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| Capcom |
Capcom:For the original NASA meaning, see capsule communicator.
Capcom (カプコン in Japanese) is a leading Japanese developer and publisher of computer and video games. It was founded in 1979 as Japan Capsule Computers, a company devoted to the manufacturing and distribution of electronic game machines. Their current name is a conjunction of Capsule Computers.
History
Over the years, Capcom has created some of the biggest and longest running franchises. The company released their first arcade game in 1984: Vulgus. Their early games were mostly arcade games such as the scrolling shooter 1942.
In the late 80s, Yoshiki Okamoto joined the company from Konami. In 1987, Capcom released his game Street Fighter. In the same year the company also released the hugely influential platformer Mega Man (Rockman in Japan) for the Nintendo Entertainment System. Final Fight, a beat 'em up, was released in 1989. In 1991 Okamoto's Street Fighter II was released in the arcades. Resident Evil (Biohazard in Japan), a successful survival horror game, was released on the PlayStation in 1996.
Two Capcom development houses, Clover Studio[http://games.ign.com/objects/674/674345.html] and Flagship[http://games.ign.com/objects/027/027402.html] have created successful titles in recent years, including the Viewtiful Joe series and The Legend of Zelda: Oracle Series (under supervision of Shigeru Miyamoto).
In 2002 the company released a movie version of Resident Evil, and its sequel Resident Evil: Apocalypse in 2004.
Mascot
2004
Capcom's original mascot, Captain Commando, is a superhero who wears a futuristic armor of unknown origin. His name forms the words CapCom when the first three letters of each word are combined. He originally appeared in the early Capcom Famicom/NES game Section Z (the arcade version of Section Z has similar gameplay, but it is not clear that the hero is the same person) and in the manuals of Capcom's early NES games to thank players for purchasing them. He later appeared as the title character in an arcade game bearing his name, as well as in Marvel vs. Capcom and its sequel, in which he is often considered to be an excessively powerful character. In Marvel vs. Capcom, he still serves as a mascot, regularly shouting "Capcom!" during fights and relaying Capcom-themed messages after winning. He displays the ability to quickly change from regular clothing, including a cowboy hat, into his armor, suggesting a secret identity. Mega Man has superseded Captain Commando as Capcom's official mascot, primarily because of the immense popularity of the Mega Man series. Captain Commando's storyline is not connected to that of Commando and Bionic Commando, despite the similar name.
Subsidiaries and related corporations
Capcom U.S.A., Inc. was established in California as the official North American subsidiary of Capcom in August 1985.
Capcom Entertainment, Inc.
Capcom Studio 8, Inc. was established as the R&D division of Capcom USA, Inc. in June 1995.
Capcom Asia Co., Ltd. was established in Hong Kong as the official Asian subsidiary of Capcom in July 1993.
Capcom Eurosoft Ltd. was established in United Kingdom as the official European subsidiary of Capcom in July 1998.
Suleputer was established to market and distribute games and related merchandising (books, music, anime, etc.) in Asia. Their current name is a conjunction of Capsule Computer.
Captron Co., Ltd. manages the rent, lease and operation of real estate properties.
Flagship Co., Ltd. is the development studio that made Onimusha and the Zelda games on the Game Boy Color and Game Boy Advance, most recently releasing The Legend of Zelda: The Minish Cap.
Capcom Charbo Co., Ltd. manages the rental, maintenance and lease of electronic game machines.
CE Europe Ltd. was established in London in November 2002.
CEG Interactive Entertainment GmbH was established in Germany in February 2003.
Clover Studio Co., Ltd. is a development studio based in Osaka. It was founded in July 2004 and has been responsible for the Viewtiful Joe series.
Movies and Television
Capcom's games and characters therein have been featured in a number of television cartoons and theatrical movies. Some of which include:
- One-time company mascot, Mega Man, played a supporting role in a Nintendo inspired TV-show Captain N: The Game Master and has later been featured in two separate TV-cartoons. Mega Man produced by Ruby-Spears and an anime-series Mega Man: NT Warrior. He also starred in three OVAs originally released in Japan in 1993, released later on DVD in North America.
- Street Fighter 2 has also been a popular source films and cartoons. A flopped live action adaption was released in 1994. Shortly afterwards a more popular anime adaptation was released as well as an american cartoon-series based on the movie.
- The fighting-game Dark Stalkers was made into two animated adaptations in Japan and US.
- So far the most successful series (of films) has been based on Capcom's popular survivor horror series Resident Evil. Though the first received a cold reception in theatres, its VHS and DVD sales motivated Paul Anderson to make a sequel which was also a financial success. Two more sequels are due to be released; the plot of the third will lead to the fourth which is planned to be the last one.
See also
- List of Capcom games
- List of Japanese companies
- Survival horror game
- Capcom Production Studio (Contains links to studios 1-8, no 7)
References
- "[http://www.capcom.co.jp/ir/english/company/adress.html CAPCOM: Corporate Profile: Capcom Group]." December 27, 2004. Accessed on June 20, 2005.
- "[http://www.capcom.co.jp/ir/english/company/history.html CAPCOM: Corporate Profile: Corporate History]." Accessed on June 20, 2005.
- "[http://www.capcom.co.jp/ir/english/finance/index.html CAPCOM: Financial Information]." Accessed on June 20, 2005.
External links
- [http://www.capcom.co.jp/ Capcom Co. Ltd.] (in Japanese)
- [http://www.capcom.com/ Capcom U.S.A., Inc.]
- [http://www.mobygames.com/company/sheet/companyId,642/ MobyGame's entry on Capcom]
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Category:Computer and video game companies
ja:カプコン
NASA]
The National Aeronautics and Space Administration (NASA), which was established in 1958, is the agency responsible for the public space program of the United States of America. It is also responsible for long-term civilian and military aerospace research.
Vision and mission
NASA's vision is "to improve life here, extend life to there, and to find life beyond." Its mission is "to understand and protect our home planet; to explore the Universe and search for life; and to inspire the next generation of explorers."
History
Space Race
:For additional background, please see the Space Race article
Space Race launch of Redstone rocket and NASA's Mercury 3 capsule Freedom 7 with Alan Shepard Jr. on the United States' first human flight into sub-orbital space. (Atlas rockets were used to launch Mercury's orbital missions.)]]
Following the Soviet space program's launch of the world's first man-made satellite (Sputnik 1) on October 4, 1957, the attention of the United States turned toward its own fledgling space efforts. The U.S. Congress, alarmed by the perceived threat to U.S. security and technological leadership, urged immediate and swift action; President Dwight D. Eisenhower and his advisers counseled more deliberate measures. Several months of debate produced agreement that a new federal agency was needed to conduct all nonmilitary activity in space.
On July 29, 1958, President Eisenhower signed the National Aeronautics and Space Act of 1958 establishing the National Aeronautics and Space Administration (NASA). When it began operations on October 1, 1958, NASA consisted mainly of the four laboratories and some 8,000 employees of the government's 46-year-old research agency for aeronautics, the National Advisory Committee for Aeronautics (NACA), though the probably most important contribution actually had its roots in the German rocket program led by Wernher von Braun, who is today regarded as the father of the United States space program.
NASA's early programs were research into human spaceflight, and were conducted under the pressure of the competition between the USA and the USSR (the Space Race) that existed during the Cold War. The Mercury program, initiated in 1958, started NASA down the path of human space exploration with missions designed to discover simply if man could survive in space. Representatives from the U.S. Army (M.L. Raines, LTC, USA), Navy (P.L. Havenstein, CDR, USN) and Air Force (K.G. Lindell, COL, USAF) were selected/requested to provide assistance to the NASA Space Task Group through coordination with the existing U.S. military research and defense contracting infrastructure, and technical assistance resulting from experimental aircraft (and the associated military test pilot pool) development in the 1950s. On May 5, 1961, astronaut Alan B. Shepard Jr. became the first American in space when he piloted Freedom 7 on a 15-minute suborbital flight. John Glenn became the first American to orbit the Earth on February 20, 1962 during the 5-hour flight of Friendship 7.
Once the Mercury project proved that human spaceflight was possible, project Gemini was launched to conduct experiments and work out issues relating to a moon mission. The first Gemini flight with astronauts on board, Gemini III, was flown by Virgil "Gus" Grissom and John W. Young on March 23, 1965. Nine other missions followed, showing that long-duration human space flight was possible, proving that rendezvous and docking with another vehicle in space was possible, and gathering medical data on the effects of weightlessness on humans.
Apollo program
Following the success of the Mercury and Gemini programs, the Apollo program was launched to try to do interesting work in space and possibly put men around (but not on) the Moon. The direction of the Apollo program was radically altered following President John F. Kennedy's announcement on May 25, 1961 that the United States should commit itself to "landing a man on the Moon and returning him safely to the Earth" by 1970. Thus Apollo became a program to land men on the Moon. The Gemini program was started shortly thereafter to provide an interim spacecraft to prove techniques needed for the now much more complicated Apollo missions.
Gemini program.]]
After eight years of preliminary missions, including NASA's first loss of astronauts with the Apollo 1 launch pad fire, and the first spacecraft to orbit the Moon (Apollo 8) at the end of 1968, the Apollo program achieved its goals with Apollo 11 which landed Neil Armstrong and Buzz Aldrin on the moon's surface on July 20, 1969 and returned them to Earth safely on July 24. Armstrong's first words upon stepping out of the Eagle lander captured the momentousness of the occasion: "That's one small step for [a] man, one giant leap for mankind." Twelve men would set foot on the Moon by the end of the Apollo program in December 1972.
NASA had won the moon race, and in some senses this left it without direction, or at the very least without the public attention and interest that was necessary to guarantee large budgets from Congress. After President Lyndon Johnson left office, NASA lost its main political supporter, and rocket scientist Wernher von Braun was moved to a position lobbying in Washington. Plans for ambitious follow-on projects to construct a space station, establish a lunar base and launch a human mission to Mars by 1990 were proposed but with the end to procurement of Saturn and Apollo hardware, there was no capability to support these. The near-disaster of Apollo 13, where an oxygen tank explosion nearly doomed all three astronauts, helped to recapture national attention and concern. Although missions up to Apollo 20 were planned, Apollo 17 was the last mission to fly under the Apollo banner. The program ended because of budget cuts (in part due to the Vietnam War) and the desire to develop a reusable space vehicle.
Other early missions
Although the vast majority of NASA's budget has been spent on human spaceflight, there have been many robotic missions instigated by the space agency. In 1962 the Mariner 2 mission was launched and became the first spacecraft to make a flyby of another planet – in this case Venus. The Ranger, Surveyor, and Lunar Orbiter missions were essential to assessing lunar conditions before attempting Apollo landings with humans on board. Later, the two Viking probes landed on the surface of Mars and sent color images back to Earth, but perhaps more impressive were the Pioneer and particularly Voyager missions that visited Jupiter, Saturn, Uranus and Neptune sending back scientific information and color images.
Having lost the moon race, the Soviet Union had, along with the USA, changed its approach. On July 17, 1975 an Apollo craft (finding a new use after the cancelling of planned lunar flights) was docked to the Soviet Soyuz 19 spacecraft, in the Apollo-Soyuz Test Project. Although the Cold War would last many more years, this was a critical point in NASA's history and much of the international co-operation in space exploration that exists today has its genesis with this mission. America's first space station, Skylab, occupied NASA from the end of Apollo until the late 1970s.
Shuttle era
Skylab 1981 ]]
The space shuttle became the major focus of NASA in the late 1970s and the 1980s. Planned to be a frequently launchable and mostly reusable vehicle, four space shuttles were built by 1985. The first to launch, Columbia did so on April 12, 1981.
The shuttle was not all good news for NASA – flights were much more expensive than initially projected, and even after the 1986 Challenger disaster highlighted the risks of space flight, the public again lost interest as missions appeared to become mundane. Work began on Space Station Freedom as a focus for the manned space programme but within NASA there was argument that these projects came at the expense of more inspiring unmanned missions such as the Voyager probes. The Challenger disaster aside the late 1980s marked a low point for NASA.
Nonetheless, the shuttle has been used to launch milestone projects like the Hubble Space Telescope (HST). The HST was created with a relatively small budget of $2 billion but has continued operation since 1990 and has delighted both scientists and the public. Some of the images it has returned have become near-legendary, such as the groundbreaking Hubble Deep Field images. The HST is a joint project between ESA and NASA, and its success has paved the way for greater collaboration between the agencies.
In 1995 Russian-American interaction would again be achieved as the Shuttle-Mir missions began, and once more a Russian craft (this time a full-fledged space station) docked with an American vehicle. This cooperation continues to the present day, with Russia and America the two biggest partners in the largest space station ever built – the International Space Station (ISS). The strength of their cooperation on this project was even more evident when NASA began relying on Russian launch vehicles to service the ISS following the 2003 Columbia disaster, which grounded the shuttle fleet for well over two years.
Costing over one hundred billion dollars, it has been difficult at times for NASA to justify the ISS. The population at large have historically been hard to impress with details of scientific experiments in space, preferring news of grand projects to exotic locations. Even now, the ISS cannot accommodate as many scientists as planned.
During much of the 1990s, NASA was faced with shrinking annual budgets due to Congressional belt-tightening in Washington, DC. In response, NASA's ninth administrator, Daniel S. Goldin, pioneered the "faster, better, cheaper" approach that enabled NASA to cut costs while still delivering a wide variety of aerospace programs (Discovery Program). That method was criticized and re-evaluated following the twin losses of Mars Climate Orbiter and Mars Polar Lander in 1999.
NASA's future
Mars Polar Lander and the planned crew and heavy lift launch vehicles]]
NASA's most publicly-inspiring mission of recent years has probably been the Mars Pathfinder mission of 1997. Newspapers around the world carried images of the lander dispatching its own rover, Sojourner, to explore the surface of Mars in a way never done before at any extra-terrestrial location. Less publicly acclaimed but performing science from 1997 to date (2005) has been the Mars Global Surveyor orbiter. Since 2001, the orbiting Mars Odyssey has been searching for evidence of past or present water and volcanic activity on the red planet. NASA expects to continue exploring the Red Planet with more spacecraft such as the Mars Reconnaissance Orbiter, which will reach Mars in 2006.
The Space Shuttle Columbia disaster in 2003, which killed the crew of six American and one Israeli astronaut, and caused a 29-month hiatus in space shuttle flights, triggered a serious re-examination of NASA's priorities. The U.S. government, various scientists, and the public all considered the future of the space program.
On January 14, 2004, ten days after the landing of Mars Exploration Rover Spirit, President George W. Bush announced a new plan for NASA's future, dubbed the Vision for Space Exploration. According to this plan, humankind will return to the moon by 2020, and set up outposts as a testbed and potential resource for future missions. The space shuttle will be retired in 2010 and the Crew Exploration Vehicle will replace it by 2014, capable of both docking with the ISS and leaving the Earth's orbit. The future of the ISS is somewhat uncertain – construction will be completed, but beyond that is less clear. Although the plan initially met with skepticism from Congress, in late 2004 Congress agreed to provide start-up funds for the first year's worth of the new space vision.
Hoping to spur innovation from the private sector, NASA established a series of Centennial Challenges, technology prizes for non-government teams, in 2004. The Challenges include tasks that will be useful for implementing the Vision for Space Exploration, such as building more efficient astronaut gloves.
Criticisms
Some commentators, such as Mark Wade, note that NASA has suffered from a 'stop-start' approach to its human spaceflight programs. The Apollo spacecraft and Saturn family of launch vehicles were abandoned in 1970 after billions of dollars had been spent on their development. In 2004 the U.S. Government proposed eventually replacing the Shuttle with a Crew Exploration Vehicle that would allow the agency to again send astronauts to the Moon. Despite the reduction of its budget following project Apollo, NASA has maintained a top-heavy bureaucracy resulting in inflated costs and compromised hardware.
Crew Exploration Vehicle on October 31, 1998.]]
Currently, the ISS relies on the Shuttle fleet for all major construction shipments.
The Shuttle fleet has lost two spacecraft and fourteen astronauts in two disasters in 1986 and 2003.
While the 1986 loss was made up with a Shuttle built from replacement parts, NASA does not plan to build another shuttle to replace the second loss. (But see also CEV.)
The ISS, which was intended to have a crew of seven as of 2005, now has a skeleton crew of two, causing many intended research projects to be delayed.
Other nations that have invested heavily in the space station's construction, such as the members of the European Space Agency, are fearful that the ISS's fate will soon match the fate of Skylab. As of 2005, however, all of the European and Japanese contributions to the ISS are years behind development schedule themselves.
NASA spaceflight missions
Human spaceflight
- Mercury program
- Gemini program
- Apollo program
- Skylab
- Space Shuttle
- International Space Station (working together with ESA, Rosviakosmos and JAXA)
- Project Constellation
Robotic space missions
- Earth Observing
- Upper Atmosphere Research Satellite
- TIMED (Thermosphere Ionosphere Mesosphere Energetics and Dynamics)
- Lunar missions
- Ranger
- Surveyor
- Lunar Orbiter
- Clementine
- Lunar Prospector
- Mercury missions
- Mariner 10
- MESSENGER
- Venus missions
- Mariner 2, 5 and 10
- Pioneer Venus
- Magellan
- Mars missions
- Mariner 4, 6, 7, 8 and 9
- Viking 1 and 2
- Mars Observer
- Mars Pathfinder
- Mars Climate Orbiter
- Mars Polar Lander
- Mars Global Surveyor
- 2001 Mars Odyssey
- Mars Exploration Rovers
- Mars Reconnaissance Orbiter
- Phoenix Lander (Planned for 2007)
- Mars Science Laboratory (Planned for 2009)
- Jupiter missions
- Pioneer 10
- Galileo
- Juno
- Saturn missions
- Cassini-Huygens together with ESA
- Multi-planet missions
- Pioneer 11 – Jupiter and Saturn
- Mariner 10 – Venus and Mercury
- Voyager 1 – Jupiter and Saturn
- Voyager 2 – Jupiter, Saturn, Uranus and Neptune
- New Horizons (Planned for 2006) – Jupiter, Pluto and Kuiper Belt
- Asteroidal/cometary missions
- NEAR Shoemaker
- Deep Space 1
- Stardust
- Deep Impact
- Dawn (Planned for 2006)
- Proposed or canceled planetary-asteroid missions
- JIMO (cancelled)
- CRAF (cancelled)
- NetLanders (cancelled)
- Pluto Kuiper Express (cancelled; New Horizons is replacement)
- Titan Explorer (proposed)
- Neptune Orbiter (proposed)
- Sun observing missions
- SOHO – ESA partnership
- Ulysses – ESA partnership
- Great Observatories for Space Astrophysics
- Hubble Space Telescope – ESA partnership
- Compton Gamma Ray Observatory
- Chandra X-ray Observatory
- Spitzer Space Telescope (formerly known as the Space Infrared Telescope Facility, SIRTF)
- Other observatories
- COBE
- FUSE
- Infrared Astronomical Satellite
- James Webb Space Telescope – ESA partnership
- WMAP
List of NASA administrators
# T. Keith Glennan (1958–1961)
# James E. Webb (1961–1968)
# Thomas O. Paine (1969–1970)
# James C. Fletcher (1971–1977)
# Robert A. Frosch (1977–1981)
# James M. Beggs (1981–1985)
# James C. Fletcher (1986–1989)
# Richard H. Truly (1989–1992)
# Daniel S. Goldin (1992–2001)
# Sean O'Keefe (2001–2005)
# Michael Griffin (2005–)
Field installations
In addition to headquarters in Washington, D.C., NASA has field installations at:
- Ames Research Center, Moffett Field, California
- Dryden Flight Research Center, Edwards, California
- John H. Glenn Research Center at Lewis Field, Cleveland, Ohio
- Goddard Space Flight Center, Greenbelt, Maryland
- Goddard Institute for Space Studies, New York, New York
- Independent Verification and Validation Facility, Fairmont, West Virginia
- Wallops Flight Facility, Wallops Island, Virginia
- Jet Propulsion Laboratory, near Pasadena, California
- Deep Space Network stations:
- Goldstone Deep Space Communications Complex, Barstow, California
- Madrid Deep Space Communication Complex, Madrid, Spain
- Canberra Deep Space Communications Complex, Canberra, Australian Capital Territory
- Lyndon B. Johnson Space Center, Houston, Texas
- White Sands Test Facility, Las Cruces, New Mexico
- John F. Kennedy Space Center, Florida
- Langley Research Center, Hampton, Virginia
- George C. Marshall Space Flight Center, Huntsville, Alabama
- Michoud Assembly Facility, New Orleans, Louisiana
- John C. Stennis Space Center, Bay St. Louis, Mississippi
Awards and decorations
NASA presently bestows a number of medals and decorations to astronauts and other NASA personnel. Some awards are authorized for wear on active duty military uniforms. Current NASA awards are as follows:
- Congressional Space Medal of Honor
- NASA Distinguished Public Service Medal
- NASA Distinguished Service Medal
- NASA Equal Employment Opportunity Medal
- NASA Exceptional Achievement Medal
- NASA Exceptional Administrative Achievement Medal
- NASA Exceptional Bravery Medal
- NASA Exceptional Engineering Achievement Medal
- NASA Exceptional Scientific Achievement Medal
- NASA Exceptional Service Medal
- NASA Exceptional Technological Achievement Medal
- NASA Outstanding Leadership Medal
- NASA Public Service Medal
- NASA Space Flight Medal
Related legislation
- 1958 – National Aeronautics and Space Administration PL 85-568 (passed on July 29)
- 1961 – Apollo mission funding PL 87-98 A
- 1970 – National Aeronautics and Space Administration Research and Development Act PL 91-119
- 1984 – National Aeronautics and Space Administration Authorization Act PL 98-361
- 1988 – National Aeronautics and Space Administration Authorization Act PL 100-685
- NASA Budget 1958–2005 in 1996 Constant Year Dollars
See also
- List of aerospace engineering topics
- Astronaut
- Small Aircraft Transportation System
- Space Shuttle
- Space exploration
- Space race
- Robert Gilruth, Chris Kraft, Gene Kranz (flight directors)
- KC-135 Reduced Gravity Aircraft
- Shirley Thomas
- Stewart Brand
- Astronomy Picture of the Day
- Vision for Space Exploration
- Asteroid 11365 NASA is named after the organization.
Other space agencies
- Canadian Space Agency
- CNES (Centre National d'Études Spatiales)
- China National Space Administration
- European Space Agency
- Italian Space Agency
- Indian Space Research Organisation
- Japan Aerospace Exploration Agency
- National Space Agency of Ukraine
- Russian Federal Space Agency
- Soviet space program (historical)
External links
General
- [http://www.nasa.gov NASA Home Page]
- [http://www.nasawatch.com NASA Watch]
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Further research
- [http://history.nasa.gov/series95.html NASA History Series Publications]
- [http://history.nasa.gov/SP-4012/cover.html NASA Historical Data Books (SP-4012)]
- [http://www.hq.nasa.gov/office/pao/History/hhrhist.pdf Research in NASA History: A Guide to the NASA History Program (large PDF – over 1,012 kb)]
- [http://ntrs.nasa.gov/ NTRS: NASA Technical Reports Server]
- [http://www.eventscope.org Eventscope]
Category:Independent Agencies of the United States Government
ko:미국항공우주국
ja:アメリカ航空宇宙局
simple:NASA
th:องค์การนาซา
Japanese language
Japanese (Japanese: 日本語Nihongo, ) is a language spoken by over 127 million people, mainly in Japan, but also by Japanese emigrant communities around the world. It is considered an agglutinative language and is distinguished by a system of honorifics reflecting the hierarchical nature of Japanese society, with verb forms and particular vocabulary which indicate the relative status of speaker and listener. The sound inventory of Japanese is relatively small, and it has a lexically-distinctive pitch accent system.
Though the two languages are completely unrelated, Japanese has been heavily influenced by Chinese over a period of at least 1,500 years. Japanese is written with a mix of Chinese characters (kanji) and a modified syllabary, kana, also originally based on Chinese characters. Much vocabulary has been imported from Chinese, or created on Chinese models.
Classification
Historical linguists who specialize in Japanese agree that it is one of the two members of the Japonic language family, but remain divided as to the origins of the Japonic languages. An older view, still widely held by some linguists and many non-linguists, is that Japanese is a language isolate.
As for its relation to other languages, there are several theories (presented roughly in descending order of certainty):
- Japanese is a relative of extinct languages spoken by historic cultures in what are now the Korean peninsula and Manchuria. The best attested of these is the language of Goguryeo (a.k.a. Koguryo), with the more poorly-attested languages of Baekje (a.k.a. Paekche) and Buyeo (a.k.a Puyo) hypothesized to also be related. The limited data on these languages, as well as these cultures' historic ties, are the primary evidence.
- Japanese is a relative of Korean. This theory is based on the high degree of similarity between Japanese and Korean grammar. Proponents of this theory have also put proposed Japanese-Korean cognates. The idea of a Japanese-Korean relationship has been largely subsumed into the Altaic theory.
- Japanese is a member of the Altaic language family. Other languages in this group include Mongolian, Tungusic, Turkish, and (according to most proponents) Korean. Evidence for this theory lies in the fact that like Turkish and Korean, Japanese is an agglutinative language. Additionally, there are a suggestive number of apparently regular correspondences in basic vocabulary, such as ishi "stone" to Turkic daş, yon "four" to Turkic dört, kura "saddle" to Turkic kürtün, kiru "to cut" to Turkic kir-, inu "dog" to Turkic it, kumo "cloud" to Turkic köl "shadow", etc. These examples originate from [http://starling.rinet.ru/cgi-bin/query.cgi?root=config&basename=\data\alt\altet this database], which contains a comprehensive list of comparisons and theoretical Altaic etymologies.
- Japanese is a creole language. Phonological similarities and geographical proximity to Austronesian languages have led to the theory that Japanese may be a kind of creole, with an Altaic substratum and an Austronesian superstratum, or vice versa.
- Japanese is a purely Austronesian language. This theory enjoys little currency, since the grammar and lexis of Japanese are vastly different from those of any known Austronesian language.
- Ono Susumu has suggested a possible relationship between Japanese and Tamil, a member of the Dravidian language family spoken in southern India.
Specialists in Japanese historical linguistics all agree that Japanese is related to the Ryukyuan languages (including Okinawan); together, Japanese and Ryukyuan are grouped in the Japonic languages. Among these specialists, the possibility of a genetic relation to Goguryeo has the most evidence; relationship to Korean is considered plausible but is still up to debate; the Altaic hypothesis has somewhat less currency, though it has grown significantly more respectable in recent years, primarily due to the work of Sergei Starostin, et al. Almost all specialists reject the idea that Japanese could be genetically related to Austronesian/Malayo-Polynesian languages or Sino-Tibetan languages, and the idea that Japanese could be related to Tamil is almost entirely excluded.
It should be noted that linguistic studies, like all fields, can be strongly affected by national politics and other non-academic factors. For example, most linguists would say that Romanian and Moldovan are essentially the same language, and that they are known as two different languages for political reasons. Japan's long-standing rivalries and enmities with virtually all of its neighbours make the study of linguistic connection particularly fraught with such political tensions. However, these tensions are less prevalent among non-Japanese researchers.
Geographic distribution
Although Japanese is spoken almost exclusively in Japan, it has been and is still sometimes spoken in countries besides Japan. When Japan occupied Korea, Taiwan, parts of China, and various Pacific islands, locals in those countries were forced to learn Japanese in empire-building programmes. As a result, there are still many people in these countries who speak Japanese instead of or as well as the local languages. In addition, emigrants from Japan, the majority of whom are found in Brazil, where the biggest Japanese community outside Japan is found, Australia (especially Sydney, Brisbane and Melbourne), and the United States (notably California and Hawaii), also frequently speak Japanese. There is also a small community in Davao, Philippines. Their descendants (known as nikkei 日系, literally Japanese descendants), however, rarely speak Japanese fluently. There are estimated to be several million non-Japanese studying the language as well.
Official status
Japanese is the de facto official language of Japan, and Japan is the only country to have Japanese as an official working language. There are two forms of the language considered standard: or standard Japanese, and or the common language. As government policy has modernized Japanese, many of the distinctions between the two have blurred. Hyōjungo is taught in schools and used on television and in official communications, and is the version of Japanese discussed in this article.
Dialects
Dozens of dialects are spoken in Japan. The profusion is due to the mountainous island terrain and Japan's long history of both external and internal isolation. Dialects typically differ in terms of pitch accent, inflectional morphology, vocabulary, particle usage, and pronunciation. Some even differ in vowel and consonant inventories, although this is uncommon.
Dialects from less central regions, such as the Tōhoku or Tsushima dialect may be unintelligible to speakers from other parts of the country. The dialect used in Kagoshima in southern Kyūshū is famous for being unintelligible not only to speakers of standard Japanese but to speakers of nearby dialects elsewhere in Kyūshū as well. Kagoshima dialect is 84% cognate with standard Tokyo dialect.
The Ryukyuan languages are spoken in the islands of Okinawa Prefecture. Not only is each language unintelligible to Japanese speakers, but most are unintelligible to those who speak other Ryukyuan languages. Due to the close relationship of Ryukyuan and Japanese, they are still sometimes said to be only dialects of one language, but modern scholars consider them to be separate languages.
Recently, Standard Japanese has become prevalent nationwide, due not only to television and radio, but also to increased mobility within Japan due to its system of roads, railways, and airports. Young people usually speak their local dialect and the standard language, though in most cases, the local dialect is influenced by the standard, and regional versions of "standard" Japanese have local-dialect influence.
Sounds
Japanese vowels are "pure" sounds, similar to their Italian or Spanish counterparts. The only unusual vowel is the high back vowel , which is like , but unrounded. Japanese has five vowels, and vowel length is phonemic, so each one has both a short and a long version.
Some Japanese consonants have several allophones, which may give the impression of a larger inventory of sounds. However, some of these allophones have since become phonemic. For example, in the Japanese of the first half of the twentieth century, was palatalized to , approximately chi; however, now and are distinct, as evidenced by words like paatii "party" and tii "tea."
The syllabic structure and the phonotactics are very simple: the only consonant clusters allowed within a syllable consist of one of a subset of the consonants plus /y/. However, consonant clusters across syllables within the word are common, though limited in type.
Grammar
The basic Japanese word order is Subject Object Verb. Subject and object are usually marked by particles which come after the word.
The basic sentence structure is topic-comment. For example, Kochira wa Tanaka san desu. Kochira ("this") is the topic of the sentence, indicated by the particle wa. The verb is desu ("be"). As a phrase, Tanaka san desu is the comment. This sentence loosely translates to "As for this person, (it) is Mr./Mrs./Ms. Tanaka". Thus Japanese, like Chinese and Korean, is often called a topic-prominent language, which means it indicates the topic separately from the subject, and the two do not always coincide. The sentence Zō wa hana ga nagai. literally means, "As for elephants, the nose is long." The topic is zō "elephant," and the subject is hana "nose."
Japanese nouns have neither number nor gender. Thus hon may mean "book" or "books". It is possible to explicitly indicate more than one, either by using numbers, often with a counter. Words for people are usually singular. Thus Tanaka san usually means Mr/Ms Tanaka. Words that refer to people and animals can be made to indicate groups with noun suffixes that indicate groups, such as -tachi. Though some words, like hitobito "people," always refer to more than one, Japanese has no true plurals.
Verbs are conjugated to show tenses, of which there are two: past and present, or non-past, which is used for the present and the future. For some verbs, that represent an ongoing process, the -te iru form indicates a continuous (or progressive) tense. For others, that represent a change of state, the -te iru form indicates a perfect tense. For example, kite iru means "He has come (and is still here)", but tabete iru means "He is eating".
Questions are formed by adding a question element to the end of the verb, usually ka. For example,
:Kore de ii desu. "This is OK."
becomes
:Kore de ii desu ka. "Is this OK?"
Negatives are formed with verb endings. For example,
:Pan o taberu. "I will eat bread."
becomes
:Pan o tabenai. "I will not eat bread."
with taberu "to eat" changing to the negative form tabenai "to not eat".
The word desu/da is the copula verb. It corresponds approximately to the English be, but often takes on other roles. A separate function of "to be" is to indicate existence, as in "there is", for which the verbs aru and iru are used for inanimate and animate things, respectively. For example,
:Neko ga iru. "There's a cat.",
and
:Ii kangae ga nai. "I haven't got a good idea."
The verb "to do" (suru, polite form shimasu) is often used to make verbs from nouns (ai suru "to love", benkyō suru "to study", etc.). Japanese also has a huge number of compound verbs (e.g. tobidasu "to fly out, to flee," from tobu "to fly, to jump" + dasu "to go out").
There are three types of adjective:
#keiyōshi, or i adjectives, which have a conjugating ending i which can become, for example, past, or negative. For example atsui ("to be hot")
#:atsui hi "a hot day".
#keiyōdōshi, or na adjectives, which are followed by a form of the copula, usually na. For example hen (strange)
#:hen na hito "a strange person".
#rentaishi, also called true adjectives, such as onaji "the same"
#:onaji hi "the same day".
Both keiyōshi and keiyōdōshi may predicate sentences. For example,
:Gohan ga atsui. "The rice is hot."
:Kare wa hen da. "He's strange."
Both inflect, though they do not show the full range of conjugation found in true verbs.
The rentaishi are few in number, and unlike the other words, are limited to modifying nouns. They never predicate sentences. Examples include ookina "big" and onaji "the same" (although there is a noun onaji that can be followed by da, as in onaji da).
Both keiyōdōshi and keiyōshi form adverbs, by following with ni in the case of keiyōdōshi:
:hen ni naru "become strange",
and by changing i to ku in the case of keiyōshi:
:atsuku naru "become hot".
The grammatical function of nouns is indicated by postpositions, also called particles. These include
- no for possession,
:watashi no kamera "my camera"
- ga for subject,
:Kare ga yatta. "He did it."
- o for direct object
:Nani o tabemasu ka? "What will (you) eat?"
- ni for indirect object,
:Tanaka san ni kiite kudasai "Please ask Mr./Ms. Tanaka",
- wa for the topic
and many others.
Japanese has many words that are translated as pronouns in English, such as watashi or boku, both meaning "I". Which is used depends upon many factors, including the sex and status of the speaker, who is being spoken to, and the social setting. Their use is often optional, since Japanese is described as a so-called pro-drop language, i.e., one in which the subject of a sentence does not always need to be stated. For example, instead of saying
:Watashi wa byōki desu. "I am sick.",
if the speaker is understood to be the subject, one could simply say Byōki desu. A single verb can be a complete sentence:
:yatta! "(I / we / they / etc) did (it)!".
Politeness
Unlike most western languages, Japanese has an extensive grammatical system to express politeness and formality.
Broadly speaking, there are three main politeness levels in spoken Japanese: the plain form (kudaketa 砕けた), the simple polite form (teineigo 丁寧語) and the advanced polite form (keigo 敬語).
Since most relationships are not equal in Japanese society, one person typically has a higher position. This position is determined by a variety of factors including job, age, experience, or even psychological state (e.g., a person asking a favour tends to do so politely). The person in the lower position is expected to use a polite form of speech, whereas the other might use a more plain form. Strangers will also speak to each other politely. Japanese children rarely use polite speech until they are teens, at which point they are expected to begin speaking in a more adult manner. See uchi-soto
The plain form in Japanese is recognized by the shorter, dictionary form of verbs, and the da form of the copula. At the teinei level, verbs end with the helping verb -masu, and the copula desu is used. The advanced polite form, keigo, actually consists of two kinds of politeness: honorific language (sonkeigo) and humble (kenjōgo) language. Whereas teineigo is an inflectional system, keigo often employs many special (often irregular) honorific and humble verb forms.
The difference between honorific and humble speech is particularly pronounced in the Japanese language. Humble language is used to talk about oneself or one's own group (company, family) whilst honorific language is mostly used when describing the interlocutor and his group. For example, the -san suffix ("Mr", "Mrs" or "Ms") is an example of honorific language. It is not used to talk about oneself or when talking about someone from one's company to an external person, since the company is the speaker's "group".
Most nouns in the Japanese language may be made polite by the addition of o- or go-; as a prefix. o- is generally used for words of native Japanese origin, whereas go- is affixed to words of Chinese derivation. In some cases, the prefix has become a fixed part of the word, and is included even in regular speech, such as gohan 'cooked rice; meal.' Such a construction often indicates deference to either the item's owner or to the object itself. For example, the word tomodachi 'friend,' would become o-tomodachi when referring to the friend of someone of higher status (though mothers often use this form to refer to their children's friends). On the other hand, a female speaker may sometimes refer to mizu 'water' as o-mizu merely to show politeness; this contrasts with the more abrupt speech of men (though men may also use very polite forms when speaking to superiors). See Gender differences in spoken Japanese.
Many researchers report that since the 1990s, the use of polite forms has become rarer. Needless to say, many older people disapprove of this trend.
Most Japanese people employ politeness to indicate a lack of familiarity. That is, they use polite forms for new acquaintances, but if a relationship becomes more intimate, they no longer use them. This occurs regardless of age, social class, or gender.
Young people usually receive extensive training in the "proper" use of polite language when they start to work for a company.
Vocabulary
The original language of Japan was the so-called yamato kotoba. In addition to this original language, Japanese also has a great number of words that were either borrowed from Chinese or constructed on Chinese patterns. These words entered the language from the fifth century onwards via contact with Chinese culture. Chinese based words comprise as much as seventy percent of the total vocabulary of the Japanese language and form as much as thirty to forty percent of words used in speech.
A much smaller number of words has been borrowed from Korean and Ainu. Japan has also borrowed a number of words from other languages, gairaigo. This began with borrowings from Portuguese in the 16th century, followed by borrowing from Dutch during Japan's long isolation of the Edo period. With the Meiji restoration and the reopening of Japan in the 19th century, borrowing occurred from German, French and English. Currently, words of English origin are the most commonly borrowed.
In the Meiji era, the Japanese also coined many neologisms using Chinese patterns to translate Western concepts. The Chinese and Koreans imported many of these pseudo-Chinese words into Chinese, Korean, and Vietnamese via their kanji characters in the late 19th and early 20th century. For example, 政治 seiji ("politics"), and 化学 kagaku ("chemistry"). As a result, Japanese, Chinese, Korean, and Vietnamese share a large common corpus of vocabulary in the same way a large number of Greco-Roman words is shared among European languages.
In the past few decades, wasei-eigo (made-in-Japan English) has become a prominent phenomenon. Words such as wanpataan (< one + pattern, "to be in a rut", "to have a one-track mind") and sukinshippu (< skin + -ship, "physical contact"), although coined from English, are nonsensical in a non-Japanese context. A small number of such words, such as anime and cosplay, have been borrowed back into English.
Additionally, many native Japanese words have become commonplace in English, due to the popularity of many Japanese cultural exports. Words such as sushi, judo, karate, sumo, karaoke, origami, samurai, haiku, ninja, sayonara, rickshaw (from 人力車 jinrikisha), futon, and many others have become part of the English language. See list of English words of Japanese origin for more.
Writing system
Modern Japanese is written in a mixture of three main scripts: kanji, characters of Chinese origin used to represent both Chinese loanwords into Japanese and a number of native Japanese morphemes; and two syllabaries: hiragana and katakana. The Roman alphabet (romaji) is also sometimes used.
Learning Japanese
Learning Japanese involves understanding grammar, pronunciation, the writing system, and acquiring adequate vocabulary. While the sound system is simple to master compared with those of other languages, the writing system poses a challenge for those not used to Chinese characters. On the other hand one learns a lot about Japanese culture by studying kanji characters. Japanese students begin to learn kanji characters from their first grade of an elementary school. A guideline created by the Japanese Ministry of Education, the kyōiku kanji, specifies the 1,006 simple characters a child is to learn by the end of sixth grade. Children continue to study another 939 characters in a junior high school, which totally covers 1,945 jōyō kanji (common kanji) characters, which are usually considered sufficient for everyday life.
Japanese can be learned without studying Chinese characters. However, Japanese borrowed thousands upon thousands of words from Chinese, and for various reasons, many of these Chinese-based words are now homophones (words pronounced identically) in Japanese. This may make it necessary to learn the characters if one wants to learn an extended vocabulary, although blind Japanese people who cannot read any characters are able to function in the spoken language without problems, since most words, even if not written down, can be understood by the context. "Nihon" (にほん) can mean "two long, thin objects" (二本) as well as "Japan" (日本). However, these two words have different accents, and are distinct even in isolation.
Major universities throughout the world provide Japanese language courses. Moreover, South Korea, Australia, France, Canada, the United Kingdom, New Zealand, Denmark and some states of the United States provide the language course at high schools or lower level schools. About 2.3 million people studied the language worldwide in 2003. 900,000 South Koreans, 389,000 Chinese people, 381,000 Australians, and 140,000 Americans study Japanese in lower and higher educational institutions. The Japanese government provides standard tests to measure spoken and written comprehension of Japanese for second language learners; the most prominent is the Japanese Language Proficiency Test (JLPT). The Japanese External Trade Organization JETRO organizes the Business Japanese Proficiency Test, to test ability to understand Japanese in a business setting.
In Japan, more than 90,000 foreign students study at Japanese universities and Japanese language schools, including 77,000 Chinese and 15,000 South Koreans in 2003. Furthermore, local governments and some NPO groups provide free Japanese language classes for foreign residents, including Japanese Brazilians and foreign wives married to Japanese nationals.
See also List of resources for learning Japanese.
See also
- Common phrases in different languages (Japanese)
- Henohenomoheji
- Japanese culture
- Japanese language and computers
- Japanese literature
- Japanese name
- The lists of Japanese words and words in other languages that have been derived from Japanese at Wiktionary, the free dictionary and Wikipedia's sibling project
- Japanese dictionaries
External links
- [http://users.tmok.com/~tumble/jpp/japor.html Origin of the Japanese People and Language]
- [http://web.archive.org/web/20030618070124/http%3A//www-lib.icu.ac.jp/LibShuppan/lecture/6-2-1.html North Kyushu Creole] – A hypothesis concerning the multilingual formation of Japanese
- [http://www.ethnologue.com/show_family.asp?subid=1263 Ethnologue report for Japanese]
- [http://www.ethnologue.com/show_language.asp?code=jpn Ethnologue report for language code JPN]
Bibliography
- Bloch, Bernard. (1946). Studies in colloquial Japanese I: Inflection. Journal of the American Oriental Society, 66, 97-109.
- Bloch, Bernard. (1946). Studies in colloquial Japanese II: Syntax. Language, 22, 200-248.
- Chafe, William L. (1976). Giveness, contrastiveness, definiteness, subjects, topics, and point of view. In C. Li (Ed.), Subject and topic (pp. 25-56). New York: Academic Press. ISBN 0-1244-7350-4.
- Kuno, Susumu. (1973). The structure of the Japanese language. Cambridge, MA: MIT Press. ISBN 0-2621-1049-0.
- Kuno, Susumu. (1976). Subject, theme, and the speaker's empathy: A re-examination of relativization phenomena. In Charles N. Li (Ed.), Subject and topic (pp. 417-444). New York: Academic Press. ISBN 0-1244-7350-4.
- Martin, Samuel E. (1975). A reference grammar of Japanese. New Haven: Yale University Press. ISBN 0-3000-1813-4.
- McClain, Yoko Matsuoka. (1981). Handbook of modern Japanese grammar: 口語日本文法便覧 [Kōgo Nihon bumpō]. Tokyo: Hokuseido Press. ISBN 4-5900-0570-0; ISBN 0-8934-6149-0.
- Miller, Roy. (1967). The Japanese language. Chicago: University of Chicago Press.
- Miller, Roy. (1980). Origins of the Japanese language: Lectures in Japan during the academic year, 1977-78. Seattle: University of Washington Press. ISBN 0-2959-5766-2.
- Mizutani, Osmau; & Mizutani, Nobuko. (1987). How to be polite in Japanese: 日本語の敬語 [Nihongo no keigo]. Tokyo: Japan Times. ISBN 4-7890-0338-8; ISBN 4-7890-0338-9.
- Shibatani, Masayoshi. (1990). Japanese. In B. Comrie (Ed.), The major languages of east and south-east Asia. London: Routledge. ISBN 0-4150-4739-0.
- Shibatani, Masayoshi. (1990). The languages of Japan. Cambridge: Cambridge University Press. ISBN 0-5213-6070-6 (hbk); ISBN 0-5213-6918-5 (pbk).
- Shibamoto, Janet S. (1985). Japanese women's language. New York: Academic Press. ISBN 0-1264-0030-X. Graduate Level
- Tsujimura, Natsuko. (1996). An introduction to Japanese linguistics. Cambridge, MA: Blackwell Publishers. ISBN 0-6311-9855-5 (hbk); ISBN 0-6311-9856-3 (pbk). Upper Level Textbooks
- Tsujimura, Natsuko. (Ed.) (1999). The handbook of Japanese linguistics. Malden, MA: Blackwell Publishers. ISBN 0-6312-0504-7. Readings/Anthologies
zh-min-nan:Ji̍t-pún-oē
ko:일본어
ms:Bahasa Jepun
ja:日本語
simple:Japanese language
th:ภาษาญี่ปุ่น
Video game developerA video game developer is a software developer (a business or an individual) that creates computer or video games. A developer may specialize in a certain video game system, such as the Microsoft Xbox, Nintendo GameCube, or the Sony PlayStation 2 or may develop for a variety of systems including PCs.
Some developers also specialize in certain types of games, such as RPGs or FPSs. Some focus on porting games from one system to another. Some focus on translating games from one language to another, especially from Japanese to English. An unusual few do other kinds of software development work in addition to games.
Most video game publishing companies, such as Electronic Arts, Activision, and Sony, do maintain development studios, but these companies are generally called "publishers" and not "developers", as publishing is the primary activity of these companies, and is the source of most of their income.
Other than the publishers, there are probably 1,000 or so video game development companies today. Many are tiny 1- or 2-person operations creating Flash games for the web, or games for cell phones. Others are large companies with multiple locations, such as Foundation 9 Entertainment, formed by a merger in March 2005, which says it has over 300 employees. As a rule, developers are privately held companies; only a very few non-publishing developers have ever been publicly traded companies.
Types of developers
Video game developers fall into one of three main categories: third-party developers, in-house developers, and the smaller independents. Developers usually employ a staff of programmers, game designers, artists, sound engineers, producers and testers, though some of these roles may be outsourced. To confuse matters, an individual person in any one of these roles may be referred to as a "video game developer".
Third-party developers
Third-party developers are usually called upon by a video game publisher to develop a title for one or more systems. Both the publisher and the developer have a great deal of say as to the design and content of the game. In general, though, the publisher's wishes trump the developer's, as the publisher is paying the developer to create the game.
The business arrangement between the developer and publisher is governed by a contract, which specifies a list of milestones, intended to be delivered every four to eight weeks. By receiving updated milestones, the publisher is able to verify that work is progressing quickly enough to meet the publisher's deadline; and to give direction to the developer if the game is turning out other than as expected in some way. When each milestone is completed and accepted, the publisher pays the developer an advance on royalties. The developer uses this money to fund its payroll and otherwise fund its operations.
Successful developers may maintain several teams working on different games for different publishers. In general, however, third-party developers tend to be small, and comprised of a single, closely-knit team.
Third-party game development is a volatile business, as small developers may be entirely dependent on money from one publisher. A single cancelled game can be lethal to a small developer. Because of this, many of the smaller development companies last only a few years or sometimes only a few months. The continual struggle to get payment for milestones and to line up the next game contract is a persistent distraction to the management of every game developer.
A common and desirable "exit strategy" for an extremely successful video game developer is to sell the company to a publisher, and thus become an in-house developer.
In-house developers
Many video game publishers maintain in-house developers, or studios. The size of the teams vary depending on the games, but they can number from a few people to the dozens. In the case of MMORPGs and the largest console games, the team size may number over 100.
In-house development teams tend to have more freedom as to the design and content of a game, compared to the teams third-party developers. Part of the reason for this is that since the developers are employees of the publisher, their interests are as exactly aligned with those of the publisher as is possible. The publisher can therefore spend much less effort making sure that the developer's decisions do not enrich the developer at the ultimate expense of the publisher.
In recent years the larger publishers have acquired several third-party developers. While these development teams are now technically "in-house" they often continue to operate in an autonomous manner, each with its own culture and work practices. For example: Activision acquired Raven (1997), Neversoft (1999), Z-Axis (2001), Treyarch (2001), Luxoflux (2002), Shaba (2002), Infinity Ward (2003) and Vicarious Visions (2004). All these developers continue to operate much as they did before acquisition, with the primary differences being in exclusivity and the financial details.
History has shown that publishers tend to be more forgiving of their own development teams going over budget and missing deadlines than third-party developers.
An in-house development team that works for a console hardware manufacturer is also known as a first-party developer. A company that is closely tied to a console manufacturer (or occasionally a publisher) is known as a second-party developer. Rather confusingly the publishers themselves are sometimes referred to as third-party developers in the context of their relationships with the console manufacturers (Sony, Microsoft and Nintendo). This particular distinction of first, second and third party developers does not generally apply to PC games development.
Independent developers
Independents are typically small software developers that self-publish their games, often relying on the Internet and word of mouth for publicity. Without the huge marketing budgets of mainstream publishers, their products never get as much recognition or popular acclaim as those of larger publishers. However, they are free to explore experimental themes and styles of gameplay that mainstream publishers would not risk their money on. Independent developers are almost exclusively developers of PC games, as publishing a console game currently requires a large capital investment in the physical manufacturing of units of the game. PC games can be published with very low costs thanks to the advent of internet distribution.
Quality of life
Video game development in the United States is performed in an extremely casual business environment. T-shirts and sandals are common work attire, and work hours are usually flexible; many developers start the work day at 10:00 AM, though employees usually work at least a full 40 hours a week. Employees are paid fairly well for what seems to outsiders to be light work. Many developers have some sort of profit-sharing plan to reward their employees.
Crunch time
Most video game developers are notorious for overworking their employees. "Crunch time" is the point at which management realizes that the team is experiencing "slippage": it is not going to achieve everything needed in order to complete the milestone on time, meaning the publisher will not pay the developer until the milestone is indeed completed; and since most development companies are such small operations, this presents a real risk that the company won't be able to pay its employees on time. Worse threats occur when it becomes apparent that the team won't be able to ship the game, as a whole, on time.
An extremely common management response to this is to invoke "crunch time", dictating a 60- to 80-hour work week with work over the weekends, in the hope that the team will be able to catch up. The complexity of the workflow in video game creation makes it very difficult to manage the team's schedules, meaning that it is an unusual project that does not surprise its managers with slippage at some point.
Controversially, employees in the United States are not paid overtime pay when crunching, as all developers maintain salaried employees. Salaried employees are classified as exempt, who are not paid by the hour, and are classified as "professionals". Therefore, most state laws on overtime pay do not apply.
Attention to crunching came to something of a head in 2004 when a blog entry titled "ea spouse", a manifesto of sorts, was published. Railing against the cruelty of crunch time, it was posted by an anonymous person claiming to be the fiancee of an employee of Electronic Arts. This person said her life was being indirectly destroyed by the company's work policy. This led to a great deal of debate in the industry, but without any visible changes until March 2005, when Electronic Arts internally announced that it was planning to extend overtime pay to some of its employees not currently eligible. The underlying problem of poor scheduling remains.
See also
- List of video game developers
- List of independent game developers
- Video game industry practices
External links
- [http://www.livejournal.com/users/ea_spouse/ "EA Spouse" blog]
Category:Computer and video game development
Computer and video games:This article is about computer and video games. For the magazine see Computer and Video Games (magazine).
Technically, a computer game is a game composed of a computer-controlled virtual universe that players may interact with in order to achieve a goal (or set of goals). A video game is a computer game where a video display is the primary feedback device. Since nearly all computer games use some sort of visual display, these terms are usually considered interchangeable, and are frequently used as umbrella terms for interactive game software. The phrase interactive entertainment is the formal reference to computer and video games. To avoid ambiguity, this game software is referred to as "computer and video games" throughout this article.
However, in common usage, "computer game" refers more specifically to games played on a personal computer, while "video game" (or "videogame") actually refers to both, and "[console name] game" refers specifically to games played on a particular console.
- For specific information regarding "computer games", see personal computer game.
- For specific information regarding "console games", see console game.
console game) is held every year in Los Angeles. New projects are shown every year.]]
History
The first primitive computer and video games were developed in the 1950s and 1960s and ran on platforms such as oscilloscopes, university mainframes and EDSAC computers. Arcade games were developed in the 1970s and led to the so-called "Golden Age of Arcade Games". One of the most well-known of these games is Pong.
The 1970s also saw the release of the first home video game consoles. The late 1970s to early 1980s brought about the improvement of home consoles and the release of the Atari 2600, Intellivision and Colecovision. The video game crash of 1983, however, produced a dark age in the market that was not filled until the Nintendo Entertainment System (NES) reached North America in 1985.
The last two decades of game history have been marked by separate markets for games on video game consoles, home computers and handhelds. See the article on Console wars for additional information on that facet of game history.
The future of console gaming
The end of 2005 and first and second quarters of 2006 will see the next generation of console gaming in the form of continuing advances in processor technology, graphics technology, design innovation, and even platform specific gaming community infrastructure. Sony, Nintendo, and Microsoft are all participating in this coming year's "technology race".
The second generation Microsoft offering, the Xbox 360, will be powered by a multi-core CPU, the PlayStation 3 will be powered by Cell processor technology, and the Nintendo Revolution will allow the gamer to interact with the game via a wireless motion sensing controller, although full technical specifications are yet to be revealed.
Gameplay
Main article: Gameplay
In computer and video gaming, gameplay (sometimes called "Game mechanics") is a general term that describes player interaction with a game. It includes direct interaction, such as controls and interface, but also design aspects of the game, such as levels.
Although the use of this term is often disputed, as it is considered too vague for the range of concepts it describes, it is currently the most commonly used and accepted term for this purpose when describing video games.
Genres
Main article: Computer and video game genres
Games, like most other forms of media, may be categorized into genres based on gameplay, atmosphere, and various other factors.
Any individual gamer is likely to favor some types of gameplay over others, these are refered to as video game genres. The most common genres in use today include platformers, adventure, role-playing games (RPGs), first person shooters (FPS), third person shooter (sometimes called shoot 'em ups), sports, racing, fighting (sometimes called beat 'em ups), action (although this term is abused), puzzle, simulation, and real time strategy (RTS), to name a few. It is rare that a game will fall purely into one genre, most games are a combination of two or more genres (e.g action/RPG). Although most genres have 2D counterparts, they are for the most part considered entirely different genres because of the differences in the way 2D and 3D games are played (e.g. Super Mario Bros. and Super Mario 64).
The increase in the popularity of online gaming has also resulted in new sub-genres being formed, such as the massively multiplayer online role-playing game.
Gaming platforms
massively multiplayer online role-playing game
Today there are many different devices that games may be played on. Personal computers, consoles, handheld systems, and arcade machines are all common. There is an extremely thin line between games played on the computer and those on the console, which is a standardized computer with little or no setup.
Many games intended for computer are now just as prevalent on consoles, both of which have many of the same titles. This is due to the fact that video game consoles have drastically increased in computing power and capabilities over the last few years to the point that they can handle games that were formerly only playable with comparatively higher-end computers. During the last generation of gaming, most major computer game releases have coincided with the release of console versions, and titles initially developed for a single platform are often ported to others if they prove to be successful.
Personal Computer
Main article: Personal Computer Games
Personal computer games are commonly referred to as "computer games" or "PC games". They are played on the personal computer with standard computer interface devices such as the keyboard and mouse, or additional peripherals, such as joysticks. Video feedback is received by the user through the computer screen, sound through speakers or headphones. Computer games are often more powerful than console games because of early market releases of their external architecture and graphics cards.
The most popular genres of Computer games are First-Person Shooters, Real-Time Strategy, Simulations, and MMOGs, given the long-standing nature of Internet access and online play. First Person Shooters benefit highly from using the keyboard and mouse to give very fine control over player movement that is still not matched on the consoles.
Today, most PC games require the Windows operating system to be installed on the computer. There is, however, a continuing movement to get the most popular games to run under the Mac and Linux operating systems.
According to the Entertainment Software Association, console games have outsold computer games roughly four units to one in 2003 and 2004 [http://theesa.com/facts/sales_genre_data.php]. For more information, see sales.
One possible explanation for the declining sales of personal computer games in relation to that of consoles can be found within the PC itself: a computer must meet certain minimum requirements (listed on retail box of the title) such as CPU speed, memory, video card memory, hard drive space, operating system, Internet connection speed (for online games) and other criteria. Without the proper hardware, the game may perform poorly or not run at all.
Internet
Main article: Internet gaming
Online Games are those which either require or benefit from a connection to the Internet to play. Online gaming began with PC games, but has over time expanded to include most moder consoles. It is now a key feature of modern games, with the inclusion of Internet connectivity in consoles such as the PlayStation 2 and Xbox, and in mobile/cellular phones. Online games need to allow several people to play at the same time, so not all genres are suitable; the most popular genres include MMORPG's, FPS's, racing/driving games, strategy games, and sports titles.
The Internet is also host to thousands of small Flash and Java games, named after the programming language in which they are written. These games generally do not share the same magnitude of development costs, depth, or seriousness of PC and console games, and are generally quick to complete by comparison. Some of these games, such as Runescape, however, have expanded far beyond this, and can often be considered on the same level as "mainstream" PC games.
Console
Main article: Console games
Console games are played video game console, a specialized computer specifically designed to play games of a certain format. The player usually interacts with the game through a controller, and video and sound are typically delivered to the player via a television, although most modern consoles support additional outputs, such as surround sound setups.
Consoles themselves branched off from personal computers around two decades ago, a fact which is still evident not only in the name, but also in many of the peripherals available for many consoles, like the keyboard and mouse peripherals released for the Sony PlayStation 2 and the Sega Dreamcast.
Handheld
Main article: Handheld video games
Handheld games are played on handheld game consoles, such as the Nintendo Gameboy, Nintendo DS, and Sony PSP. Handheld consoles act as their own controllers, which the player uses to interact with the game, as well as having in-built display and audio output devices. Because they are designed to be played on the go, they are usually small enough to fit into an average pocket (the virtual boy is an exception to this), but due to their small size, haldheld consoles have reduced processing power compared to larger consoles, meaning that games are shorter, and until the release of the DS, were limited to 2D.
Mobile Phone
Main article: Mobile/Cellular Phone Games
Most mobile phones now have games built into them, and others are available for download, or can be bought for a small amount of money. These games are more restricted than traditional handheld games, and usually play more like arcade games.
Arcade
Main article: Arcade Games
Arcade games, traditionally, are "coin-operated games", played on a standalone device originally leased to commercial entertainment venues. These are programmed, equipped, and decorated for a specific game, consisting of a video display, a set of controls, and the coin slot. Controls are similar to those available for many consoles (albeit usually as peripherals) and range from the classic joystick and buttons, to light guns, to pads on the ground that sense pressure. Arcade games that are no longer profitable to lease can be purchased by private individuals, many of whom then explore the game dynamics by altering the programs.
This term has now expanded to include any game that has more direct action, with fewer long term objectives and, for the most part, shorter in-game levels.
Popularity
:What rock and roll was to the youth of the Sixties, gaming is to the youth of today. — Killol Bhuta, brand manager, Ford Motor Company [http://www.edmunds.com/insideline/do/Features/articleId=107487]
The popularity of computer and video games, as a whole, has been increasing steadily ever since the 1984-1987 dropoff caused by the video game crash of 1983, and the popularity appears to be continuing to increase. The average age of the video game player is now 29 [http://biz.gamedaily.com/features.asp?article_id=8540&filter=myturn], belying the myth that video games are largely a diversion for teenagers.
Sales
teenager) with a large selection of games for several major consoles]]
The four largest markets for computer and video games are the United States, Japan, Canada and the United Kingdom. Other significant markets include Spain, Germany, South Korea, France, and Italy. China is not considered a significant market, most likely because an estimated 95% of video games sold in the country are pirated. [http://slate.msn.com/id/2116629/]
Sales of different types of games vary widely between these markets due to local preferences. Japanese consumers avoid computer games and instead buy video games, with a strong preference for games created in Japan, that run on Japanese consoles. In South Korea, computer games are preferred, especially MMORPG games and real-time strategy games; there are over 20,000 PC bang Internet cafes where computer games can be played for an hourly charge.
The NPD Group tracks computer and video game sales in the United States. It reported that as of 2004:
- Console and portable software sales: $6.2 billion, up 8% from 2003 [http://gameinfowire.com/news.asp?nid=5650]
- Console and portable hardware and accessory sales: $3.7 billion, down 35% from 2003 [http://gameinfowire.com/news.asp?nid=5650]
- PC game sales: $1.1 billion, down 2% from 2003 [http://www.gamespot.com/news/2005/01/28/news_6117438.html]
These figures are sales in dollars, not units; unit shipments for each category were higher than the dollar sales numbers indicate, as more software and hardware was sold at reduced prices compared to 2003.
Retail PC game sales have been declining slightly each year since about 1998, but this fact should be taken with a grain of salt: the retail sales numbers from NPD do not include sales from online downloads, nor subscription revenue for games like MMORPGs.
There is a commonly repeated, mistaken belief that video game sales now exceed the revenues of the movie industry. This is untrue; in the United States, video game sales have exceeded the movies' total box office revenue each year since about 1996, but the movie studios trounce the video game publishers when the movies' "ancillary revenue" is counted, meaning sales of DVDs, sales to foreign distributors, and sales to cable TV, satellite TV, and broadcast television networks.
The game and film industries are also becoming increasingly intertwined, with companies like Sony having significant stakes in both. A large number of summer blockbuster films spawn a companion game, often launching at the same time in order to share the marketing costs.
Computer and video games in the broader culture
Computer games are huge business worldwide. Take for example South Korea. Developers there boast MMORPGs such as Lineage and Ragnarok Online with millions of subscribers and a third of the world's MMOG revenue. StarCraft gosu (expert players) are celebrities in a game that some have called the country's national sport. The success of computer and online gaming there is usually credited to South Korea's push for broadband Internet connections in the home and earlier bans on Japanese products (these restrictions were removed by the late 1990s).
Numerous websites and publications devoted solely to games have been created, including Official Xbox Magazine, Nintendo Power, Official Playstation Magazine, GamePro, GameSpot, GameSpy, IGN and GameFAQs.
Video gaming now ingrained in popular culture in the United States. Many T-shirts are available that directly reference video games, such as one with a picture of an NES controller with the text 'Know Your Roots.' Also, video games have also become a major part in cross marketing platforms, such as in | | |