That strategy was admirable - after all, games don't require top-notch graphics and audio to be fun - but to many developers, who had already been burned by Nintendo's frustrating proprietary designs, this was just another reason not to develop games for the platform.Īcross the industry, games were being simultaneously released across multiple platforms - the PC, the Playstation 3, and the Xbox 360 - which all had similar hardware specifications. In addition, it wanted to create a much smaller console, which could be more conveniently placed in smaller Japanese homes, that aimed to capture a mainstream audience with its simple motion-based controls. Nintendo's reasoning was simple - it believed that it could produce a cheaper, lower-powered console for the masses, and that "adequate" graphics would be satisfactory. Miyamoto, along with the rest of Nintendo, believed that the Wii didn't need to have comparable specs to the Xbox 360 and the Playstation 3. They might fight and hasten their own extinction." It's like having only ferocious dinosaurs. When Nintendo first released the Wii, acclaimed game developer Shigeru Miyamoto - the man who created Mario - famously stated: "Too many powerful consoles can't coexist. By comparison, Sony and Microsoft share those responsibilities and risks with a growing stable of game publishers.Īnother reason that many developers shied away from creating games for the Wii is its lack of horsepower. Second, Nintendo has to do all the heavy lifting by itself. There are two major problems with Nintendo's dependence on its first-party franchises, although many of its own titles are high-quality, critically acclaimed games.įirst, there is a lack of variety - franchises like Mario Kart, Mario Party, Super Smash Bros., and New Super Mario Bros are arguably just new coats of paint on the same old games. In fact, the top-selling third-party game (that wasn't associated with the Mario franchise) was Ubisoft's Just Dance 2, which sold only 5 million copies. Source: Company website, as of March 2013 WHY WON T MY WII PLAY GAMES CRACKHowever, not a single third-party title was able to crack the top five best-selling titles for the Wii during its lifetime. Since the GameCube and Wii were released, some prodigal developers have trickled back. Since the first major exodus of developers that occurred during the N64 era, Nintendo has become increasingly dependent on its first party titles such as Mario and Zelda. Mistake #2: The lack of third-party publishers This constant preference of proprietary media led to other, more severe problems for Nintendo. However, the Wii's disc only had the capacity of a regular and double-sided DVD (4.7 and 8.5 GB), nearly matching the Xbox 360's maximum capacity but trailing the Playstation 3's 25 GB Blu-Ray discs. With the Wii, Nintendo finally went with a larger capacity disc. Not only did that cut the maximum capacity of a game from 4.7 gigabytes down to 1.5 gigabytes, but it also meant that regular DVD movies and audio CDs could not be played in the console, as they could be on the Playstation 2 and the Xbox. However, rather than go with the standard DVD format that Sony and Microsoft were using, Nintendo went with a smaller format similar to a miniDVD. With its seventh-generation device, the Gamecube, Nintendo finally went with optical discs. Full-motion video and orchestral soundtracks also couldn't fit on Nintendo's cartridges.Īs a result, leading developers such as Square (now Square Enix), Konami, and Capcom, who propped up Nintendo during the 8- and 16-bit eras, abandoned Nintendo. Developers were frustrated by Nintendo's decision, since they had to purchase expensive proprietary cartridges to develop and test the games on, instead of using cheaper writable CDs. Therefore, Nintendo stuck with cartridges when the N64 was released in 1996.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |