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Filed by Ben on Wednesday, June 3, 2009 at 10:38 am

I have to admit, Sony had quite a show yesterday. It wasn't the games that impressed me (we knew about pretty much all of them anyway). It is pretty funny that both Microsoft and Sony have a Mario Kart clone in the works, though.

No, the interesting part of this conference was the motion control demonstration using a combination of the EyeToy and a... glorified flashlight.

Sony's new controller kicks Microsoft Natal all over town for a variety of reasons, not the least of which being that it looks a lot further along and more in line with what we can expect of modern console technology. (As I alluded to yesterday, Natal is too far-reaching to make good on many of its promises.) But despite what I consider to be a Sony win, there are still a couple of very important problems to overcome.

Perhaps the biggest question is, where were the games? We saw a terrific tech demo, but heard nothing about what kind of software support might be on its way for the hardware - either first-party, or more importantly, third-party. Sure, it looks cool and all, but how can you say this controller comes out next year without making a tangible, good-faith effort to tell us what you're going to do to make it profitable?

Where Microsoft afflicted itself with this same problem at the beginning of the week, remember that Nintendo had multiple games prepared for the debut of the Wii Remote mere years ago. The technology isn't going to sell on its own: you need something fun to go with it.

The second issue, which might not be so important if we weren't talking about a company that's hemorrhaging money out of every orifice, is the question of how this product is going to be packaged and marketed. Sony's motion solution offers no significant advantages over the Wii Motion Plus, yet it's arguably more complicated and possibly more expensive to produce. (This depends on whether Sony ends up using the $30 EyeToy, or whether they need a more sophisticated camera to get the results they want. The "wand" controllers could cost even less than the Wii Remote if they don't include any more technology than was demonstrated yesterday.)

In addition, the Wii Motion Plus comes out next month, and this Camera Wand combination is supposedly at least 9 months away. (My guess is that it will be delayed.) It's clear that neither Sony nor Microsoft will be capturing any of the Wii's casual audience no matter what - it's far too late in this generation's life cycle for that, and the Wii's new attachment is getting a huge head start anyway.

Ultimately, therefore, the success of Sony's new peripheral leans heavily on its hardcore adoption. The potential is there, but it could go either way; On the one hand, the "hardcore" have traditionally raised their noses at any hint of motion control. On the other hand, already we are seeing arguments from both Microsoft and Sony fanboys about which company has the better motion control solution. This means that their disdain might have been simple hypocrisy all this time - not an objection to motion control at all, but rather a jealousy of Nintendo's incredible success with the concept.

We will see in time.


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Filed by Ben on Tuesday, June 2, 2009 at 11:06 am

If High Voltage is trying too hard, Microsoft is trying even harder. After seeing the far-reaching plans on display during yesterday's presentation, it's become clear to me that Nintendo will go another year without competition from the Xbox 360. (Sony will continue to be irrelevant to Nintendo no matter what happens at their conference.)

The Mario Kart clone looked like a desperate attempt to reach out to the casual market, and of course it must be free to have any hope of catching on. This ploy has been in Microsoft's playbook for a long time, perhaps the most famous example being Internet Explorer in Netscape's heyday.

But things turned downright ridiculous when Project Natal was trotted out in front of an incredulous audience. The technology's obviously early, but that doesn't excuse the ambitious video mockups we saw. Here's a recap in case you missed it:

This trailer was fully intended to wow the press and get the critical buzz going (PC World certainly took the bait), but the fine print says it all: "Product vision: actual features and functionality may vary." In other words, we saw nothing more than smoke and mirrors; a number of the features "shown" are likely not even in development at all.

Stephen Totilo at Kotaku gave us another demonstration of how Natal has generated unrealistic expectations. Totilo's describes his experience with Peter Molyneux's "Milo" in a positive light, but two statements simply can't escape unnoticed:

[Molyneux] repeatedly cautioned that some of what I would experience with the game were "tricks."

The Milo demo was partially being manipulated by a developer who was sitting nearby, and I couldn't tell if he was merely calibrating the game or how much he was pulling its strings.

All in all, Microsoft certainly managed to put on a show. But I'll be surprised if Natal sees the light of day even a year from now. Even if it does, it will end up going the way of Sony's EyeToy: big on the promises, underwhelming on the delivery.

Nintendo's conference starts in less than an hour!


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Filed by Ben on Friday, February 13, 2009 at 4:23 pm

At the recent New York Comic Con, MTV Multiplayer's Stephen Totilo had a chance to ask a very important question of Ken Levine (hailing from 2K Boston) and Todd Howard (Bethesda). These two developers have a fair amount of experience with "hardcore" game design, but it seems that somewhere along the line, they've managed to develop not only a few great games, but also a disdain for the Wii console.

For the sake of clarity, let's take a look at one of Todd's statements at the interview panel, in response to Totilo's question about whether hardcore gamers should fear the Wii's dominance:

Todd Howard: I mean, this will sound bad, like I'm not threatened by the Wii because unfortunately, I actually view it like I view Teddy Ruxpin or Cabbage Patch Kids [laughs] - it's a toy. [audience laughs] It's a great toy. I think Nintendo does really amazing things on it, but there's a toy value. When you talk about video games to people who don't play a lot of games, I think they break into two camps: they think of the Wii, if they're parents and their kids have one, and that's a kid's toy. And then maybe they have friends or an older teenager, twenty-something, who plays Xbox 360 and that's for evil kill-fests. I don't think there's a lot of middle ground right now, so the kind of games we make...

Ken chimed in (with slightly more diplomatic phrasing) shortly afterward, making it clear that both developers carry similar attitudes toward Nintendo's hardware. A couple years ago, you could write this type of response off as the mistake everyone was making. But with more and more third parties getting in on the game, it won't be long before Ken and Todd's attitude becomes a dangerous one to have. (And to a certain extent, it already is.)

Up until now, the Wii hasn't been a threat to hardcore developers' aspirations for games with insanely high production values and killer graphics. But that development model is unsustainable in the long run, as games become more and more expensive to create. Microsoft has been all right so far, because the Xbox division has easy access to "bailout" money from its parent company. Sony held on for as long as it could, but recent comments from Playstation executives about aiming for short-term profitability show that the company is slowly coming around to face its mistakes in this console generation.

With game studios closing or downsizing left and right, it's a no-brainer that the surviving third parties will have to follow suit with Sony and settle for great games that aren't as expensive to make. Ken and Todd's statements reflect the sentiments of a lot of hardcore developers, who seem to equate hardcore gaming not only with M-rated games, but also with costly dev cycles.

Of course, hardcore games have no costly-dev-cycle requirement. We're already seeing the turnaround in the general perception of the Wii - it began with Sega (who had a close relationship with Nintendo to begin with), but it's now spreading to Electronic Arts and even beyond.

Ken and Todd simply haven't caught up yet. Eventually, they will. (If they hold out for too long, the choice will ultimately be made for them.) Hardcore games are just as feasible on the Wii as on any other platform - and soon they could be more feasible on the Wii than anywhere else. As Sony itself has proven, pride will only get you so far.


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Filed by Ben on Thursday, February 12, 2009 at 7:25 pm

January is typically a slow month for hardware sales, and 2009 is no exception - comparatively speaking. Even so, the Wii and DS still managed to knock the socks off of the competition. Here are the official numbers:

Hardware

Wii: 679,200  
DS: 510,800  
Xbox 360: 309,000  
Playstation 3: 203,200  
PSP: 172,300  
Playstation 2: 101,200

In addition, Wii titles took 4 of the top 10 spots in software sales (with 3 of those spots placing first, second, and third). The DS manages 2 titles for the honor, giving Nintendo a respectable 60% ownership of January's best-selling games.

Software

WII FIT (WII): 777,000  
WII PLAY W/ REMOTE (WII): 415,000  
MARIO KART W/WHEEL (WII): 292,000  
LEFT 4 DEAD (360): 243,000  
CALL OF DUTY: WORLD AT WAR (360): 235,000  
SKATE 2 (360): 199,000  
GUITAR HERO WORLD TOUR (WII): 155,000  
NEW SUPER MARIO BROS (DS): 135,000  
MARIO KART DS (DS): 132,000  
LORD OF THE RINGS: CONQUEST (360): 113,000

Someone had better tell Reggie that there's a recession going on - it just might pass him by before he notices!


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Filed by Ben on Thursday, January 15, 2009 at 7:53 pm

Well, the final numbers are in for the last month of 2008. Last year gave us quite a ride in terms of sales figures, and December is no exception - although early estimates for Wii sales ended up being a bit optimistic. Supply constraints, surely.

Hardware

DS: 3,040,000  
Wii: 2,150,000  
Xbox 360: 1,440,000  
PSP: 1,020,000  
Playstation 3: 726,000  
Playstation 2: 410,000

The Nintendo DS tops our list, with its nearest companion, the Wii, pushing only two thirds of the DS's volume. The numbers continue to drop rapidly, with the current-gen ending at Sony's PS3. It's a little sad to see PS2 selling over half its successor's figure, but hey - I guess Sony's got to make a profit from something.

Source: NeoGAF  


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Filed by Ben on Thursday, January 8, 2009 at 9:31 am

In one of the most desperate spin jobs ever perpetrated upon the gaming public, Sony has released a chart intended to explain the PS3's value to an audience who is obviously too stupid to realize that Nintendo and Microsoft have pulled the wool over their eyes. As established in its latest press release, the Playstation 3 is a full gaming experience right out of box, while the two other competing consoles must "peddle add-ons" in order to "keep up."

Where does the PS3's value come from? It's gaming library, right? After all, we are talking about a gaming machine here - content is king. But no, Sony conveniently ignores the opportunity for pointing out some of the cool content available on its console, instead opting to compare technologies that no one cares about instead.

This chart proves PS3's superiority once and for all.

I'll leave the Xbox comparisons for more Microsoft-oriented writers, but it's worth pointing out some of the "features" that the Wii supposedly lacks. Let's look at them right down the line:

- Hard Drive  
- Online Gaming Service  
- Blu-ray gaming/movies  
- HDMI output

Now, the hard drive is a valid point, but only for Nintendo's most core audience. The majority of Wii owners will probably never even need the "storage solution" that Nintendo plans to release this year - the 512MB of built-in storage is enough to keep game saves for most peoples' disc-based game library. (It's not enough for me, but I'm one of the most core.)

As for online gaming, Sony characterizes the Wii's as "limited." Once again, true for the core gamers, but the Wii has always been geared toward multiplayer in the living room, not across the wire. And Nintendo has what's arguably the best local multiplayer experience between the consoles of this generation. Judging by the insane sales of Wii Play, consumers tend to agree that online play is less important than local.

The Blu-ray and HDMI items are basically a wash, tossed in there for no other reason than to have more than the measly three comparison points that they were able to come up with that sort of mattered. The simple fact is, these two points are meaningful only to a very small fraction of the gaming demographic. The difference on an HDTV between RCA/composite cables and HDMI is huge to that fraction. Others might see a difference, but it's not going to be the deciding factor between a $400 console and a $250 one.

Now, Sony does have a very nice console on their hands. It's technologically more advanced than its competitors, it's far more stable and reliable than its closest relation (Xbox 360), and it even has some great exclusives. But taking shots like this press release does, it's obvious that Sony doesn't understand the gaming market as much as they think they do.

The gaming library is the most important aspect of any console. There are a lot of other selling points you can use as supplements, but if you don't have great content, your product is dead. Sony has great content, but somewhere early in the PS3's development, they decided technology was more important. So they bet the farm on it and put their most focused efforts into technology.

What Sony needs to do is change its focus. It's unlikely they'll be able to turn things around this generation, but the Playstation 4 had better show that its creator has learned its lesson. Its most recent PR spin doesn't look promising.

Via Edge Online  


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Filed by Ben on Tuesday, January 6, 2009 at 12:48 pm

What makes a gamer "hardcore"? So many people argue about hardcore versus casual gaming without defining their terms, but it's obvious that many people equate casual gaming with games that are stupid, boring, or for children under the age of seven. That's not the kind of definition I can get behind, but I'll cover that particular issue at a later date. For now, let's talk about the hardcore.

So, what makes a true hardcore gamer? Read on for some of their defining characteristics.

... a true hardcore gamer is passionate about video games.

A hardcore gamer doesn't need to own more than one console, but his passion drives him to stave off ignorance by educating himself about consoles he doesn't own. He can have an intelligent discussion about the Xbox or the Wii even if he only has a Playstation.

His passion often includes games that aren't readily available in his home region. This might lead him to import overseas releases, even when no one else in his country knows or cares that the game exists. He most likely keeps on eye on the homebrew scene, too.

... a true hardcore gamer appreciates many different gaming experiences.

A hardcore gamer won't judge a game by its target console, nor will he judge it by genre or by the fact that his little sister or his grandmother enjoys playing it. He is open to trying new games, and he knows that a game can be high in quality even if he doesn't enjoy playing it himself.

He will not claim that a console has "no games." He knows that such statements only expose a prejudice toward a console that no true hardcore gamer would have.

He will not consider a game "hardcore" or "casual" based on its ESRB rating. He doesn't consider GTA IV or Gears of War 2 hardcore games, even if he likes them. He knows they are mainstream games because everyone and their dog bought a copy.

... a true hardcore gamer is confident.

A hardcore gamer knows he is hardcore without being told. He doesn't need to validate his hardcoreness by bragging about his skill in the latest FPS, because he doesn't confuse skill with hardcore gaming.

He is probably good at playing games due to the time he's invested in them, but he won't necessarily be a master of all genres (or even a master of one, if he spreads his time among many different experiences).

He will be a hardcore gamer in any game he plays, whether that game is Dead Space or Wario Land: Shake It!. He is too chill to care about what haters or fanboys think of a game; He will make judgments for himself.

... a true hardcore gamer knows his roots.

He knows where gaming has been, not just where it is now. He's probably played Pong or one of its many clones, and he won't meet you with a blank stare when you mention Adventure, King's Quest, Rogue, or Donkey Kong (the game, not the character).

A hardcore gamer cares about those roots, because they shaped the face of gaming today. He knows that history is the best indicator of where gaming is headed in the future, but accepts that gaming will never stay the same forever; change is the way of all things.

... a true hardcore gamer cares more about fun than about the latest graphics.

A hardcore gamer understands that content is what makes a game, and the most powerful hardware in the world can never take the place of it. He appreciates quality games such as Cave Story, and doesn't dismiss the merits of Mega Man 9 just because he might have preferred modern (or even 16-bit styled) graphics.

He has his own graphical preferences. Maybe 8-bit graphics are his favorite, or maybe he likes cel-shaded games the most. He might even prefer realistic graphics over all else, but if he does, it won't be because everyone else says realism is the best.

... a true hardcore gamer is honorable.

He knows that great games are the result of the blood, sweat, and tears that developers pour into them. A hardcore gamer won't disrespect that effort by pirating a game, even if he can't afford it any other way.

The hardcore gamer values true skill that is honed over time, and understands that sometimes, you just lose. He won't use cheats or trainers to win online matches, because winning isn't as important as being hardcore.


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Filed by Ben on Monday, December 29, 2008 at 8:18 pm

Sean Malstrom is a gentleman and a scholar. In his latest opinion piece, he makes the assertion that, contrary to popular thought, it's not the Wii that's gone casual - it's the Xbox and Playstation crowd.

Malstrom states that today's HD consoles give off the dumbed-down PC vibe in both their hardware and firmware aspects. In addition, "The games feel and look like PC games," he writes. "This doesn’t mean they are bad games, many are very good, but they do not feel like CONSOLE games."

You can read the entire entry for yourself, but in this case I think Malstrom is off base in his conclusion, even though his premises might be correct.

It's true that the Xbox and Playstation brands are primary targets for traditionally PC-based games, and that fact really shows through when you're struggling with unwieldy dual analog controls on a console FPS. However, I'm not sure why these games must be considered "PC games" rather than simply multiplatform games which use whatever control scheme is available on their target console(s). Certainly, the control scheme is generally better on the PC, but to use that reasoning would be like calling Okami a Wii game even though it appeared on the PS2 far in advance of its Nintendo debut. The controls are better on the Wii, after all.

Neither the Xbox 360, nor the Playstation 3, nor the Wii can really be pinned down as "casual" consoles. Each of the big three have hardcore and casual aspects to them. What are these aspects? I've been giving that a lot of thought over the recent weeks, so I will soon be posting a series of articles about what makes a gamer "casual" or "hardcore." Hint: the general consensus that's currently out there is wrong.

Look for the introductory entry soonish.  


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Filed by Ben on Friday, December 19, 2008 at 11:04 am

While taking a cheap jab at Microsoft by asserting that "you don't grow the market by putting out shoddy machines," David Reeves, SCE Europe's president, had nothing but praise for Nintendo. Not only that, but unlike certain other representatives from a major console maker, this one readily calls the Big N "competition."

"They have expanded geographically and dramatically extended demographically," Reeves says. "They have never been afraid to try new products, be that hardware, or software or peripherals."

It's this kind of attitude that Sony executives need to have when it comes to competing in the marketplace. Judging by the current generation of gaming consoles, Sony could take a lesson or two from Nintendo in how to approach expanding its audience back to PS2 levels of popularity.

Via CVG


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Filed by Ben on Wednesday, December 17, 2008 at 7:25 pm

Sean Malstrom is a gentleman and a scholar. In his latest blog entry, posted today, he predicts that the expanded market, not the core market, will be the one to flourish during these times of economic difficulty.

This is in direct contrast to an analysis from Piers Harding-Roll, which professes to believe that expanded marketgoers don't have the dedication (nor the economic resources) to continue purchasing video games.

Malstrom believes that customers in the expanded market will continue to consume electronic entertainment because it's an inexpensive hobby. The audience known traditionally as the "hardcore" will find it more difficult to continue their gaming habits since their consoles (the Xbox 360 and the PS3) demand higher monetary investment.

These opinions mirror my thinking exactly, but read the entire article at the link below and decide for yourself.

Via Malstrom Articles News  


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Filed by Ben on Wednesday, December 17, 2008 at 8:50 am

The Advertising Standards Authority (UK) has prohibited Electronic Arts from displaying their current television ads for the Wii's All-Play installment of Tiger Woods PGA Tour 09. The commercials depict a player swinging a Wii remote in time with an onscreen Tiger Woods - on the Xbox 360.

Obviously, this results in a better graphical quality for the ad than EA would've gotten from using the real Wii version - and EA admits to this, saying that the 360 footage "was closer to broadcast definition." Although they defend this decision by pointing out the "available on all formats" message at the end of the commercials, the ASA concluded that the ad is too misleading to continue airing.

Via GamesIndustry.biz


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Filed by Ben on Tuesday, December 16, 2008 at 5:24 pm

N'Gai Croal posted an opinion piece on Slate regarding the Wii's overwhelming market share. In the column, he suggests that "it's time for publishers to throw it a much bigger bone by leading development on Wii, then up-porting the games to the more powerful systems."

Whoa, now them's fightin' words. I'm sure N'Gai's suggestion won't be popular among many gamers, but is the idea worth consideration?

With the Wii's incredible mass market success, it stands to reason that there's money to be made from genres that aren't common on the system. However, a large part of the audience for those games are going to choose higher-end graphics over all other considerations, even if the gameplay itself were better on the Wii.

In the face of that one factor, I'd say it's unlikely to happen, at least in terms of most AAA testosterone games. Even so, critically-acclaimed titles such as Braid, Dead Space, or Uncharted would definitely have the potential for success on the Wii.

Unfortunately, there's a perceived wall of separation between casual kiddie games and more "serious" games, and that perception tends to scare publishers (not necessarily developers, as we've seen from startups like High Voltage Software) away from taking a risk on the console. Whether this is true or not doesn't matter, as the perception is what's created the situation.

What will it take to change the way publishers view the Wii? Probably the smashing success of a title that holds value outside of the soccer mom and elementary school demographic. It could happen, but someone's got to be the first to break the barrier.

If any game will manage to do it, I don't believe it's one that we've seen yet. The Conduit comes closest, but as exciting as it is to see a quality FPS on Nintendo's hardware, I'm just not convinced it will achieve the magical million-seller mark that seems to get everyone's attention.

So for now, N'Gai's suggestion remains only a dream. One worth shooting for, but a dream all the same.


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Filed by Ben on Saturday, December 13, 2008 at 11:10 am

With the NPD results in, the news for Sony is about as bad as Nintendo's news is good. With only 378,000 units sold, the PS3 yielded a year-over-year decline for the month of November - of about 90,000 units. That's chump change to Microsoft and Nintendo, but when you're pushing as few consoles as Sony, it's a pretty significant chunk out of your quarterly revenue.

This is a tough blow for the PS3, but of course Sony's bed was made the moment Kaz Hirai stood up in front of the world and announced their five hundred and ninety-nine US dollar console.

The people have spoken, and the simple fact is that most gamers aren't going to pay the (now) $399 entry fee for a console that plays almost exclusively testosterone games. The most powerful graphical experience is just not as valuable to your typical gamer as the wider variety of games and content available on the Xbox 360 or the Wii.

Sony fully expected LittleBigPlanet to be a system seller this holiday season. That much is obvious because they bundled the PS3 with it in Europe. Instead, this game (of amazing technical achievement, to be sure) sold a disappointing 141,000 units, not even breaking the top 20. Those numbers would be fine for any given low-budget third-party game, but they're abysmal for what was hailed by many PS3 owners as a new flagship IP that would carry its home console into new territory and demographic spread.

What was wrong with LittleBigPlanet?

Sony spared no expense in its advertising budget. But the game has no identity. Who is the audience for this title? Do you know whether this game is for you by watching this commercial? Of course not. All you hear are a bunch of rambling thoughts on some undefined sense of "fun." What is the game about? Sony isn't going to tell you.

It's also exclusive to the PS3, which is not a mass market console. Again, we have a system that's built its reputation on testosterone gaming. Some of these gamers tried to get their casual friends to play LittleBigPlanet, only for them to decide it was fun to build a Sackboy but they're not interested in creating their own levels (which is a lot of work), nor do they want to poke through countless user-created levels online to find something to play.

In addition, it turns out the game lacks appeal to many testosterone gamers as well. It has weird "floaty" physics, and as a platformer, just feels "off" to people who are accustomed to decades of Mario, Mega Man, or Castlevania style controls. (There's a reason those games are successful - it's because the platforming is fun, not because they got there first.) This leaves most of the appeal to people who like creating levels. Personally, I love games with level-creation modes, but let's face it - these people are in the minority.

Sony's not going to admit defeat, but it will be interesting to see how the next console generation starts out, if only to observe what they've learned from their massive missteps with the Playstation 3. In the meantime, it looks like they will continue to hemorrhage money while trying to find the identity that they're looking for in terms of their gaming audience.


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Filed by Ben on Thursday, December 11, 2008 at 7:24 pm

Upsetting most analyst predictions and shattering the innards of money-crunchers everywhere, the NPD results are in - and the numbers are huge. Let's not beat around the bush here - just check out the list below.

Wii: 2,040,000 units  
DS: 1,570,000 units  
Xbox 360: 836,000 units  
PSP: 421,000 units  
Playstation 3: 378,000 units  
Playstation 2: 206,000 units

All told, Nintendo's hardware sold almost twice the amount of its competitors' combined. The smell of victory - of the green-colored variety - is surely permeating the offices of Nintendo of America as we write this.

Via NeoGAF  


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Filed by Ben on Friday, December 5, 2008 at 10:47 am

While browsing GoNintendo this morning, I ran across an opinion piece entitled, “Sony And MS Can Ignore Nintendo.” Upon reading it, it was easy to come to the conclusion that Ben Dutka (the author) is objectively wrong in most of his opinions. However, he’s right about one thing: Nintendo’s Wii is not (yet) a direct competitor to the PS3 or the Xbox 360. The gaming industry has expanded in a way that hasn’t happened since the original NES, and while Nintendo is pursuing that new, blue ocean market, Sony and Microsoft are chilling comfortably in their niche, mostly ignoring the gaming revolution that has taken place under their noses.

Or are they?

While we can’t really tell what Sony and Microsoft are planning, we can tell that after nearly two years of apathy, they are finally sitting up and paying attention to the Wii’s success. Not only that, but they’re also dipping their toes in to get a feel for the water. They want to tap into the Wii’s new market – and who wouldn’t? The money is too good to pass up; it’s just sensible business.

So we now have, on Microsoft’s side, NXE and its Mii-toos, a handful of creepy attempts at attracting more casual/social audiences, and a few lackluster casual games. Sony’s going in much the same direction, but taking it a step further by hedging its bets with a new patent for a motion controller. The champions of hardcore gamers everywhere can ignore Nintendo. So why aren’t they?

Perhaps they suspect that Nintendo isn’t going to stay in its blue ocean sandbox forever. Truth is, they’d probably be right to think so. The NES disrupted the gaming industry in the 80s and, for all intents and purposes, primed the industry that now keeps the PS3 and Xbox 360 in business. For a long time, “playing Nintendo” was synonymous with playing video games in the public mind. Now, playing Wii is building up the same sort of association. In the same way that Internet news is slowly but surely killing print news media, the gaming industry is in the process of massive change. It happened before, and it’s happening again. A product can only undergo so many maintenance cycles before something completely new and different takes its place.

Dutka ignores these recent moves by Sony and Microsoft, even though it’s handwriting on the wall. He points to hardcore titles such as Gears of War 2, Fallout 3, Dead Space, and LittleBigPlanet as if they’re the only examples of true gamerhood worth mentioning. In reality, he has a very narrow focus as to what constitutes a “game.” He illustrates this focus by making an odd (and inaccurate) statement: “The titles that push the envelope and make this generation what it is aren't possible on the Wii.”

So, what exactly does it take to define “this generation” of games? Apparently, Dutka believes it’s nothing more than the addition of polygons and some higher-resolution textures, packaged with games designed for the same old audience. Motion, pointing, and balance-based controls are just a gimmick, and gimmicks don’t push any envelopes. Of course, it would be foolish to say that Fallout 3 and the other aforementioned titles aren’t amazing accomplishments. Do they push the envelope? From a graphical perspective, certainly. In terms of gameplay mechanics or drawing new people into the gaming fold, however, they don’t break a whole lot of new ground. They’re improvements to a structure that has been in place for many years.

Video games are no longer the realm of an elite few, and it tends to burn up many self-proclaimed hardcore gamers. Not content to simply play the games they enjoy, they must also jab periodic, mocking barbs in the direction of these new gamers. A number of game developers, as well as Sony and Microsoft executives, did the same thing for a while. Their tune is rapidly changing.

Sony and Microsoft are beginning to realize that the latest and greatest graphics aren’t the only things that constitute quality (especially when quality is defined by the consumer, not by the gaming industry). They are also learning that more people will become gamers if you build games outside the traditional niche. These revelations are resulting in a strategic shift, away from a strategic astigmatism, for this generation’s second- and third-place consoles – a shift of which we’re only seeing the beginning.

Is the Wii a direct competitor to the PS3 and Xbox 360? It didn’t start out that way – and even now, it would be laughable to say the Wii has any true competitors. But Nintendo has awakened two sleeping giants, and now, all three console makers want to make room for everyone on their consoles. That is the simple truth, and those who today persist in their strategic astigmatism will ultimately have it forcibly extricated for them.


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