@MirkoS77 said:
@charizard1605 said:
@MirkoS77: I expect we shall have to agree to disagree here. I do agree with you that Steve Jobs was a meticulous visionary, albeit not necessarily in the example I cited. I just think that I don't view the Wii with as much cynicism, I think Nintendo did have plans or a vision for the console that they got waylaid from- for various reasons.
I do share your distaste of the Wii, it's one of my least favorite consoles of all time. But on the whole, no, I think we shall have to agree to disagree with each other on the console's place in history.
Fair enough.
Would you mind elaborating on the bold? Don't worry, I'm not looking for an argument that I'll make into another essay, I'm just genuinely curious as to the reasons you think so.
Well, I admit my ideas are based on no concrete facts, but just based on their handling of the DS, and the successors to the DS and Wii- but I think Nintendo's idea had not been to make a quick buck with the Wii with necessarily shallow games, but instead to capture mass casual audiences with an accessible hook (which motion gaming provided for, in their view), and then slowly graduate them to more sophisticated games. From Wii Sports to Skyward Sword. From New Super Mario Bros. to Mario Galaxy 2. This is generally something I came to believe for a few reasons:
- This was exactly the path Nintendo followed with the DS, where they used the allure of Brain Age and Nintendogs to graduate audiences on to Mario Kart, Advance Wars, Professor Layton, and Pokemon;
- Nintendo's own output would grow more... 'traditional,' I suppose, with time. 2006-08 saw Nintendo release a whole host of Wii branded software, 2009 onwards saw them slowly attempt to create more traditional Wii games, albeit still simplified variations of their classic franchises, with a de-emphasis on the Wii branded games. My assumption is that Wii Fit and Wii Sports were meant to segue into New Super Mario Bros., and then Super Mario Galaxy 2 (using a pathway of motion controls->getting into games->trying more sophisticated (but still accessible) games from company they can trust->trying still more sophisticated (and ultimately 'core') games featuring the characters they already knew and liked), or similar pathways for Zelda and Metroid and Donkey Kong and Kirby, and so on.
This entire thing was also reflected in the DS and Wii successors, where right from the beginning, Nintendo was pitching them as a more 'core' proposition than the Wii or DS had been (compare early DS or Wii ads to early 3DS and Wii U promos to see what I mean), although I think this point makes for an entirely separate debate.
Anyway, I guess the point here is that Nintendo's vision with motion controls, while not VR, was to get a lot of users hooked into gaming with an accessible hook, and then to graduate those users to more sophisticated games- expanding the gaming market in the process. Meaning that even if they got a smaller share of the overall pie, the pie would be substantially bigger, so they'd be able to subsist off of it anyway. Not just subsist, potentially thrive.
What waylaid them? I think it was a simple combination of three factors- unexpected success, unexpected third party support, and the iPhone. I think any company would have been waylaid by the kind of money the Wii was making, and promising- and while I am displeased personally with the direction the Wii ended up taking rather than one that I think it should have taken, I can't necessarily hold it against a corporation when it was the decision that made the most sense in context of making money, even while I recognize this was simple greed. The Wii burned me, and Nintendo lost my support as a result of that for a while. But it made them a lot of money, which is a corporation's reason for existence. The second reason, I think, has to do with third party support. Personally, I think Nintendo's own games on the Wii were fine- Wii Fit and Wii Sports may not be up your (or my) alley, but for what they were, they were exceptionally good. The third party titles on the system, however, largely were not. Third parties saw the Wii as a system to make cheap games with minimal investment, and they exploited the Wii Sports craze to hook audiences in. Their games were not well made- they were cynical copies of far better products, and eventually these ended up burning the audiences that bought them. For Nintendo, however, this was another source of revenue- they had, technically, more third party support than any of their consoles had ever had- and this is true, you know. It might not be the kind of third party support you or I want, but it was third party support, and more importantly, these kinds of games on the Wii sold. So, yet again, we had greed informing one of their decisions.
The final problem was the iPhone- the sudden appearance of that device, and its promise of further low priced, readily accessible and casual games, probably threw a wrench into any larger ideals and ideas Nintendo may have had about expanding the gaming audience- simply because they no longer had the primary attention of the audiences they had hoped to graduate to more sophisticated products, the Wiis were being put away in closets in favor of Doodle Jump and Angry Birds. And that caused a disruption in whatever it is they may have planned.
This is just my take on things, of course. I don't have any way of knowing that Nintendo planned for this- but none of us have any way of knowing what Nintendo planned for with the Wii. I do think, however, that one thing is evident, which is that the Wii was ultimately not what Nintendo may have envisioned it to be.
Sorry about the extremely long answer, I know you said no essays haha, but this wouldn't have made sense if I'd condensed it.
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