Due to these posts in here becoming ridiculous in size, I choose to divide this one into a few posts. Easier on the eye and brain.
PART 1:
“Mummelmann:
* John Lucas is attempting to box in the argument and force me to argue on his conditions by trying to force the parameters through "banning" certain words and definitions from the debate, elevating himself by stating his superiority without ever presenting why he is actually superior. Textbook so far.
Me:
No, I responded to the words you used & argued each topic ELABORATELY point by point, line by line.
I argued from YOUR framework. I argued in the terms YOU set. I countered your arguments on your terms.
That's why you see me put your actual quotes in their entirety throughout that oversized so there could be no mistaking of me taking your words out of context.
Each topic heading came off of a point you were making or a certain string of words you said.
When you said, "A lot of people are claiming that Nintendo make such amazing 1st party games that 3rd parties wouldn’t be able to compete, that is hardly a nice environment to publish on..."
I refuted that showing the past of Nintendo promoting 3rd party games in Nintendo Power, showing them promote a 3rd party game Atlus's Shin Megami Tensei IV in a Club Nintendo deal.
You conflated Sony's & Microsoft's practice of letting the 3rd party do practically whatever they want with Nintendo providing a bad environment for the 3rd parties to develop on. I disagreed with that conflation.
I argued that Nintendo's standards made the 3rd parties a better game developer in the first place which shows how their 3rd party games once stood as equals to Nintendo's 1st party.
I argued that Nintendo creates platforms of lasting value that the 3rds refused to help cultivate yet still want all the rewards for minimal effort.
I argued that the 3rd party's practices outside of the influence of Nintendo resulted in the situation some of their games experience on Nintendo platforms.
That it's not the environment Nintendo provides but the attitude the 3rd parties take to Nintendo platforms that give them those particular results.
Yet if they fail miserably on a Microsoft or Sony platform they are willing to keep plugging away while still giving Nintendo little to no consideration.
I saw the conditions your arguments took & I argued within that structure. Within YOUR parameters.
That's why this took so long to put together. I had to keep it on-topic & in your structure.”
Elaborate is correct, argued; not so much. You dodged the actual arguments and wrote a lot of words and digressed and deviated on almost every single section; smoke and mirrors. And no, it was not on my terms, I make my points short and clear and coherent while you spin a massive web of meaningless text around every topic and answer and end up forgetting what the topic was, that is also probably why there are so many contradictions in your biggest posts; you lose sight of the shore. You took the quotes, and then added your own title to the sections; lending a semblance of control over the tone and meaning of my arguments to conform to your advantage.
Ah, Nintendo Power. You do know that it was pretty much and for quite some time a tool to control the impact on gaming press, right? People critique CNET for having ties to Microsoft but NP was published by Nintendo and provided reviews of their own games and the games of the developers attempting to make a living in this licensed crazed biotope! That’s amazing but not in a very good way and they were in a position where they could control everything from reviews of 3rd parties, angles in the press and the main licensing, an all-round horrible situation for the integrity of the market and for creative freedom and diversity. That magazine was very aptly named and represents the almost total control Nintendo had over press attention, review favor and licensing approval. They controlled the platform, the main press outlet and the licensing, the early Nintendo Power days were arbitrary and unstable times for 3rd parties.
Yes, I said that Sony and MS offer better developer environments and you disagreed, what of it? Does that make me less right and you more right? You disagreed on a subjective and personal level but there really is no tangible way for you to illustrate this point; all signs and history points towards Nintendo having a very strained relationship to 3rd parties for decades and I showed you several plausible reasons why. How they (developers) really didn’t have much choice beyond the NES back in the day and how Nintendo choose not to cooperate with the industry at large and embrace certain standards, they choose to try to force their way rather than compromise.
“Platforms of lasting value” is a highly subjective observation, and console life cycles since the N64 days, average sales and support would suggest otherwise.
If anything; in a more tech driven gaming market, Nintendo have provided the least lasting value on their platforms for 3rd parties, Nintendo’s own titles are sort of removed from this issue since they rely so heavily on a very similar formula in most of their games and generally go for a more stylized visual direction and more viable gameplay mechanics on the long term, they are stuck in the past though and are guilty of somewhat of a creative cop-out along with most other developers. In other words; for 3rd party software to experience lasting value on these platforms, they are more or less forced to conform to Nintendo’s brand of gaming and possibly forego no small part of their running standards and desire and vision in the process.
You seem to be implying that 3rd parties have lost the ability to sell games on Nintendo consoles due to having severed the ties with Nintendo. You’re basically giving the developers 100% of the blame for Nintendo’s situation and refuse realize that they are in no small part to blame for this themselves. You also subscribe to the idea that 3rd parties should be willing to “fail on Nintendo platforms too”, which is incredible illogical to me, given all past relations. 3rd parties left and Nintendo kept creating increasingly alienating platforms, all the whole complaining along with their fans about the lack of proper support.
I have explained and reasoned around how Nintendo have a history of providing unreasonable and/or unfair developer environments while you have yet to show anyone how this is incorrect other than your personal opinion on their past policies and their very recent middleware drive that also exists to a greater extent on other platforms. Referring to Nintendo Power magazine and cheap direct ports from the PowerPC environment of the now dying 7th gen tells us nothing. There simply is no viable market and/or cost incentive overall for good Wii U or Nintendo home console support in general in the past two decades or so.
You seem to subscribe to the notion that developers should simply show goodwill out of gratitude for Nintendo’s efforts in the 80’s in salvaging the market by providing a platform but this is not how things work and you should know better if you have industry insight above average levels. You’ve mentioned IBM yourself as an example in your huge rebuttal, they are a perfect illustration as to how developer and manufacturer relations change in spite of past merit and effort and IBM has never actively antagonized any one part of the industry either and are still subject to such a fate.
It is no great puzzle why 3rd parties opt to mostly stay away from Nintendo home consoles given the conditions and circumstances in the market running from early 80’s and till today. It is not politics; it is logic and just due for the most part.
You didn’t keep it on-topic at all, you digress and roll into endless flashbacks and philosophical rants, talking about how the blue colors of Wii U lights remind you of the Blue Ocean strategy and generally doting on the product(s) at every turn has no merit in or as any argument, it’s filler text at best, are you discussing a topic with me or are you writing comforting fiction for your fans?
And the reason it took so long is mostly because it’s very hard to defend your position when there is so little tangible data and such few arguments to actually be had in defense of it.
Your post could easily have been at least cut down to 1/5 of the size, these giant posts add nothing to the debate, they’re a waste of your time, my time and everybody else’s time.
Do a history/trivia thread, heck; I’d probably read it and possibly enjoy some of it but it’s generally not an effective or valid tool in a debate.
“Mummelmann:
* John Lucas doesn't "believe" in architectural variables, some resulting in varying degrees of ease or difficulty in development.
Me:
The hardware argument is tired. These are all machines & you can get a machine to do what you need it to do.
So forcing developers into bifurcating their programming efforts is okay because it’s technically feasible in practice? It’s a very poor strategy if you want actual support.
Each console is designed differently by default. That is nothing new.
You can't count the power of a console by components alone. It is the INTERPLAY of those components that matter.
Yes, and the interplay of the One and PS4’s hardware components is terrific and streamlined, allowing for good and simple optimization in programming alongside PC’s, adopting architecture that eases development and ties it closer to the core tools and dev kits that are universally applied globally is a huge factor for developers, especially when going multiplatform where you need to optimize code for several platforms, having one that sticks out like a sore thumb is a pain for any developer when working on multiplatforms. This will become more and more apparent as the 8th gen rolls by.
If you focus on CPUs or focus on RAM, you miss the point that each different design may be able to achieve similar effects in different ways.
No, due to very nature of computer hardware chipsets and their ingrained task strings, it is very much impossible to simply have another hardware component achieve what something else was initially meant to. You can’t run AI threads on the GPU, the CPU won’t help you create Bloom effects and RAM can’t help you store more information in solid state. You need to put thought into the specifics and lack of focus on these aspects will invariably cause bottlenecks.
And these factors you have to consider in your design.
One may move information faster through its pipelines while another creates a broader street for more information to pass through.
Some use raw power, some use specific structure optimized for efficiency.
Diff'rent strokes for diff'rent folks. More than one way to skin a cat.
And some have better pipelines, more transistors and raw power all the while being optimized for efficiency. All this does nothing to change the fact that simultaneous x86/PowerPC coding will be a massive hassle for all developers who choose to support the Wii U with multiplatform titles, a pretty big deterrent.
There's architectural variables & there's money to be made.
And Nintendo opted for a CPU die that is being entirely phased out of electronics and computers and that also added more R&D cost due to requiring more tailoring to fit a modern GPU and RAM setup and that will fall slower in production cost since it has way less product volume and implementation in the market, causing Nintendo’s hardware production loss to deflate at a slower rate than others.
"Hard to develop for" is an excuse. If the opportunity was ripe, they will DEAL with those hardships because of the potential returns.
And if the returns do not match the effort; they will steer away, towards platforms that are simpler to program for and provide by far the most and best tools that have proven in the past that they can actually sell your software in significant numbers. In short; with Nintendo, the opportunity is not ripe. Microsoft and Sony specialized in 3rd parties, Nintendo specialized in themselves.
It MUST have been hard to make the Genesis version of Mortal Kombat to look comparable to the SNES version.
I mean Super Nintendo could put out 32,768 colors while Genesis could only put out 512.
Somehow they made it work, didn't they? Not QUITE as robust as the SNES version but very comparable even with all of that limitation.
It was hard to make NES versions of arcade games like Double Dragon feel as close to the arcades as possible.
Somehow they did it. They were different but similar enough to get their point across.
It was DAMN sure hard to translate arcades of early 80s to the Atari 2600, Mattel Intellivision, & the Colecovision.
Somehow they persevered & made something approaching those arcade classics.
Shoot it was hard to make CHESS work on the Atari 2600! Thought to be impossible! Somehow it was done.
Ancient times in programming terms, immeasurable difference in the complexity of the code and the visual and audiovisual output and resolutions were low enough to not give away the differences under the surface, the very surface lacked sufficient polish, all the easier to pull it off. This is not comparable, like so many other past parallels you have attempted previously.
Read this excerpt from Wikipedia about Atari 2600's Video Chess.
"At first, the idea of chess on the Atari 2600 was considered to be impossible due to the limitations of the technology at the time. For example, Atari had to overcome sprite limitations; the Atari 2600 was only capable of displaying three sprites in a row, or six (such as in Space Invaders) with the right programming. The eight-piece-wide standard chess board exceeded this limitation. To rectify this, Bob Whitehead developed a technique known as "Venetian blinds" where the position of each sprite changes every scan line; this allows for eight or more sprites in a row.[1] Additionally, the concept of bank switching ROMs was invented for earlier prototypes of Video Chess that were larger than four kilobytes in size, however the released version ended up fitting the standard 4K size.[2]"
And the same thing has been done over and over again today with integrated meshes, pre-rendered texture filler and anti-aliasing to cover lack of sufficient pixels and rounding edges. Still does nothing to remedy the fact that having one abnormal chipset among more unified ones to work on is a pain in the derriere. And even though the Wii shared PowerPC familiarity with the PS360, it had hardware that couldn’t even recognize the same generation of shaders, smaller resolutions and a slew of post-processing and threading features (single core processor) across the line.
Developers had heart once upon a time. Limitations used to be a challenge to make it work DESPITE the supposed impossibilities.
They still overcome these challenges today if it is deemed worthwhile, that’s what you fail to understand here.
Where there's a will, there's a way. There ARE limits but I guarantee those developers didn't even approach those limits with Wii.
What was the incentive? They had the combined userbase of PC, PS3 and 360 to program for and sell to, with proven audiences. And the software that did find its way proved the skeptics right.
They weren't trying to. Instead they made excuses instead of becoming a part of a massive money-making opportunity.
You’re assuming that everyone could have made so much money on the Wii, this is baseless speculation and a very simple thing to say but impossible to prove. I can state with at least a semblance of data that 3rd parties’ traditional games have not performed well on Nintendo home consoles while you can only apply skewed hindsight and draw an unfounded conclusion based off of an imagined best case scenario that never came into fruition. I can state that my car can reach 500 MP/h if I attach rockets to it, doesn’t make it true.
That's why they have to layoff so many folks & go bankrupt.
There were bankruptcies long before the 7th gen during other shifts in development and programming paradigms (like the VGA/SVGA transition I mentioned in another post) and there was an actual financial crisis going on the whole time and a lot of developers have had a fantastic generation despite largely or even wholly ignoring the Wii. You’re basically hinging all industry troubles upon lack of support for Nintendo, a gross and surely purposeful misinterpretation of the entire gaming industry.
Wii U has a VERY easy architecture to create games on yet you still don't see many of the 3rd party publishers/developers flocking to it.
In its own right; no doubt. As part of a simultaneous multiplatform effort; not even close, see the above point on performance difference. Mere scaling was not enough, it might as well have been a different die branch all together for the massive difference it represented. It would have gone very well alongside the PS3 and 360 though.
It has nothing to do with "easy or hard to develop for". It has always been politics.
No, this is just you and you infantile conspiracies, tailored to avoid any blame and responsibility falling on Nintendo themselves. I find it strange that you suggest that such a massive amount of developers and businessmen have such little sense and foresight. What are the odds of practically every single 3rd party developer having such a profound lack of insight into their own industry?
“Mummelmann:
* He doesn't "believe" in demographics.
Me:
No, I just don't believe "casual" & "hardcore" are accurate terms to describe those demographics.
When I pointed out the categories of Nintendo eShop's 2013 Holiday Gift Guide on Wii U saying "kids", "teens", "grown-up kids", "family" that shows Nintendo's take on demographics.
I ALSO pointed out that Nintendo tries to serve multiple demographics all at one time which is why I said they make games for EVERYBODY.
And yet they divide their software into demographics, what does that tell you? Your ire at these terms likely stem from what they represent; a market where a unified platform and perfectly versatile software is impossible due to the extreme variation in user preference. It makes your lofty utopia impossible at all turns.
It's smart market sense anyway since you are multiplying instead of dividing your audience.
The only viable and surefire way to catch a truly broad audience is mainstreaming the hell out of your product and aiming for the lowest common denominator. This is what Call of Duty succeeds in to a fairly good extent and not something Nintendo should strive for. They’re better than that.
Big Brain Academy at first glance may look like just a game for schoolkids but its difficulty rises & falls dynamically based on your ability.
It can get VERY hard for adults in short time yet can stay easy enough for a kid to play just the same.
Many of their games are like this that's why you rarely see difficulty options on Nintendo games.
Kudos to them. This philosophy is very hard to transfer to most conventional games though, without the option of a difficulty slider, that is.
I maintain that those who keep looking at the business with the lens of "hardcore vs. casual" will NEVER understand how the business really works.
And I maintain that those who keep denying the very big difference in user preference will miss the point entirely on the importance of product aim and market constants. The terms “hardcore” and “casual” in themselves aren’t that interesting to me; the very real divide they illustrate, however, is intriguing and has great impact.
KungKras recently posted a link to an article debunking this foolish division in a thread titled
The origin of "casual/hardcore gamers" and other industry bullshit
The article linked in the thread is called Why Marketers Fear The Female Geek written by anjinanhut.
She shows how marketing tries to make male & female products over things that are not necessarily male or female.
Shows marketers making artificial divisions & creating a false reality, an illusion of difference that is not necessarily there.
Both men & women use soap & shampoo but now we got Dove for Men & Herbal Essences with women having orgasms from washing their hair.
Linking a gender debate into a more general demographics argument is counterproductive though; I have never tried to point out the vast difference between a man and a woman who enjoy sprint but rather a man who enjoys sprint and a man who enjoys chess, only for illustrative purposes, of course. You accuse me of erroneously portraying the differences as rather too big and I still believe that you are downplaying their significance and impact.
There are just gamers. Some gamers are sports gamers. Some gamers are RPG gamers. Some gamers play a little of everything.
Girl gamers don't necessarily play Style Savvy & fashion games. Guy gamers don't necessarily shy away from Cooking Mama.
Some girls like to play Madden & First-Person Shooters. Some guys like dating sims. It's all over the board.
But if you make it like Guy gamers play this & Girl gamers play that, that's when you fail to see the real demographics.
Demographics exist but Casual & Hardcore are not demographics. They're BS marketing divisions.”
And I disagree with the last notion, and again; using gender to illustrate the fault is ineffective and misplaced. There are exceptions to every rule but the exception is not a rule in itself. Besides; the only thing you’re doing here is adding even more labels; RPG gamer, Sport Gamers, these are extremely distinct classifications of no value, unlike broader terms describing one group that lives and breathes for gaming compared to one that has only superficial investments in it, at least relatively speaking. The true marketing BS here is the notion that anyone can appease everyone in one stroke; such a belief does not belong in any rational discussion.
“Mummelmann:
* He refuses to take a proper stance on a couple ethics questions and instead dances around the subject and deviates into long-winded philosophy which doesn't pertain to the matter in any meaningful way.
Me:
What ethics? Whose ethics?
Nintendo’s marketing towards children.
If you're talking about Nintendo in the 1980s with the NES, yeah I dismissed that whole thing about the big bad evil Nintendo.
You dismissed it based on personal opinion and because it fits your quest to chronicle Nintendo as a company that does not slight and misstep to the same extent as others. That does in no way dismiss the subject; it only conveys your feelings on it, and that’s fine but I still maintain that the 80’s Nintendo were not wholly benign and took it a couple steps too far. Quality control is fine but there really is no grounds for claiming that it was necessary to go to these extremes, it likely caused as much damage as it prevented.
Before I thought in depth of it, I used to buy a little bit of that argument. When you look at it further it doesn't hold up.
It does for me and a lot of other people, eye of the beholder and all that.
You go into a place of business there are going to be certain standards you must abide before entering.
Agreed, but there is such a thing as overkill. And going against your original intent, deliberately or no.
No Shirt, No Shoes, No Service is one of them. Nintendo set their standards because they were trying to revive an industry.
Which is in and on itself a good deed, no doubt. Going so far as to controlling gaming press, review outlets and imposing licensing policies that in essence constrict the software breadth long-term is going overboard. You believed that MS’ foiled DRM plans were bad (and they were) but forget that Nintendo had an actual restriction chip embedded in their hardware and that they actually have a region lock on both the Wii U and 3DS, unlike Sony and Microsoft with their current consoles, for both movies and games.
The 3rd parties don't make platforms, they just supply platform makers. That's their role.
And the least courtesy one can show is setting the stage properly, or what?
The NES wasn't the only platform in town. There was something in Japan you might have heard of called the MSX (the Microsoft Sony X).
These early home computers were prone to piracy and had low adoption rates outside of Japan, in addition; the sheer number of them caused a situation not entirely dissimilar to the North American home console market in the late 70’s. They never caught on in North America, UK and most of Western Europe, the largest markets in the world, despite attempting to create unity (whoa!), what the collective efforts of probably at least a dozen major players and companies failed to accomplish in the 80’s in a time lot less complicated will somehow be achieved by Nintendo alone from their current position of strain and near obscurity, it is all very, very, well; impossible. There is no crash to exploit either this time around. The market is way too broad and branched out today.
PC platforms & other console makers were around. And they weren't minor league players either.
As singular platforms in the 80’s; they were and as a single mass they were brought to their knees by piracy, formats of the time were dead easy to copy to and from, much like the VHS. It was so primitive that it was basically like drawing with trace paper, that’s how incredibly simply it was. CD-ROM was a lot better suited towards the purpose of stopping piracy (and holding up to several hundred times as much information) but didn’t come into its own until well into the 90’s.
Nintendo didn't kidnap these 3rd parties. They joined Nintendo willingly & thus accepted Nintendo's standards.
They really, really didn’t have much of a choice in the matter and these standards became worse as the NES’ sales roared away. Developers also had to pay for the Nintendo produced cartridges up-front before game release, in addition to the development cost.
One refused & instead of complaining they made their own platform with NEC. That company was Hudson Soft.
It's the same thing when a performer signs up with a record company or a venue.
There's a contract written up to commit the performer to the company or the venue to ensure that the company or venue get return on their investment.
But the record company does not control your press mentions and reviews, and in these cases; the record company actually takes the financial risk and leap of faith while in the case we’re talking about; the developer takes the cost and risks losing a bunch of money and precious time if they fail to meet the sometimes arbitrary conditions and a good enough review in the mostly Nintendo controlled gaming press. This is actually not a very good analogy at all.
I use Motown's equipment to make my album then I walk out on Motown trying to have DefJam profit from my Motown-produced product.
I agree to perform on these dates in Caesar's Palace. Then on the dates I'm supposed to perform I suddenly go to Radio City Music Hall & perform there.
Nintendo says you're using my platform, my development tools, you're gonna perform exclusively for my platform with only 5 games a year.
For any major publisher/developer, releasing only 5 titles per year wouldn’t net a whole lot of revenue per year, more than nothing but still.
It is then up to the 3rd party to agree or disagree with those terms.
If they disagree, go to the many other platforms available & make a stand there.
But since Nintendo created such a hot opportunity, you didn't see the 3rd parties try to go anywhere else.
That’s what I’m trying to say though; there really wasn’t any other opportunity worth mentioning at the time. And I know that you are aware of this as well, us both being old gaming dogs and all.
When Sega challenged Nintendo greatly in the Mega Drive/Genesis era & they had another hot platform to work with, they STILL worked with Nintendo.
Like I mentioned in the other rebuttal; Sega had some pretty crazy policies themselves, no doubt with the same partially earnest intention and they were not a proven platform at all, the NES had beat Sega by selling about four times as much in the 3rd generation. Sega loosened their policies slightly though, and got vastly improved sales and support as a result, again like I mentioned; 3rd parties did start to leave Nintendo (or at the very least testing the water) at this time because they weren’t thriving under the strict conditions and high publishing cost.
I showed a 3rd party who turned into a 2nd party named Rareware whose former staff look back on their Nintendo days fondly.
Hardly sounds like a big bad evil company to me.
I have never stated and will never state that Nintendo was or is a “big bad evil company”, this is simply a thinly veiled attempt at polarizing the argument. I’m not calling anyone evil; I’m standing up for the fact that other companies aren’t evil either and that Nintendo actually does have a skeleton or two in the closet. Their primary objective is and always has been to make money, that does not mean that they are not genuine or love what they do; just like it doesn’t mean that other publishers and developers don’t love what they do or that they aren’t genuine despite having profits as the their main objective, that is literally exactly what I’m trying to convey to you in this thread. One does not get 14 billion dollars in the bank by not thinking about profit maximizing over an extended period of time.
Besides all the above though, it is very easy to find developers who very displeased after their Nintendo years, here is one example:
http://www.eurogamer.net/articles/2013-07-04-born-slippy-the-making-of-star-fox
We got a company who tried to do away with game ownership/trade/resale with the XBox One & you're so down on a company that tried their damndest to restore customer & retailer confidence in the whole videogame business. Who tried to restore Quality to the business.
What I am down on is you painting them as a company that can only do good and who deserve so much more than others based on past merits and their long and admittedly impressive pedigree while not only ignoring or downplaying others’ contributions but also avoiding or outright denying Nintendo’s negative sides on several subjects.
Nintendo WAS controlling. And it's EXACTLY that control which allowed you to even have a videogame business today.
Once again, you're welcome.”
We could perfectly well have had an industry without Nintendo alienating 3rd parties way back when, and as I’ve mentioned several times already; there were plenty of really bad games on the NES. It was also a platform with a whole lot of very similar software, games of the same genre were often strikingly similar and this is not only down to primitive hardware and limited rendering capabilities; it was also a result of developers rarely deviating from the recipe they knew would net them approval and licensing. It likely suppressed quite a few potentially very creative games and gaming concepts. The NES had very good software breadth genre-wise but the breadth and variety within each individual genre was far from breathtaking, especially considering the sheer amount of published games on the platform. Head and shoulders above anything else though; yes.
I feel like repeating that there is no reason to entitle Nintendo to unconditional support because they helped save the industry in the 80’s; their actions and merits do not make them exempt from critique and they really haven’t worked at cooperating with 3rd parties very well at all and have insisted on deciding or trying to decide the parameters all along, even after they lost the throne in a big way. They’re stubborn and amazingly bound by tradition, this is probably their greatest weakness and one they need to work on in the coming years.