[game_preservation] History of "game engine"
Frank Cifaldi
fcifaldi at gmail.com
Tue Aug 7 18:01:55 EDT 2012
It sounds like Henry is specifically interested in knowing when the term
"engine" itself was first used though. I have no answer for that! Does
Romero have a story for how they came to use the word?
On Tue, Aug 7, 2012 at 2:58 PM, Devin Monnens <dmonnens at gmail.com> wrote:
> Yes, I think it should be important to discuss early types of 'engines' -
> that is to say, systems that recycled similar blocks of code to make
> development easier. For instance, all the Mega Man games would have used
> the same 'engine', although how often that 'engine' was used to create
> other games...I couldn't tell you. So if you're talking about history of
> engines, that's a good place to start.
>
> What I think though is that an 'engine' is a basic set of code that
> developers - particularly *other* developers - can use to build games.
> But I think game developers will often refer to an 'engine' as a system
> used to power their game.
>
>
> On Tue, Aug 7, 2012 at 5:32 PM, Alex Handy <alex at themade.org> wrote:
>
>> Yeah, the term needs defining. Do we count compilers for DSL's? Just in
>> time compilers for script-like games? What about games that are just pixel
>> swaps, or horozontal engines turned verticle. Most old Atari 2600 games use
>> similar code based on the developer. Cabbage patch for 2600, which I found
>> 12 revisions of, was diff'd against looping, and the first rev of the
>> cabbage patch game starts as 50% looping code...
>>
>> On Aug 7, 2012 2:29 PM, "Frank Cifaldi" <fcifaldi at gmail.com> wrote:
>> >
>> > Might be wrong but it seems like what we call "engines" today would
>> have been called "interpreters" before. Sierra's old Adventure Game
>> Interpreter comes to mind.
>> >
>> >
>> > On Tue, Aug 7, 2012 at 2:24 PM, Rowan Kaiser <rowankaiser at gmail.com>
>> wrote:
>> >>
>> >> Yeah, although the Gold Box games all came out under the same SSI Gold
>> Box umbrella, they were farmed around to different people/studios. They're
>> a pretty fascinating social/business component of game history.
>> >>
>> >>
>> >> Rowan
>> >>
>> >>
>> >> On Tue, Aug 7, 2012 at 2:20 PM, Alex Handy <alex at themade.org> wrote:
>> >>>
>> >>> Text game engines. Infocom probably called it something different,
>> but that's what it was.
>> >>>
>> >>> Gold box dnd games, also.
>> >>>
>> >>> On Aug 7, 2012 2:18 PM, "Henry Lowood" <lowood at stanford.edu> wrote:
>> >>>>
>> >>>> Hi all,
>> >>>>
>> >>>> I'm working on a project having to do with the history of the game
>> engine (as concept, technology, etc.) and its various impacts on game
>> design and other things. So, here is a question for this group. Does
>> anybody want to make a claim that there was a relevant use of the term in
>> game design BEFORE id Software began to use the term. I've done some
>> analysis with the Google database (n-grams, etc.) and I find no evidence of
>> anything like that, plus John Romero believes that id coined the term as we
>> use it today. (And I agree.)
>> >>>>
>> >>>> Anyway, if you think you have or know of a counter-claim, please let
>> me know and I'll check on it. Source references welcome, of course.
>> >>>>
>> >>>> Henry
>> >>>>
>> >>>> --
>> >>>> Henry Lowood
>> >>>> Curator for History of Science & Technology Collections;
>> >>>> Film & Media Collections
>> >>>> HSSG, Green Library, 557 Escondido Mall
>> >>>> Stanford University Libraries, Stanford CA 94305-6004
>> >>>> 650-723-4602; lowood at stanford.edu; http://www.stanford.edu/~lowood
>> >>>>
>> >>>> _______________________________________________
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>> >>>
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>> >>
>> >>
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>> >
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>
>
> --
> Devin Monnens
> www.deserthat.com
>
> The sleep of Reason produces monsters.
>
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