Created by Anthony and Nicola Caulfield 2014
This synopsis and review will highlight the key points from each section of the film followed by my own opinion at the end. If you are in education, this film alongside this synopsis could help you plan a lesson on the history of computing developement or gaming. Enjoy!
The Jist:
From Bedrooms to Billions is a documentary film that was funded using crowdfunding donations from the retro gaming and computing industry after pitches to television broadcasters were unsuccessful. The documentary tells the story of how the UK ignited the first roots of what is now a billion dollar, international entreatment industry. It also charts the changes in computing, programming and gaming from the 1970’s through to the present day, and how the industry itself has changed as a result.
The Emergence of Gaming:
- The advent of the microprocessor was seen as the advent of the ‘nerd in an anorak’. The thought that coding could be used to make video games was a second thought for hobbyist developers.
- The release of the ZX81 with a book to support coding and the BASIC programming language allowed people to experiment and change the controls. There were family, cultural and educational implications.
- The early era was crucially hobbyist. There was little money to be made and most people enjoyed connecting coding practices with a working model on screen. There were magazines developed that gave sample code that could then be modified and debugged. There was a fascination with cause and effect. Early gaming came from this fascination.
- Advances in memory and colours meant that gaming was achievable but not considered a money making platform. Initially schools would use coding to swap educational games. The advent of the Arcade era changed the perception of gaming. It became a social platform and a commodity that could be paid for. Hobbyists would attempt to recreate, expand and develop arcade games at home.
The Home Computer Age:
- The Sinclair Spectrum was one of the first mass created home platform units that was affordable and obtainable. It had a sophisticated 48k+ memory with better sound, graphics and the ability to save and load via cassette tapes.
- Hobbyists began to rally in to teams to collate the skills required not just to program the games they wanted to make, but to also make them aesthetically pleasing through good design.
- Sinclair himself had said that there would soon be a computer in every home which would allow a gaming lifestyle.
- The government ran a scheme with the BBC Micro computer to allow every school to have a computer. It was a very accessible system with the ethos very much of ‘learn as you do’. There was the ability to produce graphics to even greater capacity.
- The Commodore 64 was released as a rival to the Sinclair Spectrum with enhanced memory, sound and scrolling. Developers soon found layering shortcuts and other ‘hacking’ means to really push the boundaries of the technology. Now teams needed a game ‘musician’ as games were beginning to have their own rudimentary soundtracks. The Commodore had similar capabilities of commercial synthesisers of the day.
Early 80’s Boom:
- By the early 80’s the hobby was now becoming a business that could be run, very literally, from your own bedroom. This was an emerging industry and so there were no hard and fast rules about how the market should work.
- By 1982 there was a boom in the home mail order game. As games existed on cassette tapes, they could easily be coded and then copied and distributed via advertising in catalogues and magazines or directly through shows and expos.
- The cash generated could be used to create larger business models. Hobbyists could band together and open dedicated independent retail shops with front facing staff. This led to the trend of stocking a game ready for sale rather than taking and distributing orders.
- Local indie shops became hubs for social groups where people could swap games and share their interest. Eventually talent could be scouted from here and then could be employed by publishers for game distribution by multiple programmers.
Retail and Developers:
- Large retailers such as Boots and WH Smith saw the popularity of games as entertainment and began speaking to publishers about selling the games and stocking them in stores at wholesale level.
- By 1983-4 the mail order service was now redundant. Large companies were being formed to collate, distribute, organise and represent including all promotion, advertising, artwork and royalties to developers working under their umbrella.
- 1984-5 saw the erosion of the hobbyist era by larger corporations. Companies who couldn’t keep up on their own often merged to pool connections and ideas for keeping up with aesthetic branding and advertising. However these people were still practically inventing the industry and would often dodge bailiffs and lawyers.
- Games became more polished with good graphics and more appealing characters (Jet Pac, Night Lore, Attic Attack). Rivals would send each other samples to show off what they had been able to get out of a machine.
- The new leap for publishers was to acquire the rights to develop the official game for a movie. This would involve seeing the script in advance and then liaising with the studio to create a game play vision of the corresponding film. ‘Robocop’ was the first million selling video game as a result.
Gaming Journalism:
- Games were now getting their own magazines dedicated to reviews. Initially they were reviewed by general journalists and did not appeal to the gaming community.
- ‘Crash‘ was created for users by users. The editor would employ kids from the indie shops to review games for his publication. It became an icon of trusted review material as much as its covers.
- ‘Personal Computer Games‘ was another gaming magazine with multiplatform content. Later after this magazine ceased publication, some of the writers went on to create ‘Zzap! 64‘ and employing writers after scouting at gaming tournaments.
- ‘Zzap!64’ was considered a magazine with a “hardcore gamer ego” and this was reflected in the reviews which they wrote. They also showcased new releases which made them very influential.
- Magazines would have review wars, computer system rivalry and reverence for the programmer behind a publisher. They interviewed many programmers who acquired a celebrity status. This in turn funded more magazine sales, which funded game sales and so the cycle went on.
The Bubble Bursts:
- B y the end of the 1980s there was an huge gaming industry in the UK. At this time there was the release of the Amiga and the Atari ST range. The new 16 bit machines made for higher quality games and therefore increased development teams and overheads.
- The process of creating games became longer and more formalised. The need for a coordinated, team effort sounded the death knell for the bedroom coder. Money and overheads rocketed in order to create the games as quickly as consumers wanted them. There was a loss of creativity and freedom due to the costs at stake.
- USA/Japan were seeing the evolution of gaming with teams such as EA. They were investing in larger teams whereas the UK based publishers couldn’t afford to. Smaller teams and individual developers began to go bankrupt.
- The Amiga/Atari were building to the PC gaming age, however the PC was not yet affordable for the majority of consumers. In the interim, the UK was hit with the consoles coming in from the USA and Japan.
- There was a sudden and marked change as the transition began to NES/SNES/Mega Drive/Master System etc. Some companies attempted to choose to get licenses from Nintendo or Sega. They were very expensive as were the overheads of developing the cartridges and then pay the up front fees without knowing if the costs would be recuperated. Huge numbers of smaller developers were instantly frozen out of the console market.
- The industry in the UK began to stall. The lack of innovation and originality deterred would be, home grown developers. The margins with money were so huge that publishers would not take risks. There was a huge “brain drain” as UK talent went abroad to seek work.
- In 1993-4 Sony showcased the Playstation and the 3D capabilities it provided using a dinosaur. It was a complex system with a large outlay for the development kits and then 1-2 years development cycles for games.
- Where there was money, it was well invested with less risk because the CD format could be produced as demand arose. However there were still huge development costs still prevented the majority from being a part of it. The corporate industry exploded and the UK companies all but imploded.
The Future:
- Where an early Playstation game could cost $500,000 to create and market, a game today can cost $100 million on development alone. Game releases are now huge events.
- The gaming entertainment industry is a rival to music and film. Films are now made about games rather than just games about films. The demand for realism is huge and consumer expectations are extremely high.
- Many gaming industry roles are now specialised and there is specialisation in the market by each publisher.
- The era of gaming is coming full circle with the indie game creator who can make games for a variety of platforms, including mobile, from their own bedroom. The ‘Next Gen Report‘ helped to put computer science back on the National Curriculum so that the UK gaming industry can be nurtured and home grown again.
- Gaming is considered a viable educational platform for learning. The games industry itself can be studied alongside specialist roles in the industry and business management.
- The future aim is for UK talent to be able to succeed at home.
My Review and Thoughts:
This documentary film was a very enjoyable and informative watch. It certainly generated a lot of nostalgia for me as a child of the 80’s and would do even more so for those of the 70’s and 60’s too. I felt that the interviews were informative and amusing and there was a lot to see of the old consoles. As someone who doesn’t remember the very origins of the home computer, seeing the developers alongside/actually playing their creations would have linked up things a little better for me. This is however personal preference.
It was pleasant seeing the range of filming locations and not penthouse suites and expensive development centres which I fear would have been the case if this had been a documentary about the US gaming industry. It was very modest without being self pitying about the eventual demise of the UK industry. It was good to see the developers at expo’s generating enthusiasm for the younger generation and also being involved with the ‘Next Gen Report‘ which came out when I myself was leading an old style ICT department in a school. The look in to how the UK industry was trying to find its feet again was great, especially when you were THAT teacher who had to teach THAT package of software to kids who really did not want to be word processing when they could be using Minecraft!
I did find some of the music a little loud compared to the voice audio which meant a lot of ups and downs on the remote. This could just be me being a deaf old fart but it was a tad difficult in any case. I also couldn’t find any subtitles on the streamed version I was watching on Netflix which exacerbated the deaf old fart-ness!
I would say this is a staple watch for any retro gamer with memories of gaming any time from the 1970’s onwards. It is interesting too if you are interested in the gaming industry and how it has evolved in to how it works today, or indeed a teacher who is finding an interesting point of study for your class. Do let me know if this has been useful to you in the comments section.
All content credit summarised using ‘From Bedrooms to Billions’ documentary 2014. Please view their website at www.frombedroomstobillions.com