Split-Attention Gaming
The console's "missing manual" title, Nintendo Land, helps shepherd players through Nintendo's unexpected gambit with contemporary culture. Those expecting to find a light-hearted, group-play experience akin to Wii Sports will be disappointed, but won't be justified in their disappointment. The Wii U is not just an HD Wii -- not at all. It's a double agent for both the entertainment and technology industries, playing both sides against the middle. It's split-attention gaming.
Nintendo Land's Mario Chase offers the simplest introduction to this central principle of the Wii U. In this hide-and-seek game, one player pilots a Mario-capped Mii on the GamePad screen, while others control toad-hatted Miis on the television screen, via a split view, attempting to find Mario. It's a simple enough idea, and no description can make it sound compelling. But strangely, it is compelling.
The view on the GamePad is also divided. A top-down map covers most of the screen, and a zoomed-in 3D view shows only a small area around Mario's current location. The player being chased devotes most of his or her attention to the map, which also displays the locations of the other players in pursuit.
Occasional glances to the 3D view are required to delineate between different types of terrain and obstacles, and occasional glances at the television screen or the other players on the couch also offer fodder for tactical adjustment.
Likewise, the Wii remote players might be tempted to steal glances of the secret information on the GamePad screen, an interesting evolution of the private, sonic cues that were possible with a Wii remote.
These players can also benefit from collaborating through verbal interaction, which the Mario player can hear and respond to as well. If Wii Sports activated the physical space between the couch and the television, games like Mario Chase activate the conceptual space between the couch, the TV, and a third, private screen.
A similar feeling arises from New Super Mario Bros. U. On its surface, the title is just another Mario title, more or less identical in play experience to New Super Mario Bros. Wii. The earlier game had promised collaborative gameplay that would allow players of different skill levels to work together, but in practice three or four players mostly got in each others' way -- particularly if one of those players was considerably less adept at maneuvering a platform character than the others.
The Wii U rendition of Mario offers an out: one player can act as a kind of assistant, touching locations mirrored on the GamePad screen to create temporary platforms that the active players can use in a pinch. The result helps a younger, less experienced, or less interested player participate in the game in a more meaningful way, while offering true benefit to the rest of a group.
Nintendo has been experimenting with this second screen idea for some time, but it's never really worked out (remember the Tingle Tuner?). New Super Mario Bros. U finally makes good on the idea, and it does so at least partly because we're now more accustomed to splitting our attention between different devices in front of the television.
Nintendo Land's single-player games also re-orient the player's attention. In Captain Falcon's Twister Race, based on the F-Zero franchise, the player holds the GamePad in a vertical orientation and rotates it to steer the vehicle. The television provides the expected 3D view of the track, while the GamePad offers a top-down, 2D view of the play area.
Thanks to its vertical orientation, more of the track is visible on the GamePad. But due to its 2D, top-down rendering style, it's much more difficult to discern obstacles on the GamePad, so glances up to the television become advantageous. In some cases, they are required: tunnels sometimes obscure track boosts when viewed top-down on the GamePad, and the player must pilot on-screen in order to maintain enough speed to reach the next checkpoint.
The Zombie Console
The experience of Twister Race is fun and cheery on its surface, but strangely alienating in its experience. There you are, having spent $350 on a new Wii U with accelerated 3D HD graphics, having climbed behind your receiver to route and plug in yet another HDMI cable, and you're staring at a lousy 2D image of the track you're not looking at on your giant LCD television. What the hell is going on?
Ubisoft's Wii U launch title ZombiU helps answer the question. This is an M for Mature offering, a survival horror game with a permadeath feature meant to appeal to the core gamer audience Nintendo has supposedly ignored. During play, the GamePad displays a map of the player's immediate surroundings and an inventory. It's also used to perform certain in-game commands. Moving and rotating the GamePad allows the player to look around on the television screen, but this maneuver fixes the player's position and thus increases vulnerability.
A one-liner on ZombiU's box copy helpfully summarizes that title: "Feel the tension mount as you try to keep an eye on your TV and controller screen." This is more than just marketing copy for a single game: it's a thesis statement for the entire console. The Wii U is a system thrust into the uncomfortable gap between mobile devices and televisions. Just as zombies are neither living nor dead, so Wii U follows suit: today, entertainment in general and video games in particular are neither a televisual medium nor a mobile medium. They are not both, but they are not neither, either. They are something else, something uncanny, unsettling, out of place.

Nintendo Land is Nintendo like Tomorrowland is the Future
It's no secret that a large part of Nintendo's appeal comes from its long-running properties: Mario, Zelda, Metroid, Animal Crossing, Pikmin, and so on. The availability of New Super Mario Bros U at console launch satisfies some of that craving, but Nintendo fanpersons are an impatient and finicky bunch bound to flood the internet with demands for a new version of their favorite games.
Over the years, some of those titles have marked significant shifts in the genres they represent: 1996's Super Mario 64 set the standard conventions for the 3D action-adventure game, and 1986's The Legend of Zelda made an important advance in what would later be called "open world" games. But overall, Nintendo's most famous and successful titles don't offer innovation so much as repetition. In today's game design community, where innovation is often fetishized but infrequently defined, Nintendo gets a tacit pass. A new Mario game is a new Mario game. Who doesn't want to play it?
But Nintendo Land doesn't offer a new Legend of Zelda or Animal Crossing or F-Zero or Pikmin. It doesn't contain mini-games either, exactly, since many titles are longer and more complex than the name mini-game usually affords. Instead, Nintendo Land offers renditions of possible games that are neither expandable into legitimate titles nor contractible into smaller vignettes. They are not video games so much as they are representations of video games.
Weird as this characterization may sound, the average player won't notice it, because the entire game is housed within the fictional conceit of a theme park. Individual games can be selected by menu if desired, or the player can pilot a Mii around a circular park and choose a game by entering a bannered portal. Playing games earns coins, which the player can spend in a pachinko-like kiosk at the top of the park's central tower, yielding curious décor that fills out the park's empty surfaces.
Theme parks are venues for abstraction. When you ride Peter Pan in Disneyland, you get a quick narrative and physical experience of the story and the film, but you hardly feel immersed in the holodeck sense of the term. Theme park attractions don't have to persuade visitors that they are real, for those visitors have already agreed to suspend disbelief and to partake of one real, physical world as if it were another.
Likewise, the games in Nintendo Land are not really games, but abstractions of games, icons that stand in for games that are not really present. Just as Tomorrowland isn't really the future and Adventureland isn't really an adventure, so Nintendo Land isn't really a Nintendo game, so much as a game evocative of the sensation of Nintenditude.
The entire title is rendered in a felted or crocheted style reminiscent of LittleBigPlanet, further emphasizing its false yet deliberately crafted style. Just as riding a theme park attraction draws an uncomfortable yet pleasurable dissonance between a source work or idea and a vertiginous physical and audiovisual experience, so playing Nintendo Land offers a strange new view on Nintendo's catalog. It's a pretend Nintendo; it's Nintendo admitting to pretense.
In the West we often forget just how traditionally Japanese Nintendo really is. This aesthetic choice might be seen as sloppy or arrogant in the United States, a failure to make a coherent collection of titles that explain the purpose of the Wii U through methodical demonstration.
I take it as a gesture of humility. Nintendo is stepping back, acknowledging that things have changed. That it can no longer make assumptions about what games are or what they should be. And that its players shouldn't either. This gesture of humility is a serious and profound one, in that it also refuses to accept the game industry's standard assumptions about the present reality of games as mobile, social, and free-to-play. Instead, Nintendo presents a substantial, costly effort as its pack-in title, whose overall message amounts to, "we don't know either."
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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.