Tuesday, September 13, 2016

Why The Wii U Failed: A Retrospective

Note: This was written all the way back in June when I had plans to make a video about it, but unfortunately I don't really have time to make it at the moment and with NX about to be revealed soon, I want to get this up.
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Oh Nintendo, how I love thee, yet you make it so hard with each passing day. With the Wii U’s upcoming library consisting of only one exclusive and with no NX news in sight, it is a pretty depressing time for Nintendo fans. It seems like Nintendo is living off of plastic figurines and are trying to get promotional deals to revive their brand. It seems like they are in a rut, but what lead them to this point?
That was sarcastic; by the way, of course it’s because of the Wii U!
What can you even say about the system that many other people haven’t said before? People proclaimed that the system is underpowered. Many complained about the gamepad, and many were disappointed by the lack of third party support. If you were to ask anyone why the Wii U failed, they would list at least one of those reasons, but were they actually the reasons why the Wii U failed? Well, partially, but there’s a lot more to it that I feel that a lot of people are missing. So in this video, if you couldn’t tell in the title already, I’m going to talk in detail about why the Wii U failed.

Prologue


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The Wii U's initial reveal at E3 2011
Let’s go back to the year 2011. Nintendo is riding high off of the successes of the Wii and DS, with both selling over 100 million units by that point. Nintendo’s software sales have been the best that they’ve ever been, with multiple titles selling over 10 million units on a single platform. This meant that most Nintendo games that sold on one platform generally sold better than the majority of AAA titles that were being sold on all other platforms combined, plus Nintendo had the bonus of their games being cheaper to make since they were using older hardware. Many people loved the fitness aspect of numerous Wii titles and many were also obsessed with creating their own Miis for games. Hell, even Mario surged in popularity thanks to the success of the New Super Mario Bros. series. Nintendo was on top of the world during the last generation thanks to targeting a new audience that wasn’t just the enthusiasts. This caused many companies to take notice of this new audience and soon Nintendo began to face some fierce competition.
By this time, smartphones were quickly gaining popularity, with app stores giving developers a new avenue of delivering games. Even with the limiting control scheme due to a lack of buttons, developers were able to compensate by focusing on simpler games, which meant that they could be made quickly and could be released at significantly lower prices than retail games on the DS and PSP, with some titles even being free. Even though most of these games were comparable to free Flash games on Newgrounds and AddictingGames at the time, a lot of people were quick to drop their DS systems with its $30 games in favor of multimedia devices that could cater to their every entertainment needs. Thus starts the downfall of handheld gaming, but that’s a tale for another time.

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Pictured: The main killer of Nintendo's handheld business
On the console side, Sony and Microsoft lost a ton of money with the last generation of systems. Despite console titles generally selling well on traditional consoles to traditional gamers, the console manufacturers were still losing money on each console sold. When the Wii was initially shown, nobody thought it would take off, but after seeing just how many consoles and games Nintendo were able to sell in a short period of time, Sony and Microsoft wanted to take a piece of the pie. Instead of focusing on another expensive technical arms race in 2010, Sony and Microsoft decided that they needed to recoup the losses of the 360 and PS3 and extended the last generation by another few years. In order to attract new customers, they decided to focus on creating their own motion-controlled add-ons for last-gen systems, which might not seem interesting for the current install-base, but it would definitely be a worthy purchase for the current Wii install base. Thanks to the HD graphics and expanded multimedia features, many Wii owners fled to the “newer” consoles, giving Sony and Microsoft dominance over both casual and hardcore gamers…at least for a little while.
Thanks to the new competition, sales of the DS and Wii quickly dropped, which Nintendo saw as a time to release new hardware. Although the strategy to support casual gamers worked for a little while, many saw the Wii and DS as mere amusements and quickly switched over to the new hot devices. With that in mind, Nintendo realizes that in order to continue with their success, they will also need to cater to an audience that they’ve been ignoring for a while: traditional gamers. Nintendo started catering to their core fanbase by the end of the Wii’s life with titles like Goldeneye, Donkey Kong Country Returns, and Mario Galaxy 2, and saw success with many of those titles, but they they still wanted to cater to the casual market, thinking a more diversified library will allow those gamers to diversify their own tastes and stick with the brand. However, Nintendo’s plan has many flaws to it.

E3 2011


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Initial prototype of the Wii U Gamepad
So now it’s E3 2011. Nintendo is about to announce a new console so all eyes are on them. After the disappointing launch of the 3DS a few months prior, many are skeptical about Nintendo’s next console, especially since many were disappointed with the library of the Wii. When Nintendo finally did show off the device, a lot of the Wii U’s problems were present even from the very beginning. These issues are generally regarded as the reasons why the Wii U failed so because of this, here’s a brief overview as to why.
The Name
By God is Wii U such a bad name. Not only is it awkward to say, as it sounds more like an ambulance coming over to save a dying system, it doesn’t even convey that this is a new console that is the sequel to the Wii. It will be a mystery why they didn’t just call it a Wii 2 or a Super Wii, but for many, it just sounds like one of many Wii accessories that Nintendo released over the years, which leads us to our next problem:
Marketing
When showing off the Wii U for the first time, they placed all of their emphasis on the new Gamepad, which is essentially a standard controller with a resistive touchscreen in the middle. This would’ve been a fine approach to show off a new console, but there was one problem: not once during the entire presentation did they ever mention that the Wii U was a new console. Sure they mentioned they were showing a new console during their investor meeting, but the majority of people don’t pay attention to those. Instead, when people saw the Gamepad for the first time, most people thought that the Wii U was going to be a tablet accessory for the original Wii. It also doesn’t help that the Wii U console looks almost identical to the original Wii, making people think that the Gamepad was running on regular Wiis. This confusion would be a consistent problem for the Wii U going forward, causing many people to wonder why a Wii accessory costs over $300.
Even with the confusing messaging, Nintendo continued to push the idea of the Gamepad to the masses. Hey, here’s another problem:
Gamepad
Well, not exactly with the Gamepad itself. The technology works fine and it’s generally comfortable to hold, but the main issue lies with its implementation. Unfortunately at E3 2011 there were no full-fledged games shown for the system outside of announcing a New Super Mario Bros. and Smash Bros. game. Instead, Nintendo decided to show off the new Gamepad by demoing minigames that they felt showed the true potential of the new controller. However, when playing through the demos, a lot of people were having trouble grasping the concept.
One of the major reasons why the Wii was such a huge success was because of how easily accessible it was. People could just look at the Wiimote and easily understand how to use it. If you wanted to control a tennis racket or throw a bowling ball, all you needed to do was to just mimic the movements and it would work quite well. People were able to easily understand the concept and get excited for it while the Wii U’s Gamepad had the opposite effect on the system. Many people were confused on how to use the new Gamepad and the fact that you needed to switch between two screens in order to get the full effect of the game. You could argue that Nintendo already tried this with the DS with success, but the main difference is that you’re generally viewing both screens of the DS at once while with the Wii U, you will need to constantly switch your view between the TV and Gamepad, making many games disorienting for most people and generally making the Gamepad a pain to use for singleplayer games.
Out of all the demos shown, the most popular ones were those that focused on “asynchronous multiplayer”, or the ability to give two different experiences between the person using the Gamepad and those using the TV. This was not a new concept, though, as Nintendo tried this in the past with Gamecube/GBA connectivity. Games such as Pac-Man VS. and Final Fantasy: Crystal Chronicles allowed players to use their own Gameboy Advance systems to show different gameplay aspects, but mostly it was used for menu navigation. It was a novel concept at the time, thanks in part to needing up to 4 GBAs to make good use of the feature, but it could be interesting to see more of it in the future. Unfortunately, the Wii U would only work with one Gamepad. There were plans for supporting two gamepads, but were scrapped possibly because it was too taxing on the hardware to render multiple screens.
After the showing, thanks to a confusing presentation and lackluster demos, many people’s thoughts on the Wii U during the show were lukewarm at best, but there was some slight optimism about the system: particularly with the third party support. During the press conference, numerous developers were announced to be working on titles for the Wii U, with games such as Assassin’s Creed, Darksiders II, and Metro Last Light being announced for the new console. Also, Nintendo went out of their way to announce an “unprecedented partnership” with EA, where they announced that nearly all of their titles, like Madden, FIFA, and Battlefield, were coming to the Wii U. With the added bonus of impressive tech demos, many had hope that Nintendo was starting to focus more on traditional gamers instead of their casual-oriented focus with the Wii. However, many of the more dire issues with the Wii U were still brewing.

The Year-Long Silence

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Pictured: Nintendo's thoughts on the lack of info on Wii U for long periods of time
After the E3 press conference, Nintendo did perhaps the worst thing they could’ve done with their new system: be absolutely silent about it for the next year. Not once, besides a mention about Nintendo Network during investor meetings, did they give any further details about the Wii U’s features or games. Because of this, and after the Wii U’s lackluster showing at E3, many people soon forgot about that weird accessory for the Wii, but for the dedicated fanbase who wants to know more about what’s next for Nintendo, all they had to work with were random rumors. A lot of rumors that were going around at that time seemed very positive. Developers were praising the Wii U at E3, stating the console was powerful and very easy to develop for, but over time, rumors began to change. Soon, we heard developers saying that they weren’t happy with the Wii U. They say that the console is weaker than an Xbox 360 and that the console is now difficult to develop for (1). What changed about the Wii U between then and now?

The Main Issue With Nintendo

At this point, I would like to deviate for a moment. While interning on the west coast, I met someone who used to work as a developer at a now-defunct publisher. He told me all about the relationships between the publisher and the different console manufacturers and he said that Nintendo was the absolute worst to deal with. He told me they were very hard to get in contact with and were extremely critical of their games when they tried to release on their platforms. One particular example he gave was when they were working on a 3D platformer for the DS and NOA stated that they wouldn’t approve the game in its current state because they didn’t like the logo.
It’s well known that Nintendo usually doesn’t play nice with third party developers, particularly those in the west, that has hurt their platforms for decades, yet they still continue to treat them terribly. Thus creates the main problem with Nintendo: their Japan-first attitude when it comes to game development.
It’s well known that Nintendo is a Japanese company, and over the last decade, they want you to know it. Although this isn’t necessarily a bad thing, as it lead us to getting more obscure titles like Tomodachi Life in the west, it does explain some of the more unconventional decisions that went into the design of the Wii U. For starters, let’s take a look at the idea behind the Wii U Gamepad. For the last decade, Japanese gamers have been moving away from consoles in favor of handheld and mobile gaming. To combat this, it seems like Nintendo wanted to create a handheld-like device for their new console, but since they didn’t want to compete directly with the 3DS, they tethered the handheld to the console.
Another choice that would seem baffling to Western gamers is the choice to design a power-efficient console above everything else. Surprisingly, when Nintendo initially revealed the Wii U at E3, they showed off the new hardware with a couple tech demos, which seemed to impress people at the time. We also had numerous developers like Epic and Nordic praising the Wii U hardware during that time, stating the console is powerful and easy to develop for, but throughout the next year, their tone began to change. Right before E3 2012, we’ve been hearing developers calling the Wii U hardware crap and even being weaker than an Xbox 360. Their tone would only get even harsher the closer the Wii U was to launch. So what happened that caused many developers to change their tone. Simple: the Wii U’s hardware was actually DOWNGRADED from the initial dev kits (1).

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An image of the Wii U's "Espresso" CPU
To make sure that the Wii U hardware can be stored in a similarly size box as the Wii and not overheat, some sacrifices needed to be made. One particular component that was significantly downgraded was the CPU, which, because it also needed to accommodate for backwards compatibility with Wii games, was a slightly overclock, three core version of the Wii’s “Broadway” CPU. Although at the time it might’ve seem commendable to go with energy efficient hardware, especially after the disaster at Fukushima, but when it comes to western developers, they were not buying it. Around that time, Sony and Microsoft were already in talks with developers to make games for the new consoles, and during that time, they worked with developers in order to create a platform that they all want to make games for. But with Nintendo, they did whatever they felt was necessary in order to meet their goals at the expense of developer support. All this managed to do was frustrate developers even further and, in many cases, caused people to completely rewrite the code to their games. Because of the weaker hardware, developers struggled trying to get 360 and PS3 games working on the Wii U, with many of them having performance problems by the time the Wii U launched. For the others, many just gave up developing for the Wii U entirely and focused on the new generation (3).
For those that stayed, many developers continued to face issues with Nintendo. Eurogamer’s article on the Wii U’s early days does a great job in explaining some of the development woes with the system. It stated the initial devkits were a pain in the ass the use, taking up to 15 minutes to compile any code. Also, many features that most devs would need to make their games, like their online network, were not shipped with the initial dev kits, and many of those features would not be shipped to developers until months before the Wii U was supposed to even release. It also doesn’t help that most developers couldn’t get a hold of any Nintendo representatives, and when they did, responses usually took weeks because the messages needed to be translated into Japanese.
Nintendo’s lack of communication with third party developers, especially those in the west, caused many developers to skip the console entirely, and the weakened hardware will cause many to bash the device throughout its launch period. By the time the system finally launched, most third party developers changed their views on the Wii U from cautious optimism to completely hating the system, and it would be one of many problems that would plague the Wii U in the following year.

E3 2012

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The ending of Nintendo's E3 2012 press conference with "fireworks" from Nintendoland
So now we have finally reached E3 2012. Nobody has heard anything about the Wii U since last year’s show. People had high expectations of this showing since new consoles are always talks of the show, and boy were people disappointed. Instead of the slew of Nintendo games that we expected to see, we were greeted with a slew of late ports and HD upgrades of Wii games. The demos shown at last year’s event were shown again in the forms of Nintendoland and Game and Wario, which, again, did not impress.
Let’s discuss Nintendoland for a moment. Throughout the Wii U’s reveal, Nintendo was pushing this game as the killer app for the system. Its sole purpose was to show the capabilities of the Gamepad, much like Wii Sports showed off the capabilities of the Wiimote. Unlike Wii Sports, Nintendoland wasn’t able to sell the Wii U to people, but why? For motion controls, Wii Sports was the perfect game to represent the technology because it’s a collection of games that people already know how to play and each game has a control scheme that closely represented their real life counterparts. To swing the tennis racket, you move the controller like you would with an actual tennis racket. To bowl, you move the controller as if you were throwing an actual bowling ball. For boxing, you hold a controller in each hand and punch as if you’re actually boxing. It was a game that anyone could understand and play. With Nintendoland, they tried to apply that same principle to a standard Gamepad with a touchscreen, which isn’t nearly as intuitive as motion controls, meaning a lot of casuals were intimidated by the new controller. For those that did understand the controls, most people complained that the games were too simple to enjoy for long periods of time and simply weren’t interested in the game. If this was going to be the flagship title for the system at launch, then the console was going to struggle.
The sad part ahout the disappointing Nintendoland showing was that it was one of the best titles shown for the Wii U at E3. Outside of Pikmin 3 and The Wonderful 101, all the other Nintendo titles shown for the Wii U were mainly HD versions of big Wii titles, with no new Zelda, Metroid, or Smash Bros. in sight. I guess Nintendo was banking on third parties to deliver the goods, but since Nintendo didn’t properly accommodate them, all they brought were late ports of titles that were coming out on other consoles, and in some cases, many of those titles ran even WORSE on the Wii U.

Many third party Wii U titles suffered from graphical hitches and slow framerates as well as missing features in comparison to their 360/PS3 counterparts.
Not only was the Wii U lacking in games, it was also lacking in many online and multimedia features. With the lack of a Bluray player and barely any media apps besides the standard Netflix and Youtube, the system was seen as a worse value in comparison to consoles that released seven years prior. Online features are also severely limited, with its lack of communication methods, besides a simple FaceTime ripoff, and the fact that there were barely any online multiplayer games at launch. All online titles that were available at launch were third-party games, and since many third party games didn’t sell on the Wii U, many of those titles were left with barren online communities. Nintendo wouldn’t release their first online title for the Wii U until Mario Kart 8, 18 months after the system launched, and even then it lacked the functionality of many online games on other platforms.
In the end, Nintendo managed to show off a product that tried its best to appease everyone, but ended up appealing to nobody. Casual gamers were not interested in a complicated controller and ports of Wii titles while hardcore gamers were not impressed with the hardware capabilities and weren’t interested in late ports of 360 games, especially when Sony and Microsoft’s new consoles were just around the corner.

Aftermath

Thus begins the never-ending cycle of bad publicity for the Wii U, ranging from making fun of its name to consistently bashing its lack of features and interesting titles. At $300 for a console with only 8 GB of storage, it seemed like a bad deal for many since you can get the other consoles with better features and a larger library for the same price. It also doesn’t help that most of the features that were shipped with the Wii U were inaccessible unless you downloaded a large update using Nintendo’s poor online infrastructure. First impressions are everything in the consumer market, and the Wii U had horrendous impressions from both the press and gamers alike, causing the new console to just sit on store shelves. Hell, on its first month of release in the United States, during Black Friday no less, the Wii U was even outsold by the original Wii. By the end of that holiday season, it was reported that the Wii U had one of the worst launch periods of any console in history, where barely any of the launch titles sold decently. All this managed to do was piss off the remaining developers that managed to jump through Nintendo’s hoops and cancel all other projects that were scheduled to release for the Wii U. After only a year after launch, nearly all third party development has ceased on the Wii U, leaving Nintendo to once again carry their own system.
Despite the rocky start, Nintendo continued to push its titles to the system, and the heavy hitters finally showed up after some troubled development by the end of 2013. Games like Pikmin 3, The Wonderful 101, and Super Mario 3D World were highly praised by both critics and gamers alike, but nobody paid attention to those games as all eyes were on the shiny new consoles that were blowing people away. Even if the initial launch titles weren’t that great, people were still very excited for the potential of these new consoles, making them an instant hit at launch. With the new generation officially starting, all eyes were on Sony and Microsoft while Nintendo gets completely ignored. This is especially important in 2014, which in many ways placed the numerous flaws of AAA development directly in the spotlight. With a slew of buggy and disappointing titles coming out for the new consoles as well as many of the big hitters getting constantly delayed, the initial launch period of this generation wasn’t very promising, but Nintendo absolutely killed it that year.
Nintendo’s big guns, Donkey Kong Country: Tropical Freeze, Mario Kart 8, and Smash Bros, were released with huge sales and wide critical acclaim, with many fans proclaiming these games to be the best in their respective series. Platinum Games were also able to release the long awaited sequel to Bayonetta and despite the numerous complaints about console exclusivity, was met with large amounts of praise and getting 9’s and 10’s across the board, but despite the Wii U’s impressive showing in an otherwise dull year, many still continued to ignore the Wii U in favor of the new disappointing title of the hour. Despite the large amounts of praise from the press, barely any Wii U games were mentioned during GOTY awards, leaving one of Nintendo’s greatest years ever go completely unnoticed.

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Bayonetta 2 received great reviews at launch, but it went completely unnoticed in terms of sales
Since nearly all of Nintendo’s heavy hitters have released and didn’t help to boost sales for the failing console, it would seem as though nothing was going to save the sinking ship but the surprising thing about the Wii U is that its software sales are still pretty strong despite the extremely small install base. Many Nintendo games still sell in the millions and are generally well liked by everyone so I don’t really see the problem with the Wii U having to do with any negative views on Nintendo’s games, but I do see a problem with what I believe to be Nintendo’s fifth and biggest mistake for the Wii U: The Nintendo 3DS.
Like with the Wii U, the 3DS struggled initially due to a lack of decent titles at launch as well as rising competition from the mobile sector. Many were not expecting the 3DS to be a success because of this, but there was one thing that made all the difference: a significant price drop. The price of the 3DS was lowered to $170 after only a few months on the market due to poor sales, and it helped garner some interest for the system. Also, like with the Wii U, the 3DS’s software library began to show its potential with…a new Mario, a new Mario Kart, and a new Smash Bros. Once again, software sales of the 3DS are still relatively strong, but the main difference is that Nintendo is now working with an install base of 60 million, which might be significantly less than the original DS’s install base, but is still pretty large and comparable to the current adoption of PS4s and Xbox Ones.
In comparison, the Wii U’s price was never dropped lower than $300 and the games go for around $50-$60. With the 3DS, you can buy a standard model for as low as $80 and get your Mario Kart, Smash Bros, and Pokemon for $30-$40. Because handhelds are now powerful enough to run console-like games, many people felt that they can get the same Nintendo experiences on the 3DS for cheaper than buying a Wii U so many Nintendo fans just stuck with the 3DS. You can make the argument that the Wii U versions of these games are better, but for most people, it’s a cheap and decent replacement to get their Nintendo fix. The shared library between the two consoles is probably the reason why many people are speculating the NX is a unified platform. Hell, it’ll probably help with their HD development issues by not needing to divert resources to two versions of the same game.

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3DS managed to sell well despite rising competition from smartphones, but it's still projecting to become Nintendo's worst-selling handheld.

What Lies Ahead

No matter how you view the Wii U, there is no debate that the console was an absolute failure for many reasons. From poor marketing to poor relations with developers, the development and release of the Wii U could not be summarized any better than an absolute trainwreck, and despite many people claiming that the Wii U has the best library out of all the consoles, many people get their Nintendo fix through the cheaper 3DS. Although I wouldn’t call it Nintendo’s Dreamcast since they’re releasing a new console soon, you can definitely consider it to be Nintendo’s Saturn as it still did a ton of damage to its brand, especially since they’ve killed it prematurely in order to rush out their next console. Now the only question left to ask is whether or not Nintendo has learned from their mistakes when it comes to the NX.
Unfortunately, at this point, Nintendo has shown no signs that they’ve changed their ways. I don’t think it was a great idea to announce a new console as soon as they did and are now paying the price for it. It’s been over a year and we still have no idea what the console even is, giving us a ton of rumors that will most likely end up not being true. There haven’t been that many “leaks” about the NX either, and many developers, such as Rebellion, have stated that they know as much about the NX as we do (4). Even with the NX's reveal being iminent, numerous publishers, like EA and Bethesda, has been relatively silent about their support for the NX, if they even plan to make games for the system, while Ubisoft appears to be bringing only Just Dance to the system at the moment. When your console is supposed to launch within the next 6 months and barely any third party developers know anything about the system, it might be safe to assume that Nintendo is not working with many third party developers, or at least western developers, and are focusing on trying to create a platform that is self-sustainable. If rumors of the NX being a unified console/handheld platform are true, then Nintendo might be able to provide enough software to make it happen, and if they find another “gimmick” that can gain mainstream appeal again, then of course it will succeed, but would it be enough?
If you were to ask any gamer about what Nintendo should do to become successful, many will say the same thing: essentially copy the strategy of Sony and make regular consoles again, but would that even work? Many gamers are this point are situated into the Xbox and Playstation ecosystems that trying to break into that market would probably cost billions to not only build competing hardware, but to also convince third party developers to actually support the system. The only way Nintendo could create an audience for AAA games on Nintendo platforms is if they start making the same M-Rated violent titles that the rest of the industry is making, and besides a few games like Bayonetta 2 and Devil’s Third, Nintendo doesn’t show any interest in going after that audience, meaning Nintendo will probably not succeed in that sector in the near future.
The most likely route that Nintendo looks to be taking is to go after the biggest gaming market out there: mobile gaming. If you analyze the current mobile gaming market and see the most successful games out there, you’ll find most of them follow similar gameplay-first, easy to play, hard to master design philosophies that Nintendo has held dear for these many years while finding a new way to profit with microtransactions. Nintendo is already diving deep into this market with Miitomo, as well as some Animal Crossing and Fire Emblem apps in the future. It’s too early to tell if their push into mobile has been successful or not, but it seems like they are banking on it for their future. Most of their intended audience, aka kids and families, play games on these platforms and Nintendo wants to gain them back by trying to create a healthy niche for themselves with a new idea while using mobile games to attract people to their platform. Although Miitomo was a bust, their strategy is beginning to work with the success of Pokemon GO and the buzz about Nintendo's deal with Apple.

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I guess I was dead-on with that last part, especially with the success of Pokemon GO
And now what’s left is to talk about the people who are still left with Wii U’s: Nintendo fans. Going back to the Saturn comparison, because the console failed to take off, Sega quickly rushed a new console out to market, completely ignoring the current Sega fanbase in order to salvage their hardware sales. Because the Saturn was only 3 years old when they essentially discontinued the platform, many Sega fans that bought a Saturn felt burned that it wasn’t supported to its fullest potential. Many Sega franchises didn’t get a sequel on the Saturn, not even Sonic. With the Wii U, Nintendo is facing the same issue. Many Nintendo fans are not happy that the Wii U is being discontinued so quickly. The Wii U had a lot of potential for being Nintendo’s first HD console, but what we got was a console with no Metroid, no F-Zero, no open-world Mario, and no exclusive Zelda game. Will these fans come back for the NX? Only time will tell, but as a Wii U owner, I don’t really feel confident about Nintendo’s ability to support their own console.
Thus leads us to the Nintendo of today. Because of their failing games business, Nintendo is looking to other ventures to support their company, including the mobile push, Amiibos, and licensing deals. Does Nintendo have a future in the console market? Is Nintendo trying to make their brand relevant again by branching into other markets? Who knows. Let’s hope that Nintendo can find some success with the NX, or else we might see yet another game developer lose its way.

Works Cited

1. http://www.gamesindustry.biz/articles/2012-04-02-wii-u-less-powerful-than-ps3-xbox-360-developers-say
2. http://www.neogaf.com/forum/showthread.php?t=710765
3. http://www.gamesindustry.biz/articles/2012-04-02-wii-u-less-powerful-than-ps3-xbox-360-developers-say
4. http://www.videogamer.com/wiiu/sniper_elite_2/news/rebellion_still_in_the_dark_on_nintendo_nx.html

If you guys want to see more of this, feel free to let me know. 

Wednesday, June 15, 2016

My Thoughts on E3 2016

So it’s been a few months since I wrote something on this blog, even though I said I would start writing for this, but now that I’m finally finished college, moving, and starting a new job, I’m going to start writing again. I currently have something huge in the works, but I’m going to wait until E3 before I release it.

Speaking of which, E3 happened this week and a bunch of games were announced. Even though I’m not really a fan of press conferences, there were some interesting things that I saw during the show, so now I’m going to spend some time talking about them.

To begin, let’s talk about Bethesda. I’m not usually a fan of their games, but I am a fan of iD, and especially of Quake. When they announced Quake Champions, I was ecstatic that there is a new arena shooter in 2016…but then that hyped died when they decided to turn it into Overwatch. Don’t get me wrong, I love Overwatch, but it’s just sad to see a classic franchise trying to play piggyback on a completely different concept. Oh well, at least there’s still Unreal Tournament.

Next, let’s talk about EA. Once again, they announce absolutely nothing, but Titanfall 2 looks good. I actually liked the first game and actually want to see how they expand upon the idea, and it seems like they’re remaking Transformers for their campaign. Although Battlefield 1 as a concept seems interesting, their recent announcement on no French and Russian soldiers in the game irks me. These two countries played a major role in the war and it seems disrespectful to leave them out in such a fashion. Unfortunately I don’t see this game treating WWI with any sort of decency. Oh well, at least we’ll always have Valiant Hearts.

Last of the third parties is Ubisoft…South Park looks cool.

And now we get to the console manufacturers, starting with Microsoft. I find it pretty ballsy of MS to actually announce their next console when it’s still 18 months away. It seems like they are going all in with treating Xbox as another extension of Windows machines and focusing on making more powerful systems every few years. Personally I’m very skeptical about this direction since it may cause confusion among current Xbox owners worrying if all games going forward will be focused mostly on Scorpio and Neo. Plus, if I’m interested in getting the best graphics in any game, I’ll probably stick with PC gaming, and even with the most powerful graphics card out there, I would still not be able to game at 4K and 60 FPS. But still, it’s cool that they’re releasing a new console with a cheap 4K Bluray player as well as releasing all future games on PC, even though I’m skeptical about that front too, especially after the Games for Windows Live fiasco.

Next we have Sony, which I got to commend them this year for not having a press conference that put me to sleep. I have to complement their show layout, but I can’t really say that I am interested in their content. It seems like Sony really liked The Last of Us and decided to implement all ideas from that game into all other games they’re currently making. Whether it’s attacking robots in a post-apocalyptic scenario to attacking zombies in a post-apocalyptic scenario to…changing a character action game into a third person swordfighting game, it seems like that style of game is dominating Sony’s development teams. At least Crash is coming back…in remastered form.

As for Nintendo, where is my Picross 3D 2? I know Zelda looks good, but seriously, I need my sculpting fix! (Note: I’ll write more about Nintendo in the next post).


Well there are my thoughts on this year’s show. Not really much that I’m really excited about, but hell, I still have a ton of games in my backlog to get through.

Tuesday, February 2, 2016

Blog Update 2/2/2016

It's been a while since I wrote one of these blog posts. Almost a year to be exact. Anyway, I'm pretty sure nobody is reading this ever since Arithmatic went into obscurity, but I do want to do something with this blog.

Anyway, my life within the last year has been pretty hectic. About Arithmatic...well let's just say it didn't do great...like less than 100 downloads in a year bad. Sure the game lacked in many features, including sound and animations, but hey, I'm happy with how the game turned out.

So what have I been doing since then? Well I've interned at a very large company over the summer and I'm about to graduate college in May. I've been trying to get into the streaming/Youtube game for the past six months, but unfortunately I've been having a lot of technical setbacks that have been preventing me from capturing good footage and streaming to friends at the same time.

But what about other projects? Well I've been going through a ton of ideas for other games, but unfortunately I haven't had much time to do any of them. However, I am currently working on another game that I'm hoping to complete by the end of this year. It's a little more ambitious than Arithmatic and I'm switching to Unity for my engine so I can possibly port the game to more platforms this time. Stayed tuned for that.

However, I really want to start using this blog more. I will of course post updates on any games that I will be working on in the future, but for now I plan on posting some editorials that I want to share with people. Just some opinions and all that. It's not like anyone is reading this anyway...but for those who miraculously are, stay tuned.

Friday, February 27, 2015

Arithmatic Update 1.03 Now Available

A new update for Arithmatic has been released. The following update made the following changes:

-fixed the incremental achievements
-Lowered the difficulty of the leveling system of Survival mode.

If you have any questions about the changes or if you found any bugs that I'm not aware of, feel free to let me know.

Wednesday, February 25, 2015

Arithmatic Update 1.02 Now Available: Leaderboards and Achievements!

A new update for Arithmatic is now available. This update is huge as I have added Google Play Games support. Now you can compete with your friends and everyone around the world on leaderboards and earn achievements!

More details about the update:

-implemented Google Play Games leaderboards and achievements
-changed "Options" buttons to "Achievements" button
-"High Scores" button takes you to the leaderboards
-high scores now save locally onto phone
-Survival Mode target numbers stay within a specific 10 number region with each level

NOTE: When initially signing into Google Play Games, the app might appear to be stretched. However, if you have successfully signed in and you restart the app, the screen will return to normal proportions.

If you have any problems with the new update or have found any bugs or glitches that I have missed, feel free to let me know and I will get them fixed as soon as possible.

Sunday, February 22, 2015

Arithmatic Update 2/23/2015

Hey everyone. Just posting some news about some upcoming updates for Arithmatic.

I just finished implementing Google Play leaderboards for the game as well as having a local high score system for people who wish to stay offline. The next thing that I need to do is implement some achievements that I made for the game, which may take a little bit longer.

Another thing that I plan to address is some of the balancing issues with Survival Mode. I noticed that most of the generated target numbers vary in difficulty as the player increases their level. Also, I tend to notice that the difficulty curve for leveling up gets extremely high when the user gets past level 5. These issues will be addressed when the next update arrives.

As my spring break period continues to get closer, my workload has been going down to the point where I can start working on Arithmatic more frequently. As an estimate as to when this update release, I would say that it should arrive sometime within the next week or two.

If you have any suggestions as to improve the game or if you have found any bugs or glitches that I'm not aware of, feel free to let me know,

Monday, February 16, 2015

Arithmatic Update 1.01 Details

An update to Arithmatic has been posted to the Google Play Store. This update fixes many bugs with the previous version.

Details include:

-Advertisements no longer causes tiles to overlay each other.*
-Fixed glitch where tiles no longer appear to be selected after previously selecting them in Survival Mode.
-Various button and object placement changes to be more legible.
-Fixed the logo glitch that caused it to flash repeatedly.

Stay tuned for more updates in the future.

*Game is currently optimized for 16:9 resolutions so results may vary for devices running at other resolutions.