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Life or death for hardcore gaming.

January 20th, 2010

By William Countiss

There is a storm coming. The video game landscape was changed forever when the Nintendo Wii introduced casual gaming to the masses. Even while Microsoft and Sony continued to placate to a diminishing audience, Nintendo paved the way for graphically simple games which value simple game play over beautiful graphics. Hardcore gamers everywhere reputed Nintendo’s console that could as merely a passing fad. It wasn’t just a fad. The message to the hardcore gaming audience from the Nintendo camp is loud and clear, we simply don’t need you anymore. Now don’t get me wrong, Nintendo won’t deny your cash if you’re willing to part with it. Rather Nintendo doesn’t need your money anymore like they needed your money during the Game Cube and Nintendo 64 days.

Microsoft are late to the party with Natal which claims to revolutionize gaming. I cannot say for sure whether Natal will be a success or a failure. As a hardcore gamer, I’d hate to see it be too successful because it would mean the true end of hardcore gaming. Sony is also playing catch up with the release of their Motion wand. You see casual gaming and hardcore gaming cannot peacefully coexist. The two are polar opposites. When third party companies make the decision between hardcore gaming vs. casual gaming, they’ll go in the direction which will allow for the most profit with the least amount of overhead. Casual gaming on the outside is perfectly positioned for this paradigm shift. The only question regarding whether or not casual gaming will completely marginalize hardcore gaming is whether this new market that Nintendo captured can create sustainable profit over the long term like the Playstation and Playstation 2 has. If the answer is no, then we’ll see budgets focus on the hardcore gamer again. If the answer is yes, then hardcore gamers as a demographic will continue to diminish until it completely disappears. Game studios out of necessity will need to focus on casual gaming just to stay alive.

The storm will hit this Fall/Winter when Sony, Microsoft and Nintendo are all competing for consumer dollars. If sales of motion controlled games fall below expectations then in my mind, hardcore gaming is safe. If not; if consumers swallow casual motioned controlled gaming whole, then hardcore gaming is doomed. I’d love to hear your comments on the subject no matter what your perspective is.

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What the iPhone 3G S will mean for handheld gaming

June 22nd, 2009

By Joseph Tresca
141281 iphone voicecontrol 188 What the iPhone 3G S will mean for handheld gaming

The iPhone 3G S has been released and it marks a substantial upgrade over the 2G and 3G versions of Apple’s wunderkind super phone. The inclusion of a faster 600 MHZ processor and double the ram with 256 MBs, has some consumers worried about the divide that will be created between applications which will be compatible with the old hardware and newer applications built specifically for, and perhaps more importantly, exclusively for the new 3G S. Aside from that, the new iPhone also supports openGL ES 2.0, which among other things has support for hardware driven programmable 3D Graphics.

Although I’m not yet a 3G S owner and I actually don’t plan to make the upgrade, I’m a big believer in allowing technology to advance beyond what I currently own. I realize that this sentiment isn’t shared by a large majority of iPhone users. iPhone developers will have difficult choices to make as to whether they should support the older API or the newer one. On the one hand it would seem insane to ignore the 40 million existing iPhone customers who purchase millions of applications from the App store each day, but on the other hand the graphic fidelity that ES 2.0 and the upgraded hardware can achieve will allow the iPhone to legitimately compete with Sony and Nintendo’s hand held gaming systems.

With features such as realtime shadows and normal mapping, the iPhone is now the most powerful handheld super phone in existence. And it is certainly more powerful than the Nintendo DS and Sony’s PSP. From a development standpoint the iPhone should be slightly easier to program for with its support of open code standards. Time will tell if Apple can make the iPhone a relevant handheld platform but the potential is very exciting.

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