Opiate said:
Things we appear to be moving away from:
-- "Storytelling" in games
-- Single player gaming
-- Focus on graphics and presentation
Things we're moving towards:
-- Games focused on mechanics and fundamental design
-- Social and multiplayer gaming
-- Focus on inputs and interface
Let's make more sense of it with the monetary ramifications, because I really believe it's more about money rather than growing the industry.
Moving away from
-higher production values and cost, which don't provide as much returns as multi-player experiences with proportionally larger userbases if/when the game finds an audience
Moving towards
-DLC and and possibly infinite microtransactions
-growing userbases with free games but generate advertisement revenue
-being able to port the game to as many platforms as possible
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Speaking of what "Jobs might've influenced in gaming", we should break down whatever those might be.
-Products sold over network
Nintendo had Famicom Disk games sold at download stations and the Super Famicom Satellaview service, Sega had Sega Channel, and Nintendo was also researching network sales since NES and even N64
-Developer tools for mass market
PC games have mod communities and Mod tools forever, and I don't think Apple themselves have released anything to make game modding, or even game development. I understand that various media creation software for making art or sound/music assets were optimized for (or only work for) Apple computers, but that couldn't be what they were "influencial" for, right? PCs are arguably less proprietary and can cover many, if not all, the same content creation functions.
-Easier to publish for small developers?
Again this goes somewhat hand-in-hand with the "Sales over network". Nintendo's N64 Disk Drive was even toying with the idea of sharing player/developer creations with the Mario Artist series. But this was also in a time when the technology was expensive. Now, while Nintendo is working to preserve the traditional developer/publisher model, MS and Sony are providing (or will provide) tools for small developers looking to publish on their networks. Is iTunes distributing as many, and as large a variety and quality, of games as Steam, XBL, PSN, services like Gametap, Onlive, or even VC/Wiiware? Does iTunes provide the focus on games that is almost instantaneous with the mentioned gaming specialty services?
-Fashionable appeal of products?
Play-it-Loud (1995) Gameboys and GB Pocket were released well ahead of the original iMac and its color line (1998). The later colored N64s did resemble iMac colors, but the N64 controllers from launch borrowed the Play-it-Loud scheme. Apple were clearly not the only ones considering the aesthetic value of their products.
The point I'm trying to make isn't that "Nintendo/X Company did Y first" but that such ideas that Apple's being given credit for were coming from other avenues that weren't directly tied with Apple.
Anyways, sorry for the long post. D:
BocoDragon said:
I hate to say it, but the real visionary at Nintendo was Yamauchi. It was his decision to create Nintendo R&D4 (now known as EAD), a studio specifically designed to make deeper, hardcore experiences on Famicom.
Yamauchi basically willed the first epic games like Mario and Zelda into existence with a decision. It was no accident. I wouldn't even call it "lightning in a bottle". If he hadn't gotten Miyamoto, he would have gotten someone else who would have done it.
But with Miyamoto, the artist Yamauchi assigned to make Donkey Kong, he wouldn't have Donkey Kong as it exists. DK was one of the first games to feature stories and to be known for their art direction (Miyamoto's contribution to Yokoi's programming) . Even in the arcade, it already was one of the "deeper" experiences.
But yeah, both legends Miyamoto and Yokoi were guided by his business philosophies