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Up as recently as 1998 there was a very visible difference between PC and console gamers. In general (and no, I am not trying to stereotype anyone) the differences could be listed as follows (CG = Console Gamers, PG = PC Gamers):
CG:Like arcade gameplay
PG:Like more in-depth gaming
CG:Under 20
PG:Over 30
CG:Want 3D arcade-like graphics
PG:2D graphics are fine if gameplay is good
CG:Fun is all about hand/eye coordination
PG:Fun is all about using your mind
CG:Multiplayer gaming in the living room
PG:Multiplayer gaming across continents
CG:Demand plug-and-play gaming
PG:Accept plug-and-pray
CG:Spend more available income on games
PG:More disposable income available
However, on the way to 2003, many of the distinctions in the gaming world, both in platforms and genres, have blurred. Console gamers are older, but their gaming tastes are getting more refined. PC gamers are getting younger, with a yearning for action.
Since the gaming industry has become used to selling millions of units of top titles (just look how many copies of TimeSplitters 2 will be sold this year) the concept of video games as mass-production goods is now a reality, and has led publishers to ship games targeted at much wider audiences instead of aiming at niches (like they did years ago).
Videogame systems have embraced CDs and (to a lesser extent at the moment) DVDs as a storage medium, allowing more play depth and features than traditional cartridges could support.
Also, PC technology has exploded in terms of enhanced functionality; since prices for components have plummeted, game developers have access to systems on which they may create realistic environments as never imagined before. Also, we consumers can now justify owning our more inexpensive gaming platforms.
-- So where are game genres going today? --
As the age groups of console and PC gamers is converging to a point somewhere around the 20-24 region, there has been a corresponding evolution in what game genres are becoming more in demand.
Gamers, of all varieties, are progressively responding to more depth, or realism, in played games.
Obviously gamers still want their experience to be fun, but the older average gamer's age has lead to a preference for titles offering more than the usual arcade type short burst gaming experiences.
This trend first became apparent with PC gamers with the introduction of games like Half-life (and its squad based add-ons) and Rainbow Six. Younger gamers began raving about the virtues of squad-based gaming, working with team mates, accepting the fact that one bullet can kill you, or getting hit in the leg can slow your character down.
The trend for depth is also apparent in non-combat simulation games (like The Sims or Theme Park) where gamers are perfectly happy to spend many many hours planning and allocating resources to see what will happen in their virtual worlds. The same is true of racing games where gamers will happily tweak a car for hours in order to get the best performance.
But it's just not PC games. Console titles are also witnessing much the same evolution in tastes.
Particular examples are games like Gran Turismo, Goldeneye, Metal Gear Solid etc., where realism is becoming the main selling point.
This is also obvious when we look at various game charts from the past few years. In-depth games (Legend of Zelda, Pokemon, The Sims etc.) have taken over the top spots, replacing titles focused more on twitch reaction gaming (like racing and fighting games for example).
-- Technology is a huge factor--
Another important aspect that offers gamers more depth in their videogames is the relentless march of more powerful, and cheaper, technology that gives developers the ability to add more features to their games.
Obviously the more computing power available, the greater the realism that can be added.
The results of this barrage of new technology are greater realism in character models and movement, 3D environments, facial expressions, special effects, sound and music, and also the ability to create huge worlds and gameplay scenarios that possess greater mission depth and experiences.
Without needing to be pushed by Sony or Microsoft, third-party PS2 and Xbox games are naturally moving towards enhanced realism because the developers want to go there - especially now that they have the kind of CD/DVD/Hard disc storage and 3D graphics power to enable them to create realistic game worlds on the latest consoles, as well as on PC.
--What about Nintendo? --
On another side of things, Nintendo seems to be staking out a more fun-based position by itself. Nintendo's core business has always been one of character-based titles strong on a sense of wonder and beauty. Nintendo (and its third-party developers) doesn't seem to be too concerned with using the power of it's GameCube to push realistic physics models or highly realistic experiences. Nintendo as always seems concerned with building a gameplay experience that promotes its character licenses.
So can we expect a continued focus on bright, beautiful, high-quality graphics pushing a cartoon-style anti-realism? (Maybe not in all cases, Resident Evil is a strong case in point). Overall, this gives consumers (parents especially, since they seem to equate realism with violence) one more reason to see a "difference" in GameCube games over PS2 and Xbox. Is this going to make the GameCube the 'parent-friendly' console of choice?
Further supporting this position is Nintendo's continued dominance of the handheld market. Since the GameBoy Advance has significantly less processing power than its next-generation siblings do, it is getting less realistic games. Already the GBA getting is SNES titles from earlier years. We've already seen how well Pokemon games have done in the last few years. Therefore it seems obvious that we can expect to see handheld titles offering an experience less realistic but more arcade-like for the foreseeable future
--- What is in it for us? ---
The good news for gamers is the huge range of products and experiences for every taste. The better news for retailers and developers is that this genre divergence should offer much better support for the number of new consoles on the market (i.e. we hopefully will not see a repeat of the Dreamcast fiasco).
As with any facet of the entertainment business, video games present something for all styles and tastes. While there is a growing audience that wants realistic simulation of some real-life experience; at the same time another huge audience that is looking for escape, excitement and fun.
Both Sony and Microsoft will go on about how their consoles will provide a wide range of realistic and fantasy themed titles for diverse consumers. But as mentioned above, my prediction is that Nintendo's dedicated concentration on character-based, cartoon-style games will lead to good tidings for themselves, and at the same make it easier for three+ consoles to survive and thrive.
---What next? ---
If the PS2 and Xbox continue to move toward more realistic experiences as a result of their powerful technology, thanks to how developers have chosen to use that technology, then the console market may grow progressively segregated once again.
So, it may not be PS2, Xbox and GameCube fighting for the same turf. Rather, the PS2 and Xbox will shoot it out in a two-system battle for a similar group of gamers, while the GameCube and Game Boy Advance start to carve out their own “sense of wonder” group of gamers for themselves.
What do you think?
Up as recently as 1998 there was a very visible difference between PC and console gamers. In general (and no, I am not trying to stereotype anyone) the differences could be listed as follows (CG = Console Gamers, PG = PC Gamers):
CG:Like arcade gameplay
PG:Like more in-depth gaming
CG:Under 20
PG:Over 30
CG:Want 3D arcade-like graphics
PG:2D graphics are fine if gameplay is good
CG:Fun is all about hand/eye coordination
PG:Fun is all about using your mind
CG:Multiplayer gaming in the living room
PG:Multiplayer gaming across continents
CG:Demand plug-and-play gaming
PG:Accept plug-and-pray
CG:Spend more available income on games
PG:More disposable income available
However, on the way to 2003, many of the distinctions in the gaming world, both in platforms and genres, have blurred. Console gamers are older, but their gaming tastes are getting more refined. PC gamers are getting younger, with a yearning for action.
Since the gaming industry has become used to selling millions of units of top titles (just look how many copies of TimeSplitters 2 will be sold this year) the concept of video games as mass-production goods is now a reality, and has led publishers to ship games targeted at much wider audiences instead of aiming at niches (like they did years ago).
Videogame systems have embraced CDs and (to a lesser extent at the moment) DVDs as a storage medium, allowing more play depth and features than traditional cartridges could support.
Also, PC technology has exploded in terms of enhanced functionality; since prices for components have plummeted, game developers have access to systems on which they may create realistic environments as never imagined before. Also, we consumers can now justify owning our more inexpensive gaming platforms.
-- So where are game genres going today? --
As the age groups of console and PC gamers is converging to a point somewhere around the 20-24 region, there has been a corresponding evolution in what game genres are becoming more in demand.
Gamers, of all varieties, are progressively responding to more depth, or realism, in played games.
Obviously gamers still want their experience to be fun, but the older average gamer's age has lead to a preference for titles offering more than the usual arcade type short burst gaming experiences.
This trend first became apparent with PC gamers with the introduction of games like Half-life (and its squad based add-ons) and Rainbow Six. Younger gamers began raving about the virtues of squad-based gaming, working with team mates, accepting the fact that one bullet can kill you, or getting hit in the leg can slow your character down.
The trend for depth is also apparent in non-combat simulation games (like The Sims or Theme Park) where gamers are perfectly happy to spend many many hours planning and allocating resources to see what will happen in their virtual worlds. The same is true of racing games where gamers will happily tweak a car for hours in order to get the best performance.
But it's just not PC games. Console titles are also witnessing much the same evolution in tastes.
Particular examples are games like Gran Turismo, Goldeneye, Metal Gear Solid etc., where realism is becoming the main selling point.
This is also obvious when we look at various game charts from the past few years. In-depth games (Legend of Zelda, Pokemon, The Sims etc.) have taken over the top spots, replacing titles focused more on twitch reaction gaming (like racing and fighting games for example).
-- Technology is a huge factor--
Another important aspect that offers gamers more depth in their videogames is the relentless march of more powerful, and cheaper, technology that gives developers the ability to add more features to their games.
Obviously the more computing power available, the greater the realism that can be added.
The results of this barrage of new technology are greater realism in character models and movement, 3D environments, facial expressions, special effects, sound and music, and also the ability to create huge worlds and gameplay scenarios that possess greater mission depth and experiences.
Without needing to be pushed by Sony or Microsoft, third-party PS2 and Xbox games are naturally moving towards enhanced realism because the developers want to go there - especially now that they have the kind of CD/DVD/Hard disc storage and 3D graphics power to enable them to create realistic game worlds on the latest consoles, as well as on PC.
--What about Nintendo? --
On another side of things, Nintendo seems to be staking out a more fun-based position by itself. Nintendo's core business has always been one of character-based titles strong on a sense of wonder and beauty. Nintendo (and its third-party developers) doesn't seem to be too concerned with using the power of it's GameCube to push realistic physics models or highly realistic experiences. Nintendo as always seems concerned with building a gameplay experience that promotes its character licenses.
So can we expect a continued focus on bright, beautiful, high-quality graphics pushing a cartoon-style anti-realism? (Maybe not in all cases, Resident Evil is a strong case in point). Overall, this gives consumers (parents especially, since they seem to equate realism with violence) one more reason to see a "difference" in GameCube games over PS2 and Xbox. Is this going to make the GameCube the 'parent-friendly' console of choice?
Further supporting this position is Nintendo's continued dominance of the handheld market. Since the GameBoy Advance has significantly less processing power than its next-generation siblings do, it is getting less realistic games. Already the GBA getting is SNES titles from earlier years. We've already seen how well Pokemon games have done in the last few years. Therefore it seems obvious that we can expect to see handheld titles offering an experience less realistic but more arcade-like for the foreseeable future
--- What is in it for us? ---
The good news for gamers is the huge range of products and experiences for every taste. The better news for retailers and developers is that this genre divergence should offer much better support for the number of new consoles on the market (i.e. we hopefully will not see a repeat of the Dreamcast fiasco).
As with any facet of the entertainment business, video games present something for all styles and tastes. While there is a growing audience that wants realistic simulation of some real-life experience; at the same time another huge audience that is looking for escape, excitement and fun.
Both Sony and Microsoft will go on about how their consoles will provide a wide range of realistic and fantasy themed titles for diverse consumers. But as mentioned above, my prediction is that Nintendo's dedicated concentration on character-based, cartoon-style games will lead to good tidings for themselves, and at the same make it easier for three+ consoles to survive and thrive.
---What next? ---
If the PS2 and Xbox continue to move toward more realistic experiences as a result of their powerful technology, thanks to how developers have chosen to use that technology, then the console market may grow progressively segregated once again.
So, it may not be PS2, Xbox and GameCube fighting for the same turf. Rather, the PS2 and Xbox will shoot it out in a two-system battle for a similar group of gamers, while the GameCube and Game Boy Advance start to carve out their own “sense of wonder” group of gamers for themselves.
What do you think?