Zeus wrote:It is a very Japanese-centric view since the Jap market had been shrinking for the last few years prior to the release of the DS and Wii and the resurgence of the PSP, but there are some valid points made.
Again, how is that different than any console cycle? As the new shit comes in, people clamper to buy it. Also, if the consoles available just aren't providing enough to the public (GC, Xbox 1, PS3), yes, the market will start to falter, but that is by no means an indicator that "gaming as we know it was going to collapse", like the article implies.
Zeus wrote:First, the games industry only makes more than the box office in movies, it's still doesn't have nearly the reach movies do. Everyone here would know well that home viewings are huge now, at least half the market. Add in DVD sales and rentals and the movies industry is still significantly larger. I doubt the games industry will ever have quite the reach of movies.
Second, until the release of the Wii, gaming was dominated by about a 15-34 demographic for consoles. You could count on a significant portion of your sales from that group. So yes, it was growing, but that growth was gonna start to hit diminishing growth at some point soon in the US if the core demographic wasn't expanded. There's only so much you can get out of that market even if it does expand to, say, 40 year olds. Because it had already started to happen in Japan, who's business cycle had started much earlier and was already in the mature stage, we've seen the industry react.
Zeus, I'm not debating the
why Nintendo decided to hit the casual audience. Yes, it's a cash cow. Nobody's is arguing against that. What I'm debating is that Nintendo is not focusing enough on core gamers.
Back to your first point, the DS, Wii, and 360 have all had a huge impact on the gaming industry. The Wii introduced a lot of people into the gaming world. The DS was an extension of that project, but unlike the Wii, the DS did a good job of keeping the core gamers in the fold.
The 360 proved that a console can be successful and not be full of Japanese games. Plus, with the best online service of the three, gaming doesn't have to be isolated to $50 store-boughts. No, it's not trying to attract the casuals, but it's dominating the core gamer market and slowly building future gamers in.
What market is the 360 failing in? Japan. The Japanese somehow feel cheated that a console isn't catering to their special needs. Yes, the rest of the world can play their games, but the Japanese just can't play ours. Again, that point I kept driving home: Japanese xenophobia. Proving my point is the best selling Japanese 360 game: Blue Fucking Dragon (by a far margin), a game that wouldn't have even made a Top 30 list in the US.
Zeus wrote:Fourth, the GC wasn't that successful in Japan either. It was actually pretty lackluster all over the world.
Probably true. (I didn't get it until many years after launch.) However, like the PSX, the PS2 was the dominator of that console war.
Zeus wrote:Of course they're trying to find a new source of cashflow, every company who expects to survive in the long term does. They've serviced their core while expanding to new markets. Ain't nothin' wrong with that
And this is, again, what I disagree with. The Wii alienated the core gamers with several mistakes:
1. Lack of third-party exclusives. There is a serious hole here, and the core gamers really notice. The games that are third-party aren't exclusive. The games that are exclusive are made by Nintendo. And the few third-party exclusive games are catered towards the casual market. Games like Tiger Woods Golf, or Mario/Sonic (still a first-party, IMO), or Carnival Games, or Rayman Raving Rabbids. The only ones that really hit into a gamer's tastes are games like RE:UC, Red Steel, or No More Heroes, but these are far from best-sellers.
2. The controller. Yes, the very thing that makes it so appealing is what drives away a lot of core gamers in the end. The design is not ergo friendly at all, and the drastic shift really forces away people who are used to a standard controller. It would be like designing a DS that ONLY used the stylus.
3. Lack of HD. The core gamer audience is jumping on-board with HDTV technology, as most core gamers are also technogeeks. The casuals, OTOH, generally don't have a HDTV, and wouldn't bother to spend $400-500 on a console. Thus, since the decision fell in favor of the casuals, this caused another deep divide between the two.
4. Shitty online service. Seriously, why force people to memorize a 16-digit Wii code, and don't bother to include an invite system? That really turned off gamers who wanted to be able to play a console that was designed for online service. The fact that there were no original downloadable games (only the oldie stuff) didn't help, either. Virtual Console was a lousy attempt at trying to toss a bone to core gamers.