In 1983, the prospect of downloads to consoles was unthinkable to many.
Bjorn Borg had just retired from Tennis, the last episode of M*A*S*H had just aired and most importantly the NES launched. In hindsight it feels like the dark ages. In 1983 GameLine appeared. GameLine looked like an oversized Atari 2600 cartridge, and was a dial-up modem that could download games to your console. In 1983 the Atari 2600 was six years old, only a year earlier the ‘Darth Vader‘ iteration had come to market. For the record, this was a nickname.
The prospect of downloading games at that point was effectively ‘science fiction’. The English nation was still wrestling with loading games onto the ZX Spectrum from cassette, downloading may as well have been alien technology, and effectively was. Alien tech it appeared was everywhere, as in 1979, Kane Kramer invented the first digital music player, in 1981 he filed his UK patent application. The early 80s was clearly tin foil hats and Mel Gibson all the way. However it wasn’t until 1996 that Audio Highway made the first commercially available MP3 player in 1996. Apple wouldn’t crash the party until 2001. Xbox LIVE wouldn’t be launched until 2002.
So why did it take so long from inception to marketplace success? In simplest terms the infrastructure simply wasn’t there, from a technological and cultural perspective. Dial up connections in 1983 were the preserve of scientists, nerds and maths teachers. The rudimentary wonders of the 2600 were enough visual shock and awe for a generation. The high street was still king and the internet was ‘never going to take off’. GameLine typifies an inherently disruptive technology that would pave the way for those following it. The challenges GameLine faced are still evident for services like Onlive today, publishers were inherently suspicious of GameLine meaning that many top-tier game never appeared on the service, none of the key third parties at the time supported the service (such as Atari, Activision, Coleco, Mattel, and Parker Brothers).
GameLine went bust in 1983, but key members of the team became integral to the success of AOL. Whilst it didn’t have the connected gameplay features of LIVE, that honour would fall to the Dreamcast in 2001, it did introduce online leaderboards. Almost two decades later Xbox LIVE supported by a global corporation finally nailed the proposition and infrastructure. Relatively speaking, the global Xbox LIVE remains small (35 Million current members), but indicates that the experiments made thirty years ago were entirely on target. R.I.P GameLine.