3 Whisky Happy HourThe Ricochet PodcastGLoP CultureBeyond the Polls with Henry OlsenGray MattersDaily SignalThe Erick Erickson ShowGiving VenturesMom Wars3 Martini LunchChicks on The RightParsing Immigration PolicyFederalist Radio HourWhat the Hell Is Going OnFreedom to LearnThe Learning CurveThe Conservative Woman’s GuideHeritage ExplainsNot Dead YetWho Funds that?The Radio Free Hillsdale HourThe Glenn ShowFirst Things PodcastCall Me Back - with Dan SenorHillsdale DialoguesLaw Talk with Epstein, Yoo & CookeThe LibertarianThe Report Card with Nat MalkusThe Kevin Roberts Show with Larry O’ConnorThe American IdeaMadison’s NotesConservative Crossroads with Henry OlsenThe Back of the BookMartini ShotThe Dave Carter ShowThe Powerline ShowIn DissentHeard at HeritageSmart Girl PoliticsJames Lileks’ The DinerCase in Point: The Legal Show on the Hottest Legal Cases in Politics and CultureJobMakersOne on One with Robert DoarHomeschooling Journeys with Curious MikeHubwonk

Get the Ricochet app

Ricochet will work fine in a browser on your mobile devices, but for the best experience please download our app.

Download on the App StoreGet it on Google Play

Become a member.

Tired of the toxicity of social media? Why not join Ricochet for just $5/month? Think of it as an online bar. Come in, have a drink, hang out, say whatever you want. But don’t badger, bully, or berate the other drinkers. That's our only rule.

  1. Main Feed/
  2. Age of Intellivision(s)
November 3, 2025 at 4:50 PM

Age of Intellivision(s)

Gary McVey
@GaryMcVey

CONTRIBUTOR • CHARTER MEMBER

To read this bio, please join Ricochet.

Join to bookmark31likesJoin to like72comments

Back in the '50s, in Paris, London, or New York, guys who would have been novelists a generation earlier were now attracted by a different muse. Young writers were abandoning their typewriters in favor of experimental filmmaking. The smartest media and tech overlords of 1996 made the opposite bet: that many of the 21st century’s best new artists of the moving image would abandon their movie cameras for keyboards.

Video games were then leaving their shoot-‘em-up phase, entering a realm of creative potential to equal Hollywood’s century of narrative arts and eventually to surpass them with new storytelling forms we can scarcely imagine. The limitless possibilities of interactive storytelling and video games would continue the evolution. That era, they reckoned, would begin around the dawn of the millennium. To what degree did that happen?

Video gaming took flight in the 1970s and ‘80s, with PC gaming as a distinctive subculture of its own, including low-bandwidth online games. But living rooms didn’t tend to have computers; around the household couch, simplified, hot-rodded video game consoles still had the lure of being easy to use, with much lower prices than computers and faster screen performance.

From the mid-‘80s, there was a near-duopoly in living room console gaming between rivals Nintendo, a century-old maker of card and board games (think: the Japanese equivalents of Bingo and Monopoly), and Sega, which dominated Japan’s public video arcades (think: pool halls, juke boxes, and the Mob). Sega achieved a win in the home gaming wars with the Genesis. For a long time, Nintendo and Sega were like the Leno and Letterman of their field. It was a stable rivalry.

Intellivision was a clever brand name. It was Mattel’s early video game system and stood for “intelligent television.” This was both a bit of an insult, earned or not, to TV-as-it-existed, and it was Mattel’s proud but inflated boast of what their plastic toy could do to make it smarter. (Alas, Intellivision, like rival Atari v.1, crashed around 1983.)

A new rivalry emerged between the kings of the home computer and the kings of the living room television; which empire would conquer the other? Gaming consoles could present email and proto-web pages on ordinary pre-HD TVs. In an era of 56K modems, before broadband or online multimedia, would that level of tech have been enough to win what was then called ‘the living room war’? How much more help from cheap tech would it take to turn a “toy” game machine into a family’s digital entertainment center? It was a pragmatic, bottom-up way of looking at household computer needs circa 1985-’95.

Check out this June 24, 1993, article in the Chicago Reader: “One of the most telling moments of my ordeal-by-NPR came while Linda Wertheimer was interviewing a computer developer on what will happen when computers are linked into televisions—the so-called intelligent TV. He predicted the development of literally hundreds of new interactive television networks and services “that would give the individual TV viewer an incredible amount of power to program for their own tastes rather than have to rely on these programming guys.” Replied a perturbed Wertheimer: “Is there any way we can dodge this bullet?”

In the mid-Nineties, video game graphics made a major jump in quality, partly thanks to what SGI (Silicon Graphics) had learned from designing expensive workstations for motion picture FX use. 64-bit 3D graphics (not stereoscopic 3D, the kind you see with glasses) were a cinematic-level advance in visual realism. The Nintendo 64 was a clear winner over rival Sega’s Saturn, but now there was a massive and determined new player in video games. Sony, leveraging its assets in consumer electronics and manufacturing, would launch its successful invasions of the movie and music industries with a limitless war chest.

Nintendo would survive, then and later, by knowing its market and tacitly dividing up the battlefield with a rival. They didn’t compete on the latest and coolest of fast game hardware. Nintendo generally marketed less expensive consoles and a smaller game library. That was the root of their success: they aimed their products squarely at kids and families. Their most popular game characters, like Mario and Zelda, were as popular and influential as classic Disney. In the insular world of Japanese business, Nintendo left most over-15-year-olds to Sony.

Meanwhile, in PC gaming, games like Myst and The Seventh Guest began exploring cinematic settings. Unsurprisingly, Bill Gates, Steve Ballmer, and the rest of Microsoft had a top-down view: Could a PC be stripped down into an un-computerlike push-button game console? It could already do all the big stuff. Could it do the small stuff cheaply and flashily enough to take over the living room? They’d bet billions that it could and would.

One sidelight of their mission statement was the central conviction that if Microsoft created the finest, in-class platform for graphic and narrative art, the strongest artists in video gaming would just naturally migrate to the Xbox. There’s some truth in that proposition, but there were many conflicting tradeoffs to make. How much better? How much more does it cost to achieve it? Looking ahead, how long are they likely to be able to maintain a lead in a competitive market? How big is the installed base of consoles? What’s the royalty fee structure? What’s the fickle public perception of the platform and its gameplay characteristics? Cool or utterly sad?

By the end of the decade, a new generation of “super consoles” was being developed that would eventually include Sony’s 2000 PlayStation 2 and Microsoft’s so-far on-paper-only 2001 Xbox. The first super console out of the gate, Sega’s 1999 Dreamcast, sold a million copies in Japan its first year, but it didn’t acquire much worldwide momentum. The console was so expensive to develop and manufacture that Sega soon threw in the towel and became a pure games software company.

That seemed to leave both Sony and the upstart Microsoft with so much money from other businesses that they could afford to slug it out, nearly forever. The Xbox finally premiered in New York in November 2001, less than two months after 9/11. (Neither company seems to have paid much pre-launch attention to Nintendo’s GameCube, a solid win that kept Nintendo in contention.)

Dean Takahashi’s Opening the Xbox (2002) is a better-than-average instant history. It’s set in a work environment familiar to anyone who’s read Tracy Kidder’s Pulitzer-winning The Soul of a New Machine from 1981. Seventeen-plus years after Kidder’s tale ends, there are young teams in internal competition, designing hardware or writing software.

Aside from tech, the world of 25-30 years ago is on the surface mostly like today’s, but as you read 2002’s account of the late '90s, differences emerge. For example, though there are women with roles in the story, in 1998 it’s still a 95% male cast of characters. Because Microsoft is (at least supposedly) so stodgy and buttoned-down, team building for the Xbox game team seems to be performative jerk behavior, stupidly over-compensating for nerdiness by bragging, “We got kicked out of the restaurant at Comdex for being rowdy! We bought matching leather jackets in Tokyo and got matching Microsoft tattoos! Oh yes! Then we hired strippers and models to wear slutty outfits and serve green vodka Jello shots! Xbox green, get it? We are so-o-o cool!!”

As predicted, even with a better-than-decent launch and a must-have hit in Halo, it took a while to build up an Xbox game library, even one quarter of PlayStation’s. One risk that paid off was the Xbox’s internet-only, no-dial-up-modem design. It made things consistent for developers and brought online gamers to a new degree of visual quality, but broadband took a couple of years to reach most people. The Xbox console’s fate with Japanese consumers, a matter of some initial optimism to Microsoft, would be a lastingly disappointing one. Far from being an American samurai, it was a flop.

But in most of the rest of the world, Xbox games would eventually compete well with Sony PlayStation’s, and in some years surpass them. Big hits transcended their platforms, becoming pop culture events, like World of Warcraft (2004) and Minecraft (2011).

Game publishers tried to expand their markets to women with some success, especially with The Sims, but the competitive nature of online gaming, especially against anonymous vicious mobs of foul-mouthed young men, has tended to limit women’s eagerness to participate in mainstream MMOs.

When kids graduated from cuteness and wanted a protected, but slightly more grown-up game experience, there was Fortnite. Looking for originality that extends beyond the core of gameplay? League of Legends has a rich expanded universe, much of it fan-generated.

For decades, all three giant companies, Sony, Microsoft, and Nintendo, remained in the game console business, and PC gaming has continued alongside the consoles. A rich ecology of games like Call of Duty and Dark Souls has had the kind of sales and impact that Nineties investors dreamed of and planned for.

Recently, the Microsoft games world was rocked by the news that Xbox’s iconic, launch-day hit Halo would finally be non-exclusive to Xbox. It’s not exactly like Sony’s bitter day when it was finally forced to make VHS players, but it did seem to mark the possible end of one phase of an ambitious era, conceived in the no-limits world of the Nineties.

Once, mighty Hollywood deigned to buy into Silicon Valley to keep in touch with what might happen tomorrow. Today, humbled Hollywood anxiously welcomes its tech overlords. But one of the original dreams remains elusive: There hasn’t been a game or an interactive game-like story whose impact and popularity made conventional films and TV seem obsolete, roughly the way 1927’s The Jazz Singer rapidly led to the end of silent movies.

There hasn’t been yet. But who knows? For one thing, from this point on, AI is going to change video games. Maybe the '90s tech visionaries will be proven right. Most of the time, given long enough, they usually are.

This post was promoted to the Main Feed at the recommendation of Ricochet's members.

Discussion (72)

Sign in to commentSign in
  • CONTRIBUTOR

    To read this bio, please join Ricochet.

    Brickhouse Hank@HankRhody·49w

    Once, mighty Hollywood deigned to buy into Silicon Valley to keep in touch with what might happen tomorrow. Today, humbled Hollywood anxiously welcomes its tech overlords. But one of the original dreams remains elusive: there hasn’t been a game or an interactive game-like story whose impact and popularity made conventional films and TV seem obsolete, roughly the way 1927’s The Jazz Singer rapidly led to the end of silent movies.

    Respectfully, you might be asking the wrong question. The Jazz Singer changed movies, but from one type of movie to another. I could argue any number of points in the history of games where something like that happened, an innovation that supersedes everything that's come before. Take a simple example, Halo was the first game I ever played that had a separate button for grenades. Even a few years before (Goldeneye, Quake II, ete) grenades were their own weapon selection, meaning that in the time it took you to stop shooting, switch to the grenade, throw the grenade, and switch back to your gun you'd have been killed, respawned, and killed again.

    I think you might want to think about The Great Train Robbery instead. I'm not a film history guy, but I'm told that that one invented the rapid cutting back and forth between two different scenes to indicate simultaneous action. It's something that you can do on the silver screen that you simply can't in a stage play. Switching the scenery around every time would be too much. There are things you can do in a video game that you can't do in a movie. If you want to know when video games will supplant movies, look for those things,

    I don't think video games will replace movies as a form of narrative. As an art form I think it engages people in different ways. But I don't think the movie industry is safe, by any means.

    “One of the most telling moments of my ordeal-by-NPR came while Linda Wertheimer was interviewing a computer developer on what will happen when computers are linked into televisions—the so-called intelligent TV. He predicted the development of literally hundreds of new interactive television networks and services “that would give the individual TV viewer an incredible amount of power to program for their own tastes rather than have to rely on these programming guys.” Replied a perturbed Wertheimer: “Is there any way we can dodge this bullet?”...

    He's not describing games. He's describing YouTube.

  • CHARTER MEMBER

    To read this bio, please join Ricochet.

    John H.@JohnH·49w

    No gamer, me, but here’s something I have never done before but may now do all the time: call any pundit who is up in arms about anything “a perturbed wertheimer.”

  • To read this bio, please join Ricochet.

    Subcomandante America@TheReticulator·49w

    I gather from this article that video games are still a thing.

  • CHARTER MEMBER

    To read this bio, please join Ricochet.

    Percival@Percival·49w

    The Witcher was a moderately popular book series that was adapted into an enormously popular game series, mainly by hewing close to the original canon. It has become a downright embarrassing streaming show, headed by Lauren Hissrich who is apparently of the opinion that the original material is just so toxic that it must be ignored, which struck the star Henry Cavil (a big fan of the books and games) as a grave mistake. Henry was right, Lauren was wrong. I know of no one who was a fan of either the books or the games that has the slightest interest in the current state of the show. Hissrich seems to have gone out of her way to bring in writers who know nothing of what has gone before.

  • To read this bio, please join Ricochet.

    Stad@Stad·49w
    Gary McVey (View Post):

    Game publishers tried to expand their markets to women with some success, especially with The Sims

    I still play The Sims 3 almost every day. It's one of those games that has near-infinite replayability. It's also the most heavily modified game I have.

    For those of you who don't know, The Sims is a series of life simulation games, done with with a humorous tone in the background. You have to balance all the needs in your life - hunger, fun, energy, social, hygiene, and bladder (The Sims is one of the few games that incorporates going potty). Any time one of them gets out of whack, something happens. Usually, it's funny, like peeing in public or falling asleep in a park. However, you can also die, which features a humorous scene of the grim reaper coming to harvest your soul and turn you into a ghost. Anyway, your Sim gets a job (or goes to college first), works his (or her) way up the career ladder, meets that special someone and marries, has children, and all that life stuff. He also takes vacations, buys a home, a car, furnishings, and the usual material things in life.

    The Sims 3 - How Will You Play? Wallpaper

    Besides thousands of mods being available, you can download pre-created Sims if you don't want to make your own. Some folks have even created Hollywood actors, rock musicians, politicians, and as you would expect, porn stars (not that I would recognize any).

    The Sims 4 is out. I downloaded the demo and tried it. The designers made a major change to the game's user interface, and reduced the flexibilty of the user's ability to change designs in clothing, furniture, and objects. However, the building system for houses was improved. When weighing the pros and cons, two major cons made me stick with the older game. First, the change in the user interface bothered me to no end. They used basically the same UI for 1-3, then changed it for 4. Second, the expansion packs. I had already bought almost all the expansion packs for The Sims 3. Buying The Sims 4 means I would have to buy most of those expansion packs, and they are not cheap.

    One final word. There is not would I would call a "battle," but rather a division among gamers - PC or console? Both have their advantages and disadvantages, but I'm on Team PC for the simple reason it's significantly easier to modify a game on a PC, and most consoles won't allow you do so, period.

    Another great article, Gary!

Scroll for later comments
+67 more comments
Join the conversation

You're seeing five of 72 comments. Sign in, or join for just $5 per month, to read them all and add your own.

Trending

Become a member.

Tired of the toxicity of social media? Why not join Ricochet for just $5/month? Think of it as an online bar. Come in, have a drink, hang out, say whatever you want. But don’t badger, bully, or berate the other drinkers. That's our only rule.

Join Ricochet

Get the Ricochet app

Download on the App StoreGet it on Google Play
  • •
  • •