Nintendo's Genre Innovation Strategy: Thoughts on the Revolution's new controller
I’m still jet lagged from my recent trip overseas, but I managed to stay awake for the new Nintendo controller announcement. I must say that I’m feeling like an excited Japanese school boy waiting in line for the latest Dragon Quest.
I’m not going to tackle whether or not this innovative device will be a market success for Nintendo. There will be so much riding on the 1st party titles, the 3rd party support and the actual technical implementation of the controller that any comments at this point are at best opinions and at worst propaganda.
What we can however discuss in some detail are the two central philosophies behind the Revolution controller and their market implications.
Genre maturity leads to market consolidation
In past articles I’ve discussed two key concepts. The first is genre addiction and the second is the genre life cycle. These both have major market implications for both individual game developers, but also for the market as a whole.
To briefly recap, genre addiction is the process by which:
How maturity reduces the number of total game players
Goodbye people on the fringes: The people on the fringes, however, are left out. In the evolution of the RTS genre, there was an interesting offshoot in the form of the Ground Control games. These sported an interesting 3D perspective that was never truly adopted by the mainstream RTS producers. Most players within the identifiable RTS market segment did not enjoy these games and so it was not in the best interest of the game developers to include the innovative features in their designs.
However, some players enjoyed these titles quite a lot. As the mechanics for RTS games become highly standardized, these fringe players were alienated by games in the mature genre. A 2D Warcraft title just didn’t provide the same rewards that this fringe group was looking for.
Some of those gamers left gaming. It may take being alienated from several genres, but eventually a few decided that there were better activities to spend their time on. The market was simply not serving their needs. This shrinks the market.
Goodbye semi-hardcore: The mainstream group, however, fares only a little better. When you recycle the same standardized game mechanics, you put players at severe risk of burnout on a genre. There are only so many FPS many people can play before they don’t want to play them any more. This is less of a problem for the super hardcore players. However, it is a substantial problem for the less hardcore players.
As the less hardcore players burn out on the game mechanics of their favorite genres, they too are at risk of leaving the game market. The result is a steady erosion of the genre’s population.
What is left is a very peculiar group of highly purified hardcore players. They demand rigorous standardization of game mechanics and have highly refined criteria for judging the quality of their titles. With each generation of titles in the genre, they weed out a few more of the weaker players.
This is a completely self-supporting process with strong social forces at work. Players form communities around their hardcore nature. They happily eject those who do not fit the ideal player mold. They defend the validity of their lifestyle with a primitive tribal passion.
There is no internal force within a genre lifecycle that can break this cycle. Only external forces can do the trick. The question is, who would want to break this cycle and who wants to maintain it?
Who genre maturation is good for
Genre maturation is great for the very small minority of AAA developers that can serve the hardcore market. They release titles known as genre kings that are able to address the needs of a large percentage of an existing, well defined segment of genre addicts. Genre kings dominate a particular genre with impressive financial results. The amount of money genre kings such as Halo 2, Half Life, Warcraft, Grand Turismo and other rake in is an inspiration to both developers, gamers and publishers everywhere.
Hardcore genre addicts easily pay for themselves. On average they are willing to spend substantially more on games than the casual or the fringe gamer. When a genre becomes standardized, there is literally an explosion of revenue that comes from successfully tapping into a uniform set of needs. This scalability is a basic attribute of software and is a major mechanic behind hit making in the game industry.
As long as new genres are being created and money gained from better capturing homogenous segments genre addicts is high, the industry as a whole grows with a few fat king of the genre companies taking in the majority of the money.
Who consolidation is bad for
However, when the majority of money and effort is spent on capturing existing markets and not enough is spent on seeding new genres, the natural erosion of less hardcore players begins to decrease the overall market size.
It is easy to ignore this trend. Overall player numbers may decrease in certain genres, but remember that hardcore players spend more and flock to specific games in great numbers. So total revenues keep going up, and the revenues of hit titles keep going up. It seems silly to shout that the sky is falling when there are so many examples of over-the-top success. This is the current state of the American game market.
Only after the trend has been going on for some time does the erosion become too much to ignore. The substantial decreases in the overall revenue of the Japanese market place over the last five years provided a major warning signal. You could easily argue that similar erosion has occurred in the PC market.
People who are less likely to care:
That last point about the strategies of brand-based publishers is an important one. Nintendo needs new genres to make money.
Nintendo makes the majority of their money by leveraging their brand recognition during the early to mid-stages of a genre’s life cycle. The power of the Mario character can establish a Nintendo game as an early genre king and help tap into a new market segment for great profit. However, as they get later into the life cycle, the standardization of the genre mechanics and the intense demands of the hardcore population reduces the power of the brand.
A few major games will dominate the mature genre and it is unlikely that Nintendo’s will be one of them. Nintendo’s fixation on new genres and their unwillingness to pander completely and utterly to the existing hardcore audiences has made their name mud with many of the most vocal elite in the game industry.
Product innovation leads to increased profitability
C’est la vie. You can’t have it all. Focusing on product innovation at the expense of commodity markets is a classic business strategy that is used successfully in non-game companies around the world. Companies like 3M are required as part of their strategic plan to have 30% of their revenue come from new products. They are constantly exiting markets when strong competition emerges and constantly competing with themselves by offering new products that outdate their existing products. Nintendo releases new genres where other companies release new products, but the basics are the same.
The non-business person looks at this strategy with horror. Nintendo invented the 3D platformer, yet they have no major product in that niche at the moment. Surely this is the most obvious sort of stupidity. However, consider the following portfolio management issues:
Consider this tidbit. The Xbox, which focuses on highly mature genres catering to hardcore gamers has production costs of $1.82 million a title. The Gamecube costs half as much at $822,000 a title. The real kicker is that the Nintendo DS only costs $338, 286 a title to develop for, even less than the Gameboy. Some of these costs have to do with the hardware and development kits, but for the most part they are derived from the scope of the projects. Being able to develop successful titles at 1/5th the cost of your competitors is a major boost to your bottom line.
Thus, Nintendo’s profitability and need to innovate go hand in hand. They need those new genres because the old ones quickly become too competitive and too expensive.
New controller features as a source of Innovation
The new controller is best seen in light of this larger corporate strategy.
One of the easiest ways of creating a new genre is to invent a new series of verbs (or risk mechanics as I called them in my Genre Life Cycle articles). One of the easiest ways of inventing new verbs is to create new input opportunities. Nintendo controls their hardware and they leverage this control to suit their particular business model.
And this is exactly what Nintendo has done historically. The original Dpad, the analog stick, the shoulder buttons, the C-stick, the DS touch pad, link capabilities, the tilt controller, the bongo drums…the list goes on and on.
Each time, they also bundle the controller innovation with a series of attempts at creating new dominant genres. Not all attempts are successful, but a few of them are highly successful. The 2D platformer, the 3D platformer, the Pokemon-style RPG, and the virtual pet game all come to mind as successes. By seeding a genre and by owning the key hardware platform that the new genre lives on, Nintendo achieves a position of financial stability and security that is unheard of in the game industry.
As a side note, folks who argue Nintendo should just make games for other platforms are completely missing the point. Nintendo needs to control their hardware platform in order to force innovation to occur in the control mechanisms. Other console manufacturers who rely on the hardcore audiences and standardized genres don’t see this need. They would happily standardize the console platform and make it into a commodity. Microsoft has historically made major comments about having one universal development platform.
The moment Nintendo loses control over their hardware, they lose a major competitive advantage in terms of creating new genres.
The new controller
The new controller is yet another logical step along a path that Nintendo has been pursuing for many years. We are likely to see some very obvious patterns repeated.
There are also some obvious predictions that we can make about the game designs based off the standard genre lifecycles.
In the past, Nintendo built these new genre attempts internally. They got to own the IP and enjoyed the resulting success that comes from being one of the few to understand the benefits of innovation. The result has been a focus on a small number of 1st party development efforts and a trickle of titles. Unfortunately for them there are other innovative people in the world. New genre successes such as GTA on other consoles provided substantial and painful competition.
I see this changing somewhat with the DS. We are starting to get some wacky ideas from smaller companies and Nintendo seems to be a bit more welcoming of others. Nintendo needs to pursue this path further by allowing new companies to join the experimentation stage.
Conclusions
Nintendo’s strategy of pursuing innovation benefits the entire industry. It brings in new audiences and creates new genres that provide innovative and exciting experiences. The radical new controller is a great example of this strategy in action.
Surprisingly, this also benefits Microsoft and it benefits Sony. As the years pass, the hard core publishers that serve mature genres will adopt previously innovative genres and commoditize them. Their profits will be less, but they’ll keep a lot of genre addicts very happy. Everybody wins when a game company successfully innovates.
I see both of these strategies as a necessary and expected part of a vibrant and growing industry. Industries need balance and Nintendo is a major force of much needed innovation that prevents industry erosion and decline.
On a slightly less analytic note, I for one can’t wait to play the new games on the Nintendo Revolution. With all the new game ideas that will be demonstrated, it is certainly a great time to be a game designer. A couple years down the road, I suspect that this will also be a great time to be a gamer. :-)
Take care
Danc.
I’m not going to tackle whether or not this innovative device will be a market success for Nintendo. There will be so much riding on the 1st party titles, the 3rd party support and the actual technical implementation of the controller that any comments at this point are at best opinions and at worst propaganda.
What we can however discuss in some detail are the two central philosophies behind the Revolution controller and their market implications.
- The increasingly hardcore nature of the game industry is causing a contraction of the industry.
- New intuitive controller options will result in innovative game play that will bring new gamers into the fold.
Genre maturity leads to market consolidation
In past articles I’ve discussed two key concepts. The first is genre addiction and the second is the genre life cycle. These both have major market implications for both individual game developers, but also for the market as a whole.
To briefly recap, genre addiction is the process by which:
- Players become addicted to a specific set of game mechanics.
- This group of players has a strong homogenous preference for this genre of games, creating a well defined, easily serviceable market segment.
- Game developers who release games within a genre with a standardized set of play mechanics are most likely to capture the largest percentage of the pre-existing market.
- Over time, the game mechanics defining the genre becomes rigidly defined, the tastes of the genre addicts become highly sophisticated and innovation within the genre is generally punished by the market place.
- Introduction: A new and addictive set of game mechanics are created.
- Growth: The game mechanics are experimented with and genre addiction begins to spread.
- Maturity: The game mechanics are standardized and genre addiction forms a strong market force. Product differentiation occurs primarily through higher layer design elements like plot, license, etc.
- Decline: The market consolidates around the winners of the king-of-the-genre battles that occurred during the Maturity phase. New games genres begin stealing away the customer base. With less financial reward, less games are released.
- Niche: A population of hardcore genre addicts provides both the development resources and audience for the continued development of games in the genre. Quality decreases.
How maturity reduces the number of total game players
Goodbye people on the fringes: The people on the fringes, however, are left out. In the evolution of the RTS genre, there was an interesting offshoot in the form of the Ground Control games. These sported an interesting 3D perspective that was never truly adopted by the mainstream RTS producers. Most players within the identifiable RTS market segment did not enjoy these games and so it was not in the best interest of the game developers to include the innovative features in their designs.
However, some players enjoyed these titles quite a lot. As the mechanics for RTS games become highly standardized, these fringe players were alienated by games in the mature genre. A 2D Warcraft title just didn’t provide the same rewards that this fringe group was looking for.
Some of those gamers left gaming. It may take being alienated from several genres, but eventually a few decided that there were better activities to spend their time on. The market was simply not serving their needs. This shrinks the market.
Goodbye semi-hardcore: The mainstream group, however, fares only a little better. When you recycle the same standardized game mechanics, you put players at severe risk of burnout on a genre. There are only so many FPS many people can play before they don’t want to play them any more. This is less of a problem for the super hardcore players. However, it is a substantial problem for the less hardcore players.
As the less hardcore players burn out on the game mechanics of their favorite genres, they too are at risk of leaving the game market. The result is a steady erosion of the genre’s population.
What is left is a very peculiar group of highly purified hardcore players. They demand rigorous standardization of game mechanics and have highly refined criteria for judging the quality of their titles. With each generation of titles in the genre, they weed out a few more of the weaker players.
This is a completely self-supporting process with strong social forces at work. Players form communities around their hardcore nature. They happily eject those who do not fit the ideal player mold. They defend the validity of their lifestyle with a primitive tribal passion.
There is no internal force within a genre lifecycle that can break this cycle. Only external forces can do the trick. The question is, who would want to break this cycle and who wants to maintain it?
Who genre maturation is good for
Genre maturation is great for the very small minority of AAA developers that can serve the hardcore market. They release titles known as genre kings that are able to address the needs of a large percentage of an existing, well defined segment of genre addicts. Genre kings dominate a particular genre with impressive financial results. The amount of money genre kings such as Halo 2, Half Life, Warcraft, Grand Turismo and other rake in is an inspiration to both developers, gamers and publishers everywhere.
Hardcore genre addicts easily pay for themselves. On average they are willing to spend substantially more on games than the casual or the fringe gamer. When a genre becomes standardized, there is literally an explosion of revenue that comes from successfully tapping into a uniform set of needs. This scalability is a basic attribute of software and is a major mechanic behind hit making in the game industry.
As long as new genres are being created and money gained from better capturing homogenous segments genre addicts is high, the industry as a whole grows with a few fat king of the genre companies taking in the majority of the money.
Who consolidation is bad for
However, when the majority of money and effort is spent on capturing existing markets and not enough is spent on seeding new genres, the natural erosion of less hardcore players begins to decrease the overall market size.
It is easy to ignore this trend. Overall player numbers may decrease in certain genres, but remember that hardcore players spend more and flock to specific games in great numbers. So total revenues keep going up, and the revenues of hit titles keep going up. It seems silly to shout that the sky is falling when there are so many examples of over-the-top success. This is the current state of the American game market.
Only after the trend has been going on for some time does the erosion become too much to ignore. The substantial decreases in the overall revenue of the Japanese market place over the last five years provided a major warning signal. You could easily argue that similar erosion has occurred in the PC market.
People who are less likely to care:
- Sony and Microsoft have built strong brands around servicing the hardcore players of existing genres. To say that the sky is falling shows a lack of faith in the hardcore market - that could be very damaging.
- Major genre king developers like Blizzard, Valve, Epic and Square. Their bread is buttered. They own the mature genres and will milk them for many years to come.
- Companies that serve a diverse user bases: Oddly enough, both EA and Nintendo are in this group. They are broadly diversified such that major trends in industry directly affect their bottom line. Sony is in a bit of a pickle since they fit this definition as well. (Hence they’ll release the Eye Toy, but keep their main controller for the PS/3 as standard as humanly possible)
- Companies that value brands over genres: People often look at Nintendo’s releases of a half dozen Mario games a year and assume that they are all clones. In fact, they are typically radically different games across a wide variety of genres. Nintendo gains their value from the Mario brand, not ownership of a specific genre. Brand-based companies rely on the creation of new genres since they can take that brand into the genre for a low risk profit opportunity.
That last point about the strategies of brand-based publishers is an important one. Nintendo needs new genres to make money.
Nintendo makes the majority of their money by leveraging their brand recognition during the early to mid-stages of a genre’s life cycle. The power of the Mario character can establish a Nintendo game as an early genre king and help tap into a new market segment for great profit. However, as they get later into the life cycle, the standardization of the genre mechanics and the intense demands of the hardcore population reduces the power of the brand.
A few major games will dominate the mature genre and it is unlikely that Nintendo’s will be one of them. Nintendo’s fixation on new genres and their unwillingness to pander completely and utterly to the existing hardcore audiences has made their name mud with many of the most vocal elite in the game industry.
Product innovation leads to increased profitability
C’est la vie. You can’t have it all. Focusing on product innovation at the expense of commodity markets is a classic business strategy that is used successfully in non-game companies around the world. Companies like 3M are required as part of their strategic plan to have 30% of their revenue come from new products. They are constantly exiting markets when strong competition emerges and constantly competing with themselves by offering new products that outdate their existing products. Nintendo releases new genres where other companies release new products, but the basics are the same.
The non-business person looks at this strategy with horror. Nintendo invented the 3D platformer, yet they have no major product in that niche at the moment. Surely this is the most obvious sort of stupidity. However, consider the following portfolio management issues:
- The likelihood of getting a genre king early on in a genre life cycle if you invented the genre is quite high. Competition is limited.
- The cost of creating a genre king early in the genre life cycle is low. You can rely on things like simplified graphics and limited amounts of content. The neo-retro graphics of most Nintendo games has a lower cost of production than the realistic look of many of its competitors.
- The cost of creating a genre king late in the genre life cycle is high. Customers demand realistic graphics, voiceovers, cut scenes, loads of extra content, etc.
- The risk of having your game not becoming king of the genre goes up. The competition is simply greatly increased. Mario is a great game, but would it own the entire genre if it were forced to compete against Jax and Daxter, Sly Cooper, Prince of Persia and others?
Consider this tidbit. The Xbox, which focuses on highly mature genres catering to hardcore gamers has production costs of $1.82 million a title. The Gamecube costs half as much at $822,000 a title. The real kicker is that the Nintendo DS only costs $338, 286 a title to develop for, even less than the Gameboy. Some of these costs have to do with the hardware and development kits, but for the most part they are derived from the scope of the projects. Being able to develop successful titles at 1/5th the cost of your competitors is a major boost to your bottom line.
Thus, Nintendo’s profitability and need to innovate go hand in hand. They need those new genres because the old ones quickly become too competitive and too expensive.
New controller features as a source of Innovation
The new controller is best seen in light of this larger corporate strategy.
One of the easiest ways of creating a new genre is to invent a new series of verbs (or risk mechanics as I called them in my Genre Life Cycle articles). One of the easiest ways of inventing new verbs is to create new input opportunities. Nintendo controls their hardware and they leverage this control to suit their particular business model.
And this is exactly what Nintendo has done historically. The original Dpad, the analog stick, the shoulder buttons, the C-stick, the DS touch pad, link capabilities, the tilt controller, the bongo drums…the list goes on and on.
Each time, they also bundle the controller innovation with a series of attempts at creating new dominant genres. Not all attempts are successful, but a few of them are highly successful. The 2D platformer, the 3D platformer, the Pokemon-style RPG, and the virtual pet game all come to mind as successes. By seeding a genre and by owning the key hardware platform that the new genre lives on, Nintendo achieves a position of financial stability and security that is unheard of in the game industry.
As a side note, folks who argue Nintendo should just make games for other platforms are completely missing the point. Nintendo needs to control their hardware platform in order to force innovation to occur in the control mechanisms. Other console manufacturers who rely on the hardcore audiences and standardized genres don’t see this need. They would happily standardize the console platform and make it into a commodity. Microsoft has historically made major comments about having one universal development platform.
The moment Nintendo loses control over their hardware, they lose a major competitive advantage in terms of creating new genres.
The new controller
The new controller is yet another logical step along a path that Nintendo has been pursuing for many years. We are likely to see some very obvious patterns repeated.
- It allows for a wide variety of new verbs that are unique to Nintendo’s hardware platform
- There will be a number of genre-seeding attempts that take advantage of the new verbs that are available. With luck and a lot of skill, one or more of these will become a major new genre. New genres bring in new gamers who are loyal to Nintendo.
- Nintendo will leverage their powerful brand to encourage early adoption and dominance of this genre. I’ll make a bet that Mario, Pokemon or other major Nintendo brands will be a major element of their new genre attempts.
- As the years pass and the genre becomes mature, hard core gamers will consolidate within it and begin demanding more polished experiences. Craftsman-oriented companies will wrest control of the genre away from Nintendo.
- Nintendo will innovate once again in order to maintain higher profit margins.
There are also some obvious predictions that we can make about the game designs based off the standard genre lifecycles.
- Early titles will be essentially technology demos that showcase a specific core mechanic. There will be one or two major titles such as Mario 64 of yore that are highly evolved, but these will be few and far between due to the cost associated with evolving an entirely new genre over the span of a single game.
- Most early titles will sell small numbers, but will end up being decently profitable due to their low cost. The example given of Brain Training on the DS, which was created in a mere 4 months comes to mind. Even though it isn’t selling what are typically considered ‘blockbuster’ numbers, it is an unqualified financial success. During this period a large number of new genre attempts will be successfully vetted.
- Only after a year or so will 2nd generation ‘polished’ games start to emerge. The cream of the core game mechanics tested in the first generation will be layered with all the traditional trappings of a modern video game.
- One or two ‘major new genres’ will emerge. These will be highly profitable and Nintendo will attempt to turn some of them into exclusive franchises. Mario Kart and Mario Party are good examples of this from previous generations.
In the past, Nintendo built these new genre attempts internally. They got to own the IP and enjoyed the resulting success that comes from being one of the few to understand the benefits of innovation. The result has been a focus on a small number of 1st party development efforts and a trickle of titles. Unfortunately for them there are other innovative people in the world. New genre successes such as GTA on other consoles provided substantial and painful competition.
I see this changing somewhat with the DS. We are starting to get some wacky ideas from smaller companies and Nintendo seems to be a bit more welcoming of others. Nintendo needs to pursue this path further by allowing new companies to join the experimentation stage.
Conclusions
Nintendo’s strategy of pursuing innovation benefits the entire industry. It brings in new audiences and creates new genres that provide innovative and exciting experiences. The radical new controller is a great example of this strategy in action.
Surprisingly, this also benefits Microsoft and it benefits Sony. As the years pass, the hard core publishers that serve mature genres will adopt previously innovative genres and commoditize them. Their profits will be less, but they’ll keep a lot of genre addicts very happy. Everybody wins when a game company successfully innovates.
I see both of these strategies as a necessary and expected part of a vibrant and growing industry. Industries need balance and Nintendo is a major force of much needed innovation that prevents industry erosion and decline.
On a slightly less analytic note, I for one can’t wait to play the new games on the Nintendo Revolution. With all the new game ideas that will be demonstrated, it is certainly a great time to be a game designer. A couple years down the road, I suspect that this will also be a great time to be a gamer. :-)
Take care
Danc.
Labels: All, business, game genres, Worth Reading

156 Comments:
Insightful.
Great post! Long though... And I thought my posts tended towards the verbose! :)
I like the term 'genre king' and the genre life cycle. We have observed the same pattern, which I have discussed in terms of chreodes in the book and elsewhere. Your approach is more accessible. Is this terminology you have coined, or that you are propagating? I may start using it - but I'll need to know where it came from. :)
A couple of minor points... the game mechanics don't necessarily need to be addictive to establish a new genre in the market (although it does depend upon how you wish to use that term). They just need to meet play needs in a previously untapped manner.
I'm inclined to ignore growth and decline as transitional states. I'd therefore tend to see the situation as three phases: genre nucleation, market maturity and niche market - for the same reason we do not call the time between winter and spring 'warming', even though we could if we wanted to have more seasons. :)
Also, you don't appear to include the possiblity of genre extinction. Not everything makes it to the comfortable retirement of the niche markets, after all. :)
Another excellent essay. I feel enlightened! :-)
One thing I would point out is that you often list Valve as one of the big genre-king companies who aren't particuarly bothered by, in this case, the innovation market. Where does Steam fit into that? It's all about freedom from the risk-averse in our industry, after all.
This is a really great essay, you made me understand quite better nintendo's strategy and also made me understood one's innovation can be good for concurence. Nevers thought about those things that way.
Excellent article Danc,
Reassures me that the people at Nintendo aren't smoking anything and may even be strategising.
One question though, what is the source of your tidbit?:
"The Xbox, which focuses on highly mature genres catering to hardcore gamers has production costs of $1.82 million a title. The Gamecube costs half as much at $822,000 a title. The real kicker is that the Nintendo DS only costs $338, 286 a title to develop for, even less than the Gameboy."
Nice to see you back safely from the Land of the Rising Sun.
Colm Mac
Very good post..my only complaint is that the 3d type of viewpoint has kind have put off a different type of gamer, who's still happy playing StarCraft/AOE2..they're not interested in 3d at all. So it's the opposite of what you mentioned there.
The weird thing about the Revolution, is that it's meant for new genres. That much is clear. But that it looks to have new features that could actually create new genre kings in EXISTING genres is absolutly insane. And in that it's in genre's that are not historically linked to Nintendo, at least in the conventional wisdom.
FPS games. This is obvious. Will the gyro control be better than the dual-stick analog control for console shooters? All the early reviews are pointing to yes. Will Metroid Prime 3 be the killer first-gen application? Will it have on-line play? (The multiplayer in MP2 was basic but fun.) Will an online shooter appear to appeal to hardcore players. Will it take off.
Will Nintendo have a Halo 2-killer? (ouch).
Strategy games. THis isn't as much of a strech for Nintendo. They have Intelligent Designs after all..so will we see Revolution Wars, in a RTS mode? Will Blizzard port WC3 or Starcraft? (Or hell. I'd like a version of D2 with updated graphics that I can play on my big screen..but off topic). This is serious. RTS games never really hit it on a console before. Would an easy to control RTS game with online competitive play?
Another genre king in the making.
Simulation:It certainly sounds like the controller would be great for racing/pilot sim games. An extension could be created with a full flight-layout, specifically designed for a particular game, allowing easy access to tons of functions.
The two things that come to mind..first, mech games. You could have easy switch weapons via a toggle switch, and a custom created control to handle swivling. Why not?
The second that comes to mind is Macross. I've been waiting forever for a GOOD Macross game, and the Revolution control could give it.
So that's three established genres that Nintendo could very easily create brand new genre kings.
chris: Stephen King, a fellow Mainer, once say that his writing was 'verbal diarrhea' and at times I certainly relate. At some point I'll have to get a real editor. :-)
The terms "Genre king" and "genre life cycle" come about from several essays that I've written over the past couple of years
- Evolutionary Design: This was the source of many of the concepts behind my current definition of genre. Unfortunately the same title as a rather popular essay by Chris Crawford that I didn't know about until after this was published. http://www.gamedev.net/reference/design/features/evolution/default.asp
- Genre Addiction: This is where 'king of the genre' was used that I subsequently shortened to 'genre king'. http://www.gamedev.net/reference/design/features/genreaddict/
- Genre Life Cycle: There are 4 short essays here where I explored the genre life cycle in more detail. Though honestly, I think the topic was so obscure and rambling that very few folks made it through all of them. :-) They also talk about genre death in more detail and clarify some of the wild assed statements made in the genre addiction article.
http://lostgarden.com/2005/05/game-genre-lifecycle-part-i.html
Colm mac: I do need to report my sources a bit more clearly. That tidbit comes from the Japanese Computer Entertainment Suppliers Association. Here's a link to one report on it. http://www.theinquirer.net/?article=25441
The older I get and the busier I get, the easier it is for me ignore gaming in general. I used to be hardcore, but nowadays I'll pick up a demo or rental, play for about a hour, get bored and do something else.
Lately, gaming has been very stagnant. Everything just feels the same. I had pretty much written off buying a next gen console, but then Nintendo comes in with their nunchucks and makes me feel like I'm nine years old again trying to hunt down a copy of SMB 3.
I'm not a Nintendo fan boy, but I have always admired what they stood for. I'm looking forward to their revolution and I'm glad I'm not the only one.
So if I'm normally a sort of late adopter who does pretty much live on my genre king titles, I mean what am I going to play on this thing? They practically leave me no choice but to buy another system if I want to play stuff in traditional genres at that super high level of polish that I expect when i'm shelling out 50+ USD on my games.
Vermouth: You'll notice Nintendo walking a line in their PR where they say 'games for everyone'
The fact of the matter is that genre king titles remain very profitable for them if a company can get a lock on the genre. And for several genres, Nintendo has that lock.
- Action RPG: Zelda
- Multiplayer Casual Racing: Mario Kart
- Creature trading RPG: Pokemon
- Party games: Mario Party
The games in these categories are nearly synonymous with the genre and it is unlikely that Nintendo will simply stop making them.
So what you'll find is that Nintendo will likely continue to promote hardcore gaming within the genres that they dominate. This is still in keeping with an innovation strategy.
If you like genres where they do not dominate, then yes you'll likely have to go to another platform or else put up with second tier titles such as Metroid Prime (as judged by the elite hardcore players of the world)
It is difficult, perhaps impossible, to profitably be all things to all people in the business world. Every company makes a strategic choice on what customers they want to serve. Often that means 'firing' fringe customers that do not fit what is best for the company. Banks do it. Stores do it. Enterprise organizations do it. The benefit is employee focus, increased profits, and superior ability to provide value to your target market. It also takes a lot of balls to give up a paying customers.
Typically firing a customer takes a very simple form "Hey, we appreciate you wanting to work with us, but we think it is in your best interest to go to our competitor X." So the worst customer happily trots along to competitor X and starts demanding bigger production values, additional sequels, etc. The competitor sells more, but they lose money doing it. Who is the winner here?
Fun stuff.
Danc.
danc: Thank you. I grok fuller now.
chinacow: /agree
Great post. Lots of good thoughts here.
-phil
pubhackers.com
Absolutely must-read essay. Thanks for such insightful opinion.
Nice post!
It is indeed a exciting time for gamers~!
Excellent essay. I can't help but be excited by Nintendo innovating again with the DS and now the Revolution. Thinking outside the box is what Nintendo does best. That's why the Gamecube didn't fair as well as their previous consoles. For the most part Nintendo tried to keep up with Sony, and it ended up hurting them this generation.
There were definitely a number of great first-party Nintendo games on the gamecube but not much else. However, I am certainly excited about seeing some of the new and old franchises from this generation on the DS and the Revolution in new genres.
I also definitely think we will see a number of established genres re-invented on the revolution. The ideas behind this controller-console scheme are almost too innovative. I've always thought that Nintendo's biggest downfall is that they are too innovative. It just seems that Nintendo's obvious innovations are the ones that fail i.e. Virtual Boy or connectivity, but the ones people forget or don't even notice are the ones that truly make their mark such as the d-pad or analog stick. Nintendo has to do all the right things to truly create a revolution. I'm not real sure what these things are, but I know if anyone can breathe new life into the game industry, it's Nintendo.
unfunnybone
Actually, Nintendo seems to be just about ready to abandon hardcore gaming entirely. Miyamoto has said that this next Zelda game for GCN will be the last one of its type. Couple this with earlier statements to the effect that "there's no reason Zelda can't try other types of gameplay", and I suspect that the next generation of Zelda will bear even less resemblance to an action RPG than modern Zeldas.
Metroid is in a similar situation. I strongly disagree with your assessment that Metroid Prime and its sequel were second-tier. In the market for exploration games (games whose primary gameplay mechanic is exploring), these two games are just as good as Myst IV. Yet Retro Studios (the developers of the series) have stated that Metroid Prime 3 will be the last Metroid Prime game! Once that game is released for the Revolution, there will apparently be no new games featuring Metroid's unique blend of exploration with action.
Mario Party is certainly a genre king, and it'll certainly continue on the Revolution (I imagine they'll get even more money out of it by selling mini-game expansion packs over the internet), but it's certainly not a hardcore game. Mario Party 6 is by far the most played game in my house, but not by me- by my little sister and all her friends. This clearly fits into Nintendo's philosophy of appealing to new types of gamers, but, like most of what's coming out for the DS, it isn't the type of game which will appeal to hardcore gamers like me.
This is all the more upsetting because there isn't anyone but Nintendo releasing games in these genres. The genre Zelda dominates (several types of gameplay separated by exploration- I call this a "metalude") has not been doing well lately. Beyond Good & Evil, Michel Ancel's game which completely redefined the genre to make it a good medium for storytelling and was a very promising start to a franchise, got lousy sales. Ditto for THQ's attempted franchise-starter Sphinx. So if Nintendo chooses to abandon the genre rather than expand it (It's still not clear what they have in mind), there will be no one filling this niche! And in the exploration genre, the two genre kings -Myst and Metroid- will both end after their next games. It's nice to see Nintendo expanding the market, but this leaves me with nowhere to turn for the games I love.
Another issue worth considering is whether this new control scheme will make games necessarily less immersive. As Zelda: Four Swords Adventures proved, forcing the player to focus on the control instead of what it is he is controlling makes the entire game feel gimmicky. It was tolerable there since it was multiplayer (which pulls you out of the game regardless), but I'm afraid this motion sensor may do the same for single-player games.
I love the concept of the expansion slot, because at least in theory it means that there is no reason for any developer to not have exactly the control scheme they need. But to be realistic, it'll almost never be used except for the bundled "nunchuck". Very few people will buy a separate attachment for only one or two games, and very few developers will bundle an attachment with their games. This reminds me of the "infinitely-expandable" Handspring Visor, which was brilliant in theory, yet in practice rarely met its potential. Also, Nintendo themselves (at least at first) will customize the games to the controls rather than the other way around so that they can prove their control scheme to the rest of the world.
This article will help people to realize why the video game community, which entails the hardcore base, always seems so angry.
I'd like to know how Danc feels when he sees something like this: www.vgcats.com, where made is another of those brilliant proclamations about a company's death.
From what I gather, complacency is a two-way street.
Wonderful article.
There are hardcore genre lovers. But there are also hardcore brand lovers. Nintendo innovates with new Marios and Zeldas, but with only one or two of these games in any generation, my GameCube is (and possibly my Revolution will be) collecting dust much of the time in-between.
Their role is necessary in the marketplace, but they essentially create new customers and hand many of them over to their competitors as they mature because they are no longer satisfied.
It's quite frustrating when they ignore this and say they create products for everybody. Sure they do, but by creating products for everybody they are a master of none. It leaves many begging for more, and is the source of a lot of contention Nintendo is facing on the internet.
They are just one company, and they can't do it alone. It would be wonderful if they could convince the genre masters to climb aboard as well.
anonymous: I think I already did address comments like those on vgcats.
"This is a completely self-supporting process with strong social forces at work. Players form communities around their hardcore nature. They happily eject those who do not fit the ideal player mold. They defend the validity of their lifestyle with a primitive tribal passion."
Mind you, I'm not judging. I like diversity and the passion that come from the creation of highly bounded social groups. It makes life interesting.
However, it is also worth noting that this is an essay about a business strategy, not an attempt to influence the inevitable cultural battle. Those who are interested in the business dynamics of the industry will get the most out of this essay's perspective and thought process.
John: Your comments about Nintendo being a single company are spot on. This is where leveraging 3rd parties becomes so essential. In essence, they need to share their successful strategy with other developers as a method of capturing a bigger piece of the pie. The result is more games with less resources and more satisfied customers. I see some hints that they are going in this direction, but the proof is in the pudding.
-Danc.
Alright, Danc, confess, do you access to some Nintendo insider? A good friend of mine works at Nintendo here in the states, and we were discussing this topic just today. Much of what you stated about the controller and the goal to get new players to join the fun of gaming was exactly what he said. He was explaining how no one can find the trigger, X Y B and A buttons unless they're "hardcore" gamers. I agreed with him 100%.
I love the idea of having an actual swordfight rather than having to press button combinations to figure out how to fight the baddies. Heck, some of us actually might become good at swordfighting, if this were to take hold. Likewise, he stated that in Japan they have games in which you play like you're a dentist or a surgeon, and using these controllers, you test how steadily you can drill for fillings, or perform surgeries!?
It's very innovative... imagine playing Mario ER, Oh No! Luigi swallowed the crescent wrench, can Princess Peach perform an emergency wrench-ectomy before Luigi turns into WaLuigi! ;)
Or Pokemon Dentist... "Oh no, my Charizard has a toothache from eating too many Rare Candy. Can you help Nurse Joy fix his cavities before he gets tired and bites off her arm?
Imagine being a spell weaver, and actually having to weave spells... hehe... (okay less useful skillset, but interesting nonetheless...)
And you know, with the way lacroscopy surgeries work these days, almost all of them are controlled remotely via some kind of controller apparatus, this could allow for better control of such delicate surgical instruments.
Or whatever...
He was pretty jazzed about it. And he convinced me too. I think it's great. Nintendo is one of those few companies that plays to its own tune... let's hope it can deliver on what sounds like a very promising innovation...
--Ray
The thing about this new controller that has really blown me away is all the non-gaming friends and family I have who have admitted that they would be much more willing to pick up this remote style, one-handed controller than they ever would have been a more typical controller.
Months ago, in a moment of frustration, my wife stated "It's just the stupid controller! I can't work all those buttons with both hands at the same time!"
Well done Nintendo, you've both tapped the market of the casual/non-gamer and excited the hardcore. That's truly impressive.
I don't mean to be a dick, but the saying is: "The proof of the pudding is in the eating."
Okay, so I'm a dick.
Very insightful indeed.
We'll have to wait and see what happens 2-3 years from now.
I am a 36 years old male, and work for two compannies.
Net result: I do not have time to play games --- I mean, I do not have time to play the games as they exist today.
I used to be a game freak in the past - until I was 27 or 28 years old.
Now I just don't have time for being involved with a game.
I like to look at new games, to see how cool they look, but that is all.
I do not have skills or patience or the time to learn and play games as they exist today.
But I definitely would buy a console if it allowed me to play simple no-brainner games.
Things like: shoot the fly; or throw the ball.
Some game that would fit in one single screen.
That is my kind of game.
The kind of game that I would have fun with.
It would require no deep knowlege, no savigs/loads, no nothing.
Just turn iot on, play, think about how great I am at playing that game and then shutting it down and go do my stuff.
See, I am not alone. There are millions like me.
And we have been forgotten. No companny has been creationg games for me and the rest of us.
That is why I am so happy with Nintendo's new console.
I think I will be "back in the games" now.
So, I believe they have a winner.
Rui Barbosa
Insightful Dunc, really helping others grok the industry.
I would like to see how you reply to these comments made in response to your article by a poster on slashdot:
Look I'm not trying to start an argument, but the person you linked to has no real grasp of what he speaks about. Sure, it all sounds logical and thoughtful, but most is simply not true. I've worked in the industry and have a very initmate knowledge of the media/marketing/numbers side of the game.
His attempt to claim that all of the onus is on the game players is very far off-base. Also, his talk about Nintendo and how they "create genres" in the early stages because it is the most profitable is so wildly untrue it stopped me dead. Nintendo may use a fairly (on the surface) basic look, but that is a sylistic artistic direction and is NOT "cheaper" than creating a game with ultra-realistic graphics. In fact, if you take the time to look, Nintendo tends to utilize EVERY hardware feature in every game as far as graphics are concerned. Also it is just plain false that to create the first in a genre is cheaper because it is simpler and has less content. Totally false. Innovation carries a much higher cost than simply following suit and making a few improvements.
I'm sorry but this guys work gets passed over because it is not backed by any credibility or factual insight. It is just my opinion, but a genius he is not.
made by rAiNsT0rm (877553)
I am also not trying to start a fight.
On a sidenote I would like to mention that Nintendo also tried to innovate with the Gamecube but instead within the genres themselves. Mario Sunshine and Luigi's Manshion were attempts at innovations within the 3d platformer genre (which i think is dead by the way - cannibalised by its subgenres). I consider Zelda: Wind Waker to be another example as well. If those examples are valid that further validates your paradigm.
Off to read the rest of your articles on genres. Hope you reply to the criticsm
Re: Rui Barbosa
Well said! I am 29 and, resultant from a diabolical coupling of "reality obligations" and lack of interest due to incessant genre cannibalization, I just don't play games like I used to. I, too, am craving more of the pick-up-and-play, "throw the ball" type games, but with the benefit of cutting-edge technology and design. I look with fascination at what Valve is doing with Source physics, am compelled at the possibilities of deeper world-manipulation and interaction, and still find tremendous joy in the immersion opportunities of the virtual first-person perspective as well as dynamic, user-manipulated perspectives...
...but I feel like I've been waiting for some new benchmark that marries the possibilities of physics and control and perspective in ways that take us a million miles beyond shooting the same reptilian baddies with the same boring future-guns in the same urban post-apocalypse all over again. Or at least waiting on a new way to do that, something that will actually make me care enough to do it all over again.
Well, maybe Nintendo has it. I can't adequately articulate how disappointed I was at E3 to see the near-total lack of design progression (beyond simple aesthetics) in the Sony and MS "next-gen" input devices. Although I imagine universal-standard advocates feel one step closer to ultimate triumph.
Back on topic, thanks for a great article, danc. Much of this I have felt intuitively for a long time, especially the critical nature of Nintendo's control of proprietary, often-experimental hardware as absolutely vital to their existence, but have never really been able to codify my own thoughts with respect to where it all fits in the greater scheme of the industry. You did a fine job.
BBjfx
Danc,
On the hardcore gamers:
It's going to be interesting to see how they respond to a FPS (an example of a mature genre almost entering decline) on the Revolution. Vgcats is one quick example of hardcore gamers rejecting the Revolution already. However if you look at reviews of the Metriod tech demo with the new controller, you will see that the evolution of the FPS can only take place on the Revolution.
The PC hardcore crowd will be quickly attracted to such a FPS game since the control mechanincs are a short jump from a WASD and mouse. The PC FPS is more hardcore than the Halo hardcore crowd and, if the histroy of adoption is any guide, we could quickly find these hardcore naysayers rushing over to the Revolution.
Nintendo appear to have this in mind as well. Iwata said many times that he isn't planning on leaving behind the current player base. If this works out, Microsoft and Sony would be screwed, because the hardcore they are fighting over will have migrated to the Revoultion.And they cannot quickly develop a similar controller because Nintendo's patents has this under lock and key . I am really lookng forward to the next three years.
What a startlingly lucid essay. I'll be sure to pass this around. Domo arigatou gozaimasu~~
Awesome article. I don't remember reading something where the author really knows what he's talking about, but you know your stuff.
Re: Slashdot
*grin* Ah, the well informed folks over at Slashdot actually read the article?
Polish costs a good chunk of cash. We've all seen this sort of comment lately: Bloomberg: Next gen development costs double "Japanese game makers such as Bandai and Square Enix Co. have been seeking partners to share costs to develop games with higher-definition images, faster speeds and online capability to match the new consoles."
Of course, innovation has its own costs and risks. However, the cost of banging out a half dozen core game mechanics in the prototyping stage is dramatically less than having a team of Hollywood-level animators crunching on a set of cut scenes. The former can be a month of work by a small team and the latter can be many months of work by a much larger team.
If inexpensive games like the DS Braining game highlighted in the Iwata keynote show us anything, a focus on market driven, innovative designs for underserved markets can be highly profitable. This product innovation strategy is well documented in other industries. There is strong evidence to suggest the same dynamics exists in the game industry.
Goodness, look at all the posts. Many thanks to everyone who is stopping by. :-)
take care,
Danc.
Mory: I think it is difficult to take Miyamoto's comments totaly within context when we are ignorant to how it will work. We don't even know all there is about the Revolution, hard to say how the next Zelda will work. However, I viewed his remarks and the controller as sort of him saying that just because of how different the controller is, the Zelda on the Revolution will not be anything like the Zelda on the GC. I think in Nintendo's eyes it is like going from Super Mario World to Mario 64... they are just way different.
I do find the article interesting as well as a few other comments on it. I understand the whole lower price to create the new genres.
I think the confusion that the poster from slashdot is is he is thinking of other companies. When another company tries to create a new genre, they tend to go all out. And Nintendo has done this as well at times. But a recent trend of Nintendo's is to publish what are essentially tech demos. Look at Mario 64 for DS. There was a slight cost because they only did minor upgrades to the engine (they did have to rework some parts for 4 characters), but in essence it was a tech demo with the mini-games showing how the DS could be used. It didn't cost much comparitively to another 3D game for the DS, yet sold well over 1 million units, maybe 1.5 by now.
My only problem with this strategy of Nintendo's is in fact that their games do seem like tech demos and because of this turn out to be extremely shallow games. They are fun games, don't get me wrong. But they usually aren't worth their cost and they are quickly overshadowed. Yoshi's Touch N' Go is a good example. It was essentially a tech demo and everyone knew it, it didn't sell well in large part, and also got pretty bad reviews. Kirby's Canvas came out a few months later taking the same concepts but in a more full fledged game... it sold much better and got better reviews. Which game made more money? I'd wager Kirby did.
Now Nintendo will have it's moments... Nintendogs is worth tons and will earn much more in the years to come I am sure (I am sure we will see it on the revolution). The above mentioned Brain Training games have been financially successful because they were cheap to make.
But is it really a sound business strategy to create genres and franchises that people love and then to cut these fans loose because they refuse to further the franchises and genres? Nintendo has a really bad name in the game community and I think this create and cut strategy is to large part the cause. (I honestly think that kiddiness isn't as big of a deal as gamers say, look at popularity of WoW and show that gamers don't mind kiddiness.) The more new video game players Nintendo does this to, the larger this bad image will become and the harder it will be for Nintendo to dig themselves out of the hole their digging themselves in.
But on the brightside they now have a controller that can simulate a shovel on the screen to do that digging.
This has to be the most intelligent and well thought out essay I've ever read. So glad I came across it.
Inaccurate and fanboyish.
I mean all this talk about appealing to the casual gamer is fine but I don't want to be subjected to brain dead stupid games in the name of fucking innovation. And what about all this 'leveraging brand power' crap. He talks about how clever Nintendo is with the way they use thier brands and then turns around to snipe square, valve and blizzard(!!!) for sniping? Hypocritical much? I mean eye play and bungo drum are cool and all but they only hold my attention for so long. And talking about how Nintendo invented the 3D platformer is not only untrue but goes further to add Mario64 to his 'hardcore addiction' thing than anything. Many people don't know this (infact I just found out recently) but there was another 3D platformer that came out before Mario64 and from what I have read it was quality. Yet, it was extremely unpopular simply because it was in first person. Because it didn't conform to the 'Nintendized' definition of a platformer. And don't give me any crap about generic FPS because back then FPS were still a new genre and almost non-existent on consoles. Also, this 'innovation' that nintendo keeps harping on about seems to just another attempt to control the industry and the direction of games (just like the snes days with thier Nintendo seal of 'approval'. Sounds more like a lock and chain to me) and no matter how the author attempts to spin it this is a BAD thing. Believe it or not this nintendo insistence on 'brand power' is hurting the industry. Instead of allowing something fresh to blossom, they bog them down with the same characters, settings and stories over again and again and again. How is gaming supposed mature as a medium? How far do you think literature or film would have come if they only relied on the 'Iliad' or the 'Gone with the Wind'. Classics need to be respected not whored out. I want to see something like I have never seen before.*points at sig*. I want to go to another place outside of the Mushroom Kingdom. I am hyped about the new pad and all, but you guys need to seriously get a grip.
I copied that from a message board board where I responded to this article. Ignore '*points at sig*'
I copied that from a message board board where I responded to this article. Ignore '*points at sig*'
Very very interesting.
I stopped buying the latest, greatest thing after the N64 and PS1. Quite frankly, the games just stopped being fun for me as the controllers got to be so darn confusing (must be my old age and still thinking the original Atari joystick was fantastic :) ).
This controller makes me excited to try the Revolution. It seems to me, that games will be fun again like the the 8-bit NES games were. If Nintendo's goal is to get back the "fringe" gamers, then based on my reaction, it's going to work.
Games may seem gimmicky at first, but that's only because using the controller will take some time to get used to. Once it becomes second nature, the game, I believe, will actually be a lot more in-depth and engaging IF the controller works like Nintendo says it does.
That article was incredible. It says things that I can't even articulate properly. Everything Danc says seems to be dead on. I don't know if all of it is exact, but it most defintely makes you think.
Whether you're weary of Nintendo fanboys loyalism or not, you can't help but give Nintendo credit for at least TRYING to revolutionize the way we play games, and increase the actual growth of the industry. Which is a hell of a lot more than I can say for Sony and Microsoft. They seem content with the current state of the industry. Which may not be smartest way to be right now.
Nintendo is literally changing the game, and this is only the beginning, whether us veteran gamers like it or not. After going over everything regarding the Rev controller, and the new focus of bringing in new gamers, it's clear now that Nintendo truly does make games for everyone.
Of course,I haven't touched the controller yet(who has?), but everything else about it has led me to believe in Nintendo's vision. It may be rough here in the beginning, because as much as I hate to say it, America does NOT like change, and it as a whole is NOT open-minded in the least.
Nintendo deserves our support for such a bold move.
Remember, skepticism is only a prelude to acceptance.
I'm very glad that "Anonymous slashdot quoter" brought up Nintendo's innovation within genre evolution, because I was about to mention that anyway. In its flagship series, Nintendo does not aim only to make what you call a "genre king". I think they see that challenge as below them. Anonymous brought up Super Mario Sunshine as an example, a game which didn't even try to be the new landmark platformer, but just threw new ideas into the mix. I think their reasoning is: "We've already made a very good platformer. To repeat it would be a waste of out time, since we can just resell the same game later on. So let's try something new!" In fact, to outdo the original would make the original obsolete, which means no sales for the original. This they do not want.
Unfortunately, SMS was not their most successful effort in this regard, for various reasons which aren't relevant to this discussion. A better example would be what Nintendo is doing with Zelda. Majora's Mask did not try to outdo Ocarina of Time; instead, it did completely different things with the same mechanics. With its "multiple characters", three-day limit with precise timing, and a completely different model for dungeons and game progression, playing MM is a completely different experience than playing OoT. This way, they can easily convince a gamer to buy BOTH games, instead of just the sequel. I think you'll admit this is very clever from both a business perspective and an artistic perspective.
The Wind Waker was a much more straightforward sequel, but still there was a tremendous amount of innovation within the framework of the genre. The exploration is done by sailing instead of walking, which leads to a completely different atmosphere for the entire game. The traditional three-part structure is played around with to make the game less predictable. It had a lot of platforming, a gameplay mechanic which was not in previous Zelda games. It had sections involving two player characters. And all this came alongside the natural evolution of the genre in interface and emphasis on the "outer layers" of the game design.
The new game appears to follow this same philosophy. At first, it seemed like a redone OoT, but now that we are hearing more it is obviously a very different experience. So far, we have already seen that it will include an entirely new method of control in the form of the wolf, as well as an emphasis on the brand-new mechanic of interacting with animals.
This innovation can also be seen in Metroid. While Metroid Prime 2 had a lot of natural evolution (updated scan visor, very useful new menu interface, improved spider ball, all of the abilities from the first game, etc.), it also is a completely different experience than its predecessor. It includes the new (at least for the series) mechanic of "dark world-light world", adds a new ammo system, and deals with very different types of world design than the first game.
The same can even be seen in Wario Ware. Each new sequel revolves around a different type of control, be it rotation sensors or touch screen. So they don't make each other obsolete, and they don't get old.
For a non-Nintendo example, I'd point to Myst IV: Revelation. While it does try to improve on its predecessors in countless areas, it also has innovation in its world design. Its worlds revolve around family life, technology, animal life and mysticism, in that order. The Myst series has never dealt with any of these before. The result is that the experience is completely different; therefore all previous Myst games are still worth buying, and the series does not stagnate.
I would suggest that stagnation only occurs when there is no innovation within the genre. If each FPS wants nothing more than to outdo the last best FPS, the public will get very bored very quickly. Regardless of what you may say about genre addiction, people can only take so much of exactly the same thing. If there is sufficient innovation, and a reasonable amount of interest from the gamers, a genre should stay healthy indefinitely.
It's quite interesting to note, in the context of this post, that the reimagining of the Resident Evil franchise in Resident Evil 4 happened on a Nintendo console, the GameCube. After proving to be a success, it is now being ported to the PS2 and the sequel seems to be confirmed for the two conventional next-gen systems.
Thank you danc for your brilliant and well written essay. A lot of the comments made very good points as well IMO.
It got me started on thinking about Nintendo and their strategy. I would like to make a few points that come to my mind (please excuse my bad english):
1) I see a problem with the brand policy that you described. I can understand their emphasis on continuity, a Mario game is almost guaranteed to be very polished. The faith in refinement in a game is important for a developer who wishes to introduce a new concept, if you are a RTS fan you know you will enjoy your next updated, but standarized product, but with a new genre it is not the case. The need to control the quality of a game by other publishers follows similar reasoning. Still I think that continuity in a brand (f. e. Mario) can be problematic, because perception does change with cultural development. Of course certain 'cute' features will always strike a chord in very young audiences (and across cultural borders), but for audiences from puberty on I believe you have to go along the times. This would rather ask for a flexible subbrand than a new character. I believe Nintendo needs this, Rare was once close to be a candidate.
2) The new controller has IMO a great potential. It is very important to include this kind of innovation in the default system, because only this way developers will utilize it. Sony and Microsoft could follow, but if the controller does not penetrate the market quick, it will stay a niche product because developing for this will mean reducing your potential customer base.
I am intrigued not only by the simplicity of the controller, but also by the inclusion of the whole body of the gamer in the gaming process. This could give the term 'immersion' a radical new meaning. The thought that a top FPS player would have to go to the gym to keep his edge over others is appealing to me. He could employ techniques that are not to be acquired by reading a FAQ (I fear that it will take cheating on a new level also).
There is a whole spectrum of control mechanisms that are reliant on body control and one that depend on the kind of dexterity that is required for current controllers to be explored. Of course quality of the controller is absolutely crucial for this.
Even if the revolution won't be successful, I am confident that the new controller offers a lookout in the future of gaming.
Thanks for the great read,
Claus.
"Anonymous slashdot poster" here. I'm sure you can't wait for this post to go back into obscurity hehe.
To extend your Nintendo innovation theory it would appear we have a new form of addiction. 'Pure' Nintendo fanboys cannot said to be genre addicts for they keep following Nintendo as it leaves old genres behind. To be sure there is a hardcore element there, but the focus is different.
Wind Waker is a good example of where the genre addict and the nintendo fanboy diverge. When the first pictures of the cell shading design came out the hardcore genre addicts of the action adventure bashed pretty quickly for "deviating from teh standard Zelda". On the other hand, the hardcore element of the Nintendo fanboyism embraced it completely.
Abstracting further - Nintendo fanboys are looking for new drugs. Most Nintendo fanboys were reared on the Nes and have been experiencing new genres along with Nintendo as they moved along from 2D to 3D, etc.
So I think some new terminology might be in order: Nintendo fanboy = Innovation addict. Concur?
Slashdot Anon:
I would consider myself somewhat of a fanboy.
I hated the new look of Windwaker... after reading good reviews I bought it, was a great game. Was it as good as previous Zeldas? Probably not, however I loved the art direction. This was honestly the first time I felt like I was playing a cartoon, and one of the old school cartoons at that, I dug it. I can understand not everyone loves cartoons but I still dig the Thundercats and such.
I also didn't particularly care for Pokemon... though I did end up converting... after a year of not buying I got it, and after I got past the cuteness of the game I found that the game was one of the better RPGs to have ever come out on the gameboy...
DS didn't buy largely because I didn't see any games worth buyin until this autumn with Nintendogs, Trauma Center, and Advance Wars. Honestly I am still worried that the DS is a bit gimmicky but I have always seen potential for gaming on touchscreen so this one wassn't out of sight...
Personally, I'm skeptical of the Revolution. I don't want to play games like that. I saw the vid and it made me NOT want the thing. I feel somehow left out and I've been gaming since Atari, heck I still have my pong machine.
Normally I'd give Nintendo the benefit of the doubt, but in all honesty their titles have been somewhat shallow in this last generation and it worries me that they might have gotten in over their heads this time. Maybe I'm wrong, but the Revolution seems to be a console designed with shallow games in mind and I don't like that.
What does all this mean? You slight fanboys as if they are necessarily bad, yet Nintendo does still have the habit of making top quality games. You site WW as an example of where a genre clashes with a company, yet if the genre fans didn't play the game and like it I question whether they are true fans of the genre. Yet all in all, I suppose if I were to be a Sony Fanboi, a Microsoft Fanboi, or a Nintendo Fanboi... well I guess I would go Nintendo cause at least I'm not supporting Sony and Microsoft... I do miss Sega=(
Nice Article.
On a pessimistic sidenote: I suddenly imagined Manhunt on Revolution.
That's right; To perform gruesome kill, use motion sensor and wack virtual opponent as hard as you can. Blood everywhere. So real graphics. Someone dies. Look what he plays
All it would take is one stupid developer and an even more stupid media outlet, and gaming could potentilaly be facing the big one.
Razak:
I didn't mean to give 'Nintendo fanboy' any negative connotations. I was trying to discerning if there was another classification of an addict as opposed to the lone 'genre addict' class that Danc has spelled out.
Genre addict: One who is addicted to the game mechanics of a particular genre. Because the first dose is better than the next, keeps looking for more and more 'potent' forms of the genre.
'Nintendo fanboy' (don't think innovation addict is all that): One who is addicted to getting high in general. Because the first dose is better than the next, he keeps look for new types of the drug and will generally try anything that the drug lord (Nintendo) offers him.
Sorry if this sounds offensive to you Razak but I am just using the terminology propagated by Danc (and he doesn't mean to insult game players)
-Slashdot Anon
Wonderful and enlightning. You could write a book on Nintendo if you wanted to.
I miss sega too! :(
It's a great piece. What we're still waiting for is for Nintendo (or other) to develop a simple-to-use kit for bedroom coders with a little knowledge to play with the hardware. There's something exciting behind the curtain, but seeing it adds to, rather than destroys the magic; when do we get to try out the wizard's controls?
I AM ROKZORS!
BABYLON 5'S A BIG PILE OF SHIT!!!!
I'll be damned if this isn't the best article on modern gaming I've ever read. Thanks to you for writing it and Penny Arcade for linking it.
-Matt, Athens, GA
This was a really great read, it really brought together and solidified a lot of things I have been observing about the gaming industry, as well as give me another perspective on some trends.
Great post, I definitely will be checking into your blog in the future.
I think that your explanation and conclusions about the game industry are invalid and based more on theory than reality.
There is a much simpler explanation for trends in the game industry, and that is simply related to cost and profit.
Each new game that comes out is expected to be better than the games that came before it. Better in this context can mean improvements in graphics, story, sound, gameplay, etc. Unfortunatly, to make a game better generally means that the game costs more money to make. If the game costs more to make, then it needs to sell more copies, which means it needs to appeal to a wider market.
Close combat RTS's lost out because to make a better close combat RTS simply isn't profitable. It would be too expensive for the expected returns.
Very well reasoned and insightful. It paints a brighter future for the passtime I love so much.
Though it has it's own unique set of dynamics, I can't help but wonder how this innovation/commodification model applies to the movie industry.
Excellent, excellent read. So many are bashing the Nintendo controller, some even declaring the system doomed, without ever having tried it. Some hardly even know what it does, but since it isn't a two-handed boomerang, it surely must fail.
There is one thing to consider, and this makes me all fuzzy inside: any publicity is good publicity. Everyone naysaying the controller is still going to try it themselves, even if the intent is so they can rush to the internet and go "I played it and it is crap!"
However, the idea that all the early games will be tech demos worries me. The initial launch titles will, in my opinion, decide the fate of the Revolution. If great games come out, and the controller feels like it has a purpose beyond being freakishly different than Microsoft's and Sony's, then all will be well in Nintendoland.
On a side note, people proclaiming Nintendo doom confuse me: the Gamecube is widely considered a failure, yet made a profit, while the Xbox, which lost 4 billion dollars, is considered successful. Do any really think the Revolution will sell worse than the Gamecube? Nothing seperated the Gamecube from competitors besides first party games. Now it has Mario AND a revolutionary controller. So why such negative expectations?
David Dalglish
A well written and unusually balanced article!
I can't wait for whatever 'Revolution' becomes, either! Games are starting to feel very repetitive.
I agree that whether or not Nintendo makes it a big success, it will change gaming.
It is very refreshing to see an opinion that isn't a knee jerk reaction either for or against the future sucess of Nintendo. Nicely done.
As a previous poster mentioned, there are bound to be "shallow", simple games for the non-gamer. Nintendo claims that they will not stop creating epics, however.
Here's the bottom line: If the ratio of simple-to-epic games slants any more towards the simple games than it does already on GameCube, then I'm cashing out next generation and getting a PS3 or 360. My GameCube has collected enough dust as it is in between the epics I want to play. Now there is nothing in the pipeline until Zelda, so right there is a dead 8 months at least. 8 months! And that's not even counting the months that have gone by since I bought my last game.
As I mentioned earlier, making games for everybody makes them a master of none. One or two Marios or Zeldas every 5 years is not enough. I'm not saying they should release a dozen Zeldas per generation, but I do know that I am not satisfied either. They need to get better and more varied 3rd parties involved. If Valve or Id were on board, I'd be more convinced. But Nintendo is so arrogant that developers have to come to them and earn a license.
I don't want another generation of Gamecube, but now with gyroscopes.
To long, didn't read.