2014 is dead—nyoooo! It was pretty good, but it could do nothing to halt the unstoppable wave of new games 2015 will bring. There are talky games, shooty games, driving games, games that let you bake bread and games that let you become bread. There are new monsters to kill, new plot twists to uncover and new armies to command; it’s going to be awesome.
Although personal computers only became popular with the development of the microprocessor and microcomputer, computer gaming on mainframes and minicomputers had previously already existed. As with second-generation video game consoles at the time, early home computer game companies capitalized on successful arcade games at the time with ports or clones of popular arcade games. By 1982, the top-selling games for the Atari 400 were ports of Frogger and Centipede, while the top-selling game for the Texas Instruments TI-99/4A was the Space Invaders clone TI Invaders. That same year, Pac-Man was ported to the Atari 800, while Donkey Kong was licensed for the Coleco Adam. In late 1981, Atari attempted to take legal action against unauthorized clones, particularly Pac-Man clones, despite some of these predating Atari's exclusive rights to the home versions of Namco's game. Id Software went on to develop Wolfenstein 3D in 1992, which helped to popularize the genre, kick-starting a genre that would become one of the highest-selling in modern times. The game was originally distributed through the shareware distribution model, allowing players to try a limited part of the game for free but requiring payment to play the rest, and represented one of the first uses of texture mapping graphics in a popular game, along with Ultima Underworld. To enhance the immersive experience with their unrealistic graphics and electronic sound, early PC games included extras such as the peril-sensitive sunglasses that shipped with The Hitchhiker's Guide to the Galaxy or the science fiction novella included with Elite. PC games, also known as computer games or personal computer games, are video games played on a personal computer rather than a dedicated video game console or arcade machine. Electronic Arts reported that customers used computers for games more than one fifth of the time whether or not they purchased them for work at home.
Increasing adoption of the computer mouse, driven partially by the success of adventure games such as the highly successful King's Quest series, and high resolution bitmap displays allowed the industry to include increasingly high-quality graphical interfaces in new releases. Although personal computers only became popular with the development of the microprocessor and microcomputer, computer gaming on mainframes and minicomputers had previously already existed. IBM and others sold some games like Microsoft Flight Simulator but the PC's CGA graphics and speaker sound were poor, and most customers bought the expensive but powerful computer for business. From mid-1985, however, what Compute! described as a "wave" of inexpensive IBM PC clones from American and Asian companies caused prices to decline; by the end of 1986, the equivalent to a $1600 real IBM PC with 256K RAM and two disk drives cost as little as $600, lower than the price of the Apple IIc. Electronic Arts reported that customers used computers for games more than one fifth of the time whether or not they purchased them for work at home. As 3D graphics libraries such as DirectX and OpenGL matured and knocked proprietary interfaces out of the market, these platforms gained greater acceptance in the market, particularly with their demonstrated benefits in games such as Unreal. However, major changes to the Microsoft Windows operating system, by then the market leader, made many older DOS-based games unplayable on Windows NT, and later, Windows XP (without using an emulator, such as DOSbox). Home computer games became popular following the video game crash of 1983, particularly in Europe, leading to the era of the "bedroom coder".