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Column: Industry Trends

History of Video Game


Distribution
Michael Mattioli
Goldman Sachs & Co.

Abstract—Video games were originally distributed through fixed-function appliances or


gaming consoles. As technology improved, various forms of physical media were used to
distribute games, such as cartridges and discs. While this provided versatility, it also
carried physical design considerations and complexities surrounding backward-
compatibility. Today, digital distribution is growing rapidly and beginning to overtake
physical media. Cloud gaming is disrupting distribution even further by eliminating local
storage, compute, and rendering and shifting all of those tasks to cloud compute
resources.

& SOME OF THE earliest video game consoles, could be done with ICs which were readily avail-
such as the Magnavox Odyssey shown in able at the time.
Figure 1, functioned as dedicated systems or As semiconductor manufacturing processes
appliances, which could only support a single or improved and consoles used more general-purpose
fixed number of games. hardware such as random-access memory (RAM),
Games were designed and implemented using central processing units (CPUs), and graphical
a variety of integrated circuits (ICs), which were processing units (GPUs), consoles moved to read-
arranged on a custom printed circuit board only memory (ROM) cartridges. Consumers were
(PCB). For example, Atari’s Pong, designed by Al now able to purchase new games that could be
Alcorn, was implemented entirely in hardware played on the same (existing) console by simply
using ICs, which were originally designed for use removing and inserting the cartridge containing the
in televisions—not a single line of program code game they wished to play. The Fairchild Channel F
was used2. Conscious of the cost of the overall was one of the first consoles to feature a ROM car-
system, game designers were limited by what tridge; an example of such can be seen in Figure 2.
ROM cartridges were typically proprietary in
design and implementation; in other words, they
Digital Object Identifier 10.1109/MCE.2020.3032778 were designed to be used solely with one spe-
Date of publication 21 October 2020; date of current version cific console. However, there are instances of
2 February 2021. consoles maintaining backward-compatibility

March/April 2021 Published by the IEEE Consumer Technology Society 2162-2248 ß 2020 IEEE
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Industry Trends

Figure 1. Magnavox Odyssey video game console1.

with ROM cartridges from previous generations


of consoles. One notable example is the Nin-
tendo GameBoy Player, as shown in Figure 3.
The Nintendo GameBoy Player was an acces-
sory that consumers could purchase and attach to
their Nintendo GameCube console thereby allow-
ing them to play games from previous generations
of consoles (Nintendo GameBoy, Nintendo Game-
Figure 3. Nintendo GameBoy Player would attach
Boy Color, and Nintendo GameBoy Advance).
to the bottom of the Nintendo GameCube and game
As the size of game data increased (e.g., tex-
cartridges would be inserted into the front of the
tures, sprites, audio, etc.), so did the need for
accessory4.
physical media, which could hold more informa-
tion. This led to the adoption of optical media such as CD-ROM, DVD-ROM, and Blu-ray. While
the physical media conformed to standards, the
content was typically protected by digital rights
management tools to prevent unauthorized redis-
tribution. Some consoles used proprietary optical
media, which not only made it more difficult to
copy or redistribute the content but also helped
with the physical design and form-factor of the
consoles. For example, the Nintendo GameCube
used Nintendo optical disc and the Sony PlaySta-
tion Portable (PSP) used Universal Media Disc
(UMD); a UMD can be seen in Figure 4. Traditional
optical media was far too large for either of these
consoles.
As Internet bandwidth and availability became
more prevalent in the world, digital distribution—
means by which users would download digital
copies of the game directly to internal or external
storage media connected to the console—gave
rise. Rather than travel to a physical store, con-
sumers were now able to press a few buttons and
the game(s) of their choice would begin to down-
load instantly. Inventory issues in physical stores
Figure 2. ROM cartridge for a Fairchild Channel F were no longer as much of a concern. One of the
featuring exposed contacts from the internal PCB; earliest digital game distribution services was
when inserted into the console, the exposed pins GameLine built for the Atari 2600. Consumers
would be used to read the contents of the ROM to were able to install a proprietary modem and
load the game data3. local storage cartridge into the console and use a

60 IEEE Consumer Electronics Magazine

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Figure 4. UMD developed by Sony for use in the
Figure 5. Seagate Expandable Storage Card used
PSP5.
to increase the capacity of local storage on the Xbox
telephone line to download games. Another nota- Series X9.
ble early digital game distribution service was
PlayCable built for the Intellivision.6 Consumers more mainstream and far less expensive than in
were able to use a proprietary adapter to down- years past; upcoming consoles such as Micro-
load games using existing cable television (CATV) soft’s Xbox Series S and X as well as Sony’s Play-
signals. Modern consoles, such as the Nintendo Station 5 will ship solid-state storage, which uses
Switch, can download games from the Nintendo NVM Express (NVMe).7 The Xbox Series X is capa-
eShop, Nintendo’s online game marketplace, and ble of reading data from its internal storage at 2.4
save the game data either to the device’s internal GB/s and the PlayStation 5 is capable of reading
storage or to external storage (in the case of the data from its internal storage at 5.5 GB/s. Micro-
Nintendo Switch, using microSD cards). soft has gone one step further and partnered
Today, modern consoles use the Internet to with Seagate to design external storage media,8
download not only digital games but also system shown in Figure 5, which can be inserted into the
updates (for the consoles themselves) and game console to expand its local storage by an addi-
patches (to fix bugs or add content). As more tional 1TB and maintain its advertised data read
and more content was distributed and con- speeds.
sumed digitally, the need for large-capacity local For comparison, the previous generations of
nonvolatile storage grew significantly. Consoles, consoles, which used SATA III and shipped with
such as the Microsoft Xbox One and Sony Play- HDDs, had an average read speed of 100 MB/s;
Station 4, were designed and sold with internal some consumers replaced the internal HDDs of
nonvolatile storage capacity as large as 1 TB. As their consoles with SSDs but were still limited by
the data required for modern games grew even the SATA III bus, which had a theoretical maxi-
further (to support higher resolutions, spatial mum read speed of 600 MB/s.
audio, etc.), loading times, the time during which Games played on personal computers (PCs)
the console would read the contents of the game followed a similar path. Distribution began with
data from the local storage device, increased. media such as audio cassettes or floppy disks
Longer loading times decreased the overall user and then transitioned to optical media. The
experience because, quite simply, consumers Apple II, shown in Figure 6, and TRS-80 are exam-
had to wait longer periods of time to continue ples of early PCs, which used audio cassettes as
playing. At the time, electromechanical storage physical media.
devices, such as hard disk drives (HDDs), Today, PC games are distributed largely through
were shipped with consoles because they online game marketplaces, such as Valve’s Steam
were relatively inexpensive. However, they were and Electronics Arts’ Origin. As with consoles, these
drastically slower in comparison to solid-state games are downloaded and stored using local inter-
storage devices (SSDs). Now, SSDs are much nal or external storage devices.

March/April 2021
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Industry Trends

The 2020 COVID-19 pandemic has accelerated


the adoption of digital video game distribution.
During the pandemic, all businesses deemed
“nonessential” by local governments were forced
to close their physical stores; many of these
included retailers that sold physical copies of
games. Consumers had the choice of either order-
ing a physical game and waiting for it to be
shipped and delivered or download the game and
wait a comparatively shorter time to play. In
August 2020, Sony reported that it had sold a
total of 91 million games from April 2020 through
June 2020.14 Of those 91 million games, 67.3 mil-
Figure 6. Apple II PC system with game paddles lion (74%) were sold digitally. Sony also reported
and a RQ-309DS cassette deck10. that digital games sales had increased 154% year
over year.
Interestingly, some of the earlier consoles,
As adoption of digital distribution continues such as Pong, while remarkably simple were also
to grow, distribution through optical media extremely fast. Pong did not require loading
begins to fade. While optical drives are still man- screens, downloads, or rendering; you simply
ufactured, PCs available for purchase today, turned it on and were able to play immediately. As
whether they be desktops or notebooks, rarely the complexity and capability of gaming consoles
feature optical drives. Some of the newer gaming improved dramatically over time, only now are we
consoles, such as the Microsoft Xbox Series S able to return to near-instant play time. All it took
and the “digital” version of the Sony PlayStation was bleeding-edge storage architectures and
5 have omitted the optical drive entirely. leveraging cloud computing to get there.
Cloud gaming has also changed the landscape
of game distribution. Rather than download and
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Michael Mattioli leads the Hardware Engineering
10. W. Commons, “File:Apple II Typical Configuration
team within Goldman Sachs. He is responsible for
1977.png,” Jun. 2019. Accessed: Oct. 09, 2020.
the design and engineering of the firm’s digital expe-
[Online]. Available: https://commons.wikimedia.org/
riences and technologies. He is also responsible for
wiki/File:Apple_II_typical_configuration_1977.png
the overall strategy and execution of hardware inno-
11. Z. Xue, D. Wu, J. He, X. Hei, and Y. Liu, “Playing high- vation both within the firm and within the broader
end video games in the cloud: A measurement study,” technology industry. Contact him at michael.mattio-
IEEE Trans. Circuits Syst. Video Technol., vol. 25, li@gs.com.
no. 12, pp. 2013–2025, Dec. 2015.

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