO IT 1306 01:19:20,824 --> 01:19:22,959 OR AN APPLICATION TO IT, IT'S GAMIFIED. 1307 01:19:25,761 --> 01:19:27,997 NEWS REPORTER: IT'S CALLED WII-HAB. 1308 01:19:28,031 --> 01:19:29,999 HOSPITALS LIKE ST. MARY'S IN SAN FRANCISCO 1309 01:19:30,033 --> 01:19:33,536 ARE USING THE WII FIT VIDEO GAME FOR PHYSICAL REHAB. 1310 01:19:36,005 --> 01:19:38,407 LANG: TECHNOLOGY WAS SOMETHING THAT PEOPLE FEARED 1311 01:19:38,441 --> 01:19:40,243 OR THEY COULDN'T AFFORD IT, 1312 01:19:40,276 --> 01:19:43,880 BUT NOW, THOSE BARRIERS HAVE SORT OF COME DOWN. 1313 01:19:43,913 --> 01:19:47,650 AND IT'S MUCH MORE PERSONAL FOR PEOPLE. 1314 01:19:47,683 --> 01:19:51,988 THE DEMOGRAPHICS HAVE REALLY SHIFTED IN THE PAST FIVE YEARS. 1315 01:19:52,021 --> 01:19:55,658 WITH THE ADVENT OF THE WII, IT REALLY CHANGED EVERYTHING. 1316 01:19:59,695 --> 01:20:02,866 SMITH: IT SOLD TO PEOPLE THAT NEVER HAD A VIDEO GAME CONTROLLER. 1317 01:20:02,899 --> 01:20:05,234 ORGANIZATIONS THAT WOULD NEVER ORDINARILY SAY, 1318 01:20:05,268 --> 01:20:08,271 "YES, I'M GOING TO APPLY SOME BUDGET TO A VIDEO GAME CONSOLE," 1319 01:20:08,304 --> 01:20:11,274 ALL OF A SUDDEN, THEY'VE GOT A WII IN THERE 1320 01:20:11,307 --> 01:20:15,644 BECAUSE IT'S GETTING THEIR AUDIENCES ACTIVE, MOVING AND IMMERSED. 1321 01:20:17,480 --> 01:20:19,748 LOWENSTEIN: AND THEN YOU LOOK AT THE KINECT, 1322 01:20:19,782 --> 01:20:23,052 WHICH ALLOWED PEOPLE TO INTERACT WITH A VIDEO GAME BY MOVING AROUND. 1323 01:20:23,086 --> 01:20:26,822 SO, IF YOU THINK ABOUT WHAT ARE THE NEXT LEVELS OF THAT, 1324 01:20:26,856 --> 01:20:29,325 BRAIN WAVES, RIGHT? WHY NOT? 1325 01:20:29,358 --> 01:20:32,495 MURRAY: THERE'S DEVICES OUT THERE THAT YOU CAN PUT ON YOUR HEAD 1326 01:20:32,528 --> 01:20:34,197 AND THEY'LL READ YOUR BRAIN WAVES 1327 01:20:34,230 --> 01:20:36,065 AND YOU DON'T HAVE TO USE A CONTROLLER, 1328 01:20:36,099 --> 01:20:38,401 IT CAN ACTUALLY UNDERSTAND THROUGH THE HEAT 1329 01:20:38,434 --> 01:20:41,570 IN CERTAIN PARTS OF YOUR BRAIN, WHAT YOU'RE TRYING TO DO ON SCREEN. 1330 01:20:41,604 --> 01:20:45,708 SO YOU CAN MANIPULATE PIXELS ON SCREEN JUST BY THINKING ABOUT IT. 1331 01:20:45,741 --> 01:20:50,980 LANG: THOSE KINDS OF BODY METRIC MEASURING GAMES ARE VERY RUDIMENTARY, 1332 01:20:51,014 --> 01:20:53,582 SO, IT'S NOT A COMPLETELY IMMERSIVE EXPERIENCE. 1333 01:20:53,616 --> 01:20:57,220 BUT I THINK IT'S SOMETHING THAT GAME MAKERS ARE DEFINITELY THINKING ABOUT. 1334 01:20:57,253 --> 01:21:00,689 THE KINECT CAN EVEN MEASURE YOUR BREATHING. 1335 01:21:00,723 --> 01:21:02,926 THERE'S A DEEPAK CHOPRA VIDEO GAME. 1336 01:21:02,959 --> 01:21:06,295 AUTOMATED VOICE: LEELA. LEELA IS A JOURNEY OF MIND AND BODY. 1337 01:21:06,329 --> 01:21:09,798 LANG: IT'S A MEDITATION GAME. THERE ARE SEVEN CHAKRAS 1338 01:21:09,832 --> 01:21:12,068 WHICH ARE ENERGY CENTERS WITHIN EACH OF US. 1339 01:21:12,101 --> 01:21:15,638 GENTLE MOTION IS ALL THAT IS NEEDED TO AWAKEN THE CHAKRAS. 1340 01:21:15,671 --> 01:21:19,308 LANG: AND I DON'T SEE THAT STOPPING. 1341 01:21:19,342 --> 01:21:23,579 ESPECIALLY WHEN YOU THINK ABOUT AUGMENTED REALITY AND WEARING GLASSES. 1342 01:21:25,949 --> 01:21:27,616 MAN: YEAH. 1343 01:21:27,650 --> 01:21:30,353 MEET ME IN FRONT OF STRAND BOOKS AT 2. 1344 01:21:34,423 --> 01:21:37,260 LOWENSTEIN: THE VIDEOS THAT GOOGLE'S RELEASED FOR THEIR GLASSES, 1345 01:21:37,293 --> 01:21:38,928 THEY'RE VERY PRACTICAL. 1346 01:21:38,962 --> 01:21:42,465 YOU'RE WALKING ALONG AND, HEY, YOU'RE WALKING TO THIS LOCATION. 1347 01:21:42,498 --> 01:21:44,033 MAN: AW, MAN, REALLY? 1348 01:21:44,067 --> 01:21:46,269 LOWENSTEIN: AND, "HEY, MY FRIEND JUST TWEETED THIS" 1349 01:21:46,302 --> 01:21:48,137 AND, "MY FRIEND JUST TEXTED THAT 1350 01:21:48,171 --> 01:21:51,207 "AND MY OTHER FRIEND JUST CHECKED INTO FOURSQUARE OVER HERE." 1351 01:21:51,240 --> 01:21:53,309 AND SUDDENLY IT'S THIS VERY PRACTICAL THING 1352 01:21:53,342 --> 01:21:55,078 THAT BRINGS IN ALL THESE APPLICATIONS 1353 01:21:55,111 --> 01:21:57,346 THAT WE'RE ALREADY DOING ANYWAY ON OUR PHONE, 1354 01:21:57,380 --> 01:22:01,250 EXCEPT THAT YOU CAN STILL WALK AND NOT WALK INTO A CAR 1355 01:22:02,485 --> 01:22:04,553 WHILE YOU'RE INTERACTING WITH YOUR WORLD. 1356 01:22:05,821 --> 01:22:07,456 AUTOMATED VOICE: WELCOME. 1357 01:22:14,297 --> 01:22:17,300 NARRATOR: SOCIETY'S MASSIVE INTEREST IN TECHNOLOGY 1358 01:22:17,333 --> 01:22:20,569 SUGGESTS IT MIGHT BE ONLY A MATTER OF TIME 1359 01:22:20,603 --> 01:22:24,307 BEFORE WE EMBRACE THE NOTION OF REALITY AUGMENTATION. 1360 01:22:28,944 --> 01:22:30,179 CHIPS ARE SO SMALL NOW 1361 01:22:30,213 --> 01:22:32,648 THAT YOU CAN PROBABLY START PUTTING THINGS INTO CELLS. 1362 01:22:34,317 --> 01:22:36,785 THAT BECOMES A WAY TO TRY TO UNDERSTAND DISEASE, 1363 01:22:36,819 --> 01:22:39,088 AND ACTUALLY DO SOMETHING GOOD. 1364 01:22:40,356 --> 01:22:42,591 BUT THERE'S ALWAYS THE ENTERTAINMENT ASPECT, 1365 01:22:42,625 --> 01:22:45,294 WHAT CAN PEOPLE DO TO ACTUALLY PLAY AROUND WITH THAT 1366 01:22:45,328 --> 01:22:48,297 OR CREATE SOMETHING THAT PEOPLE WOULD WANT TO BUY FOR ENTERTAINMENT? 1367 01:22:50,433 --> 01:22:53,736 IT'S SUPER EXCITING TO THINK ABOUT THE SCIENCE FICTION OF EVERYTHING. 1368 01:22:53,769 --> 01:22:56,139 THAT'S WHERE I STARTED GOING... 1369 01:22:56,172 --> 01:22:58,641 YOU CAN START THINKING OF ALL THE CRAZY, 1370 01:22:58,674 --> 01:23:01,077 MAYBE DARK THINGS YOU COULD DO WITH THAT. 1371 01:23:01,110 --> 01:23:03,712 MAN: A WORLD WHERE ANYTHING IS POSSIBLE. 1372 01:23:04,880 --> 01:23:06,882 THERE DEFINITELY IS THIS POSSIBILITY 1373 01:23:06,915 --> 01:23:10,753 THAT WE ARE GOING TO BE LIVING IN SOME MATRIX- LIKE VIRTUAL WORLD 1374 01:23:10,786 --> 01:23:14,057 WHERE OUR BRAIN WAVES AND ACTIVITIES 1375 01:23:14,090 --> 01:23:16,825 COULD BE MEASURED AND THAT WAY THERE IS NO INTERFACE. 1376 01:23:16,859 --> 01:23:19,695 MAN: THERE IS ONLY ONE WAY TO ENTER THE MATRIX. 1377 01:23:23,866 --> 01:23:25,134 [PHONE RINGING] 1378 01:23:26,769 --> 01:23:27,936 WE'RE IN. 1379 01:23:33,709 --> 01:23:36,979 IF YOU HAD THE CHANCE TO GO THERE, TO GO TO THESE DIFFERENT PLACES 1380 01:23:37,012 --> 01:23:39,448 IN THIS VIRTUAL WORLD, YEAH. 1381 01:23:39,482 --> 01:23:41,217 THAT WOULD BE GREAT. 1382 01:23:41,250 --> 01:23:43,719 AND THAT'S A PRETTY GOOD WAY OF SPENDING SOME TIME, I THINK. 1383 01:23:46,522 --> 01:23:48,724 AS AI GETS BETTER AND BETTER, 1384 01:23:48,757 --> 01:23:53,196 IT MAKES ALL OF THOSE INTERACTIONS MUCH MORE BELIEVABLE. 1385 01:23:53,229 --> 01:23:55,731 MAN: CAN YOU HEAR ME? YES. 1386 01:23:57,500 --> 01:24:01,470 MAN: ID. KPC 897504C. 1387 01:24:01,504 --> 01:24:04,140 MAN: CAN YOU MOVE YOUR HEAD? 1388 01:24:04,173 --> 01:24:08,311 SMITH: SO, YOU GET THAT SENSE THAT A CHARACTER THAT YOU SEE IN A GAME... 1389 01:24:08,344 --> 01:24:09,745 MAN: YOUR EYES NOW. 1390 01:24:09,778 --> 01:24:12,481 SMITH: ...IS SOMEBODY THAT YOU FEEL LIKE YOU KNOW 1391 01:24:12,515 --> 01:24:15,118 OR YOU HAVE A RELATIONSHIP WITH. 1392 01:24:16,819 --> 01:24:19,021 THAT KIND OF RECOGNITION, IF THAT HAPPENS, 1393 01:24:19,054 --> 01:24:20,723 A, UNBELIEVABLY FREAKY 1394 01:24:22,225 --> 01:24:24,993 FIRST FEW TIMES IT HAPPENS, BUT HOW COOL IS THAT? 1395 01:24:25,027 --> 01:24:28,797 I CAN LOOK AFTER YOUR HOUSE, DO THE COOKING, MIND THE KIDS. 1396 01:24:28,831 --> 01:24:31,700 I ORGANIZE YOUR APPOINTMENTS. I SPEAK 300 LANGUAGES 1397 01:24:31,734 --> 01:24:34,603 AND I AM ENTIRELY AT YOUR DISPOSAL AS A SEXUAL PARTNER. 1398 01:24:34,637 --> 01:24:37,106 NO NEED TO FEED ME OR RECHARGE ME. 1399 01:24:37,140 --> 01:24:38,807 I'M EQUIPPED WITH A QUANTIC BATTERY 1400 01:24:38,841 --> 01:24:41,244 THAT MAKES ME AUTONOMOUS FOR 173 YEARS. 1401 01:24:42,878 --> 01:24:44,347 DO YOU WANT TO GIVE ME A NAME? 1402 01:24:47,150 --> 01:24:50,553 PEOPLE WILL ALWAYS POINT TOWARDS THE NEGATIVE AND SAY, 1403 01:24:50,586 --> 01:24:54,089 "OH, BUT SEE, THERE'S SOMETHING THAT'S BEING LOST" WHEN ACTUALLY, 1404 01:24:54,123 --> 01:24:57,260 WHEN YOU LOOK AT THE PERCENTAGES OF WHAT PEOPLE ARE ACTUALLY USING, 1405 01:24:57,293 --> 01:25:00,296 GAMES FOR MORE AND MORE SO NOW, WHICH IS COMMUNICATING, 1406 01:25:00,329 --> 01:25:02,531 CONNECTING WITH PEOPLE FROM ALL OVER THE WORLD, 1407 01:25:02,565 --> 01:25:04,367 IT'S LIKE, "WELL, WHAT'S BEING GAINED?" 1408 01:25:07,670 --> 01:25:09,505 NARRATOR: COULD THE HUMAN SPECIES 1409 01:25:09,538 --> 01:25:12,541 EXIST IN A DIGITAL UNIVERSE OF ITS OWN DESIGN? 1410 01:25:17,546 --> 01:25:20,115 AT WHAT POINT DOES THE GAME END? 1411 01:25:24,920 --> 01:25:30,125 COULD THE LINE BETWEEN HUMANS AND MACHINES FADE AWAY FOREVER? 1412 01:25:37,733 --> 01:25:39,902 [BEEPING] 113106

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