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KungKras said:
Malstrom is a Warcraft 3 supporter? I just lost a little respect from him.

Starcraft had micromanagement and macromanagement in perfect balance. Warcraft 3 only has micro.

Also, the fast battles are much more like the original Starcraft than the slow battles of Warcraft 3, and Starcraft players are outnumbering the WC3 players in the top rankings.

He is making it sound like SC players are getting pwned by WC3 players when if anything, it's the other way around. (Also no mention of the dreadful upkeep system and the small armies in WC3)

He likes the first Starcraft as well. It seems you have the problem with him liking both.



A flashy-first game is awesome when it comes out. A great-first game is awesome forever.

Plus, just for the hell of it: Kelly Brook at the 2008 BAFTAs

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LordTheNightKnight said:
KungKras said:
Malstrom is a Warcraft 3 supporter? I just lost a little respect from him.

Starcraft had micromanagement and macromanagement in perfect balance. Warcraft 3 only has micro.

Also, the fast battles are much more like the original Starcraft than the slow battles of Warcraft 3, and Starcraft players are outnumbering the WC3 players in the top rankings.

He is making it sound like SC players are getting pwned by WC3 players when if anything, it's the other way around. (Also no mention of the dreadful upkeep system and the small armies in WC3)

He likes the first Starcraft as well. It seems you have the problem with him liking both.

I am not the one calling the fanbase of one game elitist and ranting about how the battles being warcraft 3 ish (wich they are not by the way) in a Starcraft game is funny because of how it dissapoints Starcraft players.



I LOVE ICELAND!

KungKras said:
LordTheNightKnight said:
KungKras said:
Malstrom is a Warcraft 3 supporter? I just lost a little respect from him.

Starcraft had micromanagement and macromanagement in perfect balance. Warcraft 3 only has micro.

Also, the fast battles are much more like the original Starcraft than the slow battles of Warcraft 3, and Starcraft players are outnumbering the WC3 players in the top rankings.

He is making it sound like SC players are getting pwned by WC3 players when if anything, it's the other way around. (Also no mention of the dreadful upkeep system and the small armies in WC3)

He likes the first Starcraft as well. It seems you have the problem with him liking both.

I am not the one calling the fanbase of one game elitist and ranting about how the battles being warcraft 3 ish (wich they are not by the way) in a Starcraft game is funny because of how it dissapoints Starcraft players.

He's not referring to the whole fanbase, just those that look down on other games (which is not the same as thinking one's game is the best).

BTW, perhaps his battle comparison are in elements that are the same, not the elements that are dissimilar.



A flashy-first game is awesome when it comes out. A great-first game is awesome forever.

Plus, just for the hell of it: Kelly Brook at the 2008 BAFTAs

Why don’t you just rename your blog “Malstrom’s Yoshio Sakamoto Sucks News”, since all you seem to be doing lately is bashing him? I know you’re upset about him “running Metroid into the ground” (your words, not mine), but does it really warrant such outstanding vitriol? My God, man, Sakamoto didn’t piss on one of your family member’s graves, did he?

Just in case you’re interested in knowing anything substantial about the man (and apparently you do not know much, because you seem to think Gunpei Yokoi was more involved with the original Metroid than he was), please read this and shut the hell up about him already: http://metroid-database.com/?g=features&p=profile_Sakamoto

Criticizing a game that isn’t out yet is one thing, but this slandering some Japanese developer you don’t know much about is ridiculous. I know you don’t believe in “Game Gods”, but if you actually read up on some of his prior accomplishments I think you’ll find that he isn’t worthy of half of the (false) accusations you sling at him on this blog.

It is absolutely hilarious that I keep seeing this line of thinking: “Other M cannot be criticized because Sakamoto is a genius.” My entire point is that Sakamoto is no genius. I believe Sakamoto is following common fallacies of ‘creativity’. He mistakes his ‘vision’ for the consumer experience.

Keep in mind the only reason why I talk about Other M is because it is in the news and it is nearing its release. I talked about Mario games when they were near release and Zelda games when they were near release. With 3d Mario, I criticize Miyamoto. “Can this guy not see that 3d Mario is a completely different game than 2d Mario?” With Spirit Tracks, I criticize Aonuma. “What the hell does trains have to do with Zelda? Why has Zelda become so distant from its roots?” While it may appear I am being Cranky Kong here, I want these series to be around decades in the future so new generations can enjoy them as we have enjoyed them.

Sakamoto is the most extreme example of a Nintendo developer thinking he is a ‘great artist’ and going off course of what gaming is. Another big difference are the Sakamoto supporters. While I got hell for criticizing Aonuma in his choo-choo train in Spirit Tracks, Zelda fans at least acknowledged that my criticism came from someone who loved the original Zelda games and recognized that Zelda had, indeed, changed and were leaving people like me out in the boonies. And this change wouldn’t have been bad if it was making Zelda a better seller and a greater entertainment phenomenon. But Zelda is rapidly becoming seen as a joke. There is less excitement over the next Zelda game than there was before.

The Sakamoto worshipers won’t even spare an inch. If you do not like what Sakamoto is doing, you are wrong. Sakamoto is the master genius. Any criticism of Other M means that you are somehow dearranged, that you are a substandard human being, that you despise “strong women” (wtf! haha), that you live in the past, and so on and so forth. Even this email says that I am ’slandering’ Sakamoto and writing ‘vitriol’ about him.

Let me tell you a story, and you might actually believe it. When trying to figure out why the Mushroom Kingdom still lives on in the hearts of children today, I made parallels that for whatever reason the Mushroom Kingdom still lives on, it does so for the same reasons that Alice in Wonderland is still read. Mushroom Kingdom is gaming in Wonderland. And I thought it was a genius act to link gaming to wonderland as it had never been done before. There are academics who have detected that the books children read today (such as Harry Potter) are not leading children to the classic of Alice in Wonderland. But all these academics have missed gaming and have not yet detected that Super Mario Brothers is leading children to Alice. I find that quite an amazing phenomenon in concern toward gaming. Much of my mythos argument is that children are getting a similar experience of the Illiad or Muhabarata or Beowulf through the medium known as video games. They certainly are not getting these experiences through movies and books anymore. This is perhaps why video games are very attractive to the young as they are offering something, content wise, that the other mediums refuse to do.

As this site originated about discussing Nintendo’s business strategy, it may seem this path is a different course. But it is the same exact course. Why do games sell? Why do certain games keep selling? And to understand that, we must investigate the relationship between the game and the customers. How do the customers see the game? How do they play it? Why do they keep coming back to it?

In the course of talking about Nintendo’s business, I have relied more than on business books and current events. I have relied heavily on what I remember seeing in the past. I can clearly point out that the NES was in competition with game centric computers though this has been wiped from the history books (because computers are not seen as a ‘console’ so it doesn’t get put into the ‘console history).

In the Era of Disinterest, it is extremely relevant to ask why did the original games such as Super Mario Brothers, Legend of Zelda, and Metroid sell. What made these games magical to begin with? What was the original consumer experience? I believe understanding the original consumer experience will allow them to be ‘backwards engineered’ to recreate an entertainment phenomenon today. For example of this, look at NSMB Wii that single handedly saved the Wii. I believe Zelda can get back to its roots and it can, again, become an entertainment phenomenon. I want to see a day where Zelda games are sold out everywhere. My so-called ‘opinions’ are memories trying to pin down as to why these games were originally so magical.

The developer of the game is of no assistance on this. The developer is not the customer. The developer can only look at the consumer experience from afar. Miyamoto cannot understand what it means when someone says, “Super Mario Brothers games defined my childhood.”

So far, gaming has been looked at only in the context of the developer’s relationship to a game. This context focuses on the history of development and the psychology of the developer. This context has been emphasized for two main reasons:

First, it benefits marketing to have a ‘Game God’ running around. The company can then grant ‘interviews’ to the ‘Game God’ so he can reveal his amazing ‘genius’.

Second, it reinforces the common fallacy of creativity that an artist actually creates anything. As Shakespeare described it, the role is to hold a mirror up to Nature. This is why you see the so-called ‘great artists’ from Shakespeare to Beethoven to Bach who have an emphasis on not creating anything but to hold a mirror up to something be it nature, Human nature, or their thoughts of God. Are not Gregorian Chants wonderful? But they are nothing but Latin prayers to God. Is not Shakespeare delightful? But the plays are mocking Human Nature. Since Human Nature never truly changes, Shakespeare’s plays become timeless because of that.

Tolkien may have his thoughts on what Lord of the Rings *means*. But Tolkien’s thoughts on the matter are irrelevant. What matters is how people are responding to it. In other words, it is the taste buds of the diners that matter, not the opinions of the chef.

So as I was pointing out that the sheer ‘power’ behind Mario was truly the Wonder land which is also the ‘power’ behind Alice in Wonderland, people began reading it as if I was declaring Miyamoto to have made Mario based on Alice. I am not completely sure as to what Miyamoto did and, ultimately, the process of development doesn’t matter. I am only concerned about the relationship between the product and its customers. The process of development and the developer’s psychology hasn’t been revealing the magic behind the products so perhaps it is time to focus on the puzzle in another way.

Someone at Nintendo of America must have questioned or relayed what I said to Miyamoto. And Miyamoto, in an Iwata Asks, said, “There is some misunderstanding on this subject. I didn’t look at Alice in Wonderland for the origin but looked at elements that had wonderland in them.”

Even though I was never trying to imply that Miyamoto read Alice in Wonderland and Super Mario Brothers sprang forth, a simple two second search would had the quotes of Miyamoto saying he thought of Alice when making Super Mario Brothers. No one at NoA bothered to verify whether I was saying was correct. They used Miyamoto’s statement as Absolute Proof. And he, himself, probably forgot he was quoted by the press as saying exactly that. And more ironically, this wasn’t the only time. There is even a video of David Sheff standing next to Miyamoto and saying how the game was like ‘falling through the looking glass’ and making clear allusions to Alice in Wonderland. What Sheff was getting at then was what I was pointing out that the ‘power’ of those games was in that wonderland mythos, something we have never seen games have before. I cannot think of any game that had Wonderland in it prior to Super Mario Brothers. Tolkein, yes, but Wonderland, no.

What this story pointed out to me is that inside the company itself, these developers are literally treated as ‘Game Gods’ and everyone accepts their word as Absolute Proof. If Miyamoto says something else, than that must be true, even if he is quoted multiple times over the years as saying something else.

I am not criticizing a person. I am saying the ‘Game God’ nonsense is out of control and is corrupting the medium of gaming. I rather like how there is no ‘Game God’ at Blizzard. Even if it was their original vision to have the mothership in Starcraft 2 do certain things, Blizzard will radically change the game (nerf the mothership) because what ultimately matters is the consumer experience not the ‘developer vision’.

Developer —->>>>>  Game <<<—–>>> Consumers

The only argument the Sakamoto fans have is this:

Developer —->>>>> Game

And for ‘game’, they point to one of the previous games. But my argument is this:

Game <<<—–>>> Consumers

In other words, Sakamoto does not define the Metroid experience. And just because Sakamoto changes his definition does not mean it is a Metroid experience because Sakamoto is involved.

While Miyamoto was involved in Super Mario Sunshine, there were many people who said this was not how they liked their Mario games. The consumers have a sense of what they want from a Mario game. When Miyamoto does not deliver it, consumers do not buy it. It is that simple.

And this is why consistent sales of a game does imply the quality of the product. The most certain sign of interest is when consumers put down money for a product.
Game reviews do not matter. Metascore ratings do not matter.

Remember, there is no such thing as the New York Times Best Written List. It is always New York Times Best Seller’s List. It is understood, in all mediums, that sales indicates consumer interest and that consumer interest indicates quality. Occam’s razor applies. The most common reason why a game does not sell is that the game is not that good. Why the game is not that good is a much harder question to analyze.

So when someone’s only argument is that “Sakamoto is genius,” they are completely missing the point. The magic of Metroid does not come from the mind of Sakamoto, it comes from the minds of the gamers. The job of the developer, in any medium, is to draw out this imagination, to be a Theater of the Mind.

In entertainment, the common course of events is after a hit product comes out, the ‘developers’ for it believe they are ‘great artists’ and make sequels where they focus on their ‘grand vision’. The result are sequels which get away from the spirit of the original. How often is a sequel to a movie or to a game or to a book become ‘meh’? It is so often that it is now expected.

What I’m trying to say is that the game developer often doesn’t understand why the game is successful in the first place. In the same way, an author often doesn’t understand why a book is successful in the first place. They might have theories as to why. But piercing the consumer context is very difficult.

With the path Sakamoto has set for himself with Metroid: Other M, this is why I can say, with full confidence, that Sakamoto does not understand what Metroid is.

 

Hi Mr. Malstrom,

I just saw this article and thought you might find it interesting:

http://multiplayerblog.mtv.com/2010/03/02/unofficial-kings-quest-sequel-taken-offline/

Basically Bobby Kotick didn’t just shut down a fan-made King’s Quest tribute game – he had a cease-and-desist order which included closing their forums to kill off the community entirely. Oh, and this particular project had been officially sanctioned by Sierra and the Williamses (who even went as far as giving the creators a non-commercial license to officially bless the project). Absolutely shameful stuff, albeit entirely in-character for Kotick.

I would also point out that this is coming on the heels of Activision apparently taking some sort of drastic action against the Infinity Ward guys, although until someone convinces me otherwise I’m assuming that that’s a PR stunt.

I have another way to look at this.

Fans make mods and even games of established IPs all the time. I can play Command and Conquer as a Warcraft 3 mod, I can play rom hacks of Super Mario Brothers. I can even play Ultima V in the Dungeon Siege engine.

Copyright law has significant teeth, and it exists to make sure content is not stolen. It makes sense as to why a business would aggressively protect its intellectual property.

These fan made projects are often overlooked because it is the fans being fans, and attacking the fans isn’t generally a good idea. But most of all, fan projects cannot possibly compare to professional works.

So what is Activision so scared of?

In the latest investor questions and answers, Iwata revealed how Nintendo sees ‘free games’ on the Internet as a serious threat. Now, before, free games were of such poor quality that game companies went “LOL” at them. But the bedrock principle of disruption is ‘good enough’. These ‘free games’ are beginning to become ‘good enough’ for many people. And I am not talking about Peggle or other types of flash games. I am talking about meaty 3d games.

There are more people who want to be game developers than there are total professional game developers. And while the Industry has enjoyed how low these young people will work, many of these people will work for free. They are making games for free. And they are often doing it for love of a series or something else.

These people may not have the training of the ‘professionals’, but the original game developers didn’t have any training either. I just got done playing with a friend on many of these ‘free games’ and our reaction was: “Holy cow. It reminds me of the old school games we used to play.” They are very imperfect, especially in production qualities, but their tenacity carries through.

These free games are approaching ‘good enough’. The so-called ‘casual games’ we have been hearing about since the early 2000s. But the free games are getting more and more sophisticated.

It is fear that is driving Activision to do this. It is an acknowledgment that a fan made game can satisfy at the equal level or greater than the ‘professional’ game. It would be like Nintendo going bonkers over Mario rom hacks.

The increase in free games is good for gaming but bad for the industry. How does an industry compete with ‘free’? They can’t. Look at how the newspapers got gored. Why buy a paper when you can get more news online? And citizens can write stories just as well as any reporter.

And gamers do have the ability to make their own games. We don’t need the ‘Game Industry’. We can just make our own games and amuse ourselves. Let the Industry and all their ‘business models’ go off to die.



Is there any way to subscribe to threads without posting in them? Sorry for the off-topic...



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prekatz said:
Is there any way to subscribe to threads without posting in them? Sorry for the off-topic...

Sorry, no there isn't.

You ought to make a topic about thread subscription and you'll probably get that feature added in.



Do you know what its like to live on the far side of Uranus?

Have you wondered why there are so many crappy games out there? And forget about the crappy AAA Industry games, I am referring to the crappy mobile games, crappy social games, crappy download games you find on WiiWare or other download services.

I keep getting into arguments with this one young game developer. Here is where he is coming from…

He can make serious dough programming for some corporation somewhere. However, he feels unfulfilled by this and the stress does not cancel out the money he gets. So he wants to do something ‘creatively’. And he doesn’t feel like making some company out there rich. He wants to make HIMSELF rich. Or, at least, to make enough passive income so he can develop whatever he wants.

OK. Fine. Wonderful.

So his next step is to target the ‘new expanding market of the time’. It keeps changing every year. This year, it is ‘Mobile Games’. He thinks Mobile Games are going to be the big ticket to his success. Maybe so. Maybe not. He does not seem aware or concerned that every other game developer, professional and amateur, is targeting the same exact market he is.

But what I find distressing is his total dismissal of ‘craft’. Apparently, he automatically thinks that his small little game is going to sell. I tried telling him that most games do not sell. In order to sell, you need to develop your craft. Knowing how to program a game does not mean you know the craft of making a game.

Let me put it this way: what is more common, programmers or great game designers like Shigeru Miyamoto? The market clearly shows that Miyamoto is the rare bird. But Miyamoto is not an engineer. He is not a programmer as we know programmers. The value of Miyamoto is, of course, in his skills of craft.

The reason why Blizzard makes so much money is because their financial tower is founded on the rock of excellent game craft. Blizzard games do not sell because of slick marketing and packaging. When World of Warcraft came out, the MMORPG market was dominated by Everquest. But WoW succeeded at the end because it was very well crafted. It was clear much passion went into the game.

In any entertainment medium, you must excel at the craft. Just because someone knows how to play an instrument doesn’t mean they know how to write an entertaining song. Many people practice in garages or, more importantly, in taverns to “get good” at their craft before they try to sell it.

It is the question of talent. How do you know you have the talent to make entertaining games at all? And how do you know how to build this talent, and to build up your craft? In life, people have different talents.

I can assure you that writers do not sell the very first book they write. They spend agonizing years developing their craft before it is ’sell quality’. And these writers are painfully embarrassed of the first works they tried to sell. Musicians do not try to sell their very first songs. Artists do not try to sell their very first painting.

So why do game developers try to sell their very first game?

Of course, I know why they try to sell it. My point is why does the discussion of talent and craft never enter the equation? Programming skills are not game development skills. Game development skills are very different than art skills or programming skills. Just because you are programming something doesn’t mean you know anything about how to make a fun game.

Incredibly, these younger game developers are looking down on the craft of game development. They are very excited to discuss technology of the engine, various business models, and ‘analysis’ of the ‘expanding market’ (because the market they are targeting is ALWAYS expanding). But if you try to get them to discuss the craft of making games or what makes games fun, they just don’t care. It is incredible to observe this.

You could say there are only two types of games…

Games people buy no matter where they are- An example of this would be Nintendo’s games. People buy Nintendo systems for many of Nintendo’s games. People buy an Xbox 360 or PS3 for a game like Call of Duty or Halo. No matter where these games would appear, people would buy them no matter the platform. No matter what platform Blizzard’s games appeared on, people would follow.

Then there are games people buy just because of the platform. These are the typical fad games. Mobile gaming is the prime example of this. People are making mobile games not to make good games or interesting games, but to put it on a platform that people already have and hope people will buy it. This is why there are so many iPhone games coming from people trying to make fast money.

From the Nintendo perspective, I can say they look at it more in the sense of craft. You might experiment, you might dare to do something different, but you never ‘chase after a market’ or just plop down a game because it is a popular platform. Nintendo is responsible for putting out software that drives growth for its platforms.

To sum up: these games are crappy because they believe the growth of the platform equals growth of the market. And they couldn’t be more wrong.

Now I understand why we kept hearing this whining that “Third parties can’t sell on the Wii”. They thought putting out any software on the Wii would mean the Wii tidal wave would lift their crappy software. But consumers are far more savvy than that (and none of these game developers respect the savviness of the consumer).

The best way for sustainable success in gaming is to have people come to your game. By chasing these imaginary ‘expanding markets’, these companies and amateur developers are merely placing their game where the crowd is at the moment. There is some logic in doing this, but if your game is lacking in the craft and talent, you are dead meat.

Game development is a craft just like music composition or writing or directing. You might be a master programmer, but you are a rank amateur when it comes to the craft of game development. And game development is far more than just messing with stuff “until it is fun”.

The original game makers became so by first making games for their friends. They then tried selling their copies. And, over time, they got better. The point is that they were already learning the craft by making games for their friends. They knew they had a gift for entertaining people. They did not assume their programming skills equaled entertainment skills.

An analogy to video games would be board games. Do board games require a craft? Of course they do. It is ridiculous to suggest otherwise. While there is nothing to ‘program’ in a board game since there are no computers, there clearly is a certain talent and skill set required to make a board game. And this craft takes some time to develop. It does not spring out of nowhere (at least, not usually).

So how in the world did video games get assumed that they require no ‘craft’ to be made? A game is not determined by how you manipulate the technology of the computer but in how you manipulate the psychology of the players. Video games are about people, not about machines. All games are fundamentally about people.

Why do you want to make a game in the first place? I ask them this, and they give the answer because “I like doing it” to “I need to make some money first.” If you want to make money, that is easy, just don’t quit your day job. If you just want to make money, don’t go into video games. It is far too risky.

So we end up with “I like doing it.” And what is it you like doing? Apparently, it is creating a program for themselves. But any game developer worth his salt will tell you that games are ultimately designed by the user behavior. If users are being frustrated by something and you are not, the correct answer is that you need to fix what is frustrating people. The consumer experience is what ultimately designs a good game, not some crank programmer with visions of creativity.

Before you go off creating a game, why don’t you develop your craft first? Try making a flash game or something small and see if anyone is willing to play it. If people will not play your stuff for free, why do you think they would bother PAYING for it?

 

Don’t get too excited over this latest Gamasutra story of an analysis saying PS3 is going to ‘outsell everything else’. It is beyond absurd.

It is tempting to laugh at them and say, “Stupid analysts!” But I want you to ignore that temptation. These people are shrewd indeed.

There are many analysts out there than the ones we hear about. However, we never hear about them. Why is that? Well, they are not speaking to the press. And why not? It is probably because gamers are not going to be buying their expensive analysis reports.

So why do the analysts that do speak to the press (and the game journalists who dutifully copy and paste what is sent in their email box) in the first place? It is highly likely that the objective is aimed at targeting public perception. Why else would you speak to the press? Investors don’t get their information through ‘game journalists’, so why in the world are analysts talking to the press?

No one is so stupid as to say the stuff that is in that latest ‘analyst report’. What is being said is being done so deliberately. If you mock them, that too is playing into their hands. The target is to change public perception.

Besides, analyst reports are SOLD because they have VALUE. They are not GIVEN AWAY FREE to the public unless the analysis has no value. The fact that this is being given free to the press already means that its value is nothing.

Why would an analyst give something away ‘free’ to the press? The answer to that question should be the context in how we look at these ‘analyst reports’ that corrupt our gaming news.

Instead of responding with “LOL stupid analysts”, we should consider there is a very tactical reason why they are giving away these “reports” to the press.

 

Dear Malstrom,

Today, I witnessed a phenomenon that I’ve only read about in your
blog. While I’ve always seen some trepidation towards the star-finder
Mario games, I’ve never seen a person outright reject the games
before.

To give some background on this situation, my brother recently moved
into my place after a fairly short divorce process. To help pass the
time, he’s been playing the Wii, and trying to find something he
likes. He is a true lapsed gamer – he stopped playing shortly after
Super Mario 64 hit market, and really never showed interest until
recently. He really enjoys Wii Sports Resort, and  polished off Mario
5 in a matter of days. Lately he’s been enjoying Muramasa: The Demon
Blade.

Anyway, that’s not important. Today, my brother was looking for
something new to play. He pulled Galaxy off of my shelf and asked how
it was. I gave my two cents on the title (“I didn’t enjoy it as much
as New Super Mario”), and off he went. I decided to watch his
reactions. He absolutely loved the sight of the Mushroom Kingdom, but
once the round surfaces came in, he seemed to lose interest quickly.
After about ten minutes, he just put the remote down, looked at me,
and said “That’s not a Mario game. I don’t know what the hell it is,
but it’s not a Mario game.” He gave me a strange look when I said the
sequel was due out in May. “Why would they make a second one,” he
asked. “Why couldn’t we get more games like the other Mario? That one
was awesome!” I simply didn’t have an answer for him.

Really, I’m afraid to see how he’ll react when he sees that the next
“Metroid” title isn’t really a Metroid game.

The biggest business mistake in the entire history of Nintendo is not the Virtual Boy, not pissing off Sony with the PlayStation, but the decision to stop making Mario games. They should have known something was off when Mario 64 didn’t sell as strongly as Super Mario World especially in territories like Japan. Now, the reason why Nintendo stopped making Super Mario Brothers games is no more complicated than Miyamoto saying “We’ve made these games. We don’t want to make them anymore.” Nintendo developers are obsessed over 3d Mario. They kept making 3d Mario instead of Super Mario Brothers because they confused themselves liking it with the market liking it. There is no reason to make Super Mario Galaxy 2 as Galaxy 1 didn’t make much of an impact. I’d even argue Mario 64 was grossly overrated in terms of its impact on video games.  “Well, Malstrom,” a sniveling voice will say, “what other game could have had more impact in 1996?” Oh, how about Quake? How about Command and Conquer? How about Warcraft 2? There was no reason for real gamers to stick around on consoles like the N64 when there were more exciting things occurring in other areas. The births of new genres like RTS and FPS along with network and Internet gameplay beat the pants off all the consoles. Even the Tomogotchi phenomenon at the time with its dot matrix graphics were more interesting than Mario 64. This doesn’t imply that Mario 64 didn’t have its charms with Peach’s castle, with jumping through paintings, and moving around in 3d for the first time. But consumers saw the game as a spin-off, not as a replacement for Super Mario Brothers.

If Nintendo made Super Mario Brothers 5 for the N64, I would have bought a N64. If Nintendo made Super Mario Brothers 5 for the Gamecube, I would have bought a Gamecube. But Nintendo did make Super Mario Brothers 5 for the Wii and look at the market reaction to that was. Reggie Fils-Aime was on TV prior to holidays of 2009 and was confident they were not going to run out of Wii as they had a huge pipeline. So the sales success surpassed Nintendo’s projections. Not like they are complaining, of course.

I know it is NOA’s job to sell whatever comes out of NCL, but I hope no one at NOA truly believes that people who bought Mario 5 are going to transition to Galaxy 2. Tell me they are not that naive!

The entire premise of why the DS and Wii exist in the first place is to combat disinterest to video games. So let us examine the ‘disinterest’ part. I’ve always tried to come up with a few questions in my head if I ever, one day, walk down the street and run into someone from Nintendo. Like prior to Mario 5, I would have asked Miyamoto this question: “Why do you hate us? Why do you hate people who like Super Mario Brothers?” After all, not making a Mario game for almost twenty years is a gigantic ’screw you!’ to these people. The only thing that would top it would be to put the Tanooki Suit in 3d Mario and deliberately leave it out of 2d Mario.

My question to someone high up at Nintendo would be:

“Why do you people keep associating disinterest with lack of accessibility? What you are seeing is not disinterest in video games but a BOYCOTT from consumers. It is not that gamers are becoming disinterested in gaming, it is that they are actively boycotting them and protesting the direction gaming is going by refusing to buy them.”

This will likely receive an interesting response. They will probably respond with, “How do you know it is a boycott?”

“Why do you think stigma against gaming was rising? Let us take a microcosm as an example. Look at World of Warcraft which debuted in 2004 to great success. Over time, a great stigma is growing about the WoW users. This stigma is coming not from people who do not understand the game but from former players. It is the former players who are generating the stigma, not the never-before-played gamers. The never-before-played-gamers probably still don’t know what WoW is. It is the former users who are mocking those who still play the game and joke what a colossal waste of time it is.”

They might say, “But how does disinterest equal a boycott?”

“3d Mario is the perfect example of it. There are millions of people who are not just disinterested in 3d Mario, they are actively boycotting it by refusing to buy it. And when Mario 5 comes out, all these millions of people mysteriously reappear into the market. When Galaxy 2 fails to sell to these people, the only logical conclusion is that these people are actively against 3d Mario. They are interested in video games, interested in Mario, but they do not want 3d Mario.”

Then I’d probably get the response from Nintendo: “Yeah? Well, all you are going to get is 3d Mario! More and more 3d Mario! 3d Mario for handhelds! 3d Mario for consoles! You won’t see another 2d Mario for twenty years! You see, Malstrom, we here at Nintendo do only what pleases Nintendo’s software developers. They want to make 3d Mario. Who cares what you want to buy?”

One thing is for sure is that game developers, be them in Nintendo or in the West, are no longer connected to the public. The reason why you would make a game that entertained you was because you were a member of the public. If it entertained you, then other people would be entertained. This rule no longer works for video game developers. And I suspect I know the reason why.

When gaming was younger, game developers were more normal. Gaming was considered ‘non-existent’ as an industry. ‘Game developer’ was not even considered a profession let alone a respectable one. These game developers, then, were more down to earth and connected to the real world.

Today, they are being swallowed by the machine in perfect Luhan fashion. They have spent so much of their adult lives with computers that they literally are losing touch with the public. If you think I am resorting to hyperbole with this, consider how ‘excited’ game developers became over the HD consoles that had better processor power or HD visuals. People whose lives are dominated by computers would, of course, think better computer technology was a big deal. And these people could not see the Wii rocket coming and even after it went off, they are still in denial.

So what happens when a video game developer makes a game that excites himself? Who else is getting excited? Only by those who have been swallowed by the machine, those who the computer dominates their entire lives. This would include message forum dwellers as well as anime freaks. But the vast public outside remains unconnected.

Some are realizing just how out of touch they are with the general public. They want video games to emulate board games in that they never strive to become mainstream. They want video games to be like board games as a niche hobby. They do not want to connect to the general public because that would force them to change their own thinking inside their head.

Video game developers making games that entertain them only works if you are not eccentric. The longer you make video games, the more eccentric you become so the games become more and more ‘off’ when connecting to the general public. So we get to a common scenario where a complete outsider makes a huge breakout hit while an industry veteran won’t know what the hell is going on.

In order to battle disinterest in video games, video game developers are going to have to make war against their own eccentricity. Most of the games that the ’swallowed by the machine’ crowd love are ones I just shake my head and wonder, “What reality are these people living in?”

There are people inside Nintendo who do not understand why people do not see 3d Mario as a Mario game. They will just say it is a matter of ‘accessibility’. But no, it is because people really do not want to play 3d Mario. No matter how many times Nintendo makes them, the market doesn’t respond in the same way.

In order for 3d Mario to become seen as a proper Mario game, many radical changes are going to have to be made. First off, the ’star finder’ element needs to be completely scrapped. Mario is an action game, not a scavenger hunt game. The goal should be getting to the flagpole, not getting some star. The goal is to keep moving in one direction and having many paths and choices to get past the obstacles. 3d Mario does not allow this.

The hub world needs to be scrapped for a proper map screen (I see this has been done in Galaxy 2). There can be no repeat of worlds. No one wants to play the same exact world again but with slightly minor differences. They want a new world each time like in a real Mario game.

Power-ups need to have offensive capabilities. The power-ups in 3d Mario tend to suck because there is no offensive abilities in them. The Bee Mario, for example, had no offensive capability. From fire flower to raccoon Mario to Hammer Brothers Suit to Yoshi, Mario’s power-ups were offensive (except for frog suit but it was supposed to suck outside of water).

If you went to Mars at the end of the 16-bit generation and arrived back in  a similar spaceship and looked at Nintendo’s output, you would come to the conclusion that Nintendo was a paralyzed company due to having no creativity. The problem is not the constant Mario and Zeldga games. The problem is that the latter 16-bit and N64 Era has placed in stone the way these series are run. If there is a 3d Mario, it is always molded in the same fashion as Mario 64. It does not occur to Nintendo to try something different. Zelda games are all modeled after Link to the Past or Ocarina of Time. With Metroid, there is some obscene obsession of Super Metroid which was a low point for the series coming after Metroid I and II (and reflected in Super Metroid’s sales which is probably why it was a decade until the next Metroid appeared. If Super Metroid sold better, you would have seen the game appear on the N64 no doubt).

Remember Starfox DS? All that game was were the stale ideas from the canned Starfox 2 project. Who cares about ideas for today’s games hatched during the 1990s? Nintendo developers seem stuck in a time warp of the late SNES and early N64 Era.

As for Metroid: Other M, you are right to be afraid of what his reaction will be. There is going to be intense hostility for Other M. It is beginning to look like the game will destroy the Metroid franchise. Samus Aran could become such a joke that in order for the Metroid franchise to survive, the games might have to exclude Samus Aran entirely.

I like these emails showing of personal antedotes of people, men or women, who are not happy with 3d Mario or with the N64 spirit of gameplay. The ones who are for Super Mario Brothers and against 3d Mario are not grumpy older gamers like myself but women. Games that sell well on the Wii do so because they can sell to women too. Look at the Wii’s top selling games, and you will find that women love all of them.

None of this should be surprising. Nolan Bushnell pointed out, prior to the Wii’s launch, that violence lost the female gamer. Female gamers were all over the place during the Atari and NES Eras. But during the 16-bit generation as gaming moved more into the Mortal Kombat direction, more and more games were not being made for girls.

Come to think of it, women play World of Warcraft (where I don’t recall them playing previous MMORPGs) which has to be a key reason for its immense success.

 

Gaming is depressing because no one is interested in making classics anymore. Industry men were never interested in making classics. It was always a new yearly incarnation. But what is depressing is that game developers no longer have the passion to make classics. They have passion, instead, for ‘new business models’ and ‘hot expanding markets’. When confronted with the success of a game, such as from Blizzard, they will respond, “Well, if we had the time to spend and polish on the game like they do, we too could make such a game.” Maybe so. But where does that time come from? “Companies like Blizzard are in the inevitable position where they don’t have to rush out their product.”

Blizzard was once a small company like any other company. How did Blizzard become Blizzard? How did they reach the stratosphere where they could spend as much time as they want on a game? “World of Warcraft,” some might say. But Blizzard was Blizzard before World of Warcraft. Blizzard was Blizzard before Warcraft 3, before Diablo 2. When was Blizzard’s turning point? When did Blizzard stop being typical game company to become ‘OMG’ company?

The turning point came with Starcraft.

You can’t say Warcraft and Warcraft 2 since Blizzard was considered an equal among various companies around that time. There are many companies that have a ‘hit game’. The pattern is that the company then descends into mediocrity either due to Industry men overmilking it to developers thinking they are artistic geniuses and ruining it. Success can be more fatal than failure in bringing down a company.

So Blizzard is riding high off of Warcraft 2. As I’ve told you, the company was so small that I, the amazing Malstrom, would test out Warcraft 2 patches on Kali with Blizzard people. They didn’t have the staff at the time. I could call Blizzard’s offices and the answering machine had an Orc as the voice. “Hellooooo…..”

Since Warcraft 2 was so successful, Blizzard wanted to stick to their strengths (RTS) but make something different (not Warcraft 3). So they made a sci-fi RTS which they called Starcraft.

Keep in mind reader, at this time, there was a huge rush to make RTS games after Warcraft 2 and Red Alert were shown to be huge successes. Everyone was making RTS games at the time. You might remember only a few from this era such as Age of Empires, Total Annihilation, or Dark Reign.

So when Starcraft was unveiled to the public, this is what we saw:

Yes, folks, the above images are Starcraft. Someone who might not have seen these images, especially a young person, is probably already spewing, “Lies, Malstrom! That is not Starcraft! That is just Warcraft in space!” And you are exactly right. That is just Warcraft in space.

And this is where part of the Turning Point for Blizzard came. The reaction from the public was ‘meh’ to Starcraft. If Blizzard was run by Industry men, they would have said, “We must meet our quarter deadline! Ship it!” If Blizzard was run rampant by out of control artists, they would have said, “These people just do not understand our genius. Ship it!” But Blizzard did not ship it. They went back and began doing a complete overhaul.

Those Alpha images are pretty interesting outside of how bad they are. The art, even back then, was pretty interesting and very colorful. The units are interesting to look at even if the Zerg look like ladybugs on steroids.

Starcraft was first showed off (in the images you see above) at E3 1996. Starcraft vanished afterward and reappeared in 1997 completely transformed.

Now Mr. Reader, do you recognize your Starcraft now? “Yeah. But… not everything looks right. There are different units and different art. The engine is the same but there are many differences still.” Oh reader, you don’t know how right you are! When presented to the public again, people got excited about Starcraft. At this point, Industry men would say, “Ship it!” At this point, some artists would be so satisfied that they got a good response so they would ’ship it’. But clearly from seeing the above images, the game was not shipped in that state.

Here are the races for Starcraft at this time. Can you see the huge differences?

Some of the units make you do a double take. For me, it was the science vessel. Who knew that the science vessel used to walk around? Good heavens, just look at it!

Was Blizzard trying to make the Colossus back then but couldn’t pull it off? Is that why the Science Vessel began to fly? And why would a science vessel, of all things, have giant legs anyway? What was Blizzard smoking?

Anyway, I think Blizzard had to have been humbled by the E3 1996 reaction to Starcraft. They were not satisfied when Starcraft was unveiled again. Check this out from the archives:

Less than a week since Blizzard’s multiplayer beta test of Starcraft on Battle.net began, the game has already undergone significant improvements both toward stability and gameplay balance. All the while, hundreds of testers from around the world are competing against one another, filing bug reports, having a blast playing the game, and becoming increasingly excited about the finished product.

Far from just a marketing move, Blizzard is taking the Starcraft test very seriously and literally working day and night to apply finishing touches to the product. Blizzard staffers can be found on Battle.net during most hours of the day (you’ll even spot employees dialing in from home during the wee hours), fielding questions, accepting bug reports, and even challenging other players. You’d think the makers of the game would be plenty good at it, and you’d be absolutely right – GameSpot experienced Blizzard’s Starcraft prowess firsthand in a fierce Protoss versus Terran battle (let’s just say the Terrans have seen better days).

Several patches, installed automatically through Battle.net, have already been issued since last Friday. While all three Starcraft races – Terran, Protoss, and Zerg – were all competitive to begin with, minor adjustments have since been implemented, which further balance each in turn. For instance, the Terran Goliath, a powerful all-purpose mobile suit, now inflicts less damage. The mysterious and deadly Protoss Archons lost the devastating Mind Control spell altogether. And the rampaging Zerg Zerglings now take longer to produce, making early-game grunt rushes less effective. Though the presence of three drastically different races makes Starcraft exponentially more difficult to balance than the typical two-sided real-time strategy game, all three species are represented equally on Battle.net – and for what it’s worth, GameSpot staffers have played as, won with, and lost to each in turn in just about every combination.

Other additions include the implementation of a tournament ladder-style ranking system and permanent registration of wins and losses. Starcraft already performs well with up to four players even across a standard modem connection, though it does begin to slow when five to eight players compete at once. Even so, streamlining network play and improving performance on low-end machines remains a priority for Blizzard. At the same time, it is increasing Battle.net bandwidth significantly to make sure lag is at a minimum once the finished product ships.

Though the beta test has already improved Starcraft noticeably, Blizzard is committed to making sure everything is just right before shipping. To that end, staffers manning Battle.net are unwilling to predict when the product will ship, reassuring dozens of anxious testers (and Diablo players!) that they’ll sit tight until they feel Starcraft is good and ready for the retail shelves.

Here is another story:

Blizzard staffers pull a string of all-nighters as Starcraft aims for gold.

Something is keeping Blizzard staffers up at night – and it’s not insomnia.

The culprit is Starcraft. Reports from the trenches paint a desperate picture indeed. This past weekend saw almost the entire Starcraft team camped out at the company’s Irvine, Calif., office putting finishing touches on the title.

Sleeping bags, pizza boxes, and various other debris have made the Blizzard offices a minefield that only the truly devoted can brave. “Everyone has that much love for the game,” said one Blizzard staffer nursing a weakened immune system (too much pizza maybe?).

Could the game go gold this week? “Let’s hope so,” was the cry heard over the phone – a cry gamers surely echo.

In related Blizzard news, here is a short video clip from Blizzard’s upcoming adventure title Warcraft Adventures.

Blizzard has culled some of the upcoming game’s cinemas and thrown in some good old promotional video as well.

This should generate interest for those waiting to see how Blizzard fares in its first attempt at an adventure title.

Orc on Wayne. Orc on Garth.

While this is Starcraft, this example of developers giving it their all was pretty rare during that time. It is nonexistent today. It is good for game developers to cry as they have so much passion for the game they are literally giving it their all. And Starcraft ended up very different from even the beta images showed above.

This is where I think the Turning Point came that turned Blizzard into Blizzard. How many companies sleep out in their offices day and night completing a game? Sure it happens, but I don’t sense the passion as there once was there.

So once the game was shipped, did Blizzard stop? In any other company, they would have stopped. But no, Blizzard continued working on Starcraft. Patches would come out. Free ‘map of the weeks’ were put out. The expansion, Brood War, was put out. When Starcraft came out, everyone bashed the game for not being in 3d. But despite that, the game sold and sold. Why? Content. There was so much content and so much of it was refined, it was impossible to ignore Starcraft if you liked RTS.

Starcraft, when it came out, was considered a ‘casual RTS game’ at the time. Starcraft was a very simple RTS game unlike Age of Empires or Dark Reign or Total Annihilation. RTS snobs (including myself) mocked it. I remember playing Starcraft and thinking Blizzard had lost the magic. (Come to think of it, every time I play a Blizzard game I think this. But then I buy the expansion, be it Brood War or Frozen Throne, and suddenly I *get it*.) Fans of Warcraft 2 said Starcraft just wasn’t as ‘magical’.

This is why I am laughing my ass off as Starcraft 1 fans say Starcraft 2 Beta isn’t “as magical” as Starcraft 1. The wheel of time spins around and around, and I am seeing myself in a reflection. God, I used to say the same exact things so many years ago. And damn, I’m old.

Take this interview for an example. This is supposed to be a ‘elite’ guy from Starcraft and is apparently head of the Team Liquid forums. As I understand it, he started playing Starcraft when he was 16. Listen to what he says about Starcraft 2:


“It’s just the beta,” says the 26 year-old Dutch Protoss user. “It would be strange if it lived up to my expectations. The game is good and will give people lots of years of enjoyment. Its probably going to be the second best RTS after Brood War.”

Much of his criticisms seem to echo Inka’s worries about a lower skill ceiling in the sequel and run directly contrary to players like Day[9] and Liquid`Drone.

“It’s hard to describe but I feel that the game evens good players too much. There’s too few things to make a difference. If everyone plays perfectly, games can be decided on coin-flip like things such as build orders. I fear a few years from now that might be the case.

“I’m having fun with the challenge of a new game. Being a gamer first with StarCraft and then with poker, I love to find a new game that’s worthwhile to explore. StarCraft 2 definitely is that game right now but it’s hard to look into the future.”

The rift of opinion is widespread in the community but, for now, it does not run deep. Criticisms put aside, most players quickly make the jump to the sequel given the chance. Gamers like Louder and Inka play either for personal success or thanks to patience, hoping that during the beta, the game will improve.

The specter of a lower skill ceiling brings out the fear of all prospective players: that StarCraft 2’s lifespan will run considerably shorter than its famously persistent predecessor.

“With micro the way it is, the game isn’t going to be as good as it can be,” wrote Nazgul in response to Louder’s criticisms. “That’s unfortunate for the future of e-sports. The future needs a game suitable for non-gamer viewers to be in awe over moves done by top players without understanding the strategy behind the builds.

“There is so little difference possible between two players when they’re attacking each other that the games just play out as build order vs. build order. Once you’re ahead it’s really hard to give away your advantage because even if your units get caught off guard they will still do the right thing in battle. Zergling surround and worker micro is something that was so important to the early game of Brood War, that decided games based on how you performed it. That element is completely gone now. If you have enough Zerglings you’ll just kill your opponent almost regardless of what he does.”

The StarCraft community is not unique for these worries. Before it, the competitive communities of Counter-Strike and Smash Brothers complained that game developers insisted on an easier game for the sake of popularity at the expense of competitive gaming. Is this sort of dumbing down inevitable? Can any company, Blizzard included, go out of their way to create a game that is purposefully difficult?

“I thought that company was Blizzard,” says Nazgul. “They have built a reputation of delivering highly competitive, balanced games that last forever and that you can play for the next 10 years after you buy it. These last few years, they seem to go with the general mood on a lot of things instead of choosing their own path.

“I won’t say that either way is the most successful one for them as a company, but it does worry me a lot that the one company that was into competitive gaming moreso than others now tries to find a tricky balance between the competitive scene and the casual scene. Of course I would have preferred, and many StarCraft fans with me, that they had aimed it much more to become the flag carrier of e-sports and less a noob friendly game.

“It’s a rather simple solution: these companies will do whatever is best for their profits, be it long term or short term. If competitive gaming raises their profits then they will do so and if it doesn’t, they won’t. It is perfectly reasonable to make these decisions.

“Companies insist on making games easier for the sake of popularity. There’s really no denying this at all.”

In his opinion, it is not any one unit or map that mark the most significant change in the sequel. It is the dumbing down of A.I. (or ‘improved A.I.’, depending on which camp you land in) which will have the most resounding consequences.

“I’ve lived in Korea and I have shared an apartment with Koreans that had little experience with the game just like many other Koreans,” says Nazgul, talking about the ease of micromanagement, “but they still watch it on TV like a national sport and were able to admire the things that were going on.

“My opinion is obviously based not on what will have millions play better but it’s based on is what will make this game suitable for professional gaming. With that, I don’t just mean if people can play it on a high level but can people who have little experience with the game also watch it on TV and have appreciation for the moves that are going on? My answer to that is no.

“StarCraft 2 seems very much aimed at the casual player, not the longetivity or the spectator.

This guy hasn’t a clue what Starcraft is. Starcraft, when it was released, was not aimed at the elite RTS players (such as myself) at the time. It was aimed as broadly as possible. The mentioning of Smash Brothers and Counter-Strike is funny since those games, too, were sneered by the fans of the genre at the time. Smash Brothers was not considered a ‘real fighting game’ by fans of the genre at the time.

What happens is that these broad games bring in new players. And these new players play it and begin to play it competitively. The result is the growing of the genre. These new players do not understand that a game like Starcraft was intended for new RTS players. Since they have always played it, they think the game was just how it was.

Super Mario Brothers would, today, be considered a ‘casual game’ because in 1985 it was intended for new gamers. Gamers at the time had personal computers. The people who bought NES systems were children and their families. It was children, not regular gamers, who made Super Mario Brothers a success. These children do not realize that Super Mario Brothers was made in a specific way to entice new players. They just grew up and become grumpy fat game journalists and think every game should be ‘for them’ and not try to get new players. You know what we call a game series that does not try to get new players? We call it a ‘dying franchise’. And we don’t want Starcraft to die.

One day, Blizzard will make another MMORPG. If the historical pattern holds true, when WoW fans play this new MMORPG, they will complain that while it is good it is not as good as the masterful raid experiences of the top levels in WoW. They will complain that the new MMORPG is designed for ‘casual audiences’. What these fools do not grasp, as they certainly do not grasp it now, is that World of Warcraft is precisely a ‘casualized’ MMORPG and was designed so when it was released in 2004.

Another of this guy’s complaints is that Starcraft is ‘dumbed down’ because of something like being able to select more units than you could in Starcraft 1. Instead of requiring the “skill” to send many units that it took in SC 1, in SC 2 one can just highlight them all and send them in one mouse swoop. I thought this was a typo at first but he actually believes that. I suppose if we extend this logic to its natural conclusion, if you could only select two units at a time, then the game would be REALLY awesome in how much skill it would require.

What is a game? A game, including video games, is about the psychology of the players. It is not how fast you press a button. None of that is ’skill’.

Curiously, I see no mention of Warcraft 3 with many of these elite SC 1 people. Bizarre how they avoided Blizzard’s last RTS.

Anyway, Blizzard becoming Blizzard had several Turning Points but the exact moment had to have been scrapping completely the Alpha of Starcraft that used the Warcraft 2 engine. How many game companies will completely shelve titles? Warcraft Adventures was also completely canned. In any other company, even Nintendo, they would have shipped it somehow to not let what was done go to waste. It amazes me how they canned the entire thing.

And I cannot let this post end without putting up my favorite Starcraft video. Even to this day, my jaw is hanging open just watching it. I don’t know where to begin in how absurd this video is. Perhaps it is the dude wearing special glasses and a special coat to play Starcraft. Perhaps it is the fans gathered around to just watch a giant screen. Perhaps it is the spectators waving their thingies and dressing up the part. Or perhaps it was the SCV rush. “Sunken colony! Sunken colony!”

This is the most absurd and surreal game video I have ever seen and likely will ever see.

 

(I’m still getting to emails. I’ve been involved with a lengthy project so that is likely why I haven’t responded to you yet.)

Anyway, Alex St. John is talking again, and he is always fun to listen to. While he is trying to play Nostradamus, the pattern of overshooting the customer allowing a disruptor to enter was always a key part of the Nintendo strategy. The future is going to be interesting because Nintendo, being a software company primarily, can bend and weave their ways to whatever way the winds blow. But Microsoft and Sony know only how to bump up the graphics and processors. We are rapidly entering a world where graphics and processor speeds no longer matter. And the ’social interaction’ both Microsoft and Sony do is a joke as it is nothing but imitations of what is done on the PC. So where do they go from here?

People keep asking where Nintendo goes after the Wii. but the real question is where do Microsoft and Sony go? Nintendo isn’t going to tell their competitors which way they are going until it is too late.

What Alex said that is far more interesting is the notion of the living room dying. That is quite a statement. The living room, as we know, basically centers around the TV. All the chairs and sofas and other furniture revolve around the TV and face it. But if screens are now everywhere, the living room implodes.

I like to tell this story of back in the 1980s, when everyone watched TV (except for us cool people who knew about computers and computer games), I asked about people in other countries that did not have TVs what did they do with their free time? The answer surprised me back then. It was sitting around and talking with friends.

Fast forward a few decades and TV viewing is melting into precisely sitting around and talking with friends. People are spending their free time on message boards, on instant chat, on cell phones, just blabbing on to their friends. It clearly is not a new development. The Living Room may have been a long lived anomaly all along.

Without a living room, what would a home be? Or is the living room going to transform into some sort of Social Room or Party Room?

If you remember when the HD systems were coming out in 2005 and 2006, the goal was clearly to ‘take over the living room’. Alas for them, the living room is breaking apart. Just witness how fast and subtle the change has been. What changes will there be in the future?

One thing is for sure, according to my investor class friends, the changes are going to accelerate. The process of change is going to get faster, not slower. Older people are going to have a hard time keeping up. I guess I better get a move on.



Hey guys, Malstrom has written his opinions on yesterday´s unveiling of the PS Move... can you post them here?



Is Sony on the “Move”?

Sony has unveiled their new motion based controller and software for it. Did you see it, reader? Here it is:



No, no, editor. That is not what Sony unveiled. Aside from the spelling and grammar issues above, that image isn’t too far off.



One thing I need to know is whether or not Sony is letting anyone play with their controller. Letting Industry controlled press play it doesn’t matter because, being Industry controlled, we cannot trust what they say. With Nintendo, they were putting the controller into as many hands as possible. The Wii hype was built not from game journalists but from regular gamers who had their hands on it.

Despite how creepily coordinated Natal’s push was, it fizzled because regular gamers never had access to it. I don’t know if Sony’s “Move” was placed in regular gamers’ hands. Playing is, indeed, believing. (Note that Nintendo of America sold the NES in the same fashion by forcing the controller into as many hands as possible at events in malls and wherever else they could.)

Sony and Microsoft not putting their controller into gamers’ hands tells me they are scared of their own product. Unlike consoles’ graphics intense past, reading about motion control games is utterly pointless. I need to ‘feel’ the game. Anyways…

After Sony GDC’s press conference, I quickly looked through disruption literature to pin down Sony’s response to the Wii controller so I could write it down here for you guys. And to be honest, Sony’s response doesn’t make much sense and isn’t fitting into any of the Christensen defined responses. The obvious knock-off games of Wii Sports clearly show this isn’t a cram. It isn’t a co-opting. The only one that is left is that Sony’s “Move” is a defensive co-opting. Sony’s words, themselves, give credence to this:

“We like to think this is the next-generation of motion gaming,” said SCEA’s Peter Dille during the official unveiling at GDC in San Francisco. “Nintendo has done a great job introducing motion gaming to the masses. We like to think the migration from Wii to PS3 is a pretty natural path.”


Let’s pretend for a moment that Sony actually believes what they are saying. Wouldn’t the above statement be seen as absolute surrender? If you are relying on the Wii users to migrate upward, then that means your audience size is going to be less than the Wii audience. Clearly, not everyone in the Wii audience would ‘migrate’. So if Sony believes what they are saying, this is a statement of absolute surrender. It reminds me of during the pre-Wii launch when analysts said that Nintendo’s only hope was to be a ’second console’ to the HD machines.

The Wii got big because it got users that the Xbox 360 and PlayStation 3 did not know exist. All the analysts were wrong because there were potential buyers out there the analysts didn’t see. Is Sony’s “Move” (awful name by the way) trying to get buyers we haven’t seen before? According to Sony’s statement, they are going after people who already bought a Wii. This makes no sense in any business sense (if Sony believes what they are saying). Why bother even making a motion controller at all? It would be as dumb as Nintendo putting out a Wii HD to migrate the HD consoles players over to the Wii. Why limit yourself to such a defined and small audience?

I believe Sony does not believe in their statement at all. I believe that the “Move” is a defensive co-opting. In other words, Sony is trying to put a roadblock so Nintendo cannot advance upmarket to gore Sony.

Here is Christensen on the subject:

Defensive co-option usually occurs later in a technology’s development. Incumbents recognize that they have lost the game in the volume end of the market and do what they can to block incursions from below. For example, Oracle introduced its disruptive relational database in the minicomputer market in the 1980s. When IBM realized that Oracle had decisively won the game in that market, it introduced a relational database at the low end of its mainframe market, attempting to block Oracle’s advance. Look to target customers and company announcements to see if companies are following growth-driven or defensive strategies. For instance, a company announcing that the disruptor’s home market is a strategic priority is a clear signal of a growth-driven response.

Sony’s titles and their statements clearly put them as saying Nintendo’s home market is a strategic priority for them. This suggests the “Move” is a defensive co-option. Sony is not so much interested in getting Wii users to buy the PS3 as they are blocking Nintendo’s advance.

This is different from Microsoft’s response. Microsoft is, without a doubt, performing a growth driven co-ption or offensive co-option. You know it is a offensive co-option when the company says that the disruptor’s home market is ‘not important’ and that the new markets out there are ‘more important’. Microsoft made this issue very clear in their E3 2009 press conference. And when asked about the Wii, Microsoft dismisses it and says ‘Natal will be bigger’ and that ‘Natal will make gaming mainstream.’

Microsoft’s strategy is the most impressive and the most threatening to Nintendo. However, Microsoft’s execution is laughable.

I have looked at Nintendo from the context of three simple stools. The first stool is Blue Ocean Strategy. The second stool is the disruption literature. The third stool is my own recollection of gaming back during the 1980s especially the arcades and the Atari and NES generations.

The third stool is extremely important. As soon as I saw the Wii, I instantly recognized it as the new NES. Consoles since the NES have gotten away from what a game console is to becoming little more than dumbed down media PCs connected to TVs. When I see a game like Wii Sports, I immediately think of the NES sports games. The NES sports games were very simple, but they were played by older adults. If I recall an earlier Miyamoto interview, he said he wanted two controllers so people could play baseball with each other. The point is that the Wii is attempting to return to Nintendo’s roots with the NES. Public statements from Iwata and Miyamoto made around the launch of the Wii confirm this. The software also confirms this. Wii Sports Golf has the courses from the NES Golf game. This is not a coincidence.

One of the problems of today is that when people look back at arcade games, they think of Defender or Tempest. Those were considered more of the ‘hardcore’ type games at the time. The real arcade games that you need to think about are Pac-Man and Donkey Kong as opposed to the space shooters. A game like Pac-Man is pure genius. If you disagree with this, you are wrong. Pac-Man was played by everyone and was a huge hit. Is Pac-Man a badly designed video game? Of course not. Is Donkey Kong a badly designed video game? If you answer yes, get off this page immediately. There is no hope for you if you say yes.

So here’s my point: games like Wii Sports or Mario Kart Wii are very well made games. Both of them share that ‘arcade spirit’. Most of the successful Wii games share those arcade and NES roots. Anyone surprised by Mario 5’s success clearly didn’t live through the NES Era. With the exception of Wii Fit, every hit Wii game I can find an equivalent of it from somewhere in t he 1980s. Even Combat, that came packaged with the Atari 2600, lives on through ‘Tanks’ in Wii Play.

Instead of the “Industry” looking at the Wii rise as this, they have concocted the ‘Casual Fallacy’ and have dubbed all these noob friendly games as ‘casual games’ and all the people who like them as ‘casual gamers’. The ‘Casual Fallacy’ is probably the number one reason why so many companies cannot sell to the Expanded Market.

Entertainment requires empathy for the audience. You must know how your audience looks at things. If you think your audience are a bunch of idiots, your show is going to come across as idiotic. The ‘Casual Fallacy’, being a belief system, is creating substandard products that are dead on arrival. In a way, this too reminds me of Warner back during the early 1980s. Being outsiders to video games, they thought video game players were stupid and would fall for their marketing schemes and bad quality games. They saw video games as just an expanding market to make money. The ‘Casual Fallacy’ is closely related to that 1983 mentality.

People who like Wii Sports are not stupid. And Wii Sports isn’t a stupid product. There is quite a significant game inside it. Mario Kart Wii, which has outsold Grand Theft Auto IV, is most definitely a ‘meaty game’ inside it. Note that with Mario Kart DS and Mario Kart Wii, the developers said they were trying to get back to the SNES roots. The ‘Casual Revolution’ is actually an ‘old school’ revolution. ‘Old School’ doesn’t mean games made difficult like Mega Man 9 with retro graphics. It means games sticking to their gameplay and being more family orientated like Super Mario Brothers 5. Wii Play is far more ‘old school’ and ‘arcade-like’ than I can think of any game in recent memory. It has Atari’s Combat in Tanks, Nintendo’s Duck Hunt in Shoot, Atari’s Pong in Laser Hockey, and so on.

While the ‘Casual Fallacy’ has doomed third party companies looking to get rich on the Wii, it is now dooming competitor responses to the Wii. Just look at the software for the ‘Move’. Does any of this strike you as ‘old school’ or ‘arcade-like’ or some spiritual successor from the ‘NES Era’ or ‘Atari Era’? Or does it look like marketers and developers following the ‘Casual Fallacy’? The Expanded Market is nowhere as stupid as people think they to be. None of what I saw is going to entice them.



Thanks to the power of the Cell, they only have to repeat the same cowboy image three times. Arcade quality game? No.



Why is a gladiatorial combatant wearing a modern hat and sun glasses?



I almost spazzed out after seeing this photo. What the hell am I looking at? Forget it, I don’t want to know.



A decade from now, people will write how the “Year of the PS3!” began to go wrong. Perhaps a ‘gritty’ Wii Sports Boxing was a bad idea. Perhaps trying to cram ‘realism’ in every single game makes the customers’ faces look like that charming fellow pictured above.



Eventually, there were no games left, just a bunch of f***ed-up things that didn’t work.



No! Completely wrong!



Aside from the text needing fixing in the quote, this does show Sony is basically trying to head Nintendo off. But again, their games have to fill in what Nintendo is missing with the Wii (graphics is not it), not imitate it.



A flashy-first game is awesome when it comes out. A great-first game is awesome forever.

Plus, just for the hell of it: Kelly Brook at the 2008 BAFTAs