Blake J. Harris is the bestselling author of History of the Future and Console Wars. He has written for ESPN, IGN, Fast Company, The Huffington Post, and Film and A.V. Club. Harris has vast experience covering the fast-moving video game industry and often helps review games post-release. Harris has delved deep into the world of video game production and takes readers through the long streets that pave the birth of consoles leading to the war that plagued the industry. He details how it turned into a full-on bloodbath involving household names such as Sega, Nintendo, Microsoft, and Sony.
The market was untapped and waiting to be harnessed. Harris details the groundbreaking designs and the innovative minds behind these big names, sharing their inceptions and growth and, in some cases, unfortunate demise. With an industry necessitated by consumers and the ever-raging march of technology, the video game industry is truly a battleground.
"Crush Nintendo," Kalinske finished in a whisper." ~ Blake J. Harris
Video games have become a massive part of our everyday life today, from mobile phones to consoles. They’re a high grossing commodity, effectively contributing to the economy as well as providing entertainment. But they weren’t always this advanced.
Before today, if you wanted to play video games, you’d have to do so strictly on your Personal Computer (PC) in a single-player setup. The idea of a console, or even having multiple players and controllers, was almost a dream — a dream that, for some, was a recurrent prompt to make something happen.
The growth of the video game industry was slow but had potential from the start
In the ’50s, the evolution of video game consoles had begun to present itself. They were first in the form of games that could be played on multiple computers, but this was still a far cry from what we’ve come to know today. However, it was indeed a step in the right direction and inspiration to many who hoped it would be possible to have multiple users. Hence the birth of the console.
The early attempts at bringing video games to the home consumer paved the way for the birth of consoles.
Ralph Baer created the first form of the console. He called it the “Brown Box,” and it had various games ranging from checkers to a host of sports. It utilized switches and program cards to help users pick between the games. His work brought gaming to the house consumer and paved the way for others to attempt his design.
The console wars only took off when the first console was made in 1977, but the real players hadn’t yet joined in.
The design was so ingenious and brutal to ignore that others eventually attempted to recreate it successfully. In 1977, the first to create a console was Atari, a company formed by Nolan Bushnell. The Video Computer System (VCS) was its initial name, but it wasn’t popular. Gamers everywhere referred to it as the “Atari 2600.” Atari enjoyed much success in its time, but it was only a casualty and not a significant player in the console wars. In the following chapters, we will explore the complexities of the console wars and how brands have managed to keep afloat. There are always losers and victors in war; the following chapters explore just how quickly the tide can turn and favor the underdog.
second key point
The first battle for dominance left a gap for a major player to step in and dominate
What was meant to be the dawn of a prosperous age in the video game industry turned out to be a bloodbath. Following the birth of the console via the advent of Atari, other companies sprung up to compete for the best iteration of the home consumer console. The floodgates flung open, which led to various consoles to choose from, although varying in quality.
"Console Wars" by Blake J. Harris is a captivating non-fiction book that delves into the intense rivalry between gaming giants Sega and Nintendo during the 1990s. This gripping narrative explores the behind-the-scenes battles, strategic moves, and marketing tactics that shaped the video game industry and influenced an entire generation of gamers. Harris provides an in-depth look at the key players, their motivations, and the cultural impact of this epic clash between two gaming powerhouses.
Who should read Console Wars
Gamers and fans of the 90s video game industry.
Business professionals interested in marketing and competition.
History enthusiasts curious about the cultural impact of video games.
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