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I worked in an EB Games back in 2003 during the time the N-Gage was reaching its (very small) peak in the gamer consciousness.
We had one small end cap with the 10 or so games that we had in stock and a demo system available.
I only ever knew of one person who owned one and actually bought games for it. He would come in every few weeks and ask if we had any new games for it. We never did.
Despite its failings in the market, it was a novel innovation in protable gaming. It was a phoen as well as a portable gaming systems. Its major flaws and the reason it was so panned by the gaming community as well as the phone buying community were the convoluted way you had to change out games and the way you held the phone to your ear.
For those not familiar with the N-Gage, in order to change out games, you had to pop the back cover off the phone, remove the battery, take out the game cart, put in the new one, put the battery back and put the cover back.
Such a crazy convoluted wayt o put a game in a game system. Even with the strong history of Nintendo's and other companies' handhelds having slot loading cartridges, Nokia went this way thinking it was a good idea. This alone was probably the biggest reason most gamers refused to buy. With their second version, they fixed this issue and added slot loading cartridges.
The other issue was mostly about aesthetics. When talking on the phone portion, you had to hold the edge of the phone to your head rather than holding it flat.This was not very comfortable or nice looking. This again was something they addressed in their second model.
Even with these improvements, the N-Gage never took off and was never a success by any means. Yet, the N-Gage was a revolutionary device and was on track for the future of mobile gaming and cell phones.
During the early years of this century, gaming on cell phones was never a reason anyone bought a phone. I remember my first phone having a black and white LCD screen. The only games I had on it were Snake and Black Jack.
My second phone had Poker and something else. Gaming just wasn't that big of a deal on phones at the time. Yet despite that limiting culture, Nokia foresaw that gaming on a mobile phone was a logical move. They simply lacked the coolness factor that would come later.
Then came Apple and the iPhone in June of 2007. This new phone brought with it the ability to play games, run apps, watch movies and listen to music, oh and your could also talk to people.
Apple was able to do what Nokia attempted because Apple had a coolness factor, a no nonense way of getting games on the phone and a comfortable user interface.
Although Apple doesn't promote gaming as the main feature of the phone, their marketing features it quite regularly and games are the highest revenue generating apps in their store. A mere 4 years after the N-Gae and Apple succeeded where Nokia failed.
Not long after Apple came Google with their Android OS, providing an OS that could be used on a variety of hardware and cell services. The Android OS is building on the success of the iPhone and bringing the prospect of gaming and phones to a greater number of people. Again, the Android OS has a lot of its success laid out by the gaming community.
The success of Android has even brought Sony over with their new Xperia phone. This phone is meant to be a dedicated gaming phone with Playstation and Android games available for it. While its success has yet to be tested, when it releases it will have the trails which Apple and Google have blazed to follow upon.
So while the N-Gage lacked a lot when it came to actual usability and games, it had tremendous vision. This vision of a world where gaming and cell phone use collide and live in harmony was lost on the crowd in 2003 but hopefully history will not forget Nokia and its revolutionary phone (or is it a gaming system?)
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Also, I wouldn't make the comparison with iPhone, which is a portable computing device. Every computing device is also coincedentally a potential gaming device. iOS is a gaming platform in exactly the same way as Mac OS and every symbian OS phone etc. etc.
The Xperia Play comparison you make is more suitable, because it is the first device since the N-gage designed specifically as a phone and as gaming hardware (even though it runs android and is therefore a mobile computer to some extent). I'm quite confused as to how it works as a platform and had to look at Wikipedia to work it out. It plays Android apps and Playstation Suite games. That sort of ambiguity harms usability a lot, I think. It's the high-demand exclusive games that will make or break it. In classic Sony fashion they seem to have forgotten about the games! Therefore, I would say everything I know about Xperia Play points to the prediction that it will not set the world alight or validate the N-gage business model.
I remember I never, for the life of me, could understand why people were buying these sort of games, and who they were, but I knew that their numbers were significant because they kept my employers and many others in business back when no one was taking mobile gaming seriously.
So I always argued for the need of a centralized and universal distribution method and platform, instead of everyone doing their own thing in their own little corner, to take the movement mainstream. Would you know it, Apple came in and swooped the rugs from under the feet of the entire market by doing what they did for portable music with iTunes and iPod, just making purchase and use centralized, user friendly, visible and ubiquitous.
During my last days at work Apple announced that they were going to bring the Apps and games to the iPhone and while I was messing around with their SDK, which put anything else I've ever worked with to rueful shame, I told my boss we that he needed to be there first, because that was the future, Apple was going to swallow up this entire market like it was a tiny morsel, and you know what, they did.
In that sense the N-Gage was a step back, it relied on physical media in a time when mobile gaming was on the cusp of being digitally distributed, if it weren't so already. At least digital distribution was the delivery method used for years before Apple entered the game. The issue holding it back was just how fractured, unfriendly and decentralized the whole ordeal was.
At my work we also had a couple of N-Gages as test units, they were terrible to work for, slow and buggy as hell. In fact all Nokia Symbian phones were terrible and the N-Gage was one of the first. You should have seen the user interface, it was a joke. And this is in a time where I was having a hearty laugh over how clumsy most phone UI were. Apple really introduced a paradigm shift with the iPhone. I remember during Jobs' 2007 presentation I was glued to the screen and mesmerized by how incredibly smartly every atom of the iPhone was designed. It was like seeing a higher being descending among a tribe of Apes, kicking aside their crude stone and stick piles and proceeding to chisel a perfect marble statue in front of their awe stricken eyes.
But yes, I agree. If it was easier to buy games for the phones I owned previously, I would have had more games. I probably would have seriously looked at developing games for mobile phones earlier as well.
What is holding the home market back is high cost of development, no one is going to come swooping in and fix that because there is no magical solution that will enable 3 persons to make the next big console title. I see a lot people having gotten the taste of blood with the Apple model and are throwing hissy fits about home consoles this, and that, wanting to bring down the walled garden model and have games be a lot cheaper.
Here is the thing, have a sit and think it through, that is a fine recipe for killing the home console market in record time and nothing else. The platform holders and their walled garden model and expensive games are not a problem, the cost of development is. I don't see how any of the proposed schemes are going to change that.
The difference between the pre-iPhone mobile market and the home console market is that the console market already reached maturity and peaked in the early 2000's. Wanting to recreate the iPhone conditions on the console seems like a misguided pipedream to me, it is never going to happen,
there is no room here for anyone else. Not unless the home console market goes through another crash, then maybe there will be room for new players with new approaches.
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