- Order:
- Duration: 9:25
- Published: 14 Sep 2009
- Uploaded: 14 Mar 2011
- Author: adolfobaez
- http://wn.com/Evolution_of_Video_Games_Epic_Medley_Music_from_22_video_games_Made_on_Mario_Paint_Composer
- Email this video
- Sms this video
A video game is an electronic game that involves interaction with a user interface to generate visual feedback on a video device. The word video in video game traditionally referred to a raster display device. However, with the popular use of the term "video game," it now implies any type of display device. The electronic systems used to play video games are known as platforms; examples of these are personal computers and video game consoles. These platforms range from large mainframe computers to small handheld devices. Specialized video games such as arcade games, while previously common, have gradually declined in use.
The input device used to manipulate video games is called a game controller, and varies across platforms. For example, a dedicated console controller might consist of only a button and a joystick. Another may feature a dozen buttons and one or more joysticks. Early personal computer games often needed a keyboard for gameplay, or more commonly, required the user to buy a separate joystick with at least one button. Many modern computer games allow, or even require, the player to use a keyboard and mouse simultaneously.
Video games typically also use other ways of providing interaction and information to the player. Audio is almost universal, using sound reproduction devices, such as speakers and headphones. Other feedback may come via haptic peripherals, such as vibration or force feedback, with vibration sometimes used to simulate force feedback.
game that used an oscilloscope for a display]]
Early games used interactive electronic devices with various display formats. The earliest example is from 1947—a "Cathode ray tube Amusement Device" was filed for a patent on January 25, 1947 by Thomas T. Goldsmith Jr. and Estle Ray Mann, and issued on December 14, 1948 as U.S. Patent 2455992.
Inspired by radar display tech, it consisted of an analog device that allowed a user to control a vector-drawn dot on the screen to simulate a missile being fired at targets, which were drawings fixed to the screen.
Other early examples include:
Each game used different means of display: NIMROD used a panel of lights to play the game of Nim, OXO used a graphical display to play tic-tac-toe Tennis for Two used an oscilloscope to display a side view of a tennis court,
In 1971, Computer Space, created by Nolan Bushnell and Ted Dabney, was the first commercially sold, coin-operated video game. It used a black-and-white television for its display, and the computer system was made of 74 series TTL chips. The game was featured in the 1973 science fiction film Soylent Green. Computer Space was followed in 1972 by the Magnavox Odyssey, the first home console. Modeled after a late 1960s prototype console developed by Ralph H. Baer called the "Brown Box", it also used a standard television. These were followed by two versions of Atari's Pong; an arcade version in 1972 and a home version in 1975. The commercial success of Pong led numerous other companies to develop Pong clones and their own systems, spawning the video game industry.
The term "platform" refers to the specific combination of electronic or computer hardware which, in conjunction with low-level software, allows a video game to operate. The term "system" is also commonly used. As well, newer video game platforms are also known as next "gen" consoles.
In common use a "PC game" refers to a form of media that involves a player interacting with a personal computer connected to a high-resolution video monitor. A "console game" is played on a specialized electronic device that connects to a common television set or composite video monitor. A "handheld" gaming device is a self contained electronic device that is portable and can be held in a user's hands. "Arcade game" generally refers to a game played on an even more specialized type of electronic device that is typically designed to play only one game and is encased in a special cabinet. These distinctions are not always clear and there may be games that bridge one or more platforms. Beyond this there are platforms that have non-video game variations such as in the case of electro-mechanically based arcade machines. There are also devices with screens which have the ability to play games but are not dedicated video game machines (examples are mobile phones, PDAs and graphing calculators).
A video game, like most other forms of media, may be categorized into genres based on many factors such as method of game play, types of goals, art style and more. Because genres are dependent on content for definition, genres have changed and evolved as newer styles of video games have come into existence. Ever advancing technology and production values related to video game development have fostered more life-like and complex games which have in turn introduced or enhanced genre possibilities (e.g., virtual pets), pushed the boundaries of existing video gaming or in some cases add new possibilities in play (such as that seen with titles specifically designed for devices like Sony's EyeToy). Some genres represent combinations of others, such as massively multiplayer online role-playing games, or, more commonly, MMORPGs. It is also common to see higher level genre terms that are collective in nature across all other genres such as with action, music/rhythm or horror-themed video games.
Core games are generally defined by their intensity, depth of play or scale of production involved in their creation and can include games across a wide spectrum of genres. For example the Bit.Trip series for WiiWare, the Fallout series for PC and console or LittleBigPlanet for the PS3, all fall within the core games classification. Core games are sometimes considered demanding in their gameplay and typically do not appeal to the casual gamer.
Casual games derive their name from their ease of accessibility, simple to understand gameplay and quick to grasp rule sets. Additionally, casual games frequently support the ability to jump in and out of play on demand. Casual games as a format existed long before the term was coined and include video games such as Solitaire or Minesweeper which can commonly be found pre-installed with many versions of the Microsoft Windows operating system.
Examples of genres within this category are hidden object, match three, time management, tetris or many of the tower defense style games. Casual games are generally sold through online retailers such as PopCap, Zylom and GameHouse or provided for free play through web portals such as Newgrounds or AddictingGames.
While casual games are most commonly played on personal computers, cellphones or PDAs, they can also be found on many of the on-line console system download services (e.g., Xbox Live, PlayStation Network, or WiiWare).
Serious games are games that are designed primarily to convey information or a learning experience of some sort to the player. Some serious games may even fail to qualify as a video game in the traditional sense of the term. Also, educational software does not typically fall under this category (e.g., touch typing tutors, language learning, etc.) and the primary distinction would appear to be based on the title's primary goal as well as target age demographics. As with the other categories, this description is more of a guideline than a rule.
Serious games are games generally made for reasons beyond simple entertainment and as with the core and casual games may include works from any given genre, although some such as exergames, educational games, or propaganda games (e.g. militainment) may have a higher representation in this group due to their subject matter. These games are typically designed to be played by professionals as part of a specific job or for skill set improvement. They can also be created to convey social-political awareness on a specific subject.
One of the longest running serious games franchises would be Microsoft Flight Simulator first published in 1982 under that name. The United States military uses virtual reality based simulations for training exercises, as do a growing number of first responder roles (e.g., police, fire fighter, EMT). One example of a non-game environment utilized as a platform for serious game development would be the virtual world of Second Life, which is currently used by several United States governmental departments (e.g., NOAA, NASA, JPL), Universities (e.g., Ohio University, MIT) for educational and remote learning programs and businesses (e.g., IBM, Cisco Systems) for meetings and training.
Tactical media in video games plays a crucial role in making a statement or conveying a message on important relevant issues. This form of media allows for a broader audience to be able to receive and gain access to certain information that otherwise may not have reached such people. An example of tactical media in video games would be newsgames. These are short games related to contemporary events designed to illustrate a point. For example, TAKE ACTION games is a game studio collective that was co-founded by Susana Ruiz and has made very successful and powerful serious games. Some of these games include Darfur is Dying, Finding Zoe, and In The Balance. All of these games bring awareness to important issues and events in an intelligent and well thought out manner.
On September 23, 2009 U.S. President Barack Obama launched a campaign called "Educate to Innovate" aimed at improving the technological, mathematical, scientific and engineering abilities of American students. This campaign states that it plans to harness the power of interactive games to help achieve the goal of students excelling in these departments. This campaign has stemmed into many new and exciting opportunities for the video game realm and has contributed to many new competitions. Some of these competitions include the STEM NATIONAL VIDEO GAME COMPETITION and the Imagine Cup. Both of these examples are events that bring a focus to relevant and important current issues that are able to be addressed in the sense of video games to educate and spread knowledge in a new form of media. www.NobelPrize.org uses games to entice the user to learn about information pertaining to the Nobel prize achievements while engaging in a fun to play video game. There are many different types and styles of educational games all the way from counting to spelling to games for kids and games for adults. Some other games do not have any particular targeted audience in mind and intended to simply educate or inform whoever views or plays the game.
Video game development and authorship, much like any other form of entertainment, is frequently a cross-disciplinary field. Video game developers, as employees within this industry are commonly referred, primarily include programmers and graphic designers. Over the years this has expanded to include almost every type of skill that one might see prevalent in the creation of any movie or television program, including sound designers, musicians, and other technicians; as well as skills that are specific to video games, such as the game designer. All of these are managed by producers.
In the early days of the industry, it was more common for a single person to manage all of the roles needed to create a video game. As platforms have become more complex and powerful in the type of material they can present, larger teams have been needed to generate all of the art, programming, cinematography, and more. This is not to say that the age of the "one-man shop" is gone, as this is still sometimes found in the casual gaming and handheld markets, where smaller games are prevalent due to technical limitations such as limited RAM or lack of dedicated 3D graphics rendering capabilities on the target platform (e.g., some cellphones and PDAs).
With the growth of the size of development teams in the industry, the problem of cost has increased. Development studios need to be able to pay their staff a competitive wage in order to attract and retain the best talent, while publishers are constantly looking to keep costs down in order to maintain profitability on their investment. Typically, a video game console development team can range in sizes of anywhere from 5 to 50 people, with some teams exceeding 100. In May 2009, one game project was reported to have a development staff of 450. The growth of team size combined with greater pressure to get completed projects into the market to begin recouping production costs has led to a greater occurrence of missed deadlines and unfinished products.
Many games produced for the PC are designed such that technically oriented consumers can modify the game. These mods can add an extra dimension of replayability and interest. Developers such as id Software, Valve Software, Crytek, Bethesda, Epic Games and Blizzard Entertainment ship their games with some of the development tools used to make the game, along with documentation to assist mod developers. The Internet provides an inexpensive medium to promote and distribute mods, and they may be a factor in the commercial success of some games. This allows for the kind of success seen by popular mods such as the Half-Life mod Counter-Strike.
Cheating in computer games may involve cheat codes and hidden spots implemented by the game developers, modification of game code by third parties, or players exploiting a software glitch. Modifications are facilitated by either cheat cartridge hardware or a software trainer. This image of video games received early widespread popular support, and forms the basis of films such as Tron, eXistenZ, and The Last Starfighter.
Ludologists break sharply and radically from this idea. They argue that a video game is first and foremost a game, which must be understood in terms of its rules, interface, and the concept of play that it deploys. Espen J. Aarseth argues that, although games certainly have plots, characters, and aspects of traditional narratives, these aspects are incidental to gameplay. For example, Aarseth is critical of the widespread attention that narrativists have given to the heroine of the game Tomb Raider, saying that "the dimensions of Lara Croft's body, already analyzed to death by film theorists, are irrelevant to me as a player, because a different-looking body would not make me play differently... When I play, I don't even see her body, but see through it and past it." Simply put, ludologists reject traditional theories of art because they claim that the artistic and socially relevant qualities of a video game are primarily determined by the underlying set of rules, demands, and expectations imposed on the player.
While many games rely on emergent principles, video games commonly present simulated story worlds where emergent behavior occurs within the context of the game. The term "emergent narrative" has been used to describe how, in a simulated environment, storyline can be created simply by "what happens to the player." However, emergent behavior is not limited to sophisticated games. In general, any place where event-driven instructions occur for AI in a game, emergent behavior will exist. For instance, take a racing game in which cars are programmed to avoid crashing, and they encounter an obstacle in the track: the cars might then maneuver to avoid the obstacle causing the cars behind them to slow and/or maneuver to accommodate the cars in front of them and the obstacle. The programmer never wrote code to specifically create a traffic jam, yet one now exists in the game.
When comparing today’s industry climate with that of 20 years ago, women and many adults are more inclined to be using products in the industry. While the market for teen and young adult men is still a strong market, it is the other demographics which are posting significant growth. In 2008, the average American gamer has been playing for 12 years, and is now, on average, 35 years of age.
Video gaming has traditionally been a social experience. Multiplayer video games are those that can be played either competitively, sometimes in Electronic Sports, or cooperatively by using either multiple input devices, or by hotseating. Tennis for Two, arguably the first video game, was a two player game, as was its successor Pong. The first commercially available game console, the Magnavox Odyssey, had two controller inputs.
Since then, most consoles have been shipped with two or four controller inputs. Some have had the ability to expand to four, eight or as many as twelve inputs with additional adapters, such as the Multitap. Multiplayer arcade games typically feature play for two to four players, sometimes tilting the monitor on its back for a top-down viewing experience allowing players to sit opposite one another.
Many early computer games for non-PC descendant based platforms featured multiplayer support. Personal computer systems from Atari and Commodore both regularly featured at least two game ports. PC-based computer games started with a lower availability of multiplayer options because of technical limitations. PCs typically had either one or no game ports at all. Network games for these early personal computers were generally limited to only text based adventures or MUDs that were played remotely on a dedicated server. This was due both to the slow speed of modems (300-1200-bit/s), and the prohibitive cost involved with putting a computer online in such a way where multiple visitors could make use of it. However, with the advent of widespread local area networking technologies and Internet based online capabilities, the number of players in modern games can be 32 or higher, sometimes featuring integrated text and/or voice chat. MMOs can offer extremely high numbers of simultaneous players; Eve Online set a record with 54,446 players on a single server in 2010.
It has been shown that action video game players have better hand-eye coordination and visuo-motor skills, such as their resistance to distraction, their sensitivity to information in the peripheral vision and their ability to count briefly presented objects, than nonplayers. Researchers found that such enhanced abilities could be acquired by training with action games, involving challenges that switch attention between different locations, but not with games requiring concentration on single objects. It has been suggested by a few studies that online/offline video gaming can be used as a therapeutic tool in the treatment of different mental health concerns.
In Steven Johnson's book, Everything Bad Is Good For You, he argues that video games in fact demand far more from a player than traditional games like Monopoly. To experience the game, the player must first determine the objectives, as well as how to complete them. They must then learn the game controls and how the human-machine interface works, including menus and HUDs. Beyond such skills, which after some time become quite fundamental and are taken for granted by many gamers, video games are based upon the player navigating (and eventually mastering) a highly complex system with many variables. This requires a strong analytical ability, as well as flexibility and adaptability. He argues that the process of learning the boundaries, goals, and controls of a given game is often a highly demanding one that calls on many different areas of cognitive function. Indeed, most games require a great deal of patience and focus from the player, and, contrary to the popular perception that games provide instant gratification, games actually delay gratification far longer than other forms of entertainment such as film or even many books. Some research suggests video games may even increase players' attention capacities.
Learning principles found in video games have been identified as possible techniques with which to reform the U.S. education system. It has been noticed that gamers adopt an attitude while playing that is of such high concentration, they do not realize they are learning, and that if the same attitude could be adopted at school, education would enjoy significant benefits. Students are found to be "learning by doing" while playing video games while fostering creative thinking.
The U.S. Army has deployed machines such as the PackBot which make use of a game-style hand controller to make it more familiar for young people.
According to research discussed at the 2008 Convention of the American Psychological Association, certain types of video games can improve the gamers’ dexterity as well as their ability to problem-solve. A study of 33 laparoscopic surgeons found that those who played video games were 27 percent faster at advanced surgical procedures and made 37 percent fewer errors compared to those who did not play video games. A second study of 303 laparoscopic surgeons (82 percent men; 18 percent women) also showed that surgeons who played video games requiring spatial skills and hand dexterity and then performed a drill testing these skills were significantly faster at their first attempt and across all 10 trials than the surgeons who did not play the video games first.
Whilst many studies have detected superior mental aptitudes amongst habitual gamers, research by Walter Boot at the University of Illinois found that non-gamers showed no improvement in memory or multitasking abilities after 20 hours of playing three different games. The researchers suggested that "individuals with superior abilities are more likely to choose video gaming as an activity in the first place".
Like related forms of media, computer and video games have been the subject of frequent controversy and censorship, due to the depiction of graphic violence, sexual themes, advergaming (a form of advertising in games), consumption of drugs, consumption of alcohol or tobacco, propaganda, or profanity in some games. Among others, critics of video games often include parents' groups, politicians, organized religious groups, and other advocacy groups, even though all of these can be found in all forms of entertainment and media. Various games have been accused of causing addiction and even violent behavior, though how much ground this holds is debatable. "Video game censorship" is defined as the use of state or group power to control the playing, distribution, purchase, or sale of video games or computer games. Video game controversy comes in many forms, and censorship is a controversial subject. Proponents and opponents of censorship are often very passionate about their individual views.
Various national content rating organizations, such as the Entertainment Software Ratings Board or ESRB in North America, rate software for certain age groups and with certain content warnings. Some of these organizations are optional industry self-regulation (such as the ESRB), while others are part of national government censorship organizations. Most video games display their rating on the front side of their packaging. However, parents are not always aware of the existence of these ratings. Not all ratings are considered accurate. Organizations such as What They Play and Common Sense Media aim to provide guidance and advice for parents.
, Switzerland) with a large selection of games for several major consoles]]
The three largest producers of and markets for computer and video games (in order) are North America (US and Canada), Japan and the United Kingdom. Other significant markets include Australia, Spain, Germany, South Korea, Mexico, France and Italy. Both India and China are considered emerging markets in the video game industry and sales are expected to rise significantly in the coming years. Irish are the largest per capita consumers of video games.
Sales of different types of games vary widely between these markets due to local preferences. Japanese consumers tend to purchase console games over computer games, with a strong preference for games catering to local tastes. In South Korea, computer games are preferred, especially MMORPG games and real-time strategy games. There are over 20,000 Internet cafés in South Korea 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 in 2004 that:
Console and portable software sales: $6.2 billion, up 8% from 2003 Console and portable hardware and accessory sales: $3.7 billion, down 35% from 2003
PC games that are digitally distributed either directly or by networks such as Steam are not tracked by the NPD, and Steam does not list sales numbers for games downloaded through their service. Unauthorized distribution is also rampant on the PC.
These figures are sales in dollars, not units, Unit shipments for each category were higher than the dollar sales numbers indicate, because more software and hardware was discounted than in 2003. But with the release of the next-generation consoles in 2006, these numbers increased dramatically. 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 to share the marketing costs.
As English is the main language in Australia and the UK there is little impetus for translation (although regional differences naturally exist). The differences between PAL and NTSC are these days irrelevant; most video displays run at least 60Hz. But there is a legal problem of regional lockout in Australia, with most DVD players release coming region-free to meet local laws.
However, video game consoles are still sold fully in Australia. Some effort has been made to increase awareness of the issue, specifically to Nintendo of Australia, was in the form of a formal report outlining the issues, published by Aaron Rex Davies. The report has gone on to gain a lot of attention in the public media.
Lists
This text is licensed under the Creative Commons CC-BY-SA License. This text was originally published on Wikipedia and was developed by the Wikipedia community.
Caption | Cameron speaking at TED in 2010. |
---|---|
Birth date | August 16, 1954 |
Birth place | Kapuskasing, Ontario, Canada |
Birth name | James Francis Cameron |
Years active | 1978–present |
Spouse | Sharon Williams (1978–1984)Gale Anne Hurd (1985–1989)Kathryn Bigelow (1989–1991)Linda Hamilton (1997–1999)Suzy Amis (2000–present) |
Occupation | Film director, film producer, film editor, screenwriter, inventor |
James Francis Cameron (born August 16, 1954) is a Canadian film director, film producer, screenwriter, editor, and inventor. His writing and directing work includes (1981), The Terminator (1984), Aliens (1986), The Abyss (1989), (1991), True Lies (1994), Titanic (1997), and Avatar (2009). In the time between making Titanic and his return to feature films with Avatar, Cameron spent several years creating many documentary films (specifically underwater documentaries), and also co-developed the digital 3-D Fusion Camera System. Described by a biographer as part-scientist and part-artist, Cameron has also contributed to underwater filming and remote vehicle technologies.
In total, Cameron's directorial efforts have grossed approximately US$2 billion in North America and US$6 billion worldwide. Without adjusting for inflation, Cameron's Titanic and Avatar are the two highest-grossing films of all time at $1.8 billion and $2.7 billion respectively. In terms of worldwide gross, he is the second-highest grossing director of all time, behind Steven Spielberg.
After dropping out, he worked several jobs such as truck driving and wrote when he had time. During this period he taught himself about special effects: "I'd go down to the USC library and pull any thesis that graduate students had written about optical printing, or front screen projection, or dye transfers, anything that related to film technology. That way I could sit down and read it, and if they'd let me photocopy it, I would. If not, I'd make notes."
After seeing the original film in 1977, Cameron quit his job as a truck driver to enter the film industry. When Cameron read Syd Field's book Screenplay, it occurred to him that integrating science and art was possible, and he wrote a ten minute science fiction script with two friends, entitled Xenogenesis. They raised money and rented camera, lenses, film stocks, and studio, and shot it in 35mm. To understand how to operate the camera, they dismantled it and spent the first half-day of the shoot trying to figure out how to get it running.
Cameron's next project stemmed from an idea that had come up during a high school biology class. The story of oil-rig workers who discover otherworldly underwater creatures became the basis of Cameron's screenplay for The Abyss, which cast Ed Harris, Mary Elizabeth Mastrantonio and Michael Biehn. Initially budgeted at $41 million U.S. (though the production ran considerably over budget), it was considered to be one of the most expensive films of its time, and required cutting-edge effects technology. Because much of the film takes place underwater and the technology wasn't advanced enough to digitally create an underwater environment, Cameron chose to shoot much of the movie "reel-for-real", at depths of up to . For creation of the sets, the containment building of an unfinished nuclear power plant was converted, and two huge tanks were used. The main tank was filled with of water, and the second with . The cast and crew resided there for much of the shooting.
After the success of The Terminator, there had always been talks about a sequel to continue the story of Sarah Connor and her struggle against machines from the future. Although Cameron had come up with a core idea for the sequel, and Schwarzenegger expressed interest in continuing the story, there were still problems regarding who had the rights to the story, as well as the logistics of the special effects needed to make the sequel. Finally, in late-1980s, Mario Kassar of Carolco Pictures secured the rights to the sequel, allowing Cameron to greenlight production of the film, now called .
For the film, Linda Hamilton reprised her iconic role of Sarah Connor. In addition, Schwarzenegger also returned in his role as The Terminator, but this time as a protector. Unlike the T-800, who is made of a metal endoskeleton, the new villain of the sequel, called the T-1000, was a more advanced Terminator made of liquid metal, and with polymorphic abilities. The T-1000 would also be much less bulky than the T-800. For the role, Cameron cast Robert Patrick, a sharp contrast to Schwarzenegger. Cameron explained, "I wanted someone who was extremely fast and agile. If the T-800 is a human Panzer tank, then the T-1000 is a Porsche."
Cameron had originally wanted to incorporate this advanced-model Terminator into the first film, but the special effects at the time were not advanced enough. The ground-breaking effects used in The Abyss to digitally depict the water tentacle convinced Cameron that his liquid metal villain was now possible.
TriStar Pictures agreed to distribute the film, but under a locked release date only about one year after the start of shooting. The movie, co-written by Cameron and his longtime friend, William Wisher, Jr., had to go from screenplay to finished film in just that amount of time. Like Cameron's previous film, it was one of the most expensive films of its era, with a budget of about $100 million. The biggest challenge of the movie was the special effects used in creating the T-1000. Nevertheless, the film was finished on time, and released to theaters on July 3, 1991.
Terminator 2, or T2, as it was abbreviated, broke box-office records (including the opening weekend record for an R-rated film), earning over $200 million in the United States and Canada, and over $300 million in other territories, and became the highest-grossing film of that year. It won four Academy Awards: Best Makeup, Best Sound, Best Sound Effects Editing, and Best Visual Effects. It was also nominated for Best Cinematography and Best Film Editing, but lost both Awards to JFK.
James Cameron announced a third Terminator film many times during the 1990s, but without coming out with any finished scripts. Kassar and Vajna purchased the rights to the Terminator franchise from a bankruptcy sale of Carolco's assets. was eventually made and released in July 2003 without Cameron's involvement. Jonathan Mostow directed the film and Schwarzenegger returned as the Terminator.
Cameron reunited with the main cast of Terminator 2 to film , an attraction at Universal Studios Florida, Universal Studios Hollywood and Universal Studios Japan. It was released in 1996 and was a mini-sequel to Terminator 2: Judgment Day. The show is in two parts: a prequel segment in which a spokesperson talks about Cyberdyne, and a main feature, in which the performers interact with a 3-D movie.
Before the release of T2, Schwarzenegger came to Cameron with the idea of making a remake of the French comedy La Totale! Titled True Lies, with filming beginning after T2's release, the story revolves around a secret-agent spy who leads a double life as a married man, whose wife believes he is a computer salesman. Schwarzenegger was cast as Harry Tasker, a spy charged with stopping a plan by a terrorist to use nuclear weapons against the United States. Jamie Lee Curtis and Eliza Dushku played the character's family, and Tom Arnold the sidekick.
Cameron's Lightstorm Entertainment signed on with Twentieth Century Fox for production of True Lies. Made on a budget of $115 million and released in 1994, the film earned $146 million in North America, and $232 million abroad. The film received an Academy Award nomination for Best Visual Effects.
Cameron expressed interest in the famous sinking of the ship . He decided to script and film his next project based on this event. The picture revolved around a fictional romance story between two young lovers from different social classes who meet onboard the ship's maiden voyage. Before production began, he took dives to the bottom of the Atlantic and shot actual footage of the ship underwater, which he inserted into the final film.
For the film Titanic, Cameron cast Leonardo DiCaprio, Kate Winslet, and Billy Zane. Cameron's budget for the film reached about $200 million, making it the most expensive movie ever made at the time. Before its release, the film was widely ridiculed for its expense and protracted production schedule.
Released to theaters on December 19, 1997, Titanic grossed less in its first weekend ($28.6 million) than in its second, ($35.4 million), an increase of 23.8%. This is unheard of for a widely released film, which is a testament to the movie's appeal. This was especially noteworthy, considering that the film's running time of more than three hours limited the number of showings each theater could schedule. It held the No. 1 spot on the box-office charts for months, eventually grossing a total of over $600 million in the United States and Canada and more than $1.8 billion worldwide. Titanic became the highest-grossing film ever made, until Cameron's 2009 film Avatar. The CG visuals surrounding the sinking and destruction of the ship were considered spectacular. Despite criticism during production of the film, it received a record-tying 14 Oscar nominations (tied with All About Eve) at the 1998 Academy Awards. It won 11 Oscars (also record-tying with Ben-Hur and later ), including Best Picture, Editing, Sound, Special Effects, Music and Score, and the Best Director award for Cameron. Upon receiving the award, Cameron exclaimed, "I'm king of the world!", in reference to one of the main characters' lines from the film. In March 2010, Cameron revealed that Titanic will be re-released in 3D in April 2012, in order to coincide with the 100th anniversary of the sinking of the actual ship.
Cameron had initially next planned to do a film of the comic book character Spider-Man, a project developed by Menahem Golan of Cannon Films. Columbia hired David Koepp to adapt Cameron's treatment into a screenplay, and Koepp's first draft is taken often word-for-word from Cameron's story, though later drafts were heavily rewritten by Koepp himself, Scott Rosenberg, and Alvin Sargent. Columbia preferred to credit David Koepp solely, and none of the scripts before or after his were ever examined by the Writers Guild of America, East to determine proper credit attribution. Cameron and other writers objected, but Columbia and the WGA prevailed. In its release in 2002, Spider-Man had its screenplay credited solely to Koepp.
Unable to make Spider-Man, Cameron moved to television and created Dark Angel, a superheroine-centered series influenced by cyberpunk, biopunk, contemporary superhero franchises, and third-wave feminism. Co-produced with Charles H. Eglee, Dark Angel starred Jessica Alba as Max Guevara, a genetically enhanced transgenic super-soldier created by a secretive organization. Cameron's work was said to "bring empowered female warriors back to television screens[...] by mixing the sober feminism of his The Terminator and Aliens characters with the sexed-up Girl Power of a Britney Spears concert." While a success in its first season, low ratings in the second led to its cancellation. Cameron himself directed the series finale, a two-hour episode wrapping up many of the series' loose ends.
Cameron is a leading advocate for stereoscopic digital 3-D films. In a 2003 interview about his IMAX 3D documentary Ghosts of the Abyss, he mentioned that he is "going to do everything in 3D now". He has made similar statements in other interviews. Ghosts of the Abyss and Aliens of the Deep (also an IMAX documentary) were both shot in 3-D and released by Walt Disney Pictures and Walden Media, and Cameron did the same for his new project, Avatar for 20th Century Fox & Sony Pictures' Columbia Pictures. He intends to use the same technology for The Dive, Sanctum and an adaptation of the manga series Battle Angel Alita.
Cameron was a co-founder and former CEO of Digital Domain, a visual effects production and technology company.
In addition, he plans to create a 3-D project about the first trip to Mars. ("I've been very interested in the Humans to Mars movement—the 'Mars Underground'—and I've done a tremendous amount of personal research for a novel, a miniseries, and a 3-D film.") He is on the science team for the 2011 Mars Science Laboratory.
Cameron announced on February 26, 2007, that he, along with his director, Simcha Jacobovici, have documented the unearthing of the Talpiot Tomb, which is alleged to be the tomb of Jesus. Unearthed in 1980 by Israeli construction workers, the names on the tomb are claimed, by Cameron, to correlate with the names of Jesus and several individuals closely associated with him. Cameron further claims to have DNA tests, archaeological evidence, and Biblical studies to back up his claim. The documentary, named The Lost Tomb of Jesus, was broadcast on the Discovery Channel on March 4, 2007.
Avatar had an estimated budget of over $300 million and was released on December 18, 2009. This marked his first feature film since 1997's Titanic . It is composed almost entirely of computer-generated animation, using a more advanced version of the "performance capture" technique used by director Robert Zemeckis in The Polar Express. James Cameron wrote an 80 page scriptment for Avatar in 1995 and announced in 1996 that he would make the film after completing Titanic. In December 2006, Cameron explained that the delay in producing the film since the 1990s had been to wait until the technology necessary to create his project was advanced enough. The film was originally scheduled to be released in May 2009 but was pushed back to December 2009 to allow more time for post production on the complex CGI and to give more time for theatres worldwide to install 3D projectors. Cameron originally intended Avatar to be 3D-only. The film went on to break the record for highest-grossing film ever, beating Cameron's previous film Titanic. Avatar also became the first movie to ever earn more than $2 billion worldwide. It was nominated for nine Academy Awards, including Best Picture and Best Director, and won three for Best Cinematography, Best Visual Effects and Best Art Direction. Cameron lost the award for Best Director to his ex-wife, Kathryn Bigelow, who also took Best Picture with her film The Hurt Locker.
Cameron received the Bradbury Award from the Science Fiction and Fantasy Writers of America in 1991—but, being primarily thought of as a genre filmmaker, he did not receive any major mainstream filmmaking awards prior to Titanic. With Titanic, Cameron received Academy Awards for Best Film Editing (shared with Conrad Buff and Richard A. Harris), Best Picture (shared with Jon Landau), and Best Director. He also won a Golden Globe Award for best director for the film.
In recognition of "a distinguished career as a Canadian filmmaker", Carleton University, Ottawa, awarded Cameron the honorary degree of Doctor of Fine Arts on June 13, 1998. Cameron accepted the degree in person and gave the Convocation Address.
He also received an honorary doctorate in October 1998 from Brock University in St. Catharines, Ontario, for his accomplishments in the international film industry.
In 1998, Cameron attended convocation to receive an honorary doctorate of Laws from Ryerson University, Toronto. The university awards its highest honor to those who have made extraordinary contributions in Canada, or internationally.
In 1999, Cameron received the honorary Doctor of Fine Arts degree from California State University, Fullerton, where he had been a student in the 1970s. He received the degree at the university's annual Commencement exercises that year, where he gave the keynote speech.
In recognition of his contributions to underwater filming and remote vehicle technology, the University of Southampton awarded Cameron the honorary degree of Doctor of the University. Cameron received his degree in person at the graduation ceremony in July 2004.
On June 3, 2008, it was announced that he would be inducted into Canada's Walk of Fame. On December 18, 2009, the same day Avatar was released worldwide, Cameron received the 2,396th star on the Hollywood Walk of Fame.
On February 28, 2010 James Cameron was honored with a Visual Effects Society (VES) Lifetime Achievement Award.
With Avatar, Cameron has been nominated for three Academy Awards for Best Picture (shared with Jon Landau), Best Director and Best Film Editing (shared with John Refoua and Stephen E. Rivkin) and received the Golden Globe for Best Picture and Best Director. Cameron and Avatar lost the Academy Awards for Best Director and Best Picture to Cameron's former wife Kathryn Bigelow for her film, The Hurt Locker.
On September 24, 2010 James Cameron was named Number 1 in The 2010 Guardian Film Power 100 list. In a list compiled by the British magazine New Statesman in September 2010, he was listed 30th in the list of "The World's 50 Most Influential Figures 2010".
1 His reprised role of Reese was cut from the theatrical release, but restored in the DVD's Special Edition Version. 2 He didn't appear in this film, but only co-wrote with Cameron.
While The Abyss dealt with deep sea exploration (shot on a studio set), Cameron himself became an expert in the field of deep sea wreckage exploration exploring the wreckage of Titanic and Bismarck. Cameron will return to this theme with The Dive (see Projects), shooting from a minisub.
So important is technology in Cameron's films that he waited years for the technical tools of the craft to advance sufficiently to realize his vision for Avatar, for which he had special 3-D cameras developed.
Cameron's first film was the 1978 science fiction short film Xenogenesis, which he directed, wrote and produced. Cameron's films have grossed a total of over $7 billion worldwide.
In addition to works of fiction, Cameron has directed and appeared in several documentaries including Ghosts of the Abyss and Aliens of the Deep. He also contributed to a number of television series including Dark Angel and Entourage.
Cameron is a member of the NASA Advisory Council and is working on the project to put cameras on an upcoming manned Mars mission. He is also a member of the Mars Society, a non-profit advocacy organization lobbying for the human colonization of Mars.
In June 2010, Cameron met in Washington with the EPA to discuss possible solutions to the 2010 BP oil spill. Later that week at the All Things Digital Conference, he attracted some notoriety when he stated, "Over the last few weeks I've watched...and [been] thinking, 'Those morons don't know what they're doing'." Reportedly, Cameron had offered BP help to plug the oil well, but they declined. The oil spill was eventually stopped using techniques similar to what Cameron recommended.
Although Cameron has lived his entire adult life in the United States, he remains a Canadian citizen. Cameron applied for American citizenship but withdrew his application after George W. Bush won the presidential election in 2004.
Cameron is an atheist, and once as a child he described the Lord's Prayer as being a 'tribal chant'.
Cameron lives in Malibu, California with his wife.
After working with Cameron on the set of Titanic, Kate Winslet decided she would not work with Cameron again unless she earned "a lot of money." She admitted Cameron was a nice man, but felt he had too much of a temper. In an editorial, the British newspaper The Independent said that Cameron "is a nightmare to work with. Studios have come to fear his habit of straying way over schedule and over budget. He is notorious on set for his uncompromising and dictatorial manner, as well as his flaming temper.".
Sam Worthington, the latest lead actor to work with Cameron, stated on the Jay Leno Show that Cameron had very high expectations from everyone, and would often use a nail gun to nail the film crew's cell phones to a wall above an exit door in retaliation to unwanted ringing during production. During the promotion for Avatar, Cameron stated on Jimmy Kimmel Live! that although he doubts anyone would describe him as a mellow person, he is at least mellower than he was before.
Other actors, such as Bill Paxton and Sigourney Weaver, have praised Cameron's perfectionist work ethic. Weaver said of Cameron: "He really does want us to risk our lives and limbs for the shot, but he doesn't mind risking his own."
Category:1954 births Category:American Cinema Editors Category:Best Director Academy Award winners Category:Best Director Golden Globe winners Category:Best Film Editing Academy Award winners Category:Canadian atheists Category:Canadian expatriate film directors in the United States Category:Canadian film directors Category:Canadian immigrants to the United States Category:Canadian people of Scottish descent Category:Canadian screenwriters Category:English-language film directors Category:Living people Category:People from Kapuskasing Category:People from Niagara Falls, Ontario Category:People from Orange County, California Category:Producers who won the Best Picture Academy Award Category:Saturn Award winners Category:Special effects people
This text is licensed under the Creative Commons CC-BY-SA License. This text was originally published on Wikipedia and was developed by the Wikipedia community.