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A video game is a 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 are broad in range, from large computers to small mobile devices. Specialized video games such as arcade games, while previously common, have gradually declined in use.

The input device normally used to manipulate video games is called a game controller, which varies across platforms. For instance, a dedicated console controller might consist of only a button and a joystick, or feature a dozen buttons and one or more joysticks. Early personal computer based games historically relied on the availability of a keyboard for gameplay, or more commonly, required the user to purchase a separate joystick with at least one button to play. Many modern computer games allow the player to use a keyboard and mouse simultaneously. Beyond the common element of visual feedback, video games have utilized other systems to provide interaction and information to the player. Chief examples of these are sound reproduction devices, such as speakers and headphones, and an array of haptic peripherals, such as vibration or force feedback.

  

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The development of The Elder Scrolls IV: Oblivion began in 2002, immediately after Morrowind's publication. Rumors of a sequel to The Elder Scrolls III: Morrowind began circulating in June 2004; the sequel's title was identified on September 10, 2004, the date of Oblivion's official announcement. Oblivion was developed by Bethesda Softworks, and the initial Xbox 360 and Personal computer (PC) releases were co-published by Bethesda and Take-Two Interactive subsidiary 2K Games. According to interviews with Bethesda staff, the publisher-developer relationship—one of the few independent relations in the industry—worked well, and Bethesda was not subject to excessive corporate guidance. Originally scheduled for a November 22, 2005 release, in tandem with the Xbox 360's launch, Oblivion was delayed to a March 21, 2006 release for Windows PCs and the Xbox 360.

Developers working on Oblivion focused on providing a tighter storyline, with fewer filler quests and more developed characters. The developers sought to make information in the game world more accessible to players, making the game easier to pick up and play. Oblivion features improved AI (courtesy of Bethesda's proprietary Radiant AI), improved physics (courtesy of the Havok physics engine), and impressive graphics, taking advantage of advanced lighting and shader routines like high dynamic range rendering (HDR) and specular mapping. Bethesda developed and implemented procedural content creation tools in the creation of Oblivion's terrain, leading to landscapes that are more complex and realistic than those of past titles, with less of a drain on Bethesda's staff.

A PlayStation 3 version of Oblivion was released on March 20, 2007 in North America, and April 27, 2007 in Europe, following delays similar to those for the Xbox 360 release. The PlayStation 3 release was touted for its improvement over the graphics of the PC and Xbox 360 versions, although some of the improved shader routines optimized for the PlayStation 3 release were set to be ported over to the other releases through patches. A plan to distribute content through downloads paid by micropayment was initially met with criticism by customers do to its alleged low value, but later releases—at a reduced price, and with more content—proved more popular.

  

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  • Article status review: GA Review – GoldenEye 007; FA Review – None; FT Review – None
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