Barack Lesnar
Banned
Great post & analysis! Love me some pie graphs*snip*
Great post & analysis! Love me some pie graphs*snip*
They are until now a software developer, hardware is a different beast, it needs exclusives. Steam boxes will never lift off the ground if they don't get exclusives that make you buy the hardware. When talking about software, of course you would like your game in as many platforms as possible.
There is little significant difference between an "innovation" and an "invention" here. The platforms I mentioned were hardly obscure, and Atari was an industry leader. Seeing what did and did not work with the analog stick, the control disc, etc allowed later companies (Sony, Nintendo, Microsoft) to improve on them.
INVENTION VS. INNOVATION: THE DIFFERENCE
In its purest sense, invention can be defined as the creation of a product or introduction of a process for the first time. Innovation, on the other hand, occurs if someone improves on or makes a significant contribution to an existing product, process or service.
is the iPods distinction as a defining example of innovation warranted? Absolutely.
What made the iPod and the music ecosystem it engendered innovative wasnt that it was the first portable music device. It wasnt that it was the first MP3 player. And it wasnt that it was the first company to make thousands of songs immediately available to millions of users. What made Apple innovative was that it combined all of these elements design, ergonomics and ease of use in a single device, and then tied it directly into a platform that effortlessly kept that device updated with music.
Apple invented nothing. Its innovation was creating an easy-to-use ecosystem that unified music discovery, delivery and device. And, in the process, they revolutionized the music industry.
Time of release is irrelevant to the comment you responded to. Gamecube was released as a direct competitor to the PS2, and as such it was not underpowered in comparison to it. For all intents and purposes, all 3 systems were pretty much at parity with each other. There wasn't a giant gulf between them like we see with PS4/Xbone and Wii U or PS3/360 and Wii.
The Xbox was almost half a gen ahead.
The Pokemon TCG for Tablets, same pricing model as hearthstone from Blizzard.
This would be a good first step.
Except Valve isn't focusing on selling hardware like MS/Sony/Nintendo are. They're focused on one thing: STEAM. The hardware like the OS is there to grow Steam. Nothing more or less. And the way you grow Steam the most is by selling software which is what Sony has realized for the Playstation brand and what Nintendo should have realized long ago.
Do you think they are leaving money on the table by not doing so?
I mean, I get what you're saying. Valve isn't playing along with other similar platforms. But then Nintendo wouldn't be putting games on other companies' handhelds. They would be putting them onto devices they don't make.
If you mean Valve won;t release their titles on XB1/PS4, then I'll bet you're wrong about this.Of course. This has nothing to do with Valve releasing some titles on the PS3/X360, which they would likely won't do anymore.
That's true, but Valve doesn't release their games on Origin, do they?
Since you apparently won't take my word for it... Here's a PBS article on the difference in the terms "invention", and "innovation".
Funny, I hadn't even read this article when I made my last post, but this should help support my analogy.
So, should be simple enough to apply that to our discussion about videogame industry innovation.
Here's the link I'm sourcing (http://www.pbs.org/idealab/2012/03/the-difference-between-invention-and-innovation086/). If you're not satisfied, you can do some more research on the terms on your own. Like I said, it's a common misconception.
What made Apple innovative was that it combined all of these elements — design, ergonomics and ease of use — in a single device, and then tied it directly into a platform that effortlessly kept that device updated with music.
That's funny, I thought you were "done?"
The Ipod itself was innovative, simply because of the approach. From your own post:
Apple combined an easy to use player with a software platform that tied the two together. Sony wasn't doing this, creative labs wasn't doing this, etc. It was the ipod and itunes ecosystem as a whole that was the innovation, since no one had thought of it prior. And of course, a hefty dose of the right kind of marketing.
Does this apply to nintendo? Of course not. The console business model existed long before the NES, and I doubt you were speaking of the concept of a console when talking about nintendo being responsible for every innovation in the industry.
The business model of an easy to use platform, with interchangable carts is not nintendo's idea. Nintendo simply improved on what was already there. Was the iphone innovative? sure. Apple had to do a lot to get AT&T on board and jumpstart the business model everyone uses now. But the Iphone 2? the 3g? the 4? the 5? Not really. Apple, like nintendo, hasn't been innovative in years.
The term you're looking for is iterative with nintendo, not innovative. Nintendo did not create most of the devices the console model uses as standard now, nor is their interpretation considered definitive (with the exception of the 4 way D-pad).
You accuse others of living in a fantasy land, yet you insist on saying completely unfounded things like this.
Of course. This has nothing to do with Valve releasing some titles on the PS3/X360, which they would likely won't do anymore.
The original point was that if Sony, MS and Valve release multiplats them why won't Nintendo, which is obviously a gross generalization, those multiplats are not comparable to Mario on Steam.
It is radically different for a company that has only built it's own hardware for decades. Again, it's a gross oversimplification to say, "here's a dev kit, have fun". You're talking about thousands of employees at all levels who have no idea how to communicate with outside organizations, have always had input on hardware development to best impact them, etc. So yeah... from Nintendo's perspective, almost EVERYTHING about Xbone and PS4 are radically different.
Again, look at Sega's output after they went third party. They went from making Dreamcast classics that everyone loved to absolute pieces of shit. It was years before they got their act together (and even then, they've never fully gone back to their former glory, but that's another topic).
Nintendo's final output might not be as lousy as Sega's was back in those transition years, but it's still going to be very bumpy. I guarantee it.
So... Nintendo puts out a few rough games. They aren't nearly as good as what they've been releasing on their own systems... buggy, rushed, etc. How does that impact them going forward? Their next round of games? Their employee morale? All of that.
Nintendo going third party isn't some minor undertaking. They're a giant company that, like all giant companies, are slow to react and change. You can give indies a dev kit and they'll churn something out quick and it might even be really good... but that's because indie studios are small and flexible by nature. They can turn and adapt on a dime. At a place like Nintendo though, it's like turning around a battleship.
It sucks sometimes working at a big place like that because you've got all this bureaucracy to move through. Ask anyone who has worked for a large company and they'll probably tell you the same. You've got people who have always done something one way, now suddenly they've got to do it another way. Sometimes you'll find stubborn people who don't want to do it different, or you'll find people who don't understand the difference, etc. That impacts people all the way up and down the chain of command (I can personally attest to that experience, unfortunately). That's part of what company cultures are.
I don't think anyone would be happy with Nintendo going third party. It would likely destroy the company. I doubt they could make the transition and still be the same Nintendo we've always known and loved.
Nintendo releasing games for PS4/Xbox One is not much more than a wet dream of certain people, who would like to see Nintendo's game on their favorite platforms. Even if Nintendo stops developing new home console hardware, it's unlikely that developing software for Sony's and Microsoft's consoles would be a consequence of that.
Anyone who has followed Nintendo's business strategies for a while, is aware that Nintendo really isn't keen to follow the arms race of ever growing game studios, exploding budgets and profits margins that are - compared to the taken risks - not really worth it. After all, this is one of the reasons Nintendo waited too long to expand their studios, which is the reason why their studios weren't able to put out a meaningful amount of HD games in the past year. And now that same company is supposed to embrace an even more expensive and challenging development platform? I don't see that.
Iwata's statements also don't imply anything like that - to the contrary. The challenges he mentions -- high game prices for example -- can't be solved by entering a market that works exactly the same as the one they operated in for the last three decades. When he talks about the lifestyle changes of today, he strictly refers to the smartphone/tablet market.
And for good reason. The average smartphone games are made by small teams with relatively low budgets, but with the potential to make huge profits. That's much more to Nintendo's liking. Of course, hitting gold on iOS or Android is difficult and often dependent on luck -- but Nintendo has the kind of IPs that would guarantee them a lot of attention. They wouldn't need to worry about a lack of exposure. And, honestly, look at the kind of money Candy Crush or Puzzle x Dragons generate on smartphones. I don't think Nintendo can afford not to try to replicate such a success.
But, here's the big but, I don't think that smartphone support and handheld support exclude each other. The 3DS isn't as successful as Nintendo wished it to be and it's not selling as good as its predecessors either, but a simple fact remains: Its sales are still pretty good. There's no reason to abandon the platform.
And there's no need to, either. If you look at the kind of games that are successful on smartphones and the kind of games that are successful on the 3DS, you'll realize: It's not the same type of game.
NSMB or Mario 3D Land would definitely sell a good amount of copies on iOS, but they wouldn't be game-changing successes many people think they would be. The successful iOS games are the ones don't need to use bullshit like virtual buttons and dpads -- but a Mario platformer would be entirely dependent on it. Games that are really successful are entirely focused on "native" touch-screen controls; they are easy to use, simple to play. You really don't need simulated controller buttons to play Candy Crush. Of course, controller support arrived on iOS, but controllers will remain an oddity on smartphones for the foreseeable future.
So, what Nintendo needs is software specifically tailored to the needs of smartphones. Mario: The Endless Runner or Pokemon: The Puzzle Game come to mind. Or microgame collections like Wario Ware. Stuff that's not really in competition with the software they put out on 3DS, that might make people want to buy the handheld games too and that have the potential to make a lot of money.
Nintendo should take a close look at Puzzle x Dragons. It makes a ton of money each and every day for GungHo, it's a F2P game "done right" in the vein that would also work with Nintendo's philosophy -- and it has cute monsters. Nintendo wouldn't have any problems today if they released "Puzzle x Pokemon" two years ago. It's a chance they need to take before its too late.
That's funny, I thought you were "done?"
The Ipod itself was innovative, simply because of the approach. From your own post:
Apple combined an easy to use player with a software platform that tied the two together. Sony wasn't doing this, creative labs wasn't doing this, etc. It was the ipod and itunes ecosystem as a whole that was the innovation, since no one had thought of it prior. And of course, a hefty dose of the right kind of marketing.
Does this apply to nintendo? Of course not. The console business model existed long before the NES, and I doubt you were speaking of the concept of a console when talking about nintendo being responsible for every innovation in the industry.
The business model of an easy to use platform, with interchangable carts is not nintendo's idea. Nintendo simply improved on what was already there. Was the iphone innovative? sure. Apple had to do a lot to get AT&T on board and jumpstart the business model everyone uses now. But the Iphone 2? the 3g? the 4? the 5? Not really. Apple, like nintendo, hasn't been innovative in years.
The term you're looking for is iterative with nintendo, not innovative. Nintendo did not create most of the devices the console model uses as standard now, nor is their interpretation considered definitive (with the exception of the 4 way D-pad).
If it's unfounded, then by all means, feel free to refute it.
Generally, I'd agree..They do help with development of the main games, however.
Pokémon is not yearly. Main Mario titles are also one per console (one 2D Mario and one 3D Mario). Yeah they are neglecting somewhat, but they aren't totally, and we get new ones like Rolling Western, as well as others. It'd just get worse if they went third party though.
If it's unfounded, then by all means, feel free to refute it.
Dem rose tinted glasses. The gulf between the PS2 and Xbox was absolutely huge. Bigger than PS1/N64 probably with the Xbox beating it everywhere. The Dreamcast even had the PS2 beat in some areas.
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The Xbox was almost half a gen ahead.
I don't even know where to begin with this. Nintendo DID create the console model used today for one, licensing only became a thing in Nintendo's business model as they were the ones to see that allowing a shit tonne of unlicensed games crashed the market. That's what stopped it crashing again and is still used by all 3 console manufacturers today. Saying that they didn't create the console model used today is doing massive injustice to how Nintendo "saved" the industry back in 1985.
They created the analogue stick
rumble
and were the first company to figure out how to make characters move well in a 3D environment in 3rd person
They popularised motion controls to the point that all consoles needed them
they popularised the use of touch screen in gaming before smart phones did
you must be new here.
The Pokemon TCG for Tablets, same pricing model as hearthstone from Blizzard.
This would be a good first step.
Nintendo isn't responsible for every innovation in the book, but I don't think Tiger Cool was even arguing that.
Nintendo have been the primary innovators in console development since the inception of the medium. Nearly every standard you take for granted in modern console gaming was set by Nintendo (save the online side of things).
You seem to be ignoring all of the things that they brought to the table though. With the exception of the D Pad, where's any mention of the DS, or the Wii bringing in a completely new audience into the medium? For instance, touch controlled gaming in particular is undeniably a huge part of the landscape now. It's my belief that the DS had a hand in introducing the concept to a younger audience.
Anyway, we've already established more than firmly that invention does not equate innovation. Proving again and again that Nintendo did not invent these technologies and services does not mean their output is not innovative. Say it with me, "Innovation is integration, innovation is integration, innovation is integration"!
Nope. Immersion created the rumble function Sony and Microsoft used in 1995.
the n64 was first unveiled in 94 and fully unveiled in 95. the rumble pack was well in development before immersion version. rumble pak was not based on immersions tec like sony and microsofts was so there was no law suits with Nintendo. sony copied the anolog sticks and rumble from the n64 design (the reason the original ps1 pad did not have either tec till after the n64 design was shown).
Which means that Sony and Microsoft didn't take cues from nintendo for rumble, they took the idea from someone else, since as you say the implementation is radically different. Without nintendo, Rumble would still have ended up in the dualshock.
The analog stick was invented back in the 1980s- Nintendo didn't think that one up out of thin air. As for "copying the n64", the dualshock is clearly a scaled down version of the dual analog flight stick, and bears little resemblance to any of the single analog joypads already in the market, whether that be atari, vectrex, nintendo, or sega.
please.. the ps pad is a copy of the snes pad and the dualshock copied the n64 features.
It's gonna be tough to get competitive graphics out of a mobile GPU, though, which is why I don't think Nintendo are going all-in on a unified architecture yet. Something like that is a great choice for a tablet or l.....
IMO, the idea of a microconsole needs to be let go. There's no proven market for them. VitaTV: flop. Ouya: flop.
Considering that Sony and Nintendo were originally partnered to create the CD add on to the SNES (of which prototypes exist) and DID create the SNES sound hardware, the similarities between the PS controller and the SNES shouldn't surprise anyone.
BlackJace
Nintendo isn't responsible for every innovation in the book, but I don't think Tiger Cool was even arguing that.
really? because this seems to be fairly cut and dry to me.
TIGER-COOL
Nintendo have been the primary innovators in console development since the inception of the medium. Nearly every standard you take for granted in modern console gaming was set by Nintendo (save the online side of things).
It seems that's exactly what he was arguing.
as for the "copying the N64!" bit, Sony announced this controller in 1995, and released it in 1996.
It was later scaled down into the smaller dual analog controller, then rumble added in to make it the dual shock. The dualshock has two joysticks because it was originally a flight controller.
I think its clear that the dualshock came from the original ps1 pad (with rhe rumble and anologs added) and not from the flight sim pad that was never released.
The Dual Analog controller has three modes of operation: Digital, which disables the Analog sticks, Analog (as also found on DualShock/DualShock 2 controllers) and a unique Analog Flightstick mode that is not available on the DualShock or DualShock 2.
If a PS1 game is DualShock or Dual Analog compatible, the player may press the Analog button located between the two analog sticks to activate the analog mode. This is indicated by a red LED. If the Dual Analog controller is switched to analog mode while using a game which is not analog-compatible, the game will not register any button presses or, in some cases, the PlayStation will consider the controller to be detached.
The ability to emulate Sony's own PlayStation Analog Joystick by pressing the "Analog" button a second time to reveal a green LED (this was commonly referred to as "Flightstick Mode") provided a less expensive alternative to the FlightStick Analog Joystick and retailed for an average of US$35 compared to the Flightstick's retail price of US$70.
Notice the choice of words in my quote. "Primary" innovators. "Primary" Is not the same as "only". "Nearly" every standard. "Nearly" is not the same as "every".
Nintendo is fine. So many of these suggestions are so out of this world it makes me lol. Sony and the US government are in worse positions. Nintendo just currently does not have the most popular selling home console.... Oh noes!
The flight pad was released in 1996, Bro. It's not vaporware.
The flight pad was released in 1996, Bro. It's not vaporware.
Nintendo is fine. So many of these suggestions are so out of this world it makes me lol. Sony and the US government are in worse positions. Nintendo just currently does not have the most popular selling home console.... Oh noes!
What are your thoughts on Wisspel's 3rd pillar console, the ultra cheap ARM-based set top box slatted for late 15/early 16?
edit:
saw your answer:
I have a sneaking suspicion that that is what Nintendo has been working towards the last couple of years while still keeping the door open for a new full strength console should the 3rd pillar fail.
I did not know this was ever released, I stand corrected. still its like a arcade stick and nothing relating to the dualshock
Nintendo releasing games for PS4/Xbox One is not much more than a wet dream of certain people, who would like to see Nintendo's game on their favorite platforms. Even if Nintendo stops developing new home console hardware, it's unlikely that developing software for Sony's and Microsoft's consoles would be a consequence of that.
Anyone who has followed Nintendo's business strategies for a while, is aware that Nintendo really isn't keen to follow the arms race of ever growing game studios, exploding budgets and profits margins that are - compared to the taken risks - not really worth it. After all, this is one of the reasons Nintendo waited too long to expand their studios, which is the reason why their studios weren't able to put out a meaningful amount of HD games in the past year. And now that same company is supposed to embrace an even more expensive and challenging development platform? I don't see that.
Iwata's statements also don't imply anything like that - to the contrary. The challenges he mentions -- high game prices for example -- can't be solved by entering a market that works exactly the same as the one they operated in for the last three decades. When he talks about the lifestyle changes of today, he strictly refers to the smartphone/tablet market.
And for good reason. The average smartphone games are made by small teams with relatively low budgets, but with the potential to make huge profits. That's much more to Nintendo's liking. Of course, hitting gold on iOS or Android is difficult and often dependent on luck -- but Nintendo has the kind of IPs that would guarantee them a lot of attention. They wouldn't need to worry about a lack of exposure. And, honestly, look at the kind of money Candy Crush or Puzzle x Dragons generate on smartphones. I don't think Nintendo can afford not to try to replicate such a success.
But, here's the big but, I don't think that smartphone support and handheld support exclude each other. The 3DS isn't as successful as Nintendo wished it to be and it's not selling as good as its predecessors either, but a simple fact remains: Its sales are still pretty good. There's no reason to abandon the platform.
And there's no need to, either. If you look at the kind of games that are successful on smartphones and the kind of games that are successful on the 3DS, you'll realize: It's not the same type of game.
NSMB or Mario 3D Land would definitely sell a good amount of copies on iOS, but they wouldn't be game-changing successes many people think they would be. The successful iOS games are the ones don't need to use bullshit like virtual buttons and dpads -- but a Mario platformer would be entirely dependent on it. Games that are really successful are entirely focused on "native" touch-screen controls; they are easy to use, simple to play. You really don't need simulated controller buttons to play Candy Crush. Of course, controller support arrived on iOS, but controllers will remain an oddity on smartphones for the foreseeable future.
So, what Nintendo needs is software specifically tailored to the needs of smartphones. Mario: The Endless Runner or Pokemon: The Puzzle Game come to mind. Or microgame collections like Wario Ware. Stuff that's not really in competition with the software they put out on 3DS, that might make people want to buy the handheld games too and that have the potential to make a lot of money.
Nintendo should take a close look at Puzzle x Dragons. It makes a ton of money each and every day for GungHo, it's a F2P game "done right" in the vein that would also work with Nintendo's philosophy -- and it has cute monsters. Nintendo wouldn't have any problems today if they released "Puzzle x Pokemon" two years ago. It's a chance they need to take before its too late.
The flight pad was released in 1996, Bro. It's not vaporware. Edit: and from wikipedia, the original "dual analog" had a "flightstick mode" that the Dualshock and Dualshock 2 never had. it's CLEARLY a scaled down version of the flight stick.
Govts can always print more money to pay the bills if they run out.
Wikipedia also says the dual anolog was first displayed in 96 (after the n64 pad was shown is 95) and released in 97.
funny how sony decided to show this pad a year after the n64 pad was shown. you can try and make it look like sony had the ideal first but its clear as day that the dual anlog and the dual shock are a copy of nintendo's snes pad with the n64 pads features on.