Every gamer has imagined it at one point in their lives. The day when a virtual reality headset or motion capture suit removes the ‘middle man’ of a controller from the game playing experience, and truly draws you into an escapist virtual world where the limits of the corporeal do not apply. We could dance around our respective living rooms, wielding unreal weapons or traversing alien terrain, and all without leaving the house thanks to technical innovations that seem all but guaranteed to arrive at one point or another.
The Wii, back in 2005 appeared to be our first tentative step towards this new horizon, presenting the idea of motion control through an innovative remote shaped wand. Yes, the name was mocked, and the design was likened to a Sky remote, but beneath it all was an unwavering anticipation amongst dedicated gamers. The initial teaser trailers, demonstrating sword fights, shoot-offs and much more, caused a good deal of salivating and set the stage for what many hoped would be the biggest leap in video gaming since the rise of the home console. That of course was then, and this is now – 2009. We have now spent almost half a decade getting to grips with Nintendo’s machine, and the story that has developed over these years has, for many at least, been one of disappointment.
While it is difficult to argue against the fact that Nintendo has become one of the most successful video game corporations in the world, bringing the medium to the masses and extending the boundaries of what we thought possible with an entertainment console, they seem to have done so at a huge cost. Where once the eponymous red ‘N’ symbol was synonymous with tantamount quality, colourful and memorable characters, and most importantly, unmitigated fun; the birth child of the idolised Shigeru Miyamoto has somewhat dulled in its perceived colour – washing from that vibrant red of youth, to the grim corporate gray as its fields of production have evolved to a barren wasteland of creativity.
While this claim of complete reversal of commercial philosophy may seem extreme, it takes only a mild investigation to uncover its basis. To examine as a starting point, for example, Nintendo’s E3 conference in June 2009, provides a wealth of evidence. While now a fair number of months in the past, it can still be seen as revealing in terms of the companies’ apparent present strategy, and as such appears an overwhelming disappointment. One needs only look at the announcements to get a flavour for the stale – recycled IP’s such as Mario, Zelda and Metroid appear once again, supplemented only by continuations in the ‘Wii-(Sports/Music/Fit etc.)’ franchise and uninspiring third-party contributions.
While the core series’ in this list do have an undeniable quality, it is hard to overlook the thinly veiled premise that Nintendo is simply milking its most profitable franchises, without real thought as to how to advance themselves as a creative component of the industry. Combine this with another shed load of ‘Wii Music’-type games and you are left with a truly diluted offering to say the least.
Indeed, it is not only Nintendo’s willingness to abandon its own creative frontiers, it is the fact that they so shamelessly allow third-party developers to produce sub-par and near identical titles under the vague umbrella of ‘casual experiences’; a term so widely batted about in the rhetorical exchanges between developers and the respective gaming press that it seems to have lost all meaning as a specific referent. While casual gaming is by no means a thing to discourage, after all it has made games more accepted in the mainstream, and expanding appreciation for the medium can be no bad thing; it is the fact that games for the Wii currently seem to interchange ‘casual’ as a label for ‘lacking content’ or ‘unfathomably easy’ without a second thought. Surely the appeal of a game is to overcome an obstacle or challenge? If such a challenge is lacking the game becomes an empty experience, akin to an action film without stunts, a song with no instrumental track. The basic structure of the medium is sapped.
So how have we got here? What happened to those aspirations to real time light sabre duels and true immersion? While it is fair to say some games have tried to tap into these fantasies, none have really excelled. In fact, the most critically acclaimed games on the Wii remain those for which the preferred method of control is an old GameCube pad or the classic controller, such as the superb Super Smash Bros. Brawl. The Red Steel’s of this world have come and gone, leaving little impression beyond a tainted memory of clunky controls and unrealised game play mechanics, possibly demonstrating why so many developers for the Wii, and possibly Nintendo themselves, have shied away from attempting to fuse more mature concepts with the technical innovations.
However, it seems reasonable to assume that it is not a lack of positive critical reception that has truly allowed the stagnation that we can witness today. Developers have been panned in the past and yet have come back fighting, attempting to better their mistakes and still strive for that end goal. No, the additional puzzle to the piece is not an inability to make more traditional games work on the Wii, moreover it is a lack of willing. Without stunning controls, traditional gamers found the Wii’s lack of processing power frustrating compared to the alternatives of the Xbox 360 and eventually the Playstation 3. As with any medium, a lack of sales is going to result in a change of tact, and in the case of the Wii, it was to appeal to a more family-friendly, causal market. The developers have seemed to simply stop trying to force something that, in their eyes, will not be. The Wii, in a sense has become a medium of its own, catering to a completely different audience and creating a schism between Nintendo and the wider gaming community. Whether this schism is of a natural inclination or not is questionable, but what is undeniable, is that it has been the result of economics and market manipulation.
Such analysis therefore begs the question – what does the future hold for the Wii? With predictions indicating that the next generation of consoles will not be with us for another few years, the Wii has a foreseeable shelf life and thus can be addressed as a commodity with hope still invested in it. While advances such as the new ‘MotionPlus’, allowing gamers 1:1 control with their WiiMote, hints at Nintendo looking beyond simply churning out more party games which involve some manic waggling or sweeping, and towards games with a more subtle element of input; the fact that we only now have been presented with this development, and that it was bundled with, and assumedly primarily developed for, Wii Sports Resort (essentially Wii Sports 2) is indicative of the fact that Nintendo are still very much placed in a comfy position on their laurels. If viewed with a completely honest eye, it seems unlikely that as long as the money continues to pour in, Nintendo are going to change their development strategy, or long term aims for the console any time soon.
So what of us traditional gamers, and our lofty ambitions for the ‘Revolution’ that Nintendo promised us with the Wii’s development title those five years ago? Well, with Microsoft’s ‘Project Natal’ and Sony’s own impressive motion capture wand announced at the same E3 that caused so much disappointment for long-time Nintendo fans, perhaps ‘pressing X to jump’ really is becoming a thing of the past. While the Wii has taught us, if anything, to be cautious with our anticipation, one can’t help but feel the excitement start to bubble again, as we sense another era around the corner…
With 3D technology soon makings its way into our living rooms, Sam Claxton discovers that the future is already here.
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I’ve been following the Wii’s development since it was first hinted at in E3 2004 and skipped my SAT and slept overnight in front of Nintendo World in Manhattan to see it revealed at Nintendo’s E3 2006 media briefing.
Though I’m more than happy with my launch day purchase of the system and essentially got what I expected, I think the system could have better balanced it’s so called “hardcore” and “casual” perception better, as we’ve seen with the Nintendo DS.
I think a lot of the disappointment and “lost potential” in the Wii stems from the fact that honestly, Wii Motion Plus level controller acuity is essentially what almost everyone was expecting from the Wii Remote since it was first revealed in 2005, so why is it being introduced in what is now the backhalf of the Wii’s lifespan (if the 6 year console lifespans Nintendo’s kept since the Super NES are any indication)?
I would have been more than willing to pay another 20 or 30 dollars for a Motion-plus enabled Wii Remote back in 06, and frankly I think the overall attitude veteran gamers and developers have toward the systems would be much more favorable.
Red Steel, the first Wii game ever shown to the public was once seen as a sign that Wii would expand Nintendo’s appeal in both the traditional and casual gaming markets and represented the next leap in gaming, now its just sort of a awkward punchline to a bad joke. At E3 06 we were shown Wii Sports and Wii Music alongside Project Hammer and Disaster, Day of Crisis, which I was surprised to find out where Nintendo’s own titles and were heading into gritter territory.
Four years later and only the former two games have seen the light of day.
As I said before, i pretty much got what I expected from the Wii, am more than satisfied and would recommend it to others (especially with the selection of cheaper worthwhile games going back to 06), but at the same time, Nintendo could have better positioned Wii to also appeal to those elitist “hardcore” gamers who now view the Wii as a gimmicky, interloper who stole success from the “real” systems by “selling out to the mainstream”.
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Theres a few issues in this article d like to address. I do not mean to be rude but it does seem that your article does not address the whole picture.
For one thing , whlst you look at where third parties got it wrong you do not look at what third parties did right. nowhere does your article mention that games such as madworld and no more heroes where motion controls were used successfully in games that appealed to the core. Nor is there mention of titles such as little kings story that, although not making use of the wiis controls, only exist because of the lower development costs that the wii offers. Your argument that ‘The de¬≠vel¬≠op¬≠ers have seemed to sim¬≠ply stop try¬≠ing to force some¬≠thing that, in their eyes, will not be’ does not match with what is known of the 2010 lineup which shows an increase in third party support.
Your knowledge of nintendo’s game seems similarly to be lacking and based entirely on nintendo’s hour long E3 conference. Even if you believe metroid other M and Zelda Wii are not creative advancements (and I dont see how you can) nintendo also showed sin and punishment successor to the skies, line attack heroes,endless ocean 2, span smasher and monado. Your claim that nintendo’s big 3 are ‘sup¬≠ple¬≠ment¬≠ed only by con¬≠tin¬≠u¬≠a¬≠tions in the ‚ÄòWii-(Sports/Music/Fit etc.)‚Äô fran¬≠chise is simply untrue.
However, some blame should be laid at nintendo’s feet for not making you more aware of these products. On the whole i found your article to be in-depth and very well written. I look forward to hearing you thoughts on the issues I have raised.
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Hi Adam,
I appreciate you make some fair comments in your response, and I will attempt to address them as best I can. I understand that titles such as No More Heroes and Madworld have seen release, but in my opinion they are, for one, few and far between, and second seem to cater to the hardcore crowd simply for the sake of catering to the hardcore crowd. Rather than being part of a balanced release schedule, they are anomalies and as such perhaps garner more praise than they deserve. They have their merits but without significant competition, perhaps merely being unique in their adult nature has boosted their appeal and appreciated status.
I do agree with you that the Wii marketplace has allowed for a more varied output to the consoles software. Titles such as Little King’s Story and Lost Winds have indeed proved the potential of the Wii and they are undeniably well suited to the console. Its just a shame that these sort of titles don’t get more attention and coverage in the mainstream media!
While I took the E3 conference as a basis for my article it does not constitute my sole knowledge of Nintendo games. As for not being able to see how a new Zelda could not be a creative advancement, I offer only that I found Twilight Princess to be in many senses a step backwards after the triumph of Windwaker. As for the basic mechanics of Zelda games in general, they unfortunately seem to have been since their inception incredibly well refined, meaning that while hugely fun, a development team can do little to advance beyond the established ‘open world, town, dungeon’ formula.
Perhaps I was uttering a hyperbole in claiming that these big franchises are ‘supplemented only by con tin u a tions in the ‚ÄòWii-(Sports/Music/Fit etc.)‚Äô, and indeed there are examples of other titles (although their finished quality is yet to be seen). However, the point I was trying to get across was the overarching atmosphere the Wii release schedule seems to display.
I was not looking out to attack the Wii, rather simply attempting to express my disappointment that it never came to be what it promised. It has always felt like an opportunity missed. The exceptions to the rule in terms of Wii software, many of which you mention, are the diamonds in the rough; and their existence, as sparsely released as they are, only goes on to highlight how saturated with sub-par material the remainder of the Wii library is.
Here’s hoping that us Wii owners continue to find those gems, but in terms of the bigger picture, I hold little hope of change.
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