The History of Video Game Creation: How It All Began
Anúncios
Today, video games move billions, unite nations, and build careers. However, they haven’t always functioned as platforms for mass entertainment. Before conquering living rooms, bedrooms, consoles, and smartphones, electronic games went on a long journey behind the scenes of science, war, and experimental curiosity. Therefore, understanding how video games were born reveals more than a technological milestone — it reveals the human capacity to transform code into emotions.
In this article, you will explore a dynamic timeline, discover little-known stories, and understand how some seemingly simple decisions shaped an entire industry.

Where It All Begins: War and Simulation
During the 1940s, while the world faced World War II, the first computers emerged for military purposes. Machines like ENIAC and Colossus didn’t run games, but they paved the way by proving that circuits could process complex decisions in real-time.
Still, no one considered electronic entertainment. Everything revolved around cryptography, ballistic calculations, and weather forecasts. However, after the war, scientists kept their computers — and began to experiment with less urgent possibilities.
Consequently, a new idea was born: “What if these machines could simulate not only numbers but also interactive behaviors?”
The Initial Spark: “Cathode Ray Tube Amusement Device” (1947)
The first official record of an electronic game appeared in 1947, with the patent for the Cathode Ray Tube Amusement Device, created by Thomas T. Goldsmith Jr. and Estle Ray Mann.
The device used a cathode ray tube screen, similar to televisions of the time. The player controlled a kind of missile that tried to hit targets on the screen manually drawn with a transparent overlay.
What this project introduced:
- User control over a visual element
- Objective based on aim and timing
- Interaction with real-time visual feedback
Therefore, even without real digital graphics, this project demonstrated the fundamental concept of interactive gameplay — something that, until then, no device had performed.
1950s: Science, Atoms, and the Arrival of “Tennis for Two”
In the laboratories of Brookhaven National Laboratory, physicist William Higinbotham created in 1958 what many consider the first truly playable video game: Tennis for Two.
The game ran on an oscilloscope and simulated a side-view tennis match. The ball followed a parabolic trajectory based on real physics — and players used physical buttons to control movement.
Differentiators of this experiment:
- Focus on entertaining science fair visitors
- Realistic physics calculated in real-time
- First multiplayer interaction with direct competition
Still, the creator was not looking to create a product. Therefore, after a few exhibitions, the project was dismantled and almost forgotten.
60s: “Spacewar!” — The First Legend
In 1962, at MIT (Massachusetts Institute of Technology), programmer Steve Russell, with the help of colleagues, created the legendary Spacewar!
The game pitted two spaceships in combat, with gravity physics, fuel consumption, and rotation. It ran on a PDP-1 minicomputer, with vector graphics and highly responsive controls.
Innovations that changed everything:
- First precise vector physics applied to games
- Strategic elements and space simulation
- Source code distributed among universities
Therefore, Spacewar! not only represented a technical advance — it created the first gaming community in history, with inter-college championships and mass adaptations.
The First Console: Magnavox Odyssey (1972)
While laboratories were bustling with academic experiments, Ralph Baer, an engineer at Sanders Associates, was working on a domestic project.
Based on his TV engineering experience, he created the Brown Box, a prototype that allowed any user to play simple games directly on the television. Magnavox licensed the project, launching the first home console in 1972: the Odyssey.
Key features:
- Cartridges with simple circuits (not programmable)
- Tennis game with manual scoring
- Overlapping screen filters for simulated color graphics
Despite its limitations, the Odyssey kicked off the era of consoles and brought electronic games into homes, something never done before.
In Parallel: “Pong” and the Rise of Arcades
In the same year the Odyssey was launched, a young entrepreneur named Nolan Bushnell created a company called Atari. The first success? Pong — a refined version of the tennis game.
While the Odyssey required home installation, Pong appeared in bars and shops with arcade cabinets, where people inserted coins to play quick matches.
Why did Pong go viral?
- Simple and immediate rules
- Competitive stimulus
- Direct financial return for establishment owners
Therefore, while consoles were taking their first steps, arcades exploded in popularity, transforming electronic games into a social phenomenon.
The Console Wars: Atari vs. Coleco vs. Nintendo
During the 80s, consoles evolved rapidly:
- Atari 2600 popularized programmable cartridges
- ColecoVision brought more refined graphics
- Nintendo launched the Famicom, later adapted as NES in the USA
Nintendo, in particular, elevated the concept of design with iconic characters like Mario, Link, and Samus. Each game became a unique adventure, with expansive worlds, memorable soundtracks, and complex challenges.
On the other hand, the excess of bad, uncurated releases caused the industry crash in 1983, bringing down companies like Atari itself. However, Nintendo survived and redefined the market with the “Nintendo Seal of Quality” stamp, demanding high standards for new games.
From 2D Graphics to the 3D World: The 90s Revolution
The 90s brought a complete turnaround. Graphic technologies evolved and allowed the creation of three-dimensional environments. Therefore, franchises like:
- Doom (1993)
- Tomb Raider (1996)
- Super Mario 64 (1996)
- The Legend of Zelda: Ocarina of Time (1998)
took players into immersive experiences, with free cameras, exploration, and cinematic stories.
Additionally, the emergence of CD-ROM on consoles like the PlayStation allowed for the inclusion of videos, high-quality audio, and larger worlds, shaping the style of modern games.
The Internet Arrives to Games
By the end of the 90s, games ceased to be isolated experiences. Platforms like Battle.net (Blizzard) and Xbox Live (Microsoft) connected players globally.
Immediate impacts:
- Birth of competitive online games
- Popularization of MMOs (World of Warcraft, Ragnarok Online)
- Communities of modders and fans
Furthermore, with the arrival of Flash games and later HTML5, any browser became a gateway to digital experiences. Therefore, video games no longer depended solely on expensive consoles or computers.
The Present: Realism, Portability, and Hyperconnectivity
Today, games reach levels of realism that border on cinema. Platforms like Unreal Engine 5 and Unity HDRP allow simulations with volumetric lighting, realistic facial animations, and sophisticated artificial intelligence.
Additionally, games no longer belong to a single device:
- Portable consoles like the Nintendo Switch allow hybrid experiences.
- Cell phones run games with console graphics.
- Streaming via xCloud or GeForce Now eliminates the need for hardware.
Consequently, players access complete worlds anytime, anywhere, breaking the last remaining frontier: that of time.
Unusual Curiosities About the Creation of Video Games
- Steve Jobs and Steve Wozniak, before founding Apple, worked on boards for Atari’s game Breakout.
- The first easter egg in history appeared in Adventure (1980), with a secret room hidden by programmer Warren Robinett — a protest against the lack of credit to developers.
- The game Polybius, supposedly released in the 80s, became an urban legend associating hallucinations, secret agencies, and disappearances with gameplay — something never confirmed, but still debated.
- The father of the Game Boy, Gunpei Yokoi, developed the console from a simple electronic toy called Ultra Hand.
- The code for Tetris, created by Alexey Pajitnov in 1984, remained for years under Soviet government control. The creator only began to profit from the game a decade later.
Conclusion: Video Games Were Born as Science — And Grew as Art
From cathode ray tubes to artificial intelligences that cry when they lose a battle, video games have traversed an impressive journey. Therefore, understanding their origin goes far beyond nostalgia — it reveals how technology, culture, and psychology intertwined to create the most interactive art form in modern history.
Still, the essence remains: to control, decide, create, err, win. Every game, from Pong to Elden Ring, carries the same flame that ignited in a 1940s laboratory: the human will to play with the impossible.
