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.
Chris Crawford warned that it was "a data-intensive technology, not a process-intensive one", tempting developers to emphasize the quantity of digital assets like art and music over the quality of gameplay; Computer Gaming World wrote in 1993 that "publishers may be losing their focus". An early text-adventure, Adventure, was developed for the PDP-11 minicomputer by Will Crowther in 1976, and expanded by Don Woods in 1977. By the 1980s, personal computers had become powerful enough to run games like Adventure, but by this time, graphics were beginning to become an important factor in games. 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. The 1993 release of Doom on the PC was a breakthrough in 3D graphics, and was soon ported to various game consoles in a general shift toward greater realism. 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. By 1989 Computer Gaming World reported that "the industry is moving toward heavy use of VGA graphics". While some games were advertised with VGA support at the start of the year, they usually supported EGA graphics through VGA cards.
By 1988, the enormous popularity of the Nintendo Entertainment System had greatly affected the computer-game industry. From the mid-90s onwards, PC games lost mass-market traction to console games before enjoying a resurgence in the mid-2000s through digital distribution. The uncoordinated nature of the PC game market and its lack of physical media make precisely assessing its size difficult. In response to a reader's challenge to find a DOS game that played better than the Amiga version the magazine cited Wing Commander and Civilization, and added that "The heavy MS-DOS emphasis in CGW merely reflects the realities of the market". A self-reported Computer Gaming World survey in April 1993 similarly found that 91% of readers primarily used IBM PCs and compatibles for gaming, compared to 6% for Amiga, 3% for Macintosh, and 1% for Atari ST, while a Software Publishing Association study found that 74% of personal computers were IBMs or compatible, 10% Macintosh, 7% Apple II, and 8% other. While many companies used the additional storage to release poor-quality shovelware collections of older software, or "enhanced" versions of existing ones, new games such as Myst included many more assets for a richer game experience. Yamaha began manufacturing FM synth boards for computers in the early-mid-1980s, and by 1985, the NEC and FM-7 computers had built-in FM sound. The first PC sound cards, such as AdLib's Music Synthesizer Card, soon appeared in 1987. Chris Crawford warned that it was "a data-intensive technology, not a process-intensive one", tempting developers to emphasize the quantity of digital assets like art and music over the quality of gameplay; Computer Gaming World wrote in 1993 that "publishers may be losing their focus".