User Interfaces in Video Games 2/10

User Interfaces in Video GamesThe quest for genre-appropriate and usable game UI

To start off with my research I decided to research the history of video games and, by extension, their user interfaces. I’m interested in how people interacted with early interfaces with technical limitations.

My first thought was Pong, a game that many people consider the first game, but upon research I found out that this wasn’t the case and that there’s no clear consensus.

Figure 1: Tennis for Two
Source: [1]
Figure 2: Spacewar!
Source: [2]

Released 14 years before Pong, Tennis for Two was developed by William Higinbotham and it was made using an analogue computer with a oscilloscope screen and two separate controllers [3]. I found a recreation of it you can play in your browser here, which shows well how limited the interaction elements were, namely a pair of dials/control knobs and buttons.

This video also talks about Tennis for Two as the first video game and shows the control scheme

Tennis for Two shows that the way people interact with video games has always involved input devices. These input devices provide the point of interaction between the human and machine. However, some sources argue that it isn’t the first video game because it wasn’t displayed on a video screen, which is a technicality [3]. Other sources argue that “While this appears to be the first interactive game, it is an isolated instance” [4], claiming that the creator of the upcoming game I will mention didn’t know of it’s existence.

Released a few years after Tennis for Two, Spacewar! was developed by Steve Russel and it was made using a PDP-1 computer [4]. This made it the first computer game, originally using toggle switches built into the computer, but eventually getting dedicated remote controllers developed. Spacewar! is widely considered the first video game, showing a very similar interaction principle albeit with more complex controls.

At 13:45 you can see Spacewar! being played

While Tennis for Two had one adjustable knob and one button for aiming and throwing, Spacewar! had much more complex controls with the objective was for each player to maneuver a spaceship and score by firing missiles at their opponent [5].

Whats interesting in observing these interfaces is that they have no traditional visual UI elements, such as high scores or menu screens. The game itself doesn’t guide the player intrinsically, but the aspect of two identical controllers suggests that two players can somehow interact with the game.

I really like playing games.
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