STORY HIGHLIGHTS
- Dedicated gaming sales, including traditional consoles, are in a four-year tailspin
- Rise of casual and social gaming and waning consumer interest are affecting consoles
- Despite this, Nintendo will release its new Wii U console later this month
Editor's note: Since 2005, Blake Snow
has covered video games and other male-interest topics for some of the
biggest names in journalism. He lives in Utah with his family and is
currently writing a book about finding offline balance in an online world.
(CNN) -- If console gaming were a first-person
shooter, it would be taking heavy fire right now. A red hue would
envelop the viewable screen from all sides, an ominous sign of spilled
blood.
Or worse, near-death.
Despite this, Nintendo
will release its new Wii U console on November 18, ushering in the
eighth and possibly last generation of traditional home consoles as we
know them.
Consider this: Dedicated
gaming sales — including living-room consoles and handhelds — are in the
midst of a four-year tailspin. You might say that's because of a bad
economy, but then you'd have to explain why movie revenue and cable TV
subscriptions have largely stayed the same.
Or why music sales,
gutted by online streaming and piracy, have held up better than slumping
sales of console games. Or why the popularity of social, mobile and PC
games have skyrocketed to unthinkable heights.
Hands on with the next Nintendo Wii
The problem seems to be
isolated to dedicated video games. Video game industry sales in the
United States, including game discs, consoles and accessories, were down 24% in September
when compared with the same period last year. Many experts believe
these decreases in profits, the rise of casual and social gaming and
waning consumer interest are affecting makers of the three big
living-room consoles: Microsoft's Xbox 360, Sony's PlayStation 3 and
Nintendo's Wii.
So is this it then? Is the death of dedicated gaming upon us? In a word, no.
"I bristle when people
suggest as much," says Adrian Crook, a game design consultant. "Consoles
will grow again and will never go away."
But today's dedicated
gaming business is arguably in its most tumultuous period since the 1983
gaming collapse. It's nowhere near ruin yet, thanks to big franchises
like "Call of Duty," "Madden," and a select few mainstream console
games. But the console's influence is waning, and there's uncertainty
about its future.
Here's where the shots at console gaming are coming from, and how the industry might dodge and counter them.
Trojan horses
Since the '80s, console
makers have dreamed of using their "dedicated gaming machines" as Trojan
horses to further control the living room with a single, proprietary
device.
That time has come.
Gaming consoles have transformed into entertainment hubs for people to
stream movies or YouTube videos. So much, in fact, that gaming consoles
no longer are being used primarily for gaming. In fact, "40% of all Xbox
activity now is non-game," Microsoft boasts. Amazon and Netflix
streaming accounts for most of that, as they do for Wii and PS3.
Combined, game consoles
account for half of all Netflix users. This is great news for the movie
industry. Not so great for console gaming's bottom line, especially
since the industry largely subsidizes consoles now.
I'd sooner pay nothing up front and $5 to $10 later than plunk down $60 on a game and hope I like it.
Adrian Crook, game design consultant
Adrian Crook, game design consultant
In other words, a console isn't helping the gaming industry if it's mainly being used to stream Netflix movies.
Not only that, but
gamers' tastes have evolved to include quick, bite-size gaming sessions
-- something consoles have never been good at. (Gamers must go to the
living room, wait for the console to power on, load the game from the
main menu, wait for it to boot.) It's much slower than tapping an icon
on the smartphone you already carry in your pocket.
"Most people who liked
console games in the past still do today," says Alex Hutchinson,
creative director of Ubisoft, "but they're also looking for a wider
spread of experiences. I want some games I can play quickly after work
or while the kids are asleep and have a short satisfying experience."
As the number of gaming
scenarios has increased, so, too, has the number of diehard gamers, says
market researcher DFC Intelligence.
"Gamers have not only
increased in number, but they are playing on multiple platforms now,"
says analyst David Cole. "Fewer enthusiasts describe themselves in a
single camp such as 'I love Nintendo and hate Sony and Microsoft' or
vice versa."
If enthusiasm for a
single dedicated machine has waned, however — or at least has been
spread thin — then the machine that demands the most attention will
invariably suffer. That machine is the console — the one you hold dear
to your heart, but probably reach for less than you used to, whether you
like to admit it or not.
Creative stagnation?
When it's not taking a backseat to more convenient app gaming, some say the console has stagnated creatively.
"You would think that
XBLA (Xbox Live Arcade), PSN (PlayStation Network), and the rise of
'free to play' would have opened a door to smaller games that can take
more risks creatively, but right now they're just cut-down versions of
box-product games, or retreads of games I played on the SNES (Super
Nintendo Entertainment System)," says Hutchinson, referring to the
online gaming networks offered by Microsoft and Sony.
"I don't honestly think
that someone who didn't want a 2-D platformer 20 years ago is going to
wake up today and buy it on XBLA."
We need to offer more experiences that are understandable to people's real lives.
Alex Hutchinson of Ubisoft
Alex Hutchinson of Ubisoft
In addition, even
big-box games have lost some of their visual allure in recent years.
What were once graphical leaps in previous generations have now become
bunny hops, at least to the average eye.
"People aren't as
motivated by cutting-edge graphics as they once were," says Paul
Neurath, creative director at Zynga, makers of "FarmVille," "Mafia Wars"
and other social games on Facebook.
"Gamers that care
intensely about graphics will continue to do so, but I think there are
fewer now than there were in the past," he says. "Big leaps in graphics
no longer exist. Unless there's some futuristic holographic display or
direct brain implement we don't know about, it's hard to get a lot
better."
Cole, the gaming analyst, agrees.
"Cutting-edge graphics
in the past amounted to nothing more than killer CGI videos that added
nothing to gameplay," he said. "That's a problem for an industry that up
until recently prided itself on "buy this console because the games
look a lot better than the ones you currently own.'"
In that sense,
next-generation is no longer "next." We've arrived. Looking back, NES
was certainly a step above Atari and imprecise joysticks. SNES and
Genesis offered a huge leap in affordable home graphics. PlayStation and
N64 immersed players into 3-D worlds replete with camera control.
PlayStation 2 and Xbox overcame polygons in favor of rounded and
non-jaggy looks. All of these were improvements upon previous
generations of gaming systems.
But this current
generation of consoles? With the exception of the early Wii years,
they've largely offered better-looking versions of games we've already
played. There have been a lot of great games to be sure, but fewer
must-haves — the kind that truly take the medium into uncharted
territory.
Rise of cheap, social gaming
On the other hand,
cheap, bite-size games such as "Angry Birds" and "Plants vs. Zombies"
have thrived in recent years, ensnaring new players with novel gameplay.
"Virtually all of my
clients are in social and mobile sectors, which have totally exploded in
the last few years and continue unabated today," says Crook, who
previously worked as a console designer.
As such, the demand for
games has grown. "It's not so much that gamer interests have changed
since the last generation, but that a whole group of new players have
started playing games," says Zynga's Neurath. "These people would never
have played last-generation console games. They're more into it for the
social aspect."
Console makers so far
have been ill-equipped to meet this demand, given their lucrative,
30-year-old model of selling games for $50-$60.
The Wii U's handheld controller displays a game during a presentation by developers Ubisoft.
This partly explains why
Nintendo, after five years of phenomenal Wii growth, is slumping.
Industry experts say they're not in a position to meet the demands of
most new social gamers.
We'll soon find out whether the Wii U can revive Nintendo's fortunes. The console's big new feature is a 6.2-inch touchscreen GamePad controller
that interacts in creative new ways with the gamers' TV. Wii U players
can play together, with one person using a TV screen and the other using
the GamePad. A single player also can access additional content on the
GamePad that enhances the game on the big screen.
Nintendo declined to comment for this story.
In a struggling economy,
consoles also have fallen victim to the cut-rate pricing of games --
something consumers are exceedingly demanding but consoles have yet to
offer.
In what has become a
successful business model, many developers give away their games for
free, then charge players later for status upgrades or gameplay perks.
"Say what you want about
freemium, 'nickel and diming' of players, but I'd sooner pay nothing up
front and $5 to $10 later than plunk down $60 on a game and hope I like
it," says Crook.
Ubisoft's Hutchinson
refers to it as a rising "fear" among console gamers. With so many deals
to be had elsewhere, a lot of console gamers are making fewer
full-price purchases than before.
"The free-to-play model has certainly impacted the industry," agrees Zynga's Neurath.
On top of that, 99¢
iPhone and iPad games are also taking a toll on the perceived value of
dedicated gaming systems. Even PC games go on sale for as little as
$5-$20 on occasion, a trend that has breathed new life into PC gaming
and changed how some of the most ardent gamers value games.
"The business model for a
five-year life cycle isn't working for Sony and Microsoft," says Cole.
"They spend billions to R&D and market these new systems, they sell
them at a loss for the first few years and then they don't really have
the software business to make up the cost. They are better getting out
of the business entirely rather than go after a five-year life cycle."
How console makers can fight back
In wake of all these
changes, what's a console maker to do? What might reinvigorate interest
in living-room and dedicated handheld gaming?
A first step would be fresher consoles themselves. The Xbox 360 is 7 years old, while the Wii and the PlayStation 3 are both 6.
Newer motion-controlled
gaming systems such as Microsoft's Kinect and Sony's Move, which let
players control in-game avatars by moving their arms and legs, have
helped sustain interest. But experts say more upgrades are needed.
"New consoles would
help, and the rumblings have already started at Microsoft and Sony,"
Hutchinson says. As if reminded by the lackluster sales of the handheld
3DS and PS Vita gaming systems, he adds, "But I don't know that we
really need a new hardware cycle at this point from a creative
standpoint."
Zynga's Neurath, who's
worked with consoles and PCs since the 8-bit days, says console makers
would do well to act more like nontraditional platforms. A new console
dubbed Ouya will launch next year with free-to-play games and a $99
launch price, but keep the focus on what its manufacturer calls "TV
gaming."
Crook believes there is still plenty of time for traditional console makers to correct their downward trend.
"There will always be a
big market for core game systems," he says. "It all comes down to how
consoles can get back to taking creative risks again, and what the
platforms can do to broaden their markets and offer innovative means of
interaction."
Ubisoft's Hutchinson wants console games to deliver more meaningful experiences.
"Games need to explain
to players why they made certain artistic decisions, what mood they're
setting with their lighting and color choices, and less about the
technical features," he says. "We need to offer more experiences that
are understandable to people's real lives, either in terms of mechanics
or narrative, and attract people who don't read fantasy novels or watch
the SyFy channel. Our mechanics are often not the barrier, but our
content sometimes is."
The good news for the
industry, and for gamers, is that video games in their broadest sense
are most definitely here to stay. It's just that the way we access,
control and define them has rapidly evolved. Despite the weakening sales
of consoles and console games, the growth of mobile, social and
PC-based games means that total spending on gaming is actually on the
rise.
"Inviting more people to
the fun and wonderment of games isn't just good for social games, it's
good for the entire industry," says Neurath.
It will likely take at
least one more console cycle to gauge the long-term sustainability of
dedicated gaming devices, experts say. Their ultimate survival all
depends on how well console makers adapt to evolving business models and
changing consumer tastes.
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