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The Return of Pong
In praise of simplicity...
By Steve G. Steinberg
When you trace the history of home computing back to its roots, you arrive
at a surprising place. You arrive at Pong. Introduced in 1972 by Atari,
this primitive electronic version of table tennis was in many ways the
progenitor of the PC. After all, it was while designing new versions of
Pong at Atari that Steve Jobs and Steve Wozniak honed their skills that
would result in the Apple II. More importantly, Pong was the first time
people saw computers as friendly and approachable. It launched a video game
boom that made thousands of kids want to become computer programmers, and
prepared an entire generation for interaction with a blinking and buzzing
computer screen.
Primitive as it seems when compared to today's flashy 3-D video games, Pong
is enjoying a resurgence. People are snatching up old copies from garage
sales and attics, and refurbished consoles are turning up in hip bars. For
an industry that is based on unrelenting progress, where next year's
product is always faster-stronger-better, this kind of nostalgia is a
dangerous sign. Are consumers sick of the technological treadmill, or are
they just reminiscing? Are PC users going to soon start pining for the days
of VisiCalc and Word 1.0? A look back at the rise, fall, and rise again of
Pong provides some intriguing answers.
Think back to the 1970s. Interactive entertainment meant pinball machines
and computers still filled up entire rooms. Now, insert into the scene
protean entrepreneur Nolan Bushnell. He had seen an early video game called
Space War that was developed at MIT and decided to make a scaled down
version. The result bombed -- it was popular with engineering students, but
too complicated for most people. But Bushnell remain convinced that video
games were the Next Big Thing, and he hired on a 24-year-old engineer named
Alan Alcorn with the promise of 10% of Atari's stock. Then, just as a test,
as a way to get Alcorn ready for more complex projects, Nolan asked him to
build the simplest game possible: a small ball that bounced between two
paddles.
Because Alcorn had recently graduated from college he was up-to-date on the
latest in transistor logic and was able to quickly hack together the simple
game using a TV set for a display. "At first it wasn't a whole lot of fun"
admits Alcorn. "But it's like crafting a piece of art, you have to go in
there and wrestle with it." That meant adjusting the speed of play, adding
some sound affects, and tweaking the basic design until it was so fun to
play that it was positively addictive. The final game was a mix of artistic
inspiration and technological necessity. For example, says Alcorn, "Due to
a bug in the hardware, you couldn't move a paddle all the way up to the
corner. But actually, that turned out to be a feature because otherwise two
good players would have been able to play forever."
The result, with just the Zen-like instructions of "avoid missing ball for
high score", was put in a Sunnyvale bar called Andy Capp's and became an
immediate hit. Atari, founded by Bushnell with $250 in 1972, was sold to
Warner Communication for $28 million just four years later. The video game
industry was born. Game designers outdid themselves in developing fancier,
more complex games. Pong begot Space Invaders, which begot Super Mario,
which begot Sonic the Hedgehog, which begot Mortal Kombat II, which begot
... Pong?
Twenty-three years later, signs of Pong's return are everywhere. In fact,
if you play Mortal Kombat II well enough, you're rewarded with a free game
of Pong. Why the revival? Just ask Chris Nicolella, associate editor of
GamePro magazine. He tells of how an office mate recently brought in an old
Atari 2600 console and half the magazine's staff stayed till 10 'o clock on
a Friday playing old classics. "We were working up a sweat playing on the
2600", says Nicolella. "I don't think games today have the same addictive
drive as the old ones."
Even game designers can be heard agreeing that current games too often
concentrate on fancy graphics rather than on that allusive quality known as
playability. David Fox, who has designed video games for companies like
LucasArts and Rocket Science, admits that "you can get lost in the same way
you can get lost in a special effects movie. You end up concentrating on
the technology instead of the characters."
And there's another common complaint: Video games have become more
complicated. The street fighter games that are popular today require you to
memorize complex sequences of commands. Where before video games served as
inspirations for computer interface designers (remember Pong's 6 word
instructions?), now they are as hard to use as a spreadsheet.
Chris Crawford, a noted silicon valley game designer, points out that this
partly has to do with the popularity of video game sequels, like Street
Fighter II and Mortal Kombat III. Each sequel has to attract the people who
bought the one before, so each adds new features and becomes more
complicated. "It's not a general entertainment medium anymore, but a
*hobby*," says Crawford. "Gamers insist on a level of complexity that is
inaccessible to the general public."
It's called "featuritis", and it's a situation increasingly familiar to
anyone who has tried to keep up with the yearly revisions of programs like
Microsoft Word and Photoshop. Each year, these programs get larger and more
complicated, often adding new features for their own sake rather than any
real utility. Indeed, Stewart Alsop, a long-time industry pundit, recently
wrote that he has become "spreadsheet challenged." He is no longer able to
figure out how to use a spreadsheet program, even though he has worked with
them for the last 14 years. As he put it, "I've gotten stupider or
spreadsheets have gotten too smart." The nostalgia for the simpler days of
Pong is a sign that a lot of people are feeling the same way.
What's the solution? Stewart Alsop believes that companies need to come out
with smaller, stripped down versions that don't have all the fancy new
features, but that do what most people want. Software for the general
public, not just computer hobbyists. Of course, that's going to require
software companies figure out new ways to generate revenue streams other
than a constant line of program updates. But companies had better find a
solution fast. Or, as with Pong, users may start digging their old software
out of the attic.
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