How Did Video Gaming Develop Through The Last Decade?

With The Last of Us Remastered sparking conversations everywhere, one can only think of how advanced video games and gaming consoles have developed and grown in popularity over the years.

Video games are played by almost 3 billion people globally.

Many of us have downloaded or played video games at some point in our lives, whether it be for the purpose of conquest or collecting Pokemon. According to estimates from 2021, there were 2.96 billion games worldwide. The number of people who play games on PCs, consoles, tablets, and smartphones is predicted to surpass 3 billion this year and reach 3.32 billion by 2024.

But how did video games develop over the last decade?

Let’s find out!

Twitch

One can attribute a major shift in how people game to the introduction of Twitch.

Launched in June 2011, Twitch lets users make their own video streams, and it quickly gained a ton of popularity. Video games like the multiplayer strategy game League of Legends, the block-building adventure Minecraft, and the battle royale shooter Fortnite have all gained popularity on Twitch as a result of live competitive streaming. 

Amazon acquired Twitch for $1 billion in 2015. It regularly welcomes more than 15 million daily active users and has already given rise to five annual Twitchcon fan events that may one day compete with ComicCon.

Nintendo Switch

It followed the Nintendo Wii U’s colossal failure, which many believed would be the Japanese company’s downfall as it failed to provide appealing console hardware for the first time in decades.

Even if you don’t like Nintendo’s platform, you can’t dispute how much of an impact it has had on the gaming industry, whether it be due to its technological advancements or its never-ending collection of titles that never cease to amaze.

Along with The Witcher 3, Breath of the Wild is considered one of the all-time greats in the open-world gaming genre.

The excitement and freedom of switching between docked and portable mode cannot be compared with other consoles; instead, it seems like a work of technical magic.

The Nintendo Switch’s hardware supremacy has recently become more evident; the basic ideas behind the device are ageless and will definitely inspire all future consoles produced by the company.

Narrative Games

With games that employ cinematic and heavily plotted elements like Telltale’s The Walking Dead, Naughty Dog’s The Last of Us, and The Dark Pictures Anthology Series.

An adored trend that started with the critics’ and audience’s acclaimed Heavy Rain. These games rely heavily on the player’s emotional journey and interacting with a deep world of relationships and emotions.

While narrative games have existed for 30 years, the last decade witnessed the move from being small titles towards becoming mainstream and extremely popular all-around gaming experiences.

Mobile Gaming

Despite the fact that mobile games have been present since the first Nokia cellphones—talk about Snake—they truly came into attention after the debut of the iOs App Store in 2007. The in-app purchase feature that Apple first launched in 2009 is what set the tone for mobile games for the next ten years.

The popularity of gaming on mobile devices has skyrocketed.

  • The location-based augmented reality mobile game Pokemon Go by Niantic Inc. reached $3 billion in lifetime earnings.
  • In its first four months on the App Store and Google Play, Tencent Games’ multiplayer PUBG Mobile game surpassed 100 million downloads.
  • With 129.3 downloads in the first 30 days of release and over $37.4 million in player spending since September, Mario Kart Tour was the biggest mobile launch for Nintendo in the first month.
  • Call of Duty Mobile overtook it as the second-most successful mobile launch of all time after receiving 148 million downloads in its first month.

The past decade has seen massive tech advancements in mobile device development and groundbreaking profits from cellphone game sales.

The future looks promising with the release of Sony’s PlayStation 5 and its sales frenzy, when it reached 4x its retail price around Christmas. And all the insane time people spent on gaming during the pandemic. One can be sure that video games are breaking through as a worldwide sport really soon and are one of the most profitable entertainment sectors.

Streaming Media

Stadia: Google’s bet on the future of the internet

Let’s talk physics for a bit. The maximum theoretical velocity that anything can reach is the speed of light, which is about 300,000 km/s (about 186,000 miles per second). Consequently, for any two points on the surface of the planet, the minimum internet latency between them is of about 6.66 miliseconds per thousand kilometers (that is, for sending a data packet and receiving it again). For the maximum distance between any two points on the surface of the planet (20,000 km), the latency is of 133.33 ms.

Not bad, right? Of course, those are best case estimates. It is taking into account only the time the data spends inside the optical fiber cable (both for going and for returning). There is also hardware and software latency to be considered, although they don’t really add much to it themselves.

The point is: optical fiber is pretty fast. It is almost as fast as hardware tends to be, depending on how close the server you are pointing to is.

If you are used to playing multiplayer games online you are probably calling your ISP right now to get you some optical fiber internet (if you don’t have it already). High latency is the bane of any online gamer because quick reflexes are always important, and latency as low as 100 ms can be the difference between life and death for professional players.

But what if we went farther? What if we put the entire game in a server a played it remotely?

Streaming Media Enter Google Stadia

That is exactly what Google is aiming to do with its platform Stadia. Instead of upgrading your PC every few years and downloading and storing hundreds of gigabytes of games, you just pick your game and immediately start playing it, anywhere, using any computer. Or even your phone. It features even the latest releases, like the fabled Cyberpunk 2077 and Assassin’s Creed: Valhalla.

Can it work? Can “game streaming” give the same experience as playing the game on your own computer?

Theoretically? Yes. The calculations above prove that. Google didn’t make the platform available for every country as their servers need to be physically close to their users to minimize latency. And that is a rather expensive investment, as each game by itself can use a lot of processing power. Latencies below 100 ms are pretty much unnoticeable to the casual player.

In practice? Well, a quick Google search can show you how it turned out. Latency is the biggest problem the platform currently faces, because not every household has access to optical fiber internet, and because both the user and the server can experience problems which lead to higher latency, such as high use of RAM, the servers being overloaded, poor Wi-Fi connection quality, among other things.

So why is Google investing on it right now?

First, because it can. Google has tons of money sitting around which could be better off used to make more money. As they already invest a lot of it for short-term returns (improving infrastructure, creating new productivity apps, adding functionality, improving Android, that kind of stuff), they also use some of it for more experimental projects aiming for long-term returns (remember Google Glass?).

Second, because the web is their expertise. Stadia is a web app, designed to run inside Chrome, and the games run on remote servers and are “live streamed” to the user, like a YouTube live stream. They just patched up a lot of the things they were already used to to create something new. They are still well into their comfort zone.

Third, because Google also invests on internet infrastructure, mainly with Google Fiber. So not only are they working on improving Stadia, they are also working on the internet infrastructure that will make it truly viable in the near future. And, of course, it wouldn’t be surprising at all to find out that Google Fiber connections are optimized for Google services, as Google tends to do, meaning it could be even better for Stadia users.

So yeah, chances are Stadia will really be very viable in the near future, because Google will make it work. It is a long-term investment, but being a pioneer has its advantages. Stadia may very well become the next Steam.

Mobile games: the end of “less is more”?

Mobile games: the end of “less is more”?

Not too long ago, mobile gaming apps used to be their very own flavor of gaming: simple games, designed to pass the time when you were bored or waiting for something or someone. Crosswords, puzzles (like Flow), and idle games (like Cookie Clicker and Adventure Capitalist), are some of those.

If you’ve been following the latest news on gaming Cyprus, you may have seen that it is no longer the case. Three-dimensional, realistic graphics and even VR have recently stormed people’s phones and tablets, with mobile gaming apps Cyprus such as the MOBA Vainglory, shooters like Call of Duty: Strike Team and Deus Ex: The Fall, as well as ports of classic games, such as GTA: Vice City and XCOM: Enemy Within.

Less Graphics – More Gameplay. When did that happen?

Sometime in the last decade. Computational technologies become smaller every year, meaning each new high-end phone that comes out is considerably faster than the current ones. Apple was the main responsible for that for a long time, but other companies have since caught up, especially Samsung. As phones got more memory, disk space, processor power, graphics-processing chips, and higher resolutions, it was natural for game companies to start investing in this new market using all they could afford.
After people make it run the original DOOM, it all goes downhill from there.

Is more a powerful gaming CPU and larger memory a new phone trend?
Nope.

The unlimited, unrelenting craving that gamers have for games with high-end 3D graphics is not a new concept or idea.
Back in 2007, the game Crysis became the trend-setter for high-end graphics. It was regarded as the game with most realistic graphics made to date. Its trailers and gameplay were simply beautiful. Its entire marketing strategy was designed around its graphics. It was all people talked about.
Since then, almost no other games haven’t been able to repeat that level of high-end in-game imagery. Not even Crysis 2, which received better graphics while still maintaining Crysis’s core gameplay and style.

Back then, people used to talk about how console graphics were always outdated compared to PC graphics. That wasn’t talked about much for years. […until Nvidia’s new graphics card releases in September 2020, where extremely high powered cards designed for gaming began performing as good as their A.I. ‘deep learning processing’ cards at 5 times lower in price.]

What happened?

Mobile gaming priorities started to shift.

Slowly, indie companies started to emerge from obscurity, selling games more focused on gameplay and storytelling rather than graphics. Just the same, medium-to-high-end PCs have become more accessible, thanks to technologies such as Intel HD Graphics, leading to a surge of casual players.
That is, the games and the player base diversified.

While there are still hardcore gamers out there, dedicating hours of their day to mainstream AAA games, or to lesser known or obscure games, there are also players just looking forward to having a good time with their friends, following the trends, playing games such as Fall Guys and Among Us.
And look at that: Among Us is available as a mobile gaming app too. And it is free.

Soon new trends might manifest for phones to be treated as a middle ground between a PC and a console: diverse like a PC (having many possible configurations), and be specific like a console (games can only be controlled by its touch screen). Meaning more games will be designed to be playable on all three, instead of just being “ported” to phones.

And maybe later even on smart watches and devices we haven’t begun using yet..