Nintendo Reveals Wii Pay-For-Online Play, WiiWare Compression

by Eric-Jon Rössel Waugh

In a curiously confidential session, Nintendo Network Administration Group Group Manager Takashi Aoyama spoke at length on the thought process behind the Wii’s online offerings.

Amongst his anecdotes were a story of how WiiConnect24 came out of early dial-up concerns, during planning stages around 2000 for a GameCube network. (Maybe if users could download content overnight, that would alleviate some of the cost and delay — except, wait! This is dialup!)

( Continue reading at GamaSutra )

The New Generation – Part Three: Infrastructure

by Eric-Jon Rössel Waugh

Originally published by Next Generation.

Videogames are finally finding their way. They’re moving in small steps, yet whether by need or inspiration change is in the air – a whole generational shift, an inevitable one. It’s the kind of shift that happened to film when the studio system broke down, or painting broke out of academia and… well, the studio again. In short, people are starting to get over videogames for their own sake and starting to look at them constructively – which first means breaking them down, apart from and within their cultural, historical, and personal context. When you strip out all the clutter and find a conceptual focus, you can put the pieces back together around that focus, to magnify it and take advantage of its expressive potential.

Over the previous two installments we discussed some of the voices heralding the change, and some of the works that exemplify it. In this third and final chapter, we will cast our net wider, and examine some of the cultural or circumstantial elements that either led to this shift, reflect it, help to sustain and promulgate it, or promise to, should all go well. This is, in short, the state of the world in which a generational shift can occur. Continue reading “The New Generation – Part Three: Infrastructure”

The New Generation – Part Two: Masterminds

by Eric-Jon Rössel Waugh

Originally published by Next Generation.

Something is happening to game design. It’s been creeping up for a decade, yet only now is it striding into the mainstream, riding on the coattails of new infrastructure, emboldened by the rhetoric of the trendy. A new generation of design has begun to emerge – a generation raised on the language of videogames, eager to use that fluency to describe what previously could not be described.

First, though, it must build up its vocabulary. To build it, this generation looks to the past – to the fundamental ideas that make up the current architecture of videogames – and deconstructs it for its raw theoretical materials, such that it may be recontextualized: rebuilt better, stronger, more elegantly, more deliberately.

In the earlier part of this series, we discussed several games that exemplify this approach; we then tossed around a few more that give it a healthy nod. Some boil down and refocus a well-known design (Pac-Man CE, New Super Mario Bros.); some put a new perspective on genre (Ikaruga, Braid); some just want to break down game design itself (Rez, Dead Rising). In this chapter, we will highlight a few of the key voices guiding the change. Some are more persuasive than others. Some have been been making their point for longer. All are on the cusp of redefining what a videogame can be. Continue reading “The New Generation – Part Two: Masterminds”

The Wii that Wasn’t

by Eric-Jon Rössel Waugh

Originally published by Next Generation.

Market analysts call the Wii a return to form after the relative flop of the GameCube. Design analysts call it a potential return to form after the relative rut of the previous fifteen years. Whatever the spin, when people look at Nintendo’s recent misadventures, generally the Gamecube sits right on top, doe-eyed and chirping. Its failure to do more than turn a profit has made its dissection an industry-wide pastime. Everything comes under the microscope, from its dainty size and handle to its purpleness to the storage capacity of its mini-DVDs. The controller, though, has perplexed all from the start. Continue reading “The Wii that Wasn’t”

Touch Generations

by Eric-Jon Rössel Waugh

Originally published by Next Generation, under the title “FEATURE: A Short History of Touch”.

A few years ago, Nintendo launched the DS with a vaguely unsettling catch phrase: “Touching is Good”. Their PR team sent disembodied plastic hands to everyone on their mailing list, in the process creeping out Penny Arcade. As creepy and forward as the campaign was, it had a point. Touching historically has been good, for the game industry.

On a whole, videogames are an awfully lonely set of affairs. They paint an alluring well, then give the player rocks to throw, to see what ripples. From Spacewar! to Pong, you’re always shooting or batting or throwing some kind of projectile, to prod the environment. Even in some of the most exploration-heavy games, like Metroid, the only way to progress is to shoot every surface in sight, with multiple weapons. Little wonder art games like Rez are based on the shooter template: it’s about as basic a videogame as you can get. See things, shoot things, you win. If things touch you, you lose. Except for food or possessions, generally you can only touch by proxy; toss coins into the well; ping things, to see how they respond. To see if they break. Continue reading “Touch Generations”