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Ralph Baer Interview

Ralph Baer is the inventor of videogames. He has actually invented quite a lot of things in his time. For a complete listing, go to his website at ralphbaer.com. He is a busy man so we didn't want to take up too much of his time. In about a month, he is releasing a book titled "Videogames: In the Beginning." We cover several gaming topics and not focused on Xbox 2.

While you obviously couldn't have predicted how large the videogame industry would turn out, what was your vision when you came up with the idea?

I made a simple calculation in 1966: There were 40 million TV sets in the US alone at the time; if I could come up with a device that attached and sold through to 5 or 10 percent of these sets/households, I would have a business....it's as simple as that.

When you pitched the idea while working at Loral, it got shot down. What was it that made you go back to your TV game idea later?

If coming up with novel ideas is in your genes, then you certainly can expect latent ideas that didn't "make it" the first time to bubble up again at any time...and they just do. Besides, I was in the process of setting up a small clandestine skunk works within the big division I ran at Sanders Associates at the time. Its purpose was largely to give me a chance to do some R&D engineering. Running a large division is basically a chaplain's and an arbitrator's job and I did not want to lose my technical skills. Being a TV engineer by degree (1949) what could have been more natural for me than thinking about TV technology?

While you were in the videogame industry some time, you did not stay in it. You instead went on to invent many other things. Have you ever wished that you stayed in the industry?

I continued to support licensees (Magnavox, Coleco, etc.) technically during the period from 1972 to 1978 but switched over to Interactive Video for training and education because I had a large number of novel ideas about the future convergence of motion video (first with both video and data on tape, then ditto on disc) . Many patents came out of that work and I put Sanders into the weapons simulation business via that route. On the one hand, tons of money from licenses and court judgments were coming in which resulted at least in part from my substantial participation in various lawsuits against infringers; on the other hand I was bringing new weapons simulation contracts into the company so all in all my name was up on there in neon signs. The result was that I had total freedom to do what I wanted...and building next generation video game hardware was not it.

Instead I turned to becoming an electronic toy and game designer resulting in the creation of another set of winners, starting with Simon in 1979.

Speculating on whether I wish I had stayed with the video game industry in the eighties and beyond is in any case a little silly because I was already past normal retirment age then. Instead I have been having a ball doing my own thing for the past 25 years. How many 83-year-olds do you know who work in their labs designing and physically building stuff every day of the week? I have had spurts of activity during which I came up with novel controller schemes for video games - in fact, I still am workin the territory - but I haven't found a licensee yet.

Have any videogame companies ever contact you to help come up with new innovations?

Yes. Various companies have sent representativers up here to look at some of my novel controller schemes (which are very different from anything you can imagine) but as I said, no one has been throwing any money at me so far...still working ther erritory, though, with a new partner.

The light gun has been available since early on. Do you find it strange that it really hasn't become a common peripheral like a standard controller?

In part the relative death of "real" lightgun games is because the boneheads out there haven't made good use of the devices (which is among the things I have worked on and demonstrated repeatedly and have been trying to license). But unfortunately inventing is easy, building demo hardware and software is easy if you know how, but licensing the darn stuff is the hard part.

What are your thoughts on portable systems like Nintendo's latest DualScreen?

From what my grandsons tell me, they like the idea but that is as close I have come to knowing anything about the subject. Basically the dual screen is just a practical, low-cost way to provide a large display that can be used to present a multiplicity of graphics and text simultaneously. Two small LCD's are much cheaper to produce than one equal to the combined size of two smaller ones. I'll bet that was the thought process at Nintendo wshen they decided on the dual display scheme.

What do you think about game prices? Most new games cost $49.99 now and many predict a slight increase in game prices for the next-generation of systems

Prices are a function of all costs and markups. The latter will remain as high as possible as long as suppliers can still reach sales goals. That equation is not going to change. Movie tickets are ridiculously expensive now and still people flock to the theaters. Until we get into the next recession, that probably won't change.

What do you think about online gaming? What was your reaction when you first found out about people being able to play against others that are nowhere near them?

In February of 1969 I had both the exec VP and the President of TelePrompter up in NH for a demo of how to play interactive games over the cable. So there is no doubt in my mind that I was there first. The whole subject is one I have lived with for decades. The cable business in the sixties was small and cash poor and after three months of working together, our Teleprompter deal fell through. For the next decaded and more I was throroughly involved in much of the work that Warner Brothers and others were doing on interactive cable (which included gaming over the cable right from the start). We all were just 30 years "too soon". A lot of things, mainly the technology had to catch up with our ideas first.


A big thanks to Ralph Baer for answering some questions.