ICStats said:
Ok, I can buy that Nintendo has had more success when they worked on making gaming more popular instead of competing head-to-head. The issue though is it's not that easy to replicate it. To have success like DS & Wii it's not just about not making mistakes, and having the right mindset. It took right ideas at the right time, and a bit of luck. Nintendo achieved what seems like once in a lifetime success on TWO devices at the same time (DS & Wii) so I think Nintendo (and the world) thought that they had the magic touch. They have the infalliable talent to keep doing that again and again. They would just play to their own beat, make another low power (~35 Watt) console with a new way to play (2nd screen) and repeat the Wii's success. Only they can't, it's not going to be easy to find that unique feature (aka gimmick) again. Seems obvious in hindsight that relying on something new without having a competitive fallback is a super risky strategy. Contrast to the PS4 which Sony played as safe as possible in terms of innovation. Instead they worked on checking all the boxes, making game developers happy and focusing on what core gamers are asking for as #1 priority, while new things, PS Now Cloud & VR are not day 1 core things forced on users. |
The gimmick is about the games, though. You have to think about what kind of games people want to play, and then build a gimmick that enables that. Wii U's design philosophy seemed to put the cart before the horse (resolving that people might want off-screen play, but then how do we make that meaningful?) Whereas with Wii you can see games like Wii Sports or Metroid Prime 3 making meaningful, early contributions. A checkbox approach is a good, safe way to make a console perform well, but to build a system that will revolve around true, killer apps, you need to think about software design first.
Wii U, really didn't do that.
Monster Hunter: pissing me off since 2010.