Why Do Dedicated Game Consoles Exist?
prog21.dadgum.com
prog21.dadgum.com
The bulk of the argument was than an appliance was designed (and often constrained) to doing the 'thing' it was designed to do, and a computer was designed to embrace doing many different things.
As the author points out, a game console is a computer which has sacrificed generality in order to achieve a cost advantage in the market where it competes. As the cost of generality goes down, the comparative advantage slowly evaporates.
An example of how this plays out is with robotics. You can consider your dishwasher to be a robot, it reacts to conditions (dishes, no dishes) it has various schemes for cleaning them, and that is pretty much what it does. A clothes washer is another robot of the genus 'washer' but works only on clothes. A general purpose robot could, in theory wash clothes, or dishes, and pretty much anything else if you programmed it to do so. So where do you draw the line between robot and appliance?
I posited the line was based on the relative cost/complexity advantage of one over another. When a computer was targeted to a particular task, and could do that task at a significant market cost advantage over the general purpose implementation, it went from being a 'computer' to being an 'appliance'.
Game consoles are appliances that play games, which is not to say that iPhones don't play games, but if you only want to play games then a console has a cost advantage over a phone.
Touchscreens are fine for a narrow band of game types, but I wouldn't want to play the latest Mario platformer or Little Big Planet or 3D FPS with one. For lots of games I'll take the physical d-pad and/or analog sticks and physical buttons any day.
And while you technically can get such controllers to sync with touch-centric devices, it isn't quite the same if you have to carry around a separate controller. Even more importantly, it isn't the same if the controller type is not completely standardized so that games for the platform can expect it. External controllers are a fine solution for emulation on phones and tablets, but not for core games on the actual native platform.
As opposed to carrying around a separate game console?
The reson why consoles sell is because largely they "just work" Hook it to the TV pop in a disc and you are rivalling the arcade. No dealing with popups, driver incompatibility, installations, etc.
Why are consoles are popular for developers? Because if they write some super spiffy game for console X it will run on ALL of them since they all have the same hardware - no-brainer to buy, not too hard to support, etc.
Where if they write something for a PC you have to cross your fingers everyone knows what sort of system they have (even Aunt Edna buying little Tommy's Duke Nukem Forever game), that their system is relatively virus free, they have the proper controllers, a decent monitor, understand what it means when they need to update a driver, etc. etc.
As far as quality, a lot of folks, don't really care. As long as the game is reasonably fun and they can take it out of the box and have it playing in under a minute. Heck I appreciate the resolution of DVDs, but frankly I don't give a darn about blu-ray, the ability to see Leonardo DeCaprio's nose hairs doesn't make really make the movie all that more enjoyable to me. Only thing that sometimes compels me about blue ray may be some exclusive feature... But again, like consoles, most blue-ray stuff is also on DVD primarily because all the DVD and Blu-Ray folk can use it and there is better potential sales.
2) Much harder to pirate console games. <-- probably the main reason.
> As a side note, folks who argue Nintendo should just make games for other platforms are completely missing the point. Nintendo needs to control their hardware platform in order to force innovation to occur in the control mechanisms. Other console manufacturers who rely on the hardcore audiences and standardized genres don’t see this need. They would happily standardize the console platform and make it into a commodity. Microsoft has historically made major comments about having one universal development platform.
> The moment Nintendo loses control over their hardware, they lose a major competitive advantage in terms of creating new genres.
PCs, you become aware of all that and how outdated things are when you realize your cannot run max settings for whatever game you're playing anymore. I guess it's sort of the "content with what you cannot change (consoles) versus discontent in realizing you no longer have the 'best' of something anymore (PC)".
In short, it's much easier to see flaws on PC overall because you realize you can do something about them (given the time to reconfigure game/pc settings or upgrade), while consoles you cannot.
The thing is that most people who're willing to deal with pc gaming also care enough to upgrade more often, so a lot of the cost is self-imposed.
Once they do, they have to buy your product and it's harder to pirate, so publishers win.
Why do people buy them
A. People get a quick high when they buy objects, this is big part of capitalism.
B. They are only game machines. When you use a console there's no emails coming through to stress you out, your body relaxes in game state. (Why ebooks readers if they are smart won't add features, books are meant to be stress free)
C. 80-20 rule. The little bit of extra work on a PC can be a deal breaker, even if it's cheaper and better.
Why would you want to waste your time with a retail PC anyway, loaded down with time-wasting adware and free trials?
I don't want to hand-sort my digital files, click through 50 screens, wait for reboots, etc etc. I wanna shove something physical inside something else physical and let the music just play.
Plus, you can't sniff an mp3.
A good example is Street Fighter. Street Fighter 3 was release for the CPS3 [0], a completely proprietary platform that ultimately only had 6 games released for it. Street Fighter 4 was on the Taito Type X2 [1], which is pretty much a PC.
The QA effort that goes into PC games vs a Console games is a considerable difference. The myriad of hardware configurations (amount of RAM, GPU types and its capabilities, processor speed, etc) make for complicated debugging and graphics quality compromises to capture the mean population of computer performance capability. Contrast this to console development, developers can guarantee the performance of their game and optimize accordingly because they only have to account for one hardware and OS configuration (or 2, if they are going for multi-console release). Likewise, gamers can be confident that they won't run into performance or compatibility issues.
Due to the specialization and simplification of these computer systems, gamers also get to enjoy the sheer convenience of gaming consoles. They boot quickly, jump strait into your game and are fairly no-nonsense.
At a low enough price point relative to general purpose PC's or smart phones, they are still the best experience for enthusiast-level gamers.
You could spin the question around and ask why do point & shoot cameras (analog: consoles) or SLR's (analog: PC's) exist when you're always carrying a camera in your pocket? The answer is level of control, depth of experience and quality. Such hardware will be used by enthusiasts, whereas those who just want something to snap selfies, dinners out etc will stick with whatever is most convenient.
I can play games on my phone anywhere I go but they lack the richness and intensity of playing a multiplayer FPS or RTS game on a stable wired connection and dedicated controller.
A way around this was mentioned in the article - tactile displays. A display or bezel that can raise parts of its topography into customizable shapes that react to touch. This will largely solve the input issue. It might even make it better than the fixed human-machine interface like a controller because it provides freedom for the developer (or user) to craft the input mechanism to perfectly suit the game/app.
Isn't iOS 7 supposed to add some sort of support for bluetooth gamepads? Will that help out?
So while Android wins out on bluetooth support, it loses on the standardized console platform aspect.
I enjoy more complex game, even with mobile platforms such as Nintendo 3DS. My most played games are Fire Emblem Awakening, Etrian Odyssey IV, Devil Survior Overclocked and Monster Hunter 3 U. The first three games would not even require tactile controls; but I don't think any mobile gamer in the current culture would buy them for 30 to 40 dollars.
With dedicated game consoles the culture of actually paying for a good large game is still alive and well. And I think that is the reason why developers make games for them. If the day comes when free-to-play casual games are the only mobile games available, it will be a sad day for me.
These days, that's simply just not true. Sure there are a good amount of games that are just kb/m, but the many of the newer games support the have full 360 controller support (or PS3 controller if you want to fiddle around with some settings).
http://ignorethecode.net/blog/2013/08/29/nintendo/
http://ignorethecode.net/blog/2013/09/03/more_nintendo/
http://ignorethecode.net/blog/2013/09/05/lateral_thinking_wi...
http://ignorethecode.net/blog/2013/09/07/where_do_people_use...
Nintendo DS can be a gift to a 6 year old. I am not giving a phone with open data and calling capability and store to a 6 year old.
Also a NDS costs $200 while the iPhone is $450 for cheapest model without a phone contract (was more until recent anouncement).
A PS3 cost 400 at launch. And still plays new games till this day. SURE they are not as good quality but they work well. Meanwhile you keep having to upgrade your PC, and since I assemble my own, I can make a $600 / $700 pc, most people end up spending 1.5k+ for that.
So cost is still a huge factor.
Because a phone is a shitty camera.
Gaming consoles (and DVRs, and every other device which is basically just a computer) are simplified systems which remove a lot of the hassle of using them. Even a PS3 or a Wii-U (which are excruciating to update) is orders of magnitude easier to use than a general purpose computer.