TheMisterManGuy said:
It's not that SIXAXSIS was a bad idea for a new feature. The problem is, Sony shoved it in to the console as a last minute addition after Nintendo showed off the Wii Remote, without consulting any of its first party teams or third party devs about the new tech. With later PlayStation hardware, hardware features would be researched, demonstrated to WWS teams, then iterated upon with tech demos and refinement. The motion controls and new gimmicks of PS4 and PS5 feel less intrusive because they feel like Sony actually gave their devs time to explore the new hardware. And of course, as you said, Sony's dev tools and documentation for third parties in the early PS3 days were really bad, and a big reason why the console had mediocre third party support in its first few years.
I still remember all that PR about how the Wii U would "bring the hardcore back". I feel like Nintendo bought into that nonsense too much during the Wii U's pre-launch that it left the Wii U without any real direction. It's too expensive and confusing for the casuals who owned a Wii, it was too under-powered and lacking in games for the hardcore. By comparison, the Nintendo Switch returns to Nintendo's early strategy of a video game console for gamers of all ages and levels. It's a console where Nintendo Switch Sports and Just Dance can exist alongside Tears of the Kingdom and Bayonetta. If anything, it's more a spiritual successor to the Nintendo DS than it is to the Wii U.
A lot of first party Switch games are designed to have tons of small objectives to do when you're playing on the go. Take Super Mario Odyssey for instance. The game is filled with hundreds of different moons, and when you play in handheld or tabletop mode away from the TV, you can collect one or two moons and feel satisfied, even for only a few minutes at a time. The whole point of Nintendo Switch as a brand, is that it combines the short, easy-to-play nature of mobile/smartphone gaming, with the scale and depth of console experiences. Mario Kart 8 DX is the reason the Switch was able to catch on as quickly as it did because its the game that best sells the concept of the system. It's a console-quality Mario Kart that you can play either on your TV, or take with you, and it lets you play with a friend right out of the box thanks to the two Joy-Con controllers. Mario Kart as a series, also has broad appeal because it works on two levels. It's very simple, and easy for newcomers to have fun, but also has a lot of nuances and depth that more experience players can master as well. The series has historically thrived on consoles that embody that philosophy such as the DS, Wii, and Switch. |
Actually the poorly documented tools and features did not hurt PS2 and I don't think it hurt PS3 to the extent you seem to suggest. PS3 had great 3rd party support out of the gate, it just dried up after the system and it's games did not sell.
If Sony had consulted the developers, it had delayed the system if Sony had wanted all PS3 controllers to include motion controls, as Sony clearly had no idea how to use the tech as they could not just copy the Wii Remote as a PS-mote and piss all the devs and publishers who would have needed to build completely different controls to their games. It took time for Sony to learn how they wanted the controls to be used and make the required tools to make the controls work.
Of course PS4 and PS5 motion controls work much better than they did on PS3 because Sony had a lot more time to develop them. If Sony had taken a year or two more to develop them on PS3, they'd been just as good on PS3 as they are on PS4 and PS5. This is why it was a mistake on Sony's part to tack them on to a dual shock and remove the force feedback.
Well, Wii U was graphically on par with PS360, so it did not offer anything new. This was a year before the PS4X1 released. If Nintendo had delayed Wii U until the competition released, Wii U had likely done much better as we would have already seen what the 8th generation had to offer and Wii U had, at least in theory, offered something new to them. Now nobody was waiting how the Wii U gamepad could bring something new to games we had.
I actually have Mario Kart 8 on Wii U and I don't think it really is a system seller - if it was, it had sold Wii U's. Mario Kart does fit the Switch philosophy, but it's not specifically designed to it. Mobile phone gaming isn't exactly short and easy to play. For the most part they're complex timesinks, aside from a couple of games. In terms of mobile gaming, we're technically at the same point we were back in the early 90's where the games were becoming increasingly complex. The game centric computers disappeared because the games complexity reached the point where they competed the more powerful IBM clones without the same processing power. And when the 16 bit consoles came out, the computers needed to compete with simple games like Super Mario and Sonic, along with more complex ones like Final Fantasy.
Playing Super Mario Odyssey the way you described is the complete opposite to what the touch generations philosophy is, that Wii's and DS's success was build on.
Ei Kiinasti.
Eikä Japanisti.
Vaan pannaan jalalla koreasti.
Nintendo games sell only on Nintendo system.







