Pimpwerx said:
Since when did video games cater to non-gamers?
That's a limiting mentality that would stifle growth. Nintendo wants EVERYONE playing games, understandably enough. When they said that before, a lot of people took that in the context of universal themes in Nintendo games, but I think it applies to more than that..
Pimpwerx said:
This controller argument is retarded. The GC dumbed down the controls. And for what? The thing is a failure, admit it. And if you own one, you know that the dumbed-down controller is a hindrance is most normal, non-Nintendo games. The button layout is just plain retarded, no way of getting around it.
I don't think Nintendo were dumbing down the controller with GC. It may be less complicated than the Xbox or PS2 controllers, but it's still too complicated imo.
Pimpwerx said:
If a gamer can't sit down with a PS2 and get accustomed to it in a day, then fuck 'em, they are worthless.
No they're not, because they have a wallet like you and me that could be used to buy games.
Pimpwerx said:
Really, why should Nintedo dumb down gaming to cater to non-gamers?
This mistake is always made when this debate comes up. No one is talking about dumbing down gaming. We're talking about making games as intuitive as possible to play so that it takes little or no more effort to pick up a game as it does to pick up a book or a movie. We should be taking our inuitive knowledge of interaction in the real world and making it useful for interaction in games - it should be natural. Making a game easier to play doesn't have to take away from its sophistication or complexity.
But the controls shouldn't be complex at all.
Pimpwerx said:
So they can make a desperate grab for an audience that's fast being taken by Sony and MS?
Is it?
Pimpwerx said:
Come on now, that's just ridiculous. The N64 made the controls more complicated and it was more successful than the GC.
The N64 appealed more to the audience that is already there, and thus was more popular. Nintendo is looking to create new audiences.
Pimpwerx said:
The Xbox has more complicated controls than the GC and is more successful. The controller argument is a cheap copout. Non-gamers don't spend like gamers. Who gives a shit about them?
Ever ask yourself why they don't spend as much as gamers?
Pimpwerx said:
In the future, controller interfaces will change, but in the way of neural controls, or some sort of VR device that uses a gyro to track head movement. But the basic button layout won't change and has no reason to change. Much like we should expect all future systems to have 4-8 controller inputs, I don't expect the number of buttons to reduce at all.
It will, and it needs to.
Pimpwerx said:
Where the industry must change is where is always must change, in software. The first gaming crash was a result of of software. If Nintendo wants to reach for a new demographic, how about reaching out to female gamers.
Anecdotally, females prefer games with less cumbersome controls. Also apparently more girls than usual are buying DS. Females are an untapped market, pretty much, and this is exactly what Nintendo is targetting by trying to make games easier to play. The only game any of my female friends ever play on a consistent basis is Eyetoy. I wonder why.
Pimpwerx said:
EDIT: On a side note, there are always more people outside a market than in one. More non-gamers than gamers. More non-drivers than drivers and so on.
It's fitting that you compare gaming to something that requires significant time/learning investment in order to be able to do it (driving). Entertainment shouldn't be like that. Games should be as ubiquitous and as widely enjoyed as music or movies etc, and as easy to pick up.
Pimpwerx said:
If the industry is in trouble, why has it grown more under Sony than under either Nintendo or Sega?
Gaming arguably grew most under Nintendo during the NES days. We were at 70m+ consoles with the NES, I've no idea what the combined total was if you include all gaming machines of the time. At the moment we're at about 100+m in this generation. It's not that big a leap over 20 years. I threw out some numbers before, but I'll do it again. If you take an active userbase of 100m consoles, multiply it say by 3 to give you an active number of gamers (and I think even that is generous), then that's 300m. Yeah, I'm ignoring PC games, but if you want to look at that, an increasing proportion of PC gaming is of the kind that requires just a mouse and one or two buttons (i.e. online card games etc.) How many people watch movies? This industry is still small relative to other cultural entertainment - and it could be much bigger! To say that gaming is mainstream now and that we should be happy as we are, and fuck everyone else - that's really shortsighted.
Pimpwerx said:
It's grown more with supposedly more complex 3D games and 3D controls than the simple 2D interfaces. Matter of fact, you could claim that the step to 3D is in fact what allowed gaming to take off the way it has.
The leap to 3D in itself had little to do with the "popularisation" of gaming or the move into older markets. It was Sony's push of the PS1 as a "lifestyle" machine and the types of games, thematically, that emerged on it. Sure, better graphics do help, I'm not discounting that entirely. But if developments in interface doesn't keep pace gaming will remain relatively exclusive and it'll be lost potential.
I said before that us "hardcore" gamers may not understand, and I guess this is a perfect example of that..
mashoutposse said:
It probably was, but I think it really drove home the point that increasing complexity does not and will not stifle the growth of the industry.
Going backwards for the sake of non-gamers is the dumbest idea I've ever heard, especially on a business level.
Gaming is growing, but not in the way it could. You seem not to be seeing the massive potential here. How many people in your circles play games on a regular basis? Include EVERYONE here. Looking at mine, it's a minority, and a small one at that. And no one is talking about going backwards. Again, this is not about the sophistication of games or their difficulty. But there is an unnecessary additional layer of difficulty present in the controller. Breaking down the barriers to playing games is a most necessary leap
forward.
Amir0x said:
Not to mention that "non-gamers" still seem to be purchasing new consoles in droves, as illustrated by the fact that the videogame industry grows larger and larger almost every year and has now far surpassed the movie/hollywood industry.
I covered this point before, but it's not valid to the argument. In terms of revenue, the videogame industry h as outpaced movies, but far fewer people play games than watch movies.
drohne said:
controllers are more complex because games are more complex. of course, you can make a simple game that isn't a wafer-thin novelty. the better arcade developers are eminently capable of this. nintendo hasn't figured it out yet.
It does not have to be this way. Again, the point isn't the sophistication or complexity of the games themselves. You could have complex, sophisticated game that is easy to pick up. If a game is difficult because the designer wishes it to be so, then that's fine. But when a game is difficult because the controls are unintuitive and hard to pick up, that's a problem. And unfortunately the modern controller is a major factor in that. The most complicated and sophisticated game you'll ever play is called: life, the real world. We should be taking what we learn as kids in terms of interaction with the real world and apply it to human-game interface. Making something natural doesn't have to mean making something simple or gimmicky or wafer-thin in terms of depth.
mashoutposse said:
Exactly.
Honestly (and this shouldn't even need to be said), gaming doesn't HAVE to be for everyone. Not everyone's a sports fan, not everyone's into cars, not everyone's a movie buff, etc... The most popular hobbies can attract new fans without the dilution or alteration of their fundamentals.
This is a matter of opinion, but I for one think that gaming has far more potential as a truly truly mass market mainstream entertainment medium than is currently being shown. And I think most in the games industry believes that. But it won't be if your interaction with games is regulated by unintuitive abstractions. Think about when or if we have truly photorealistic games - do you still see yourself using a controller then? I think it'd be a monstrous tease to have a "real" world to play in, but only through the limitations of a some buttons and a stick.
You might say - why don't we just wait then, to start changing the interface? IMO, the sooner it happens, the better - it's overdue as is, I think. We shouldn't wait for
perfectly realistic virtual worlds if we can improve things now.
If you think that games don't need to appeal to any more people, or that games are as accessible as they get and their current popularity encompasses all those who might ever wish to play games, ask yourself this: if games were more intuitive and more natural to play, do you think no more people, or few more people, would play them than they do now? Really? If you think more people would, then the question is how more. IMO, the answer is: potentially
a lot more. The next time a "non-gamer" tries it out, they're more likely to enjoy themselves, and take that experience away with them as a positive one - and eventually start investing in games themselves. I'm not saying it'll happen overnight or in one generation, but all the more reason for efforts to be made ASAP.
If you're asking what's in it for you, the hardcore gamer, the answer: potentially a more immersive experience. If we start mapping more natural interaction to games and remove the abstraction of controllers, then to use a cliche, that will bring you "closer to the experience". For all the "mini-game" nature of it, Eyetoy is probably the closest to being "in a game", from an interface standpoint, and there's much more that can be done, and much more that can be done to make that more generally applicable to all type of games.