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I was thinking about this post last night, but then I remembered a post entitled “A button for every controller” by Edgy. I thought someone had beaten me to it, but having read that post I realised that we seem to be approaching a similar issue, but from different directions.
Edgy discussed whether having so many buttons is necessary, and whether game developers feel compelled to use them all. That was a valid point, but I don’t feel that and good game developer would feel compelled to introduce some functionality to a button simply because it is there.
The purpose of this post is to examine which companies have been most influential in the development of consoles. Looking at each release and noting what advancements it has made, whether those advancements have become successful and commonplace or not. I think that I will be able to show that without a doubt Nintendo are the most innovative company in terms of making advancements in gaming. Apologies for any machines that I have missed out, or if I have credited a company for some advancement that someone else made first. I’m sure you’ll let me know if I have.
I don’t know how long ago it was that I was bought my first console. I do know that it was a NES. It looked about as sexy as Peter Springfellow sporting his electric blue thong, but that was beside the point. It was THE Nintendo Entertainment System and for a while it ruled my world. One digital control pad, and the source of many a geometrically shaped blister on my left thumb, and two buttons, labelled button A, and button B.
When the Sega Mega drive was released they added a single button. Presumably because they felt they needed to give the user more control in their games. By today’s standards it doesn’t really seem like a groundbreaking move and I doubt it was then either. I do remember, however, the SNES being released. Not only was the Super Nintendo Entertainment System super sexy, but also the controller had six super buttons. I can remember when I first got hold of a SNES thinking that the jump from two (or three) buttons to six was a bit excessive, however it did mean that all the arcade conversions were far better than if they had been limited by the hardware. SNES also introduced the first ever shoulder buttons. Which are something that we take for granted today. This step meant that our most dexterous unopposed digit, the index finger, now was used for more than just supporting the pad.
The next attempt in changing the way games were played appeared to be the MegaCD, but at that point games on CDs just didn’t seem to be the way forward. Perhaps the MegaCD went the same way as so many other Sega consoles because Sega never really backed what it started. I don’t really know why, but the MegaCD went the same way as the Saturn and the Dreamcast.
As Sega slowly collapsed like a flan in a cupboard (Eddie fans?) Sony came into the picture and took the MegaCD's lead, introducing games on a CD, making reproduction far cheaper. This introduced one problem. Until now all save games were saved in the cartridge. Now there was no cartridge. Low and behold, Sony gave us the memory card as part and parcel of the decision to move to CDs. Sony also introduced a second set of shoulder buttons on their pad. The number of buttons has now risen to eight.
The next console incorporated the most innovative and radical changes from what the eagerly anticipated market had seen previously. Although Nintendo weren’t yet prepared to switch to CDs for the N64, they had made bold and exciting changes. Now you could hook up four controllers to one console for a start. The N64 controller featured the first analogue stick (I believe the playstation analogue controllers came after) and the first haptic (touchy-feely) feedback in the form of the rumble pack. The controller for the N64 got a lot of stick for being bold enough to try new things with its controller, but there is no doubt that it paid off. Soon you couldn’t buy a controller for any format without a rumble device and analogue controllers.
Sony took the natural step from CD to DVD and the next technology to reach the controllers was analogue buttons. This is something that many gamers don’t even realise is there. It’s certainly not exploited by every game, although that is probably a good thing.
Of course not innovation that Nintendo ever pushed was a winner in the marketplace. Does anyone remember the Nintendo Powerglove? It was nice and gimmicky, but it wasn’t very well made and soon fell by the wayside. The reference frame for the tracking device, that sat over your television as a point of reference was flimsy when it should be forming a rigid right angle. The glove actually only contained two tracking devices when the simply addition of one more (and they were as cheap as chip folks) would’ve made three-dimensional tracking so much more accurate. Also, the resistive material in each finger was liable to crack, rendering the “button” completely useless.
Still, for me Nintendo have always been the most innovative when it comes to introducing new technologies. Just to recap, Nintendo gave us the relentless onslaught of more and more buttons, the shoulder button, four player gaming (without a multitap), the trigger button, the analogue stick and haptic feedback.
Oh, and what else did Sony give us? That’s right, the dance mat, and after a drunken night at Rosalind’s house it’s given me a sprained ankle and a girlfriend obsessed with Britney’s dance beat!
Thanks a lot Sony.
And thank you, reader, for making it all the way down to the bottom of the post :)
>
> Hohoho
>
> I wasn't drunk though 0:o)
Didn't realise you were there. I thought The Ogre had traded you in for the actual Britney Spears, taking a break from her European tour.
Boy, I must have been more drunk that I realised
;p
> Oh, and what else did Sony give us? That’s right, the dance mat, and
> after a drunken night at Rosalind’s house it’s given me a sprained
> ankle and a girlfriend obsessed with Britney’s dance beat!
>
> Thanks a lot Sony.
Hohoho
I wasn't drunk though 0:o)
I was thinking about this post last night, but then I remembered a post entitled “A button for every controller” by Edgy. I thought someone had beaten me to it, but having read that post I realised that we seem to be approaching a similar issue, but from different directions.
Edgy discussed whether having so many buttons is necessary, and whether game developers feel compelled to use them all. That was a valid point, but I don’t feel that and good game developer would feel compelled to introduce some functionality to a button simply because it is there.
The purpose of this post is to examine which companies have been most influential in the development of consoles. Looking at each release and noting what advancements it has made, whether those advancements have become successful and commonplace or not. I think that I will be able to show that without a doubt Nintendo are the most innovative company in terms of making advancements in gaming. Apologies for any machines that I have missed out, or if I have credited a company for some advancement that someone else made first. I’m sure you’ll let me know if I have.
I don’t know how long ago it was that I was bought my first console. I do know that it was a NES. It looked about as sexy as Peter Springfellow sporting his electric blue thong, but that was beside the point. It was THE Nintendo Entertainment System and for a while it ruled my world. One digital control pad, and the source of many a geometrically shaped blister on my left thumb, and two buttons, labelled button A, and button B.
When the Sega Mega drive was released they added a single button. Presumably because they felt they needed to give the user more control in their games. By today’s standards it doesn’t really seem like a groundbreaking move and I doubt it was then either. I do remember, however, the SNES being released. Not only was the Super Nintendo Entertainment System super sexy, but also the controller had six super buttons. I can remember when I first got hold of a SNES thinking that the jump from two (or three) buttons to six was a bit excessive, however it did mean that all the arcade conversions were far better than if they had been limited by the hardware. SNES also introduced the first ever shoulder buttons. Which are something that we take for granted today. This step meant that our most dexterous unopposed digit, the index finger, now was used for more than just supporting the pad.
The next attempt in changing the way games were played appeared to be the MegaCD, but at that point games on CDs just didn’t seem to be the way forward. Perhaps the MegaCD went the same way as so many other Sega consoles because Sega never really backed what it started. I don’t really know why, but the MegaCD went the same way as the Saturn and the Dreamcast.
As Sega slowly collapsed like a flan in a cupboard (Eddie fans?) Sony came into the picture and took the MegaCD's lead, introducing games on a CD, making reproduction far cheaper. This introduced one problem. Until now all save games were saved in the cartridge. Now there was no cartridge. Low and behold, Sony gave us the memory card as part and parcel of the decision to move to CDs. Sony also introduced a second set of shoulder buttons on their pad. The number of buttons has now risen to eight.
The next console incorporated the most innovative and radical changes from what the eagerly anticipated market had seen previously. Although Nintendo weren’t yet prepared to switch to CDs for the N64, they had made bold and exciting changes. Now you could hook up four controllers to one console for a start. The N64 controller featured the first analogue stick (I believe the playstation analogue controllers came after) and the first haptic (touchy-feely) feedback in the form of the rumble pack. The controller for the N64 got a lot of stick for being bold enough to try new things with its controller, but there is no doubt that it paid off. Soon you couldn’t buy a controller for any format without a rumble device and analogue controllers.
Sony took the natural step from CD to DVD and the next technology to reach the controllers was analogue buttons. This is something that many gamers don’t even realise is there. It’s certainly not exploited by every game, although that is probably a good thing.
Of course not innovation that Nintendo ever pushed was a winner in the marketplace. Does anyone remember the Nintendo Powerglove? It was nice and gimmicky, but it wasn’t very well made and soon fell by the wayside. The reference frame for the tracking device, that sat over your television as a point of reference was flimsy when it should be forming a rigid right angle. The glove actually only contained two tracking devices when the simply addition of one more (and they were as cheap as chip folks) would’ve made three-dimensional tracking so much more accurate. Also, the resistive material in each finger was liable to crack, rendering the “button” completely useless.
Still, for me Nintendo have always been the most innovative when it comes to introducing new technologies. Just to recap, Nintendo gave us the relentless onslaught of more and more buttons, the shoulder button, four player gaming (without a multitap), the trigger button, the analogue stick and haptic feedback.
Oh, and what else did Sony give us? That’s right, the dance mat, and after a drunken night at Rosalind’s house it’s given me a sprained ankle and a girlfriend obsessed with Britney’s dance beat!
Thanks a lot Sony.
And thank you, reader, for making it all the way down to the bottom of the post :)