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Posted Thursday, November 15, 2007 12:15 AM

How the Videogame Industry Shot Itself In the Joystick--and Why the Wii Has Stopped the Bleeding

N'Gai Croal
The Atari 2600 Video Computer System controller

In last week's debut of the Monday Morning Quarterback Highlight Reel, we cited some insightful comments made by Bill Harris over at the blog Dubious Quality. We first became aware of Harris' blog during the February DICE conference, where a longtime Nintendo employee suggested that we check it out, which we did. Soon thereafter, Dubious Quality became an essential addition to our RSS newsreader for the smart and often caustic assessments of the business of videogames and the personalities behind it as delivered by the 46-year-old Austin, Texas-based analyst. [Note: Harris--whose all-time favorite games include Guitar Hero II, Fatal Frame II: Crimson Butterfly (Director’s Cut) and Ultima IV--does not cover the videogame industry professionally.]

After reading Harris' alternative explanation of why the critically maligned Carnival Games had become a hit--a "fundamental disconnect between how the people who review Wii games play them and how everyone else plays them"--we asked him to expand on his remarks for our guest post series P2P. He agreed, and the resulting essay is a thoughtful look at how the evolution of videogame controllers has contributed to the shrinking of the industry's reach, and why the Wii remote and nunchuk--even as the games built around them continue to confound the critical establishment--are beacons of hope for a stagnant medium. Enjoy.

Thanks to Sock Master’s Video Game Controller Family Tree (where the pictures in this post come from), and my good friend John Harwood's encyclopedic knowledge of gaming minutiae, we can take a look at the history of video game controllers. And that history raises some interesting questions.

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For example, how did we go from the controller pictured above to this?

The Playstation 3 Sixaxis controller 

At the top of this post, we have a joystick and a fire button from the Atari 2600 in 1977. Here, we have the controller from the PS3 in 2007, which features two analog joysticks (both clickable, so they function as buttons as well), four directional D-pad buttons, four regular buttons, a start button, a select button, a "home" button, and four shoulder buttons. Oh, and it has tilt technology, so let’s just call that one extra stick/button whatever, for a grand total of 20 input options.

There may also be a port for rocket fuel.

So how did we get here? Well, let’s take a look.

*1977: the Atari 2600 controller. One joystick, one button. 2 inputs.
*1980: the Intellivision controller featured a 12-key keypad and two action buttons on each side, and included a “control disc” that essentially functioned as a joystick input.  Function overlays were included for most of the games and fit over the keypad. All told, it was 17 inputs.
*1982: the Atari 5200 was the gold standard for the early complexity era. A joystick, a 12-key keypad, four action buttons, plus start, pause, and reset buttons. 20 inputs. Incredibly, this controller had as many inputs as the PS3 controller—twenty-five years sooner.
*1985: the Nintendo Entertainment System reduced the 20 inputs on the Atari 5200 controller to a d-pad, two action buttons, plus select and start buttons. 5 inputs. The NES did, um, pretty well, and the NES controller marked a permanent break from the complexity of only a few years earlier.
*1990: the Super Nintendo controller added a third and fourth button, as well as two shoulder buttons. Both would become standards. 9 inputs total.
*1995: the Sony Playstation controller added a third and fourth shoulder button. They also made each d-pad direction a separate button. 14 inputs total.
*1998: in response to the analog stick of the Nintendo 64 controller, Sony introduced the Dual Shock controller, which featured two analog sticks in addition to all the buttons of the original Playstation controller. The analog sticks were also clickable, thus potentially functioning as two additional buttons. We’re up to 18 inputs now, if you don’t count the "analog" button (which really couldn’t be used as in input in games).
*2006: the Sony PS3 controller, which we’ve already mentioned, had 20 inputs.

That’s not every controller, obviously--it’s just an attempt to show a general lineage from where we were to where we are today. In particular, what I want to focus on is the second era of controller evolution, from the NES controller to the PS3--what I would consider "the modern era."

In the modern era, we’ve gone from 5 inputs to 20. Four times the complexity, and it can be argued that since some of the inputs are now analog, that’s additional complexity as well.

Why did controllers evolve this way?

I think the primary reason happened in 1991, and it was called Street Fighter II.

Until Street Fighter II, most popular arcade games were still of the "pick up and play" variety. Controls were still fairly simple for most games, even if the strategies were complex. SF II, though, totally stood that convention on its head. It used six buttons and a joystick (identical to the later revisions of Street Fighter after the "squishies" were replaced), and certain punches required multiple joystick movements (in the correct sequence and within a narrow time limit) as well as button presses. This combo system was unique. It also meant that, for the first time I can remember, button presses and joystick movement didn’t immediately move your character. In Street Fighter II, a four- or five-move combo would result in only one movement onscreen.

It was a game that featured both complex controls and complex mechanics. In other words, it was doomed to fail.

In 1991, I still went to an arcade in Northcross Mall in Austin every few weeks, even though I was spending much more time playing games on an Amiga 500 by then. The arcade demographic back then, at least in my limited experience, was 99% males in the 16-34 age group and 1 percent female. Roughly.

In the early '80s in the arcades, the demographic had been 99 percent males in the 16-24 age group, but we’d gotten older. Still, that was only about 14 percent of the population as a whole.

If you’re wondering if I can actually remember what it was like when Street Fighter II came out, here’s your answer: hell, yes. Nobody who went to arcades in that era could possibly forget, because it was a thermonuclear blast. There was no reason to have any other machine in the arcade, really. There was a seething mass of kids around the Street Fighter II machine from the minute the arcade opened until it closed eleven hours later. And they poured in quarter after quarter after quarter for eleven hours straight. Every single day. At one point, I believe the arcade at Northcross had three Street Fighter II machines, and they were still being played all day, every day.

With the success of that one game, I believe game design philosophy went from accessibility to complexity. The definition of play changed entirely. There was just way too much money being made to ignore.

Street Fighter II, in the video gaming world, was a disruptive technology.

There was a momentous shift in terms of how developers approached the gaming demographic. Street Fighter II went deep instead of wide--it drilled down into that 14 percent instead of trying to broaden it. It drilled way, way down. Street Fighter II didn’t convert a bunch of non-gamers--it just made the gamers who were already playing spend a hell of a lot more money.

In the short term, that was a great way for Capcom to make money. For everyone else, though, not so much. Instead of playing multiple games at the arcade, people would just play Street Fighter II. It was the WoW of arcade games, and it was a giant time sink if you wanted to be good.

There were several Street Fighters, and Mortal Kombat ("FINISH HIM!"), and Virtua Fighter (a 3-D fighting game) and Finnish Fighter (powerful characters, but dour), and a bunch of other games that I’ve forgotten. (Okay, I made Finnish Fighter up, although the idea of seeing "FINNISH HIM!" on the screen is strangely appealing.) These games were huge and absolutely dominant in the 1992-1995 period. I don’t think it’s an accident that the PlayStation controller (1995), then the PlayStation 2 Dual Shock (1998), ramped up the input complexity so quickly.

What happened, though, is that a gamer's idea of play began to diverge even further from everyone else’s idea of play, and that’s continued through to the present day. Hand someone who’s never played video games a PS3 or 360 controller, and they’ll just stare at you. It might as well be the controls of a helicopter--good grief, it kind of looks like it should be the controls of a helicopter. In all kinds of games, doing even seemingly simple movements often requires a movement combo.

Surprisingly, the genre that most represents this philosophy is sports games. Many team sports games have adopted a kind of Street Fighter mentality to movement. The levels of complexity involved to do one-on-one moves, in particular, is pretty staggering, at least to me. Having 50-plus possible actions using combinations of 10 different inputs is overkill in the highest degree. It’s not really fun anymore--it’s just hard.

Not all console games are like that. Most publishers make at least a few games that play in a simpler manner. Still, it’s hard for them to let go. Take Viva Piñata, for example. It was a game that was supposed to skew toward a younger audience--there was even a children’s cartoon series released before the game--but the final product was far too difficult for most children to care about.

For so many developers, for so many years, the mantra has been "more complex = more rewarding." What that means, though, is that even as the number of people who play video games continues to grow, we’re still largely ignoring the people who aren’t already gamers. And controllers certainly reflect that philosophy. Well, except for this:

 

The Wii remote and nunchuk

Fifteen years after Street Fighter II hit the arcades and video game controllers began a steady progression toward complexity, Nintendo went in the other direction. Dramatically. The Wii controller and its motion-sensing capability remind me, essentially, of a mouse in 3-D space.

Is that a disruptive technology? Yes.

Conceptually, it’s incredibly easy to understand, and almost anyone can learn how to use it immediately. [My son] Eli 5.3 (back then) figured it out in five minutes.

The use of motion control also shapes how games for the Wii are designed. I’ve written about this before, but at their best, Wii games are very close to what we traditionally consider play outside the world of videogames. We move, and characters in the game move. That sounds so simple, and it is--so simple that Microsoft and Sony spent their time adding more buttons and triggers instead. It’s true that the Wii controller, when the nunchuk is used, has 12 input functions (if you include motion sensing as one input), but even that is barely more than half as complicated as the PS3 controller, and many Wii games rarely use more than motion sensing and a few buttons. The simple nature of the controller has forced developers to rethink how they design games.

So who is the target demographic for the Wii? Well, everybody. It’s not drilling down--it’s spreading across. Disruptive technologies do that--they dramatically change markets. Nintendo shows games in their commercials, but they also always show people playing the games. How boring would it be to show someone playing a game with a 360 or PS3 controller? It would be stupefying. When you watch people moving around, though, and having fun, it’s very powerful.

Surprisingly, there are people who are nothing less than outraged over the success of the Wii. It’s a gimmick, they say. The graphics are crap. The games are crap. And it’s true that sometimes the graphics are crap, and many of the games are, too, but the controller is no gimmick. It’s so much of an advance compared to what Sony and Microsoft are doing that it’s embarrassing.

Disruptive technology causes problems, though, and in this case, it’s caused problems for two separate groups: developers and reviewers. Developers have desperately tried to shoehorn their existing product onto the new platform by throwing in some token use of the controller, and most of those games have failed miserably in the marketplace.

Good.

Reviewers, meanwhile, are just adrift when it comes to certain Wii games. Gaming has a canon that extends back over three decades. It’s well-defined, and it’s well-known. When I play a game, I can usually tell you where it fits in the canon. Most of my friends who play games can, too.

Wii games that have a single-player experience, or co-operative play, fit inside the canon. The review scores, in aggregate, are generally very reliable.

Some games on the Wii, though, are almost entirely outside the canon. For reviewers who are used to "getting through" a game, playing a Wii party game, for example, must drive them mad. There’s no completion in a game like that, really--it’s just play.

The idea that people would just play isn’t really so strange. I play with Eli 6.3 all the time. We don’t have completion objectives. We’re not trying to finish. We play.

This totally runs counter to how games are reviewed, though. Games that can’t be completed (in any conventional sense of the word) break review methodology, and it shows in the scores.

Carnival Games is a good example. Reviewers absolutely hated it. Average review score on Metacritic (24 reviews): 57. It’s sold over 200,000 copies in the U.S. I bet it’s over 300,000 by the end of the year. Why?

Well, because if you’re playing with someone else, especially a kid, it’s fun. It’s a fun game. The games are pretty faithfully recreated, the motion sensing works well enough, and it’s play.

There was no giant advertising campaign. This wasn’t a case of someone like EA carpet-bombing the world with advertising and selling copies of a crap game solely through marketing.

Mario Party 8? Same thing; average review score 62. It’s sold well over a million copies in the U.S. alone. I played it every night with Eli for over a month. It was goofy, and kind of strange, and fun. It was fun together.

Sonic & Mario at the Olympic Games? Eli wants to play this every day now. Average review score: 65. My favorite review excerpt comes from 1UP.com:

The complexity in the competition's certainly a step up from Wii Sports and Wii Play, but without the option to play how you want and when you want, this feels like just another souped-up minigame collection. It's enjoyable--and to be honest, more fun than I expected--but it's not quite the evolution of Wii Sports we've been looking for.

It’s enjoyable and more fun than he expected and it got a 6.0? How much fun was he expecting?

I’m not trying to pick on that 1UP review, because the reviewer goes into detail with his criticisms of the game--he’s not being flippant, and to admit what he did was very fair of him--but I was still struck by his expectations.

Like I said, these games are outside the canon. They don’t really fit, and it’s hard to know how to score them. The average review for Wii Sports was a 76, and that game basically sold five million consoles. Or ten million. Reviewers ignored how much more closely the game corresponded to play and instead focused on how the game "lacked depth." They weren’t wrong, necessarily, but it’s like seeing a monkey in a movie theater and wondering what kind of movies he likes.

Isn’t that the wrong question?

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Member Comments

Posted By: acolisa (November 26, 2007 at 1:38 PM)

I am a 38 year old woman who never played a video game in her life. My boyfriend bought the Wii game system last spring, and now I use it more than he does! (I bowled a 236 on the Wii Sports game last night) I am hooked!


Posted By: StealthBear (November 20, 2007 at 12:18 PM)

I have to disagree about the Wii.  I think that the revolution (pun intended) it has caused among the casual audience is great, but it is more about flashy consumer appeal than disrupting the trends in control.  Nintendo has focused on this sort of control simplicity for several generations.  Look at the N64 and Gamecube: both controllers have many inputs, yes, but they are very clearly put in a hierarchy.  They provide options, but rarely complexity.  For example, you can play a great number of Nintendo's Gamecube titles (Mario Kart, Super Smash Bros Melee, Mario Sunshine) with 5 inputs or fewer.  Sure, they may use all the buttons, but you're not forced to use all of them to have a full experience.

The Wii just continues Nintendo's philosophy.  What has made it a hit is not new simplicity; it is a commitment to motion control that appears more accessible and draws in the popular media and a wider audience.  I'm sure grandpas and grandmas everywhere could play Mario Kart on the Gamecube if you could get them to sit down for 5 minutes with it.


Posted By: JRGBruno (November 18, 2007 at 10:51 PM)

Interesting article--for the most part I agree with your enthusiasm for the Wii and its controller (as far as I'm concerned, the Wii also has the game of the year in Super Mario Galaxy, a masterpiece that should appeal to kids and parents alike).

However, I must take issue with your criticism of game reviews. Personally, I have many problems with the way games are reviewed today by the "hardcore press," but being too strict or "stiff" in the way they approach games certainly isn't one of them. In fact, I usually find the opposite: game reviewers are way too susceptible to industry/fanboy hype and tend to get too lenient with well-established series, making for some laughably predictable reviews (e.g., everyone new what reviewers would say about the somewhat underwhelming Halo 3; anyone can tell you most of what they'll say about Madden 2012).

Thus, the fact that Mario Party 8 (a well-established franchise) and Mario & Sonic at the Olympics (a fanboy's wet-dream) would get scores in the 60s is, for me, a somewhat encouraging sign for the future of game reviewing. Are they fun games that anyone can get into? I'm sure they are. I'm also sure that many families have enjoyed Bee Movie, and yet the film has a meager 50% rotten rating in RottenTomatoes. No one, however, is seriously saying that film critics are "out of touch" with modern cinema as a result.  Why, then, should we interpret the scores given to those two games as a sign that reviewers 'don't get' the new casual audience? After all, you mentioned that the target audience for that type of Wii game is "everybody;" and a 60s score on the 1up site stands for "Average." Seems like they got the audience for those games just right....


 
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