As the title says, European video game history discourse is happening again. I'm not going to link to the post in question, because I like the chap who inadvertently kicked this off and I don't want him to have to put up with any more angry Europeans than he already is contending with. But I will comment on the whole subject, because it's a topic worth discussing with some commonly held assumptions that need challenging.
So here we go.
"The Great Video Game Crash" didn't happen in Europe
This point is one that, I think, is finally getting through to a lot of people. The notorious "crash" of 1983 following the absolutely flooded market of third-party Atari 2600 games was a purely North American phenomenon, and it only affected the console market.
It was a bad thing, to be sure, putting a lot of developers and publishers out of business, and it can probably be pointed at as the main reason that platforms like the ColecoVision and Intellivision didn't survive. And it's definitely true that the arrival of the NES on the scene marked a renaissance for the console games market in North America.
But it just didn't happen in Europe. I didn't even know it was a thing until the Internet came about. The reason? Because most of us in Europe were happily making use of home computers at the time, and we continued to do so throughout most of the '80s and early '90s.
Europe's console game sales are a miniscule fraction of those seen in the States
The same reasoning can be applied to this. Yes, I entirely believe that considerably fewer console games were sold in Europe than in North America. This is because consoles weren't nearly as widespread as home computers were. Growing up, I didn't know anyone who had a console for many years. I didn't even know for sure if the ColecoVision came out in Europe until quite recently when I found an ad in an old home computer magazine.
But I did know people who had home computers. We had Atari 8-bits. My best friend in primary school and a girl I moderately fancied both had BBC Micros. Another friend had a Spectrum. Another still had a Commodore 64. One even had an Electron.
There are a few considerations here. One, home computer games were often much cheaper than console games — though this wasn't always the case, particularly for games distributed on ROM cartridge. Cassette-based games were very cheap, though, particularly on the Spectrum and C64, and disk-based games weren't crazy expensive for the most part — though disk drives were, since back then they essentially had a whole other computer inside them to control the damn things!
However, what you also have to consider is that many games had considerably wider reach than their commercial, officially recorded sales figures might suggest due to piracy. Piracy was absolutely rife in the early home computer sector, and while this probably wasn't good for the overall health of the industry, it somehow never caused a "crash". Piracy has also, long term, been amazing for preservation purposes, because pirated disks (pretty much always disks) often had pre-release or beta versions of games on them, and in many cases these particular versions of these games were not preserved by their original developers and publishers.
Thirdly, home computers were programmable. And, outside of dedicated games magazines, which were in a minority compared to "general computing" magazines for quite a few years, most publications encouraged computer users to get involved in programming their machines themselves. Magazines published type-in listings each month, allowing you to get "free" software in exchange for the cover price of the magazine, a bit of your time and some blank media to save it on. Public domain libraries appeared and thrived. And many folks simply wrote their own software to do something their computer couldn't already do. With BASIC built-in to pretty much every 8-bit machine, anyone could become a programmer just by turning the damn thing on.
Home computers continued to thrive even with the advent of consoles
The NES didn't "save" gaming in Europe in the same way that it did in the States. It was present, sure, but the only person I know who had one was my Uncle Peter (or perhaps more accurately, his daughter Gemma). We certainly didn't have one. I knew one guy who had a Master System, but I think he only had one game for it and he certainly didn't consider himself a gaming nerd.
Console gaming really started to pick up in Europe — or at least in the UK, from my experience — with the advent of the 16-bit era. That's when we really started to get a glut of specialist gaming magazines focusing on individual platforms, and that's when I knew more people who started to get Mega Drives and SNESeses.
But those consoles never replaced home computers. My best friend in high school, Edd, had a Mega Drive, but he spent much more time on his Amiga 500. I had a SNES, but I still spent much more time on the Atari ST and even the Atari 8-bit, which we still kept out and in use for many years. And the press reflected this, also: multiformat magazines tended to prioritise Amiga and Atari ST, with console games often relegated to their own little section, like they were a curiosity. And just as there were specialist gaming magazines for platforms like the SNES and Mega Drive, there were also individual mags for the ST and Amiga, too. And in many cases, those mags were more substantial than their console counterparts — often aimed at a slightly more mature audience, too.
Not only that, but the "free software" sector continued to thrive, too. While the ST and Amiga didn't ship with built-in BASIC like their 8-bit predecessors, there were still plenty of easily accessible packages for both that allowed anyone to get programming. Public domain software, likewise, continued to thrive, with public domain titles distributed through magazine coverdisks, through public domain libraries and through early online services such as bulletin boards.
Particularly notable from this era are STOS and AMOS, flavours of BASIC for Atari ST and Amiga respectively, which featured game-centric features such as sprites, sound generation, interrupt-based music and all manner of other good stuff. Both, as you might expect, were widely used to make both public domain and commercial titles by enthusiast developers. STOS and AMOS were made by Francois Lionet and Constantin Sotiropoulous, the former of whom founded Clickteam. Clickteam made Klik and Play, which saw several follow-ups, the latter of which, Multimedia Fusion (or just Clickteam Fusion now), is still in use to this day to make commercial games. Played Freedom Planet? You've played a game whose lineage can indirectly be traced back to STOS.
Things only really shifted firmly in favour of consoles when the PlayStation showed up, but even then, MS-DOS PC gaming had already hit its stride with the advent of 256-colour VGA graphics and sound card support.
Without the European home computer scene, there's a lot of today's developers that wouldn't exist
This is the most important thing to bear in mind, I think. So many of today's developers and publishers can be traced directly back to '80s home computer labels.
Codemasters? They used to specialise in budget-priced cassette games made by teenagers in their bedrooms. Rare? They started out making Spectrum games. Sumo Digital? They can be traced back to Gremlin Graphics, who were there from the very early days of 8-bit home computer games. And there are countless more; if you were to go through everyone Of A Certain Age in today's European games industry, you will almost certainly find a significant portion of them who cut their teeth working on home computer games.
Hell, this is even the case in the States, too. Folks who were making home computer games in North America, in many cases, continued on into careers in the later console sectors. I learned the other day that Cathryn Mataga, maker of the excellent Shamus and Zeppelin on Atari 8-bit, also made the frankly incredible port of Dragon's Lair to Game Boy Color, to name just one example.
Revenue isn't the whole story, not by a long shot
It keeps coming back to this. Sure, the money numbers might look smaller for the European games industry throughout the '80s. But in terms of the usage of these systems, the passion, the things that are harder to track through anything other than anecdotal evidence and the lived experiences of folks who were there? Absolutely nothing beat the home computer scene of the 8-bit and 16-bit era in Europe.
Hell, our favourite Atari computer magazine ran from 1982 until 1998. That's an astonishing achievement for a publication that covered the Atari 8-bit platform from its very first issue right up until its sad finale. And Atari 8-bits were a niche platform; the Spectrum, Commodore 64 and Amstrad all did way better in the market.
Look, I'm not saying American video game history isn't important. It is. It's where video games as we know them today were born, after all. But we've gotta get over this assumption that anything that happened outside of North America or Japan was somehow not important. '80s home computing was — is — much more than just a fad or a scene. For many folks, it was video games. For many folks, it was life. And acknowledging that doesn't make Pong, the Magnavox Odyssey, the Atari 2600 or the NES any less cool or revolutionary.
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