When 31st century archeologists dig through the fossilised remains of the typical 21st century home, what will they find as evidence of how we once amused ourselves? Will 2005-2009 be seen as an explosion in interface diversity, from gestural remotes to plastic guitars, drums, wheels, microphones and balance boards? Or will this too be seen as prelude to the Age of the Camera – complete with a built-in microphone – and our glorious future of controller-free gaming?
These questions and others will keep academics circa 3009 well occupied. But here in 2009, I find myself wondering whose user interface tastes will define the next decade. By the time I came to gaming in 1999, the dual analogue stick controller was establishing itself as the leader thanks to Sony’s upstart PlayStation increasing its lead over the singlestick N64. Everyone learned their lesson during the next generation and brought dual analogues to market – except Sega, and we all know how that story ends. Meanwhile, SCEE took some chances (EyeToy Play, SingStar, Buzz!), creating a PAL success story that has yet to be reproduced elsewhere on the same scale.
And what would an interface-centric perspective tell us about this generation so far? Its terrific Xbox Live suite of services notwithstanding, Microsoft has, until this year’s E3, focused on mimicking Sony’s established interface victories as ruthlessly as the T-1000 morphed into a variety of humans. Sony’s EyeToy became Microsoft’s Xbox Live Vision Camera. Buzz! became Scene It. SingStar became Lips. But while Microsoft zigged with and ultimately past Sony, Nintendo zagged its way to the market-leading position with its Remote, Balance Board and additional gestural precision in MotionPlus. And while Sony and Microsoft rushed to zag at E3 2009 with their advances on gestural control – it’s telling that neither company felt that it could wait for the launch of its next machine to guarantee a 1:1 tie ratio – Nintendo zigged with its tell-don’t-show announcement of the Wii Vitality Sensor.
The point of my history lesson is this: we’ve been so conditioned to follow the ups, downs, ins and outs of the console wars that we pay much less attention to the interface wars – which don’t always play out as zero-sum games of winners and loses. Sometimes there’s no real competition on the field: while the EyeToy, SingStar and Buzz! controllers were primarily single-region smashes that spawned subsequent me-too rivals, the Wii Balance Board was a global hit that has yet to be imitated. Not only does the board now represent a platform of its own, spawning thirdparty successes like Jillian Michaels’ Fitness Ultimatum 2009 and Gold’s Gym Cardio Workout that have yet to be ported to opposing consoles; in fact, the entire fitness genre appears to be passing Microsoft and Sony by. Contrast that with what could have easily become a prolonged cold war between Activision and MTV Games over plastic instrument interoperability. Instead, cooler heads prevailed and, today, Rock Band and Guitar Hero devices play nicely together. It’s something to think about the next time you see Silicon Knights president Denis Dyack being criticised for predicting a one-console future.
The lesson, then, from this generation of hardware will likely prove to be that while networking innovation like Xbox Live’s community and services helped redistribute market share among the two dual-stick consoles from Sony to Microsoft, it is interface innovation that has genuinely expanded the market and moved Nintendo from last to first. And if I’m right, it could explain why the most troubled platform of all – in North America and large swaths of Europe, at any rate – is the one that’s undergone the least interface innovation of all. For all of the advances the PC has seen in 3D graphics and networking, it has experienced precious little progression on the interface side of things, where the mouse and keyboard have dominated for aeons, and the peak of invention was adding support for the 360 controller.
I don’t expect this state of affairs to change any time in the near future, nor do I expect traditional PC game publishers to take the interface evolution baton and run with it. At the Lunch With Luminaries during the 2009 Game Developers Conference in San Francisco, Blizzard executive vice president Rob Pardo told a small group of journalists that his company would continue to focus on the PC because its games were best suited to a mouse and keyboard, and that until the console makers delivered a more suitable standard interface, it was highly unlikely that his company would change its stance. Afterwards, I asked him whether Activision Blizzard’s success with Guitar Hero had gotten him to consider creating his own plastic peripheral so that he could bring World Of WarCraft or StarCraft II to consoles without compromise. He said no, he hadn’t considered it. Short-sighted? I’d say so, though Blizzard’s billions might argue otherwise. But by the year 3000 or so, we’ll know who was right.
N’Gai Croal is a writer and videogame design consultant. You can follow him online at ncroal.tumblr.com.
Ngai, you mention guitar hero and rock band as part of your interface wars
but what about Guitar Freaks? Konami did the guitar game nearly a whole decade before, with little impact. This to me says that there is nothing new about the interface, but rather the way it is marketed. Guitar Freaks didn't have popular US music on it, but Rock Band and Guitar Hero do.
It's a marketing war, like it always has been.
I don't see why we want a war. I don't want winners and losers. I want choice. It seems to me that we are getting that just now, with a clear distinction between the interfaces on the PC, the Wii, and the more 'traditional' consoles. I hope they all win.
Has it really been a war? I would argue a war has to be fought by two entities over the same resource. In this case gamers.
In that regard music games are not fighting a war, they are on every platform. There aren't even any combatants. For 10 years Konami was unable to bring its own innovations to a global audience and finally Activision is doing it for them. There is a tiny fight with Harmonix, but it is far from being a war. Cross game hardware compatibility profits both equally, there is no war fought over which plastic wins. Konami would have been in a position to fight, but they just conceded all markets outside Japan. Blame their very conservative approach to the west during that time. As a result,
Beatmania is now rebranded DJ Hero (with some changes to the controller though). Guitar Freaks is Guitar Hero since long. Drum Mania was absorbed into Rock Band. All we are missing is some ParaParaParadise rip-off made for 360 and PS3 cameras, stuffed with a Michael Jackson license for good measure. http://en.wikipedia.org/wiki/File:Ppp_complet.jpg
The platform exclusive special controllers did not fight that much of a war either. Nintendo's controller still is getting laughs from dual-analog purists. Sony and MS were in no rush to copy that, on the contrary, they came out with two weirdo attachments of their own. They are doing anything not to go head to head in the way the dual analog controllers do.
Nobody will choose between Brutal Legend and Wii Fit. If it was a controller war, we would. This is more of an era in which 10 year old technology is slightly refined and then used to aggressively expand the market to new demographics.
Activision is westernizing Konamis Arcades from the late 90ies, early 2000s. The Eyetoy was Sony's version of early PC webcam experiments with higher promotion budgets. What is the Wiimote if not a Powerglove that is not broken? Something awfully close to the Wii Balance board was used in the 90ies all across Europe's discos to promote soft drinks and tobacco with simple games VERY close to Wii Fit. Sure, now everything is a bit more wireless, but this is not controller war in which companies try to outdo each other with innovation.Companies try to sell some old gimmick controllers again, but this time with better marketing and sometimes games actually worth their while.
The main difference is that now the money for the gimmick controller is not pocketed by Logitech but by the game companies themselves which gives them even more of an incentive to go into that direction.
The interface can't be denied as important at all. The Wii has certainly nothing else to sell itself on in terms of netork, raw power etc, but it bucked a trend and got millions of people excited about it.
As for the PC interface thing, the very next thing I read was this from slashdot and thought I'd share it:
"About a month ago, Microsoft sent out prototype pressure sensitive keyboards to 40 international teams. They had four weeks to hack and cobble together some cool ideas. The innovation contest that centered around the keyboards released the winners last night (after a voting period Monday night at the ACM UIST conference). Some pretty neat ideas, ranging from pressure-sensitive password entry (Safelock), magnetic pens for cursor control (Hidden Forces), and even cool climbing (Rock Climbing) and land-deformation games (BallMeR)."
(here's the link to the winners http://www.acm.org/uist/uist2009/program/sicwinners.html )
Most PC owners, and certainly laptop owners, are generally restricted to a screen size of around 16" or so. Also, as PC's generally come with their own screens, there feels very little need to plug it into a large HD plasma screen. So to expect PC gamers to adopt a Wii-style approach to gaming is plain daft: the screens way too small for that.
There's also a reason why, when playing flight sims, the PC has a sophisticated joystick peripheral rather than a pretend wand / crossbow / tennis racket / loofer - cos they have one like it in real life? - correctomundo!
Why also does the FPS genre fit nicely on the Nintendo DS - because the stylus suitably simulates the effect of a PC mouse? - any prize off the bottom shelf!
I love my consoles, the N64 singleton included, but I regard my PC, or rather laptop, akin to evolution's regard to the shark or croc: it's been around for millions of years, so why fix it now? As much as I love the different styles of interfacing consoles, I believe the PC is its own entity and should be left well alone.
I don't want to be percieved as a boring traditionalist, but while, as a console gamer, I'd be happy to hang from the chandelier and perform Matrix-style wall jumps, there's something really comforting about having your WASD keys under one hand and the mighty mouse (sorry) under the other.
Couldn't agree more Ed.