| HappySqurriel said: After Sony’s recent comments about Microsoft and Nintendo’s next home consoles beating the PS4 to the market (and the discussion following about whether that was a good strategy) I began thinking about what were some of the characteristics of market leading systems. I focused my attention on the modern (post crash) console market, at here are some of my observations: Now, I’m certain other people have significant observations about the market leading systems. While I fully admit that there will always be some wildcards, the picture I have started to see emerge indicates that you don’t want to release a system a year or more after the market leading console especially if you believe that processing power, media functionality or multiplayer game play will help your system sell well. |
I'd actually like to extrapolate on a few of these, myself, based on observations I've also seen:
-In the first point, you also missed that the victor home systems, going all the way back, have also been in pairs by the companies: Atari had the original Pong unit and 2600, Nintendo for the NES and SNES, Sony for the PS1 and PS2, and the verdict remains out on the Wii and possibly its next version. For portables, it's always been Nintendo, so it's kinda hard to say for certain on that aspect.
-Technically, there were a few games on a few systems that supported 4 players without a multi-tap. On the NES, I recall Anticipation supporting 4 human players with 2 controllers, and I know that the DS can support 4 (or more) systems wirelessly without need for additional dedicated multi-player hardware, or, in some games, even extra cartridges. You did need the systems, but they would be replacing the need for the extra controller on the Wii.
-Most powerful of the generation is a tough one; I take it that means you put the Neo-Geo in the same gen as the 16-bit era, then? Of the 16-bit systems, the SNES was the most powerful, actually. I'm also curious as to what system from the portable gen prior to the GBA you consider to be close to it? Turbo-Express and Wonderswan were both 16-bit, whereas the GBA was 32.
Nonetheless, it's interesting to see others thinking about this. I've done some thinking myself on it, but never bothered to compile everything. I'll keep thinking on it, though.
-dunno001
-On a quest for the truly perfect game; I don't think it exists...







