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Seen in a broader historical context, the new Wii U is a very different beast from the Wii, even though the former is created from the rib of the latter. While the Wii was an offensive move on Nintendo's part, the Wii U is clearly a defensive one, a hedge that responds to the many trends that have erupted in games, consumer electronics, and home entertainment since the Wii's 2006 release.
Those include: the launch of Sony Move and Microsoft Kinect; the iPhone, iPad, Android, Kindle and the entire app store economy; the Facebook platform and the whole social games sector; the launch of Steam and the diversification of Xbox Live Arcade and the PlayStation Network; the completion of the 2009 digital television transition; and a drop in HDTV prices by an order of magnitude.
The Wii U responds to each of these shifts in its own way. To its physical interface competitors, the Wii U re-entrenches, making no changes to its existing Wii remote controllers. So confident is Nintendo in its superior physical controls, it doesn't even include any in the box. Who doesn't already have some?
To Xbox, PlayStation, and the HDTV market, Nintendo finally caves and adds 1080p HD support and sufficient GPU power to make use of it. It's a move that silently acknowledges what everyone but Nintendo already knew: we like Peach and Samus, but we also like Marcus Fenix and Nathan Drake.
In fact, Gears of War has as much Nintendo lineage as it does Doom lineage; it's the first-person shooter as exaggerated cartoon. So-called "core games" have probably Nintendoified more than they have "matured," so why not play them on a Nintendo?
To Steam et al, Nintendo finally adds a usable online shop with downloadable versions of retail releases and original titles, including independent releases, available on day one. And to Facebook, Twitter, and the rest, Nintendo adds its own private social network, Miiverse, which creates a sharing channel unique to each game, accessible from a single controller button.
The Tablet and the Television
But the Wii U's most obvious and important response to a current trend is its answer to smartphones and tablets. The Wii U GamePad forces players to confront one of the strangest features of the contemporary media ecosystem: the tension between the television and the handheld computer.
It's easy to forget, but home console video game systems were designed around the television more than they were designed around the video game. In the 1970s, long before the VCR, the Magnavox Odyssey and Atari Video Computer System had to teach their players about the very idea of connecting a box to their televisions in the first place. And to produce interactive images and sounds, those early consoles were engineered to couple directly with the cathode ray tube television. In the intervening years, we've forgotten how novel, weird, and difficult it was to make video games playable in our dens and living rooms in the first place.
The design of the Wii had already attempted to draw a new, explicit connection between the television and the video game console. The Wii remote was meant to be approachable and familiar thanks to its physical and operational similarity to a television remote. And the Wii menu was divided into "channels," borrowing its organizational logic from television and cable, paradigms everyone who had been alive at any point since the 1960s already understood.
With the Wii U, Nintendo tacitly admits that the Wii took this metaphor too far. Everyone knows how to point a remote in the general direction of the television, but using the Wii remote as a precision pointing device proved tricky and frustrating even for the most experienced and agile players. While the remote can still be used on the Wii U menu, the GamePad presents a more obvious interaction model on boot-up: a grid of channel buttons that can be touched to select and activate.
This feeling -- that of looking at a big, HD television display while holding a GamePad in your hands and not knowing where the real action is -- this is the central premise of the system. The Wii U is a home console connected to your big, high-resolution plasma display and your 250-watt home theater, which you ignore in favor of a low-res handheld device that can't even leave the room. Except when it's a substantial, fast-running handheld computer with a large LCD touch-screen display that you ignore in favor of your 50" flat-screen.

No-Screen Experience
The sensation of being split between the television and the handheld computer feels strange and awkward. But isn't this precisely how all of us feel today, all the time? Torn between the lush absorption of newly cinematic television and the lo-fi repetition of streams of text and image on our mobile phones and tablets? If the Wii attached to television's past, the Wii U couples to its present: still seemingly unassailable, the most powerful mass medium around, delivering more and more immersion annually, yet substantially eroded by tiny devices delivering quips, quotes, and cat photos.
Entertainment industry pundits have coined the term "second screen experience" as an explanation for this crisis. Television provides a high-gloss, low-information experience, and now that tablets, phones, and laptops are nearly ubiquitous and literally in our hands already as we sit on the couch, TV viewers increasingly split their attention between the prepared, cinematic experience of HDTV and the data-rich reference function of the internet.
But "second screen experience" is far too neat-and-tidy a name for this phenomenon. For one thing, it subordinates smartphones and computers to televisions -- perhaps wishful thinking on the part of the studio executives who deploy the second-screen rhetoric. But more importantly, it describes a far more stable and comfortable situation than the one that actually exists in today's dens and family rooms.
Whether it's tweeting real-time reactions during a presidential debate, looking up a seemingly-familiar actor on IMDB, or just scrolling through Facebook while a mediocre sitcom or drama drones on around us, we are no longer watching TV or using our computers -- nor are we doing both. Perhaps we're neither watching television nor conversing on the internet, in fact, but rather interacting with the strange, uncomfortable space between the two. Like a lap only appears when you sit down, this weird interstitial space only exists when we activate both sorts of devices. It's not a two-screen experience, but a no-screen experience.
Many will miss this innovation and mock the Wii U for not being just another incremental change sold as faux-revolution. Internet purists will scoff, wondering why Nintendo was too timid to integrate directly with Twitter and Facebook. Hardware snobs will mock the GamePad for being neither fish nor fowl, not portable, high resolution, or general purpose enough to replace an iPad or a DS. They'd be right, but they'd also miss the point.
If earlier Nintendo systems made video games safe for homes and families, the Wii U turns the tables: it attempts to make the current trends in the internet and consumer electronics safe for video games. It's the first earnest, sustained, hardware-invested example of such an effort, and it's full of risk and danger.
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First let me say that I'm in the UK, and therefore haven't played with the system yet, so this is somewhat of an uninformed view, but I'm basing my thoughts on the same information that most people have seen and will use to make a buying decision or not.
The problem I have with the Wii U is that it feels misplaced. I've got a 360, and a Wii. I hardly played on the Wii, although in the past I spent a lot of time on the SNES and the Game Cube. These days I spend my gaming time between COD on the xbox and an assortment of games on the iPhone.
Like millions I'm waiting with baited breath at the next instalment of the XBox, as I'm sure most playstation owners are with their machine. Everyone I know who has a Xbox, will buy whatever new machine Microsoft have up their sleeves. The Wii U doesn't register on anyones radar as far as I can see.
I like the games that I see on the Wii U, not so much in terms that they look better then what's already available on the xbox/ps3 but in terms of them being games you don't really see on those 2 consoles.
The problem I see is that the new Microsoft/Sony machines are simply going to swamp the Wii U when they are released. The Wii U, regardless of what it does well, and no doubt some good games will just get eclipsed in the rush and excitement around those new machines.
The Wii had something which made it stand out, so even though the games looked dated, it could stand up and say "Hey look I can do this! you other consoles can't!" but then Sony and Microsoft jumped on that bandwagon and of course interest in the Wii faded.
The Wii also grabbed a whole new audience (not really new but anyway) which was casual gamers on consoles, but this audience then mostly migrated away to Facebook and then mobile.
I was looking forward to the next Nintendo machine, I was hoping of something which would finally bring Nintendo back into the console battle and allow it to compete, not against the current crop of machines but whatever Microsoft and Sony had coming up next. I think the pad/screen/controller thing is interesting and might well lead to some unique gaming experiences but I just don't see how the Wii U is going to fit in between the Xbox 720/PS4 and casual gaming on phones/tablets.
Of course, I'm unlikely to purchase the new xbox either, more than enough unplayed catalog for me to milk the 360 for years.
I used to have a Wii but now we have a Playstation 3 and they only play the Lego (Batman, Pirates of Caribbean, Star wars,etc) games...
They also play on our their Nintendo DSL (when the other son is using the iPad), and on iPad a lot of Social/Farming games and for Christmas they wan't a Wii U and a iPad Mini .. hahaha, I don't know if Santa has money for all of those hardware, but let's see how Wii U Mario games will affect them (because they played only Mario games on Wii and NDS)
The part about Nintendo Land saying "we don't know, either" rings true, but maybe to me it feels more like "show us", directed to third party developers. This is not entirely unlike the DS, which was/is a smorgasbord of features you may or may not want to use. In the end, the best games ended up being (theoretically) playable on a SNES, but I kind of like that idea of versatility.
In my opinion, Nintendo merely took an idea that had previously produced sales, i.e. the touch-sensitive second screen, and investigated whether it would be viable for integration with a console. This decision had little to do with "growing up," and wasn't centered around the idea of uncertainty. It may have produced a feeling of uncertainty, but I'd argue that that's due to the dissonance between design elements to this point reserved for handheld games being featured in the console; this feeling certainly isn't a conscious response on the part of Nintendo for the purpose of producing "art."
I also feel that the "no-screen effect" you described would at the most severe diminish over time and at the least severe be entirely temporary, fading completely as you became accustomed to the console. The fact of the matter is that you're never truly expected to divide your attention between two separate gaming events*, one on each screen. Even if you control via the touch screen, and occasionally reference the television screen, your attention is essentially divided between an event and that same event. It doesn't face the same problems as phone use while watching television, for instance.
*Even if you were required to focus on two separate gaming events, a la The World Ends with You, I'd argue that would still not truly face the same difficulties as true instances of the second-screen experience. A crucial element of the gaming experience in situations like that is that attention-switching is not only required but encouraged by both elements of the game. Focusing on element A exclusively is detrimental not only to performance in element B, but due to the connection between the elements of the game, is also detrimental to performance in element A. On the other hand, in the TV-phone conflict, if I focus on an email on my phone, this is detrimental to my understanding of the TV show, but advantageous to my understanding of the email. The two screens in the latter scenario are competitive and so give rise to the second-screen experience (and, if you prefer to address this subject, the no-screen experience). The two screens in The World Ends with You or of the Wii U are complimentary, and so give rise to either an attenuated form of the second-screen experience or no second-screen experience at all.
Overall, I found your article illuminating and interesting.
I often think of the Wii as the game of Monopoly, everyone seems to have it, but when is the last time you played it? With its focus on "living room" multi-player, I wonder if WiiU will fall to the same fate.
In 1983 I was a senior at my university. We played games on apple-IIs in the comp-sci lab. We made games on a mainframe and tektronics manual refresh displays. We were not Nintendo kids. Some of us were homebrew computer kids, or Commodore kids, and some were well-to-do, Apple kids.
Atari crap may have caused the downfall of consoles but not computer games. The glut of crap crushed the game industry but not people who loved to make games. The mainstream may have become disenchanted with consoles, but computer games defined the core. Nintendo was vital to re-establishing the industry and the mainstream, but without them, computer games would have continued to spread.
Unfortunately, their childish game themes entrenched a cultural meme, that games should not be taken seriously. Whereas, computer games continued to produce a variety of mature content. I think Nintendo was good for the industry, but not for game culture. We're still knocking down the doors that Nintendo erected to cordon games that are safe, profitable, fun.
If what you say is true, about the potential cultural impact of the Wii U, then they are just returning from a journey where they discovered, PCs are where the heart and soul of gaming remain.
Regarding PC game sales, Wil Wright gave an interesting talk at the 2011 GDC about Raid on Bungling Bay. It struck me at the time how Nintendo's approach also helped decrease piracy by forcing the Seal of Quality on everyone. From the Gamasutra write-up:
"Piracy was a bad problem on computers, and he spent a lot of time fighting hackers, “which was a waste of time, because it just delayed them about 2 days,” he said. On the Commodore, the game sold 20k units, but Broderbund also reprogrammed the game for the NES and MSX. “Because of the cartridge system, piracy wasn’t really a problem,” he said, revealing that on the NES the game sold some 800,000 units."
Leaving the piracy issue aside, that 40:1 ratio of NES to PC sales I think was a big success for Nintendo and a big win for developers and the game industry.
You're right about the Seal of Quality. It worked! But it also had consequences, the worst of which are the ones we don't see at all because they relate to things undone rather than things done.
I really enjoyed the article.
It was thoughtful and thought-provoking.
Thanks for taking the time to write it :).
So so true. I have had arguments with many of my gaming friends about this repeatedly. Let's compare, say, Gears of War with Kirby Epic Yarn. Gears is "cool" because it's "mature" and "for adults" while Epic Yarn is not, because it's "for children". But as far as I'm concerned almost the opposite is true. Epic Yarn, sweet and understated, is not "for" children - but it's accessible to them. Meanwhile Gears of War is like the childishly violent fantasies of a 12 year old boy and only other 12 year old boys could like it.
As for the childishness of Nintendo games, sure I loved my NES as a kid, but many of the games I couldn't really handle until much later. The *themes* may have been childish in many cases, but the gameplay sure wasn't. Childish gameplay came later, when quick rewards for little or no effort became standard, and focus shifted to impressive presentation rather than the relation between input and output.
The advantage for Apple is (and has been since 2008) their ecosystem.
It's almost identical to the way Nintendo marketed the Wii.
What we are seeing here are the very gradual beginnings of an assault on reality. First one window into a virtual world, now two disconnected but connected views into a virtual world. Just as one house is qualitatively different from two houses together, and so with two computers in one room, or two cars in one household, so two views onto a virtual reality is qualitatively novel.
Soon enough we will not have to limit ourselves to two views onto one reality. Our view will be first populated by virtual windows, then real reality will slowly be ghettoized and perhaps finally balkanized. The virtual will become dominant for most human lives just as buildings have overcome countryside for most human lives, or so I believe and expect.
I don't have a problem with this.
I think this is based a lot on observational data about how Nintendo considers people to play its handhelds (socially with other family members who aren't participating.) I've heard a Miyamoto anecdote about the latter, if I recall correctly. The question to me then becomes: does this appeal enough to people to be a factor?
I think Nintendo knows alot about videogames and the business of videogames.
I think Nintendo isn't responding to trends exactly. I mean they have have experimented with 2 screens before - Pacman Vs and Zelda Four Swords. And did 2 screens and a touchscreen on the DS 3 years before the iPHone came out.
And wiimote is still a part of the Wii U for multiplayer gaming. I don't think they shunned it. I think they took it as far as they thought they could. And as always need to keep the way consumers play games new and fresh.
However, all of that won't matter if Nintendo can produce fun software.
"We've all been assuming that games "growing up" means growing up in theme, tackling adult issues, achieving the aesthetic feats of literature and painting and film -- even if by "film" we usually mean "summer tent-pole movies.""
I've talked about this a lot, and I'm glad to see you touch on it.
I felt myself getting very defensive at the suggestions that Nintendo kiddified the market :) like a game can't just be enjoyable it has to have blood to be fun? Or sex or tax evasion? Well if that's what you want why didn't you play mortal combat on the snes, didn't they have Doom? Certainly had turok on the N64 and Golden eye pioneered modern FPS. Want a Sim? I first played Sim City on the snes and many an RTS. I even watched a review on college humor a while back of dating sims on the Wii if you need some depravity.
I think the Seal elevated games to a better standard and I would compare the eco-system it created to Apples App Store, which isn't perfect but a lot better than the Google Play (Atari or homebrew?) crap fest.
For Nintendo Land, you're right these aren't games but I wouldn't say they don't know what they are though, I think Nintendo very purposefully crafted 'experiences' that can be enjoyed, experiences that will help people (and developers) understand what the wii u is and what it enables. Overall that makes me think of an impressionist painting.
From a business point of view I can understand why ppl would think the controller is a reaction to tablets 'eroding' the console share but you only have to look at Nintendos history to see a theme, from the overly ambitious (and ill advised) Virtual Boy, to the dual screen/touch/microphone etc of the DS, to the motion control of the Wii. Nintendo have been blurring the line of reality and the game world to create more absorbing experiences, this is why Link has no voice in Zelda, because you are his voice and giving him 1 would force that disconnect between you and 'Link'. It is the same reason that you can relate your persona more to a stick man than a detailed 3d character. You see valve do similar with Mr Freeman.
The controller is not a 2nd screen it is a window into the game world, either directly (have you played with the VR cards on 3DS?? So much fun and i hate augmented reality normally) or as a virtual prop for immersion (I love the experience of using the controller as a shield or for throwing stars, even a teleprompter in singing but I haven't pkayed this).
It's great that we can have such different views but I do feel the Wii U enables much more fluid experiences than the awkward 2nd screen (or null space between screens) desceibed. The devices are flexible enough to create experiences, if designers can't exploit that potential correctly then the fault is theirs.
Last word, every year I find solace after watching E3 because everyone else is saying the same thing as me, 'ugh just more of the same crap', 'there were maybe 2 good games'. In the hands of MS and Sony and ppl who design for 12 year olds who want 'mature' content our industry stagnates, kinect, PS Move and smart glass only strengthen that point. Thank god some are innovating to elevate us above that whether it's Nintendo, Apple or real designers I don't think it matters as long as we make headway into realizing that games are so much more than what the market has devolved into, some selectively inbred shadow of it's potential glory
Right, because "Beat 'Em and Eat 'Em" and "Porky's" are benchmarks of maturity.
In fact, let's say this was an open platform ... how long before someone set up the system as a way to play by d20 rules for example? The GamePad is used to expose the map and control monsters, etc.; players use their controllers to move around and perform actions, etc. Or has this already been done? I wouldn't know.
Great article, thanks.